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			38 lines
		
	
	
	
		
			1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
	
		
			1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 core
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| 
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| #define DEGREES_MAX   360.0f
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| #define LATITUDE_MAX  85.051128779806604f
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| #define LONGITUDE_MAX 180.0f
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| #define PI            3.1415926535897932384626433f
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| #define RAD2DEG       57.295779513082320876798156332941f
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| 
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| layout (location = 0) in vec2 aLatLong;
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| layout (location = 1) in uint aDataMoment;
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| layout (location = 2) in uint aCfpMoment;
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| 
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| uniform mat4 uMVPMatrix;
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| uniform vec2 uMapScreenCoord;
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| 
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| flat out uint dataMoment;
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| flat out uint cfpMoment;
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| 
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| vec2 latLngToScreenCoordinate(in vec2 latLng)
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| {
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|    vec2 p;
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|    latLng.x = clamp(latLng.x, -LATITUDE_MAX, LATITUDE_MAX);
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|    p.xy     = vec2(LONGITUDE_MAX + latLng.y,
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|                    -(LONGITUDE_MAX - RAD2DEG * log(tan(PI / 4 + latLng.x * PI / DEGREES_MAX))));
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|    return p;
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| }
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| 
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| void main()
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| {
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|    // Pass the coded data moment to the fragment shader
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|    dataMoment = aDataMoment;
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|    cfpMoment  = aCfpMoment;
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| 
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|    vec2 p = latLngToScreenCoordinate(aLatLong) - uMapScreenCoord;
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| 
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|    // Transform the position to screen coordinates
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|    gl_Position = uMVPMatrix * vec4(p, 0.0f, 1.0f);
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| }
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