{"version":3,"file":"RadarScan.mjs","sources":["../../../../../../packages/shared/materials/shaders/RadarScan.ts"],"sourcesContent":["export default `\n  uniform sampler2D colorTexture;\n  uniform sampler2D depthTexture;\n  varying vec2 v_textureCoordinates;\n  uniform vec4 u_scanCenterEC;\n  uniform vec3 u_scanPlaneNormalEC;\n  uniform vec3 u_scanLineNormalEC;\n  uniform float u_radius;\n  uniform vec4 u_scanColor;\n  vec4 toEye(in vec2 uv, in float depth)\n  {\n    vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n    vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n    posInCamera =posInCamera / posInCamera.w;\n    return posInCamera;\n  }\n  bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n  {\n    vec3 v01 = testPt - ptOnLine;\n    normalize(v01);\n    vec3 temp = cross(v01, lineNormal);\n    float d = dot(temp, u_scanPlaneNormalEC);\n    return d > 0.5;\n  }\n  vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n  {\n    vec3 v01 = point -planeOrigin;\n    float d = dot(planeNormal, v01) ;\n    return (point - planeNormal * d);\n  }\n  float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n  {\n    vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n    return length(tempPt - ptOnLine);\n  }\n  float getDepth(in vec4 depth)\n  {\n    float z_window = czm_unpackDepth(depth);\n    z_window = czm_reverseLogDepth(z_window);\n    float n_range = czm_depthRange.near;\n    float f_range = czm_depthRange.far;\n    return (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n  }\n  void main()\n  {\n    gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n    float depth = getDepth( texture2D(depthTexture, v_textureCoordinates));\n    vec4 viewPos = toEye(v_textureCoordinates, depth);\n    vec3 prjOnPlane = pointProjectOnPlane(u_scanPlaneNormalEC.xyz, u_scanCenterEC.xyz, viewPos.xyz);\n    float dis = length(prjOnPlane.xyz - u_scanCenterEC.xyz);\n    float twou_radius = u_radius * 2.0;\n    if(dis < u_radius)\n    {\n      float f0 = 1.0 -abs(u_radius - dis) / u_radius;\n      f0 = pow(f0, 64.0);\n      vec3 lineEndPt = vec3(u_scanCenterEC.xyz) + u_scanLineNormalEC * u_radius;\n      float f = 0.0;\n      if(isPointOnLineRight(u_scanCenterEC.xyz, u_scanLineNormalEC.xyz, prjOnPlane.xyz))\n      {\n        float dis1= length(prjOnPlane.xyz - lineEndPt);\n        f = abs(twou_radius -dis1) / twou_radius;\n        f = pow(f, 3.0);\n      }\n      gl_FragColor = mix(gl_FragColor, u_scanColor, f + f0);\n    }\n  }\n`\n"],"names":[],"mappings":"AAAA,mBAAe,CAAC;AAChB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;;;;"}