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Merge pull request #919 from fstoner/sensorImprovements
Sensor improvements
2 parents 3a3d3c9 + 556e896 commit 49430f7

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2 files changed

+5
-8
lines changed

2 files changed

+5
-8
lines changed

Source/Shaders/CustomSensorVolumeFS.glsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -55,7 +55,7 @@ vec4 shade(czm_raySegment ellipsoidInterval, float pointInEllipsoid)
5555
{
5656
if (u_showIntersection && ellipsoidSensorIntersection(ellipsoidInterval, pointInEllipsoid))
5757
{
58-
return getIntersectionColor(u_sensorRadius, v_positionEC);
58+
return getIntersectionColor();
5959
}
6060
return getColor(u_sensorRadius, v_positionEC);
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}
@@ -87,7 +87,7 @@ void main()
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}
8888

8989
// Discard if in the sensor's shadow
90-
if (inSensorShadow(sensorVertexWC, ellipsoid, v_positionEC))
90+
if (inSensorShadow(sensorVertexWC, ellipsoid, v_positionWC))
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{
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discard;
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}

Source/Shaders/SensorVolume.glsl

Lines changed: 3 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
uniform vec4 u_intersectionColor;
22

3-
bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointEC)
3+
bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointWC)
44
{
55
// Diagonal matrix from the unscaled ellipsoid space to the scaled space.
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vec3 D = ellipsoidEC.inverseRadii;
@@ -10,11 +10,8 @@ bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointEC)
1010
float qMagnitudeSquared = dot(q, q);
1111
float test = qMagnitudeSquared - 1.0;
1212

13-
// Fragment in the ellipsoid frame
14-
vec3 t = (czm_inverseView * vec4(pointEC, 1.0)).xyz;
15-
1613
// Sensor vertex to fragment vector in the ellipsoid's scaled space
17-
vec3 temp = D * t - q;
14+
vec3 temp = D * pointWC - q;
1815
float d = dot(temp, q);
1916

2017
// Behind silhouette plane and inside silhouette cone
@@ -25,7 +22,7 @@ bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointEC)
2522

2623
#ifndef RENDER_FOR_PICK
2724

28-
vec4 getIntersectionColor(float sensorRadius, vec3 pointEC)
25+
vec4 getIntersectionColor()
2926
{
3027
return u_intersectionColor;
3128
}

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