同步3.1.0修改
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@@ -27,6 +27,7 @@ uniform bool isWater; //水系
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uniform vec4 waterColor;
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uniform vec3 cameraPos;
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uniform float shadowResolution;
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uniform bool isLightWave;
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in vec4 posInLight;
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in vec4 _color;
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in highp vec3 posInEye;
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@@ -38,12 +39,14 @@ uniform float waveTime;
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in highp float waveOff;
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out vec4 fragColor;
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in float distanceFromCamera;
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in float guideLineTexY;
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uniform bool isFogEnable;
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uniform vec3 fogColor;
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uniform float fogStart;
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uniform float fogEnd;
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uniform float fogDensity;
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uniform bool isGuideLine; //引导线
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void setSpotLightColor(){ //聚光灯光照效果
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lowp float r_base= 4.0;
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lowp float r_max = spotRadius * 32.0;
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@@ -141,6 +144,11 @@ void setLinearFog()
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fogAlpha=clamp(fogAlpha,0.0,1.0)*fogDensity;
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fragColor.rgb = mix(fragColor.rgb,fogColor,fogAlpha);
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}
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void setGuideLine(){
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fragColor = texture(texId,_uv);
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// if(fragColor.a>0.1)
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// fragColor.a = clamp(1.0/guideLineTexY,0.0,1.0);
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}
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void main()
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{
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@@ -150,6 +158,8 @@ void main()
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setSignalLine();
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else if (isWave)
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setWave();
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else if(isGuideLine)
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setGuideLine();
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else if (isRenderText)
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setText();
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else if (isTex)
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@@ -165,5 +175,9 @@ void main()
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fragColor = waterColor*dot(normalize(fragColor.rgb), vec3(0.0, 0.0, 1.0));
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fragColor.a = 1.0;
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}
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if(isLightWave){
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if(_uv.y>0.9)
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fragColor.a = 0.0;
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}
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setLinearFog();
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}
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@@ -5,6 +5,9 @@ in float _alphaFac;
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layout(location = 0) out vec4 color;
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void main()
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{
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color = texture(tex,gl_PointCoord);
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vec4 c = texture(tex,gl_PointCoord);
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if(c.a<0.3)
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discard;
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color = c;
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color.a = color.a * _alphaFac;
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}
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@@ -25,6 +25,8 @@ uniform float waterTime; //水系滚动时间
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uniform bool isRenderDivider;
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uniform vec3 dividerPos0;
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uniform vec3 dividerPos1;
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uniform bool isGuideLine; //引导线
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uniform float guideLineTime;
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layout( location = 0 ) in vec4 pos;
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layout(location = 1) in vec4 color;
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layout(location = 3) in vec2 uv;
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@@ -34,6 +36,7 @@ out vec3 posInEye; //片元的view坐标
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out vec2 _uv;
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out float signalLineTexY;
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out float waveOff;
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out float guideLineTexY;
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void setZebra(){
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vec4 pos0 = projMat*viewMat*modelMat * vec4(zebraPos0,1.0);
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vec4 pos1 = projMat*viewMat*modelMat * vec4(zebraPos1,1.0);
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@@ -83,6 +86,12 @@ void setSignalLine(){
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_uv = _uv + vec2(0.0,1.0)*signalLineTime;
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}
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}
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void setGuideLine(){
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_uv.x = uv.x;
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_uv.y = -uv.y;
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_uv = _uv + vec2(0.0,1.0)*guideLineTime;
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guideLineTexY = uv.y;
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}
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void main()
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{
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setPosInEye();
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@@ -112,5 +121,7 @@ void main()
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setWater();
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if(isRenderSignalLine)
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setSignalLine();
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if(isGuideLine)
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setGuideLine();
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gl_Position = projMat*viewMat*modelMat * pos;
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}
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libraries/mapmodule/src/main/assets/style/guideLine.png
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libraries/mapmodule/src/main/assets/style/guideLine.png
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libraries/mapmodule/src/main/assets/style/lightWave.png
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libraries/mapmodule/src/main/assets/style/lightWave.png
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