// emulated noperspective #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH) varying float v_WindowZ; #endif /** * Emulates GL_DEPTH_CLAMP. Clamps a fragment to the near and far plane * by writing the fragment's depth. See czm_depthClamp for more details. *

* The shader must enable the GL_EXT_frag_depth extension. *

* * @name czm_writeDepthClamp * @glslFunction * * @example * gl_FragColor = color; * czm_writeDepthClamp(); * * @see czm_depthClamp */ void czm_writeDepthClamp() { #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH) gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0); #endif }