//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Procedural anti-aliasing by blurring two colors that meet at a sharp edge.\n\ *\n\ * @name czm_antialias\n\ * @glslFunction\n\ *\n\ * @param {vec4} color1 The color on one side of the edge.\n\ * @param {vec4} color2 The color on the other side of the edge.\n\ * @param {vec4} currentcolor The current color, either color1 or color2.\n\ * @param {float} dist The distance to the edge in texture coordinates.\n\ * @param {float} [fuzzFactor=0.1] Controls the blurriness between the two colors.\n\ * @returns {vec4} The anti-aliased color.\n\ *\n\ * @example\n\ * // GLSL declarations\n\ * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor);\n\ * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist);\n\ *\n\ * // get the color for a material that has a sharp edge at the line y = 0.5 in texture space\n\ * float dist = abs(textureCoordinates.t - 0.5);\n\ * vec4 currentColor = mix(bottomColor, topColor, step(0.5, textureCoordinates.t));\n\ * vec4 color = czm_antialias(bottomColor, topColor, currentColor, dist, 0.1);\n\ */\n\ vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor)\n\ {\n\ float val1 = clamp(dist / fuzzFactor, 0.0, 1.0);\n\ float val2 = clamp((dist - 0.5) / fuzzFactor, 0.0, 1.0);\n\ val1 = val1 * (1.0 - val2);\n\ val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\ val1 = pow(val1, 0.5); //makes the transition nicer\n\ \n\ vec4 midColor = (color1 + color2) * 0.5;\n\ return mix(midColor, currentColor, val1);\n\ }\n\ \n\ vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist)\n\ {\n\ return czm_antialias(color1, color2, currentColor, dist, 0.1);\n\ }\n\ ";