//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Reads a value previously transformed with {@link czm_writeNonPerspective}\n\ * by dividing it by `w`, the value used in the perspective divide.\n\ * This function is intended to be called in a fragment shader to access a\n\ * `varying` that should not be subject to perspective interpolation.\n\ * For example, screen-space texture coordinates. The value should have been\n\ * previously written in the vertex shader with a call to\n\ * {@link czm_writeNonPerspective}.\n\ *\n\ * @name czm_readNonPerspective\n\ * @glslFunction\n\ *\n\ * @param {float|vec2|vec3|vec4} value The non-perspective value to be read.\n\ * @param {float} oneOverW One over the perspective divide value, `w`. Usually this is simply `gl_FragCoord.w`.\n\ * @returns {float|vec2|vec3|vec4} The usable value.\n\ */\n\ float czm_readNonPerspective(float value, float oneOverW) {\n\ return value * oneOverW;\n\ }\n\ \n\ vec2 czm_readNonPerspective(vec2 value, float oneOverW) {\n\ return value * oneOverW;\n\ }\n\ \n\ vec3 czm_readNonPerspective(vec3 value, float oneOverW) {\n\ return value * oneOverW;\n\ }\n\ \n\ vec4 czm_readNonPerspective(vec4 value, float oneOverW) {\n\ return value * oneOverW;\n\ }\n\ ";