//This file is automatically rebuilt by the Cesium build process. export default "in vec4 v_startPlaneNormalEcAndHalfWidth;\n\ in vec4 v_endPlaneNormalEcAndBatchId;\n\ in vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\ in vec4 v_endEcAndStartEcX;\n\ in vec4 v_texcoordNormalizationAndStartEcYZ;\n\ \n\ #ifdef PER_INSTANCE_COLOR\n\ in vec4 v_color;\n\ #endif\n\ \n\ void main(void)\n\ {\n\ float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\ vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);\n\ \n\ // Discard for sky\n\ if (logDepthOrDepth == 0.0) {\n\ #ifdef DEBUG_SHOW_VOLUME\n\ out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\ return;\n\ #else // DEBUG_SHOW_VOLUME\n\ discard;\n\ #endif // DEBUG_SHOW_VOLUME\n\ }\n\ \n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\ eyeCoordinate /= eyeCoordinate.w;\n\ \n\ float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);\n\ // Check distance of the eye coordinate against the right-facing plane\n\ float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);\n\ \n\ // Check eye coordinate against the mitering planes\n\ float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);\n\ float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);\n\ \n\ if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\ #ifdef DEBUG_SHOW_VOLUME\n\ out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\ return;\n\ #else // DEBUG_SHOW_VOLUME\n\ discard;\n\ #endif // DEBUG_SHOW_VOLUME\n\ }\n\ \n\ // Check distance of the eye coordinate against start and end planes with normals in the right plane.\n\ // For computing unskewed lengthwise texture coordinate.\n\ // Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking.\n\ \n\ // aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more \"forward\"\n\ vec3 alignedPlaneNormal;\n\ \n\ // start aligned plane\n\ alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);\n\ alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\ distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);\n\ \n\ // end aligned plane\n\ alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);\n\ alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\ distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);\n\ \n\ #ifdef PER_INSTANCE_COLOR\n\ out_FragColor = czm_gammaCorrect(v_color);\n\ #else // PER_INSTANCE_COLOR\n\ // Clamp - distance to aligned planes may be negative due to mitering,\n\ // so fragment texture coordinate might be out-of-bounds.\n\ float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);\n\ s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;\n\ float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);\n\ \n\ czm_materialInput materialInput;\n\ \n\ materialInput.s = s;\n\ materialInput.st = vec2(s, t);\n\ materialInput.str = vec3(s, t, 0.0);\n\ \n\ czm_material material = czm_getMaterial(materialInput);\n\ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\ #endif // PER_INSTANCE_COLOR\n\ \n\ // Premultiply alpha. Required for classification primitives on translucent globe.\n\ out_FragColor.rgb *= out_FragColor.a;\n\ \n\ czm_writeDepthClamp();\n\ }\n\ ";