//This file is automatically rebuilt by the Cesium build process. export default "// See IntersectionUtils.glsl for the definitions of Ray, Intersections,\n\ // setIntersectionPair, INF_HIT, NO_HIT\n\ \n\ /* intersectDepth defines (set in Scene/VoxelRenderResources.js)\n\ #define DEPTH_INTERSECTION_INDEX ###\n\ */\n\ \n\ uniform mat4 u_transformPositionViewToUv;\n\ \n\ void intersectDepth(in vec2 screenCoord, in Ray ray, inout Intersections ix) {\n\ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));\n\ if (logDepthOrDepth != 0.0) {\n\ // Calculate how far the ray must travel before it hits the depth buffer.\n\ vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);\n\ eyeCoordinateDepth /= eyeCoordinateDepth.w;\n\ vec3 depthPositionUv = vec3(u_transformPositionViewToUv * eyeCoordinateDepth);\n\ float t = dot(depthPositionUv - ray.pos, ray.dir);\n\ setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(t, +INF_HIT));\n\ } else {\n\ // There's no depth at this location.\n\ setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(NO_HIT));\n\ }\n\ }\n\ ";