vec4 czm_screenToEyeCoordinates(vec4 screenCoordinate) { // Reconstruct NDC coordinates float x = 2.0 * screenCoordinate.x - 1.0; float y = 2.0 * screenCoordinate.y - 1.0; float z = (screenCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2]; vec4 q = vec4(x, y, z, 1.0); // Reverse the perspective division to obtain clip coordinates. q /= screenCoordinate.w; // Reverse the projection transformation to obtain eye coordinates. if (!(czm_inverseProjection == mat4(0.0))) // IE and Edge sometimes do something weird with != between mat4s { q = czm_inverseProjection * q; } else { float top = czm_frustumPlanes.x; float bottom = czm_frustumPlanes.y; float left = czm_frustumPlanes.z; float right = czm_frustumPlanes.w; float near = czm_currentFrustum.x; float far = czm_currentFrustum.y; q.x = (q.x * (right - left) + left + right) * 0.5; q.y = (q.y * (top - bottom) + bottom + top) * 0.5; q.z = (q.z * (near - far) - near - far) * 0.5; q.w = 1.0; } return q; } /** * Transforms a position from window to eye coordinates. * The transform from window to normalized device coordinates is done using components * of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating * the inverse of czm_viewportTransformation. The transformation from * normalized device coordinates to clip coordinates is done using fragmentCoordinate.w, * which is expected to be the scalar used in the perspective divide. The transformation * from clip to eye coordinates is done using {@link czm_inverseProjection}. * * @name czm_windowToEyeCoordinates * @glslFunction * * @param {vec4} fragmentCoordinate The position in window coordinates to transform. * * @returns {vec4} The transformed position in eye coordinates. * * @see czm_modelToWindowCoordinates * @see czm_eyeToWindowCoordinates * @see czm_inverseProjection * @see czm_viewport * @see czm_viewportTransformation * * @example * vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord); */ vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate) { vec2 screenCoordXY = (fragmentCoordinate.xy - czm_viewport.xy) / czm_viewport.zw; return czm_screenToEyeCoordinates(vec4(screenCoordXY, fragmentCoordinate.zw)); } vec4 czm_screenToEyeCoordinates(vec2 screenCoordinateXY, float depthOrLogDepth) { // See reverseLogDepth.glsl. This is separate to re-use the pow. #if defined(LOG_DEPTH) || defined(LOG_DEPTH_READ_ONLY) float near = czm_currentFrustum.x; float far = czm_currentFrustum.y; float log2Depth = depthOrLogDepth * czm_log2FarDepthFromNearPlusOne; float depthFromNear = pow(2.0, log2Depth) - 1.0; float depthFromCamera = depthFromNear + near; vec4 screenCoord = vec4(screenCoordinateXY, far * (1.0 - near / depthFromCamera) / (far - near), 1.0); vec4 eyeCoordinate = czm_screenToEyeCoordinates(screenCoord); eyeCoordinate.w = 1.0 / depthFromCamera; // Better precision return eyeCoordinate; #else vec4 screenCoord = vec4(screenCoordinateXY, depthOrLogDepth, 1.0); vec4 eyeCoordinate = czm_screenToEyeCoordinates(screenCoord); #endif return eyeCoordinate; } /** * Transforms a position given as window x/y and a depth or a log depth from window to eye coordinates. * This function produces more accurate results for window positions with log depth than * conventionally unpacking the log depth using czm_reverseLogDepth and using the standard version * of czm_windowToEyeCoordinates. * * @name czm_windowToEyeCoordinates * @glslFunction * * @param {vec2} fragmentCoordinateXY The XY position in window coordinates to transform. * @param {float} depthOrLogDepth A depth or log depth for the fragment. * * @see czm_modelToWindowCoordinates * @see czm_eyeToWindowCoordinates * @see czm_inverseProjection * @see czm_viewport * @see czm_viewportTransformation * * @returns {vec4} The transformed position in eye coordinates. */ vec4 czm_windowToEyeCoordinates(vec2 fragmentCoordinateXY, float depthOrLogDepth) { vec2 screenCoordXY = (fragmentCoordinateXY.xy - czm_viewport.xy) / czm_viewport.zw; return czm_screenToEyeCoordinates(screenCoordXY, depthOrLogDepth); }