//This file is automatically rebuilt by the Cesium build process. export default "in vec4 v_color;\n\ in vec4 v_outlineColor;\n\ in float v_innerPercent;\n\ in float v_pixelDistance;\n\ in vec4 v_pickColor;\n\ \n\ void main()\n\ {\n\ // The distance in UV space from this fragment to the center of the point, at most 0.5.\n\ float distanceToCenter = length(gl_PointCoord - vec2(0.5));\n\ // The max distance stops one pixel shy of the edge to leave space for anti-aliasing.\n\ float maxDistance = max(0.0, 0.5 - v_pixelDistance);\n\ float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter);\n\ float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter);\n\ \n\ vec4 color = mix(v_outlineColor, v_color, innerAlpha);\n\ color.a *= wholeAlpha;\n\ \n\ // Fully transparent parts of the billboard are not pickable.\n\ #if !defined(OPAQUE) && !defined(TRANSLUCENT)\n\ if (color.a < 0.005) // matches 0/255 and 1/255\n\ {\n\ discard;\n\ }\n\ #else\n\ // The billboard is rendered twice. The opaque pass discards translucent fragments\n\ // and the translucent pass discards opaque fragments.\n\ #ifdef OPAQUE\n\ if (color.a < 0.995) // matches < 254/255\n\ {\n\ discard;\n\ }\n\ #else\n\ if (color.a >= 0.995) // matches 254/255 and 255/255\n\ {\n\ discard;\n\ }\n\ #endif\n\ #endif\n\ \n\ out_FragColor = czm_gammaCorrect(color);\n\ czm_writeLogDepth();\n\ }\n\ ";