in vec4 position; out vec3 v_outerPositionWC; #ifndef PER_FRAGMENT_ATMOSPHERE out vec3 v_mieColor; out vec3 v_rayleighColor; out float v_opacity; out float v_translucent; #endif void main(void) { vec4 positionWC = czm_model * position; vec3 lightDirection = getLightDirection(positionWC.xyz); #ifndef PER_FRAGMENT_ATMOSPHERE computeAtmosphereScattering( positionWC.xyz, lightDirection, v_rayleighColor, v_mieColor, v_opacity, v_translucent ); #endif v_outerPositionWC = positionWC.xyz; gl_Position = czm_modelViewProjection * position; }