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