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- // emulated noperspective
- #if (__VERSION__ == 300 || defined(GL_EXT_frag_depth)) && !defined(LOG_DEPTH)
- out float v_WindowZ;
- #endif
- /**
- * Emulates GL_DEPTH_CLAMP, which is not available in WebGL 1 or 2.
- * GL_DEPTH_CLAMP clamps geometry that is outside the near and far planes,
- * capping the shadow volume. More information here:
- * https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_depth_clamp.txt.
- *
- * When GL_EXT_frag_depth is available we emulate GL_DEPTH_CLAMP by ensuring
- * no geometry gets clipped by setting the clip space z value to 0.0 and then
- * sending the unaltered screen space z value (using emulated noperspective
- * interpolation) to the frag shader where it is clamped to [0,1] and then
- * written with gl_FragDepth (see czm_writeDepthClamp). This technique is based on:
- * https://stackoverflow.com/questions/5960757/how-to-emulate-gl-depth-clamp-nv.
- *
- * When GL_EXT_frag_depth is not available, which is the case on some mobile
- * devices, we must attempt to fix this only in the vertex shader.
- * The approach is to clamp the z value to the far plane, which closes the
- * shadow volume but also distorts the geometry, so there can still be artifacts
- * on frustum seams.
- *
- * @name czm_depthClamp
- * @glslFunction
- *
- * @param {vec4} coords The vertex in clip coordinates.
- * @returns {vec4} The modified vertex.
- *
- * @example
- * gl_Position = czm_depthClamp(czm_modelViewProjection * vec4(position, 1.0));
- *
- * @see czm_writeDepthClamp
- */
- vec4 czm_depthClamp(vec4 coords)
- {
- #ifndef LOG_DEPTH
- #if __VERSION__ == 300 || defined(GL_EXT_frag_depth)
- v_WindowZ = (0.5 * (coords.z / coords.w) + 0.5) * coords.w;
- coords.z = 0.0;
- #else
- coords.z = min(coords.z, coords.w);
- #endif
- #endif
- return coords;
- }
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