eyeOffset.glsl 429 B

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  1. /**
  2. * DOC_TBA
  3. *
  4. * @name czm_eyeOffset
  5. * @glslFunction
  6. *
  7. * @param {vec4} positionEC DOC_TBA.
  8. * @param {vec3} eyeOffset DOC_TBA.
  9. *
  10. * @returns {vec4} DOC_TBA.
  11. */
  12. vec4 czm_eyeOffset(vec4 positionEC, vec3 eyeOffset)
  13. {
  14. // This equation is approximate in x and y.
  15. vec4 p = positionEC;
  16. vec4 zEyeOffset = normalize(p) * eyeOffset.z;
  17. p.xy += eyeOffset.xy + zEyeOffset.xy;
  18. p.z += zEyeOffset.z;
  19. return p;
  20. }