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- //This file is automatically rebuilt by the Cesium build process.
- export default "/**\n\
- * Transforms a position from eye to window coordinates. The transformation\n\
- * from eye to clip coordinates is done using {@link czm_projection}.\n\
- * The transform from normalized device coordinates to window coordinates is\n\
- * done using {@link czm_viewportTransformation}, which assumes a depth range\n\
- * of <code>near = 0</code> and <code>far = 1</code>.\n\
- * <br /><br />\n\
- * This transform is useful when there is a need to manipulate window coordinates\n\
- * in a vertex shader as done by {@link BillboardCollection}.\n\
- *\n\
- * @name czm_eyeToWindowCoordinates\n\
- * @glslFunction\n\
- *\n\
- * @param {vec4} position The position in eye coordinates to transform.\n\
- *\n\
- * @returns {vec4} The transformed position in window coordinates.\n\
- *\n\
- * @see czm_modelToWindowCoordinates\n\
- * @see czm_projection\n\
- * @see czm_viewportTransformation\n\
- * @see BillboardCollection\n\
- *\n\
- * @example\n\
- * vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);\n\
- */\n\
- vec4 czm_eyeToWindowCoordinates(vec4 positionEC)\n\
- {\n\
- vec4 q = czm_projection * positionEC; // clip coordinates\n\
- q.xyz /= q.w; // normalized device coordinates\n\
- q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates\n\
- return q;\n\
- }\n\
- ";
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