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- /**
- * Translates a position (or any <code>vec3</code>) that was encoded with {@link EncodedCartesian3},
- * and then provided to the shader as separate <code>high</code> and <code>low</code> bits to
- * be relative to the eye. As shown in the example, the position can then be transformed in eye
- * or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye},
- * respectively.
- * <p>
- * This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as
- * described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
- * </p>
- *
- * @name czm_translateRelativeToEye
- * @glslFunction
- *
- * @param {vec3} high The position's high bits.
- * @param {vec3} low The position's low bits.
- * @returns {vec3} The position translated to be relative to the camera's position.
- *
- * @example
- * in vec3 positionHigh;
- * in vec3 positionLow;
- *
- * void main()
- * {
- * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
- * gl_Position = czm_modelViewProjectionRelativeToEye * p;
- * }
- *
- * @see czm_modelViewRelativeToEye
- * @see czm_modelViewProjectionRelativeToEye
- * @see czm_computePosition
- * @see EncodedCartesian3
- */
- vec4 czm_translateRelativeToEye(vec3 high, vec3 low)
- {
- vec3 highDifference = high - czm_encodedCameraPositionMCHigh;
- vec3 lowDifference = low - czm_encodedCameraPositionMCLow;
- return vec4(highDifference + lowDifference, 1.0);
- }
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