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