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- /**
- * Transforms a value for non-perspective interpolation by multiplying
- * it by w, the value used in the perspective divide. This function is
- * intended to be called in a vertex shader to compute the value of a
- * `varying` that should not be subject to perspective interpolation.
- * For example, screen-space texture coordinates. The fragment shader
- * must call {@link czm_readNonPerspective} to retrieve the final
- * non-perspective value.
- *
- * @name czm_writeNonPerspective
- * @glslFunction
- *
- * @param {float|vec2|vec3|vec4} value The value to be interpolated without accounting for perspective.
- * @param {float} w The perspective divide value. Usually this is the computed `gl_Position.w`.
- * @returns {float|vec2|vec3|vec4} The transformed value, intended to be stored in a `varying` and read in the
- * fragment shader with {@link czm_readNonPerspective}.
- */
- float czm_writeNonPerspective(float value, float w) {
- return value * w;
- }
- vec2 czm_writeNonPerspective(vec2 value, float w) {
- return value * w;
- }
- vec3 czm_writeNonPerspective(vec3 value, float w) {
- return value * w;
- }
- vec4 czm_writeNonPerspective(vec4 value, float w) {
- return value * w;
- }
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