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- uniform sampler2D u_opaqueDepthTexture;
- uniform sampler2D u_translucentDepthTexture;
- varying vec2 v_textureCoordinates;
- void main()
- {
- float opaqueDepth = texture2D(u_opaqueDepthTexture, v_textureCoordinates).r;
- float translucentDepth = texture2D(u_translucentDepthTexture, v_textureCoordinates).r;
- translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);
- gl_FragColor = czm_packDepth(translucentDepth);
- }
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