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- //This file is automatically rebuilt by the Cesium build process.
- export default "#ifdef GL_EXT_frag_depth\n\
- #extension GL_EXT_frag_depth : enable\n\
- #endif\n\
- \n\
- varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\
- varying vec4 v_endPlaneNormalEcAndBatchId;\n\
- varying vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\
- varying vec4 v_endEcAndStartEcX;\n\
- varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\
- \n\
- #ifdef PER_INSTANCE_COLOR\n\
- varying vec4 v_color;\n\
- #endif\n\
- \n\
- void main(void)\n\
- {\n\
- float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\
- vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);\n\
- \n\
- // Discard for sky\n\
- if (logDepthOrDepth == 0.0) {\n\
- #ifdef DEBUG_SHOW_VOLUME\n\
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
- return;\n\
- #else // DEBUG_SHOW_VOLUME\n\
- discard;\n\
- #endif // DEBUG_SHOW_VOLUME\n\
- }\n\
- \n\
- vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\
- eyeCoordinate /= eyeCoordinate.w;\n\
- \n\
- float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);\n\
- // Check distance of the eye coordinate against the right-facing plane\n\
- float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);\n\
- \n\
- // Check eye coordinate against the mitering planes\n\
- float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);\n\
- float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);\n\
- \n\
- if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\
- #ifdef DEBUG_SHOW_VOLUME\n\
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
- return;\n\
- #else // DEBUG_SHOW_VOLUME\n\
- discard;\n\
- #endif // DEBUG_SHOW_VOLUME\n\
- }\n\
- \n\
- // Check distance of the eye coordinate against start and end planes with normals in the right plane.\n\
- // For computing unskewed lengthwise texture coordinate.\n\
- // Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking.\n\
- \n\
- // aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more \"forward\"\n\
- vec3 alignedPlaneNormal;\n\
- \n\
- // start aligned plane\n\
- alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);\n\
- alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\
- distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);\n\
- \n\
- // end aligned plane\n\
- alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);\n\
- alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\
- distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);\n\
- \n\
- #ifdef PER_INSTANCE_COLOR\n\
- gl_FragColor = czm_gammaCorrect(v_color);\n\
- #else // PER_INSTANCE_COLOR\n\
- // Clamp - distance to aligned planes may be negative due to mitering,\n\
- // so fragment texture coordinate might be out-of-bounds.\n\
- float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);\n\
- s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;\n\
- float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);\n\
- \n\
- czm_materialInput materialInput;\n\
- \n\
- materialInput.s = s;\n\
- materialInput.st = vec2(s, t);\n\
- materialInput.str = vec3(s, t, 0.0);\n\
- \n\
- czm_material material = czm_getMaterial(materialInput);\n\
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
- #endif // PER_INSTANCE_COLOR\n\
- \n\
- // Premultiply alpha. Required for classification primitives on translucent globe.\n\
- gl_FragColor.rgb *= gl_FragColor.a;\n\
- \n\
- czm_writeDepthClamp();\n\
- }\n\
- ";
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