| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849 | import ShaderSource from "../Renderer/ShaderSource.js";/** * Support for rendering things on only one side of the screen. * * @private */const Splitter = {  /**   * Given a fragment shader string, returns a modified version of it that   * only renders on one side of the screen or the other. Fragments on the   * other side are discarded. The screen side is given by a uniform called   * `czm_splitDirection`, which can be added by calling   * {@link Splitter#addUniforms}, and the split position is given by an   * automatic uniform called `czm_splitPosition`.   */  modifyFragmentShader: function modifyFragmentShader(shader) {    shader = ShaderSource.replaceMain(shader, "czm_splitter_main");    shader +=      // czm_splitPosition is not declared because it is an automatic uniform.      "uniform float czm_splitDirection; \n" +      "void main() \n" +      "{ \n" +      // Don't split when rendering the shadow map, because it is rendered from      // the perspective of a totally different camera.      "#ifndef SHADOW_MAP\n" +      "    if (czm_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard; \n" +      "    if (czm_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard; \n" +      "#endif\n" +      "    czm_splitter_main(); \n" +      "} \n";    return shader;  },  /**   * Add `czm_splitDirection` to the given uniform map.   *   * @param {Object} object The object on which the `splitDirection` property may be found.   * @param {Object} uniformMap The uniform map.   */  addUniforms: function addUniforms(object, uniformMap) {    uniformMap.czm_splitDirection = function () {      return object.splitDirection;    };  },};export default Splitter;
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