| 12345678910111213141516171819202122232425262728293031 | /** * Compositing for Weighted Blended Order-Independent Transparency. See: * - http://jcgt.org/published/0002/02/09/ * - http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html */uniform sampler2D u_opaque;uniform sampler2D u_accumulation;uniform sampler2D u_revealage;varying vec2 v_textureCoordinates;void main(){    vec4 opaque = texture2D(u_opaque, v_textureCoordinates);    vec4 accum = texture2D(u_accumulation, v_textureCoordinates);    float r = texture2D(u_revealage, v_textureCoordinates).r;#ifdef MRT    vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);#else    vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);#endif    gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;    if (opaque != czm_backgroundColor)    {        gl_FragColor.a = 1.0;    }}
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