| 123456789101112131415161718192021222324252627282930313233 | //This file is automatically rebuilt by the Cesium build process.export default "/**\n\ * Compositing for Weighted Blended Order-Independent Transparency. See:\n\ * - http://jcgt.org/published/0002/02/09/\n\ * - http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html\n\ */\n\\n\uniform sampler2D u_opaque;\n\uniform sampler2D u_accumulation;\n\uniform sampler2D u_revealage;\n\\n\varying vec2 v_textureCoordinates;\n\\n\void main()\n\{\n\    vec4 opaque = texture2D(u_opaque, v_textureCoordinates);\n\    vec4 accum = texture2D(u_accumulation, v_textureCoordinates);\n\    float r = texture2D(u_revealage, v_textureCoordinates).r;\n\\n\#ifdef MRT\n\    vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);\n\#else\n\    vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);\n\#endif\n\\n\    gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;\n\\n\    if (opaque != czm_backgroundColor)\n\    {\n\        gl_FragColor.a = 1.0;\n\    }\n\}\n\";
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