| 123456789101112131415161718192021222324252627282930 | //This file is automatically rebuilt by the Cesium build process.export default "attribute vec3 position;\n\\n\uniform vec3 u_radii;\n\\n\varying vec3 v_positionEC;\n\\n\void main()\n\{\n\    // In the vertex data, the cube goes from (-1.0, -1.0, -1.0) to (1.0, 1.0, 1.0) in model coordinates.\n\    // Scale to consider the radii.  We could also do this once on the CPU when using the BoxGeometry,\n\    // but doing it here allows us to change the radii without rewriting the vertex data, and\n\    // allows all ellipsoids to reuse the same vertex data.\n\    vec4 p = vec4(u_radii * position, 1.0);\n\\n\    v_positionEC = (czm_modelView * p).xyz;     // position in eye coordinates\n\    gl_Position = czm_modelViewProjection * p;  // position in clip coordinates\n\\n\    // With multi-frustum, when the ellipsoid primitive is positioned on the intersection of two frustums\n\    // and close to terrain, the terrain (writes depth) in the closest frustum can overwrite part of the\n\    // ellipsoid (does not write depth) that was rendered in the farther frustum.\n\    //\n\    // Here, we clamp the depth in the vertex shader to avoid being overwritten; however, this creates\n\    // artifacts since some fragments can be alpha blended twice.  This is solved by only rendering\n\    // the ellipsoid in the closest frustum to the viewer.\n\    gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far);\n\\n\    czm_vertexLogDepth();\n\}\n\";
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