| 12345678910111213141516171819202122232425262728293031323334353637383940414243 | varying vec4 v_color;varying vec4 v_outlineColor;varying float v_innerPercent;varying float v_pixelDistance;varying vec4 v_pickColor;void main(){    // The distance in UV space from this fragment to the center of the point, at most 0.5.    float distanceToCenter = length(gl_PointCoord - vec2(0.5));    // The max distance stops one pixel shy of the edge to leave space for anti-aliasing.    float maxDistance = max(0.0, 0.5 - v_pixelDistance);    float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter);    float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter);    vec4 color = mix(v_outlineColor, v_color, innerAlpha);    color.a *= wholeAlpha;// Fully transparent parts of the billboard are not pickable.#if !defined(OPAQUE) && !defined(TRANSLUCENT)    if (color.a < 0.005)   // matches 0/255 and 1/255    {        discard;    }#else// The billboard is rendered twice. The opaque pass discards translucent fragments// and the translucent pass discards opaque fragments.#ifdef OPAQUE    if (color.a < 0.995)   // matches < 254/255    {        discard;    }#else    if (color.a >= 0.995)  // matches 254/255 and 255/255    {        discard;    }#endif#endif    gl_FragColor = czm_gammaCorrect(color);    czm_writeLogDepth();}
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