| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354 | //This file is automatically rebuilt by the Cesium build process.export default "#ifdef GL_EXT_frag_depth\n\#extension GL_EXT_frag_depth : enable\n\#endif\n\\n\varying vec4 v_startPlaneEC;\n\varying vec4 v_endPlaneEC;\n\varying vec4 v_rightPlaneEC;\n\varying float v_halfWidth;\n\varying vec3 v_volumeUpEC;\n\\n\uniform vec4 u_highlightColor;\n\void main()\n\{\n\    float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\\n\    // Discard for sky\n\    if (logDepthOrDepth == 0.0) {\n\#ifdef DEBUG_SHOW_VOLUME\n\        gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5);\n\        return;\n\#else // DEBUG_SHOW_VOLUME\n\        discard;\n\#endif // DEBUG_SHOW_VOLUME\n\    }\n\\n\    vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\    eyeCoordinate /= eyeCoordinate.w;\n\\n\    float halfMaxWidth = v_halfWidth * czm_metersPerPixel(eyeCoordinate);\n\\n\    // Expand halfMaxWidth if direction to camera is almost perpendicular with the volume's up direction\n\    halfMaxWidth += halfMaxWidth * (1.0 - dot(-normalize(eyeCoordinate.xyz), v_volumeUpEC));\n\\n\    // Check distance of the eye coordinate against the right-facing plane\n\    float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);\n\\n\    // Check eye coordinate against the mitering planes\n\    float distanceFromStart = czm_planeDistance(v_startPlaneEC, eyeCoordinate.xyz);\n\    float distanceFromEnd = czm_planeDistance(v_endPlaneEC, eyeCoordinate.xyz);\n\\n\    if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\#ifdef DEBUG_SHOW_VOLUME\n\        gl_FragColor = vec4(logDepthOrDepth, 0.0, 0.0, 0.5);\n\        return;\n\#else // DEBUG_SHOW_VOLUME\n\        discard;\n\#endif // DEBUG_SHOW_VOLUME\n\    }\n\    gl_FragColor = u_highlightColor;\n\\n\    czm_writeDepthClamp();\n\}\n\";
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