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- // emulated noperspective
- #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
- varying float v_WindowZ;
- #endif
- /**
- * Emulates GL_DEPTH_CLAMP. Clamps a fragment to the near and far plane
- * by writing the fragment's depth. See czm_depthClamp for more details.
- * <p>
- * The shader must enable the GL_EXT_frag_depth extension.
- * </p>
- *
- * @name czm_writeDepthClamp
- * @glslFunction
- *
- * @example
- * gl_FragColor = color;
- * czm_writeDepthClamp();
- *
- * @see czm_depthClamp
- */
- void czm_writeDepthClamp()
- {
- #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
- gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0);
- #endif
- }
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