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- import ShaderSource from "../Renderer/ShaderSource.js";
- /**
- * Support for rendering things on only one side of the screen.
- *
- * @private
- */
- const Splitter = {
- /**
- * Given a fragment shader string, returns a modified version of it that
- * only renders on one side of the screen or the other. Fragments on the
- * other side are discarded. The screen side is given by a uniform called
- * `czm_splitDirection`, which can be added by calling
- * {@link Splitter#addUniforms}, and the split position is given by an
- * automatic uniform called `czm_splitPosition`.
- */
- modifyFragmentShader: function modifyFragmentShader(shader) {
- shader = ShaderSource.replaceMain(shader, "czm_splitter_main");
- shader +=
- // czm_splitPosition is not declared because it is an automatic uniform.
- "uniform float czm_splitDirection; \n" +
- "void main() \n" +
- "{ \n" +
- // Don't split when rendering the shadow map, because it is rendered from
- // the perspective of a totally different camera.
- "#ifndef SHADOW_MAP\n" +
- " if (czm_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard; \n" +
- " if (czm_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard; \n" +
- "#endif\n" +
- " czm_splitter_main(); \n" +
- "} \n";
- return shader;
- },
- /**
- * Add `czm_splitDirection` to the given uniform map.
- *
- * @param {object} object The object on which the `splitDirection` property may be found.
- * @param {object} uniformMap The uniform map.
- */
- addUniforms: function addUniforms(object, uniformMap) {
- uniformMap.czm_splitDirection = function () {
- return object.splitDirection;
- };
- },
- };
- export default Splitter;
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