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- //This file is automatically rebuilt by the Cesium build process.
- export default "// emulated noperspective\n\
- #if (__VERSION__ == 300 || defined(GL_EXT_frag_depth)) && !defined(LOG_DEPTH)\n\
- out float v_WindowZ;\n\
- #endif\n\
- \n\
- /**\n\
- * Emulates GL_DEPTH_CLAMP, which is not available in WebGL 1 or 2.\n\
- * GL_DEPTH_CLAMP clamps geometry that is outside the near and far planes, \n\
- * capping the shadow volume. More information here: \n\
- * https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_depth_clamp.txt.\n\
- *\n\
- * When GL_EXT_frag_depth is available we emulate GL_DEPTH_CLAMP by ensuring \n\
- * no geometry gets clipped by setting the clip space z value to 0.0 and then\n\
- * sending the unaltered screen space z value (using emulated noperspective\n\
- * interpolation) to the frag shader where it is clamped to [0,1] and then\n\
- * written with gl_FragDepth (see czm_writeDepthClamp). This technique is based on:\n\
- * https://stackoverflow.com/questions/5960757/how-to-emulate-gl-depth-clamp-nv.\n\
- *\n\
- * When GL_EXT_frag_depth is not available, which is the case on some mobile \n\
- * devices, we must attempt to fix this only in the vertex shader. \n\
- * The approach is to clamp the z value to the far plane, which closes the \n\
- * shadow volume but also distorts the geometry, so there can still be artifacts\n\
- * on frustum seams.\n\
- *\n\
- * @name czm_depthClamp\n\
- * @glslFunction\n\
- *\n\
- * @param {vec4} coords The vertex in clip coordinates.\n\
- * @returns {vec4} The modified vertex.\n\
- *\n\
- * @example\n\
- * gl_Position = czm_depthClamp(czm_modelViewProjection * vec4(position, 1.0));\n\
- *\n\
- * @see czm_writeDepthClamp\n\
- */\n\
- vec4 czm_depthClamp(vec4 coords)\n\
- {\n\
- #ifndef LOG_DEPTH\n\
- #if __VERSION__ == 300 || defined(GL_EXT_frag_depth)\n\
- v_WindowZ = (0.5 * (coords.z / coords.w) + 0.5) * coords.w;\n\
- coords.z = 0.0;\n\
- #else\n\
- coords.z = min(coords.z, coords.w);\n\
- #endif\n\
- #endif\n\
- return coords;\n\
- }\n\
- ";
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