| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384 | //This file is automatically rebuilt by the Cesium build process.export default "#ifdef LOG_DEPTH\n\in float v_depthFromNearPlusOne;\n\\n\#ifdef POLYGON_OFFSET\n\uniform vec2 u_polygonOffset;\n\#ifdef GL_OES_standard_derivatives\n\#extension GL_OES_standard_derivatives : enable\n\#endif\n\#endif\n\\n\#endif\n\\n\/**\n\ * Writes the fragment depth to the logarithmic depth buffer.\n\ * <p>\n\ * Use this when the vertex shader does not call {@link czm_vertexlogDepth}, for example, when\n\ * ray-casting geometry using a full screen quad.\n\ * </p>\n\ * @name czm_writeLogDepth\n\ * @glslFunction\n\ *\n\ * @param {float} depth The depth coordinate, where 1.0 is on the near plane and\n\ *                      depth increases in eye-space units from there\n\ *\n\ * @example\n\ * czm_writeLogDepth((czm_projection * v_positionEyeCoordinates).w + 1.0);\n\ */\n\void czm_writeLogDepth(float depth)\n\{\n\#if (defined(LOG_DEPTH) && (__VERSION__ == 300 || defined(GL_EXT_frag_depth)))\n\    // Discard the vertex if it's not between the near and far planes.\n\    // We allow a bit of epsilon on the near plane comparison because a 1.0\n\    // from the vertex shader (indicating the vertex should be _on_ the near\n\    // plane) will not necessarily come here as exactly 1.0.\n\    if (depth <= 0.9999999 || depth > czm_farDepthFromNearPlusOne) {\n\        discard;\n\    }\n\\n\#ifdef POLYGON_OFFSET\n\    // Polygon offset: m * factor + r * units\n\    float factor = u_polygonOffset[0];\n\    float units = u_polygonOffset[1];\n\\n\#if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))\n\    // This factor doesn't work in IE 10\n\    if (factor != 0.0) {\n\        // m = sqrt(dZdX^2 + dZdY^2);\n\        float x = dFdx(depth);\n\        float y = dFdy(depth);\n\        float m = sqrt(x * x + y * y);\n\\n\        // Apply the factor before computing the log depth.\n\        depth += m * factor;\n\    }\n\#endif\n\\n\#endif\n\\n\    gl_FragDepth = log2(depth) * czm_oneOverLog2FarDepthFromNearPlusOne;\n\\n\#ifdef POLYGON_OFFSET\n\    // Apply the units after the log depth.\n\    gl_FragDepth += czm_epsilon7 * units;\n\#endif\n\\n\#endif\n\}\n\\n\/**\n\ * Writes the fragment depth to the logarithmic depth buffer.\n\ * <p>\n\ * Use this when the vertex shader calls {@link czm_vertexlogDepth}.\n\ * </p>\n\ *\n\ * @name czm_writeLogDepth\n\ * @glslFunction\n\ */\n\void czm_writeLogDepth() {\n\#ifdef LOG_DEPTH\n\    czm_writeLogDepth(v_depthFromNearPlusOne);\n\#endif\n\}\n\";
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