12345678910111213141516171819202122232425262728293031323334 |
- //This file is automatically rebuilt by the Cesium build process.
- export default "/**\n\
- * Transforms a value for non-perspective interpolation by multiplying\n\
- * it by w, the value used in the perspective divide. This function is\n\
- * intended to be called in a vertex shader to compute the value of a\n\
- * `varying` that should not be subject to perspective interpolation.\n\
- * For example, screen-space texture coordinates. The fragment shader\n\
- * must call {@link czm_readNonPerspective} to retrieve the final\n\
- * non-perspective value.\n\
- *\n\
- * @name czm_writeNonPerspective\n\
- * @glslFunction\n\
- *\n\
- * @param {float|vec2|vec3|vec4} value The value to be interpolated without accounting for perspective.\n\
- * @param {float} w The perspective divide value. Usually this is the computed `gl_Position.w`.\n\
- * @returns {float|vec2|vec3|vec4} The transformed value, intended to be stored in a `varying` and read in the\n\
- * fragment shader with {@link czm_readNonPerspective}.\n\
- */\n\
- float czm_writeNonPerspective(float value, float w) {\n\
- return value * w;\n\
- }\n\
- \n\
- vec2 czm_writeNonPerspective(vec2 value, float w) {\n\
- return value * w;\n\
- }\n\
- \n\
- vec3 czm_writeNonPerspective(vec3 value, float w) {\n\
- return value * w;\n\
- }\n\
- \n\
- vec4 czm_writeNonPerspective(vec4 value, float w) {\n\
- return value * w;\n\
- }\n\
- ";
|