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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 | 1x 75x | 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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