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export default "#ifdef LOG_DEPTH\n\
in float v_depthFromNearPlusOne;\n\
\n\
#ifdef POLYGON_OFFSET\n\
uniform vec2 u_polygonOffset;\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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