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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 | //This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position;\n\
\n\
uniform vec3 u_radii;\n\
\n\
out vec3 v_positionEC;\n\
\n\
void main()\n\
{\n\
// In the vertex data, the cube goes from (-1.0, -1.0, -1.0) to (1.0, 1.0, 1.0) in model coordinates.\n\
// Scale to consider the radii. We could also do this once on the CPU when using the BoxGeometry,\n\
// but doing it here allows us to change the radii without rewriting the vertex data, and\n\
// allows all ellipsoids to reuse the same vertex data.\n\
vec4 p = vec4(u_radii * position, 1.0);\n\
\n\
vec4 pEC = czm_modelView * p;\n\
v_positionEC = pEC.xyz; // position in eye coordinates\n\
gl_Position = czm_projection * pEC;\n\
// With multi-frustum, when the ellipsoid primitive is positioned on the intersection of two frustums\n\
// and close to terrain, the terrain (writes depth) in the closest frustum can overwrite part of the\n\
// ellipsoid (does not write depth) that was rendered in the farther frustum.\n\
//\n\
// Here, we clamp the depth in the vertex shader to avoid being overwritten; however, this creates\n\
// artifacts since some fragments can be alpha blended twice. This is solved by only rendering\n\
// the ellipsoid in the closest frustum to the viewer.\n\
gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far);\n\
\n\
czm_vertexLogDepth();\n\
}\n\
";
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