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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 | //This file is automatically rebuilt by the Cesium build process.
export default "// See IntersectionUtils.glsl for the definitions of Ray, Intersections,\n\
// setIntersectionPair, INF_HIT, NO_HIT\n\
\n\
/* intersectDepth defines (set in Scene/VoxelRenderResources.js)\n\
#define DEPTH_INTERSECTION_INDEX ###\n\
*/\n\
\n\
void intersectDepth(in vec2 screenCoord, in Ray ray, inout Intersections ix) {\n\
float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));\n\
float entry;\n\
float exit;\n\
if (logDepthOrDepth != 0.0) {\n\
// Calculate how far the ray must travel before it hits the depth buffer.\n\
vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);\n\
eyeCoordinateDepth /= eyeCoordinateDepth.w;\n\
entry = dot(eyeCoordinateDepth.xyz - ray.pos, ray.dir);\n\
exit = +INF_HIT;\n\
} else {\n\
// There's no depth at this location.\n\
entry = NO_HIT;\n\
exit = NO_HIT;\n\
}\n\
ix.distanceToDepthBuffer = entry;\n\
#if defined(DEPTH_TEST)\n\
setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(entry, exit));\n\
#endif\n\
}\n\
";
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