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