attribute vec2 direction;
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uniform float u_size;
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varying vec2 v_textureCoordinates;
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void main()
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{
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vec4 position;
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if (czm_morphTime == 1.0)
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{
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position = vec4(czm_sunPositionWC, 1.0);
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}
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else
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{
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position = vec4(czm_sunPositionColumbusView.zxy, 1.0);
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}
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vec4 positionEC = czm_view * position;
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vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);
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vec2 halfSize = vec2(u_size * 0.5);
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halfSize *= ((direction * 2.0) - 1.0);
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gl_Position = czm_viewportOrthographic * vec4(positionWC.xy + halfSize, -positionWC.z, 1.0);
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v_textureCoordinates = direction;
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}
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