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| uniform sampler2D u_opaqueDepthTexture;
| uniform sampler2D u_translucentDepthTexture;
|
| varying vec2 v_textureCoordinates;
|
| void main()
| {
| float opaqueDepth = texture2D(u_opaqueDepthTexture, v_textureCoordinates).r;
| float translucentDepth = texture2D(u_translucentDepthTexture, v_textureCoordinates).r;
| translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);
| gl_FragColor = czm_packDepth(translucentDepth);
| }
|
|