/**
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* Returns 1.0 if the given value is positive or zero, and -1.0 if it is negative. This is similar to the GLSL
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* built-in function <code>sign</code> except that returns 1.0 instead of 0.0 when the input value is 0.0.
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*
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* @name czm_signNotZero
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* @glslFunction
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*
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* @param {} value The value for which to determine the sign.
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* @returns {} 1.0 if the value is positive or zero, -1.0 if the value is negative.
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*/
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float czm_signNotZero(float value)
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{
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return value >= 0.0 ? 1.0 : -1.0;
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}
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vec2 czm_signNotZero(vec2 value)
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{
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return vec2(czm_signNotZero(value.x), czm_signNotZero(value.y));
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}
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vec3 czm_signNotZero(vec3 value)
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{
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return vec3(czm_signNotZero(value.x), czm_signNotZero(value.y), czm_signNotZero(value.z));
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}
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vec4 czm_signNotZero(vec4 value)
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{
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return vec4(czm_signNotZero(value.x), czm_signNotZero(value.y), czm_signNotZero(value.z), czm_signNotZero(value.w));
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}
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