//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Translates a position (or any <code>vec3</code>) that was encoded with {@link EncodedCartesian3},\n\
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* and then provided to the shader as separate <code>high</code> and <code>low</code> bits to\n\
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* be relative to the eye. As shown in the example, the position can then be transformed in eye\n\
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* or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye},\n\
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* respectively.\n\
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* <p>\n\
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* This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as\n\
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* described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.\n\
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* </p>\n\
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*\n\
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* @name czm_translateRelativeToEye\n\
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* @glslFunction\n\
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*\n\
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* @param {vec3} high The position's high bits.\n\
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* @param {vec3} low The position's low bits.\n\
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* @returns {vec3} The position translated to be relative to the camera's position.\n\
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*\n\
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* @example\n\
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* attribute vec3 positionHigh;\n\
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* attribute vec3 positionLow;\n\
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*\n\
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* void main()\n\
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* {\n\
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* vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);\n\
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* gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
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* }\n\
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*\n\
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* @see czm_modelViewRelativeToEye\n\
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* @see czm_modelViewProjectionRelativeToEye\n\
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* @see czm_computePosition\n\
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* @see EncodedCartesian3\n\
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*/\n\
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vec4 czm_translateRelativeToEye(vec3 high, vec3 low)\n\
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{\n\
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vec3 highDifference = high - czm_encodedCameraPositionMCHigh;\n\
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vec3 lowDifference = low - czm_encodedCameraPositionMCLow;\n\
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\n\
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return vec4(highDifference + lowDifference, 1.0);\n\
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}\n\
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";
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