//This file is automatically rebuilt by the Cesium build process.
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export default "#ifdef LOG_DEPTH\n\
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// 1.0 at the near plane, increasing linearly from there.\n\
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varying float v_depthFromNearPlusOne;\n\
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#ifdef SHADOW_MAP\n\
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varying vec3 v_logPositionEC;\n\
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#endif\n\
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#endif\n\
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\n\
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vec4 czm_updatePositionDepth(vec4 coords) {\n\
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#if defined(LOG_DEPTH)\n\
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\n\
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#ifdef SHADOW_MAP\n\
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vec3 logPositionEC = (czm_inverseProjection * coords).xyz;\n\
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v_logPositionEC = logPositionEC;\n\
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#endif\n\
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\n\
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// With the very high far/near ratios used with the logarithmic depth\n\
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// buffer, floating point rounding errors can cause linear depth values\n\
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// to end up on the wrong side of the far plane, even for vertices that\n\
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// are really nowhere near it. Since we always write a correct logarithmic\n\
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// depth value in the fragment shader anyway, we just need to make sure\n\
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// such errors don't cause the primitive to be clipped entirely before\n\
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// we even get to the fragment shader.\n\
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coords.z = clamp(coords.z / coords.w, -1.0, 1.0) * coords.w;\n\
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#endif\n\
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\n\
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return coords;\n\
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}\n\
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\n\
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/**\n\
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* Writes the logarithmic depth to gl_Position using the already computed gl_Position.\n\
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*\n\
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* @name czm_vertexLogDepth\n\
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* @glslFunction\n\
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*/\n\
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void czm_vertexLogDepth()\n\
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{\n\
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#ifdef LOG_DEPTH\n\
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v_depthFromNearPlusOne = (gl_Position.w - czm_currentFrustum.x) + 1.0;\n\
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gl_Position = czm_updatePositionDepth(gl_Position);\n\
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#endif\n\
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}\n\
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\n\
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/**\n\
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* Writes the logarithmic depth to gl_Position using the provided clip coordinates.\n\
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* <p>\n\
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* An example use case for this function would be moving the vertex in window coordinates\n\
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* before converting back to clip coordinates. Use the original vertex clip coordinates.\n\
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* </p>\n\
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* @name czm_vertexLogDepth\n\
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* @glslFunction\n\
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*\n\
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* @param {vec4} clipCoords The vertex in clip coordinates.\n\
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*\n\
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* @example\n\
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* czm_vertexLogDepth(czm_projection * vec4(positionEyeCoordinates, 1.0));\n\
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*/\n\
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void czm_vertexLogDepth(vec4 clipCoords)\n\
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{\n\
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#ifdef LOG_DEPTH\n\
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v_depthFromNearPlusOne = (clipCoords.w - czm_currentFrustum.x) + 1.0;\n\
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czm_updatePositionDepth(clipCoords);\n\
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#endif\n\
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}\n\
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";
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