// emulated noperspective
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#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
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varying float v_WindowZ;
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#endif
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/**
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* Emulates GL_DEPTH_CLAMP. Clamps a fragment to the near and far plane
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* by writing the fragment's depth. See czm_depthClamp for more details.
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* <p>
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* The shader must enable the GL_EXT_frag_depth extension.
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* </p>
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*
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* @name czm_writeDepthClamp
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* @glslFunction
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*
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* @example
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* gl_FragColor = color;
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* czm_writeDepthClamp();
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*
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* @see czm_depthClamp
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*/
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void czm_writeDepthClamp()
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{
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#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
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gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0);
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#endif
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}
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