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| uniform sampler2D colorTexture;
|
| #ifdef DEBUG_SHOW_DEPTH
| uniform sampler2D u_packedTranslucentDepth;
| #endif
|
| varying vec2 v_textureCoordinates;
|
| void main()
| {
| #ifdef DEBUG_SHOW_DEPTH
| if (v_textureCoordinates.x < 0.5)
| {
| gl_FragColor.rgb = vec3(czm_unpackDepth(texture2D(u_packedTranslucentDepth, v_textureCoordinates)));
| gl_FragColor.a = 1.0;
| }
| #else
| vec4 color = texture2D(colorTexture, v_textureCoordinates);
|
| #ifdef PICK
| if (color == vec4(0.0))
| {
| discard;
| }
| #else
| // Reverse premultiplication process to get the correct composited result of the classification primitives
| color.rgb /= color.a;
| #endif
| gl_FragColor = color;
| #endif
| }
|
|