//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D colorTexture;\n\
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\n\
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#ifdef DEBUG_SHOW_DEPTH\n\
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uniform sampler2D u_packedTranslucentDepth;\n\
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#endif\n\
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\n\
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varying vec2 v_textureCoordinates;\n\
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\n\
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void main()\n\
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{\n\
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#ifdef DEBUG_SHOW_DEPTH\n\
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if (v_textureCoordinates.x < 0.5)\n\
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{\n\
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gl_FragColor.rgb = vec3(czm_unpackDepth(texture2D(u_packedTranslucentDepth, v_textureCoordinates)));\n\
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gl_FragColor.a = 1.0;\n\
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}\n\
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#else\n\
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vec4 color = texture2D(colorTexture, v_textureCoordinates);\n\
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\n\
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#ifdef PICK\n\
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if (color == vec4(0.0))\n\
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{\n\
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discard;\n\
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}\n\
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#else\n\
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// Reverse premultiplication process to get the correct composited result of the classification primitives\n\
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color.rgb /= color.a;\n\
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#endif\n\
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gl_FragColor = color;\n\
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#endif\n\
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}\n\
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";
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