//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D colorTexture;\n\
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uniform sampler2D blurTexture;\n\
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uniform sampler2D depthTexture;\n\
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uniform float focalDistance;\n\
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\n\
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varying vec2 v_textureCoordinates;\n\
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\n\
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vec4 toEye(vec2 uv, float depth)\n\
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{\n\
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vec2 xy = vec2((uv.x * 2.0 - 1.0), ((1.0 - uv.y) * 2.0 - 1.0));\n\
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vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0);\n\
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posInCamera = posInCamera / posInCamera.w;\n\
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return posInCamera;\n\
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}\n\
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\n\
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float computeDepthBlur(float depth)\n\
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{\n\
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float f;\n\
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if (depth < focalDistance)\n\
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{\n\
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f = (focalDistance - depth) / (focalDistance - czm_currentFrustum.x);\n\
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}\n\
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else\n\
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{\n\
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f = (depth - focalDistance) / (czm_currentFrustum.y - focalDistance);\n\
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f = pow(f, 0.1);\n\
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}\n\
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f *= f;\n\
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f = clamp(f, 0.0, 1.0);\n\
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return pow(f, 0.5);\n\
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}\n\
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\n\
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void main(void)\n\
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{\n\
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float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\
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vec4 posInCamera = toEye(v_textureCoordinates, depth);\n\
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float d = computeDepthBlur(-posInCamera.z);\n\
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gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), texture2D(blurTexture, v_textureCoordinates), d);\n\
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}\n\
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";
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