//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D depthTexture;\n\
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uniform float length;\n\
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uniform vec4 color;\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(void)\n\
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{\n\
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float directions[3];\n\
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directions[0] = -1.0;\n\
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directions[1] = 0.0;\n\
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directions[2] = 1.0;\n\
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\n\
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float scalars[3];\n\
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scalars[0] = 3.0;\n\
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scalars[1] = 10.0;\n\
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scalars[2] = 3.0;\n\
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\n\
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float padx = czm_pixelRatio / czm_viewport.z;\n\
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float pady = czm_pixelRatio / czm_viewport.w;\n\
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\n\
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#ifdef CZM_SELECTED_FEATURE\n\
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bool selected = false;\n\
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for (int i = 0; i < 3; ++i)\n\
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{\n\
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float dir = directions[i];\n\
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selected = selected || czm_selected(vec2(-padx, dir * pady));\n\
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selected = selected || czm_selected(vec2(padx, dir * pady));\n\
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selected = selected || czm_selected(vec2(dir * padx, -pady));\n\
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selected = selected || czm_selected(vec2(dir * padx, pady));\n\
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if (selected)\n\
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{\n\
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break;\n\
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}\n\
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}\n\
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if (!selected)\n\
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{\n\
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gl_FragColor = vec4(color.rgb, 0.0);\n\
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return;\n\
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}\n\
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#endif\n\
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\n\
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float horizEdge = 0.0;\n\
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float vertEdge = 0.0;\n\
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\n\
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for (int i = 0; i < 3; ++i)\n\
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{\n\
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float dir = directions[i];\n\
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float scale = scalars[i];\n\
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\n\
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horizEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;\n\
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horizEdge += texture2D(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;\n\
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\n\
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vertEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;\n\
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vertEdge += texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;\n\
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}\n\
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\n\
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float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);\n\
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gl_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);\n\
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}\n\
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";
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