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