//This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "#ifdef WRITE_DEPTH\n\ #ifdef GL_EXT_frag_depth\n\ #extension GL_EXT_frag_depth : enable\n\ #endif\n\ #endif\n\ \n\ uniform vec3 u_radii;\n\ uniform vec3 u_oneOverEllipsoidRadiiSquared;\n\ \n\ varying vec3 v_positionEC;\n\ \n\ vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)\n\ {\n\ vec3 positionEC = czm_pointAlongRay(ray, intersection);\n\ vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;\n\ vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared));\n\ vec3 sphericalNormal = normalize(positionMC / u_radii);\n\ vec3 normalMC = geodeticNormal * side; // normalized surface normal (always facing the viewer) in model coordinates\n\ vec3 normalEC = normalize(czm_normal * normalMC); // normalized surface normal in eye coordiantes\n\ \n\ vec2 st = czm_ellipsoidWgs84TextureCoordinates(sphericalNormal);\n\ vec3 positionToEyeEC = -positionEC;\n\ \n\ czm_materialInput materialInput;\n\ materialInput.s = st.s;\n\ materialInput.st = st;\n\ materialInput.str = (positionMC + u_radii) / u_radii;\n\ materialInput.normalEC = normalEC;\n\ materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);\n\ materialInput.positionToEyeEC = positionToEyeEC;\n\ czm_material material = czm_getMaterial(materialInput);\n\ \n\ #ifdef ONLY_SUN_LIGHTING\n\ return czm_private_phong(normalize(positionToEyeEC), material);\n\ #else\n\ return czm_phong(normalize(positionToEyeEC), material);\n\ #endif\n\ }\n\ \n\ void main()\n\ {\n\ // PERFORMANCE_TODO: When dynamic branching is available, compute ratio of maximum and minimum radii\n\ // in the vertex shader. Only when it is larger than some constant, march along the ray.\n\ // Otherwise perform one intersection test which will be the common case.\n\ \n\ // Test if the ray intersects a sphere with the ellipsoid's maximum radius.\n\ // For very oblate ellipsoids, using the ellipsoid's radii for an intersection test\n\ // may cause false negatives. This will discard fragments before marching the ray forward.\n\ float maxRadius = max(u_radii.x, max(u_radii.y, u_radii.z)) * 1.5;\n\ vec3 direction = normalize(v_positionEC);\n\ vec3 ellipsoidCenter = czm_modelView[3].xyz;\n\ \n\ float t1 = -1.0;\n\ float t2 = -1.0;\n\ \n\ float b = -2.0 * dot(direction, ellipsoidCenter);\n\ float c = dot(ellipsoidCenter, ellipsoidCenter) - maxRadius * maxRadius;\n\ \n\ float discriminant = b * b - 4.0 * c;\n\ if (discriminant >= 0.0) {\n\ t1 = (-b - sqrt(discriminant)) * 0.5;\n\ t2 = (-b + sqrt(discriminant)) * 0.5;\n\ }\n\ \n\ if (t1 < 0.0 && t2 < 0.0) {\n\ discard;\n\ }\n\ \n\ float t = min(t1, t2);\n\ if (t < 0.0) {\n\ t = 0.0;\n\ }\n\ \n\ // March ray forward to intersection with larger sphere and find\n\ // actual intersection point with ellipsoid.\n\ czm_ellipsoid ellipsoid = czm_ellipsoidNew(ellipsoidCenter, u_radii);\n\ czm_ray ray = czm_ray(t * direction, direction);\n\ czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);\n\ \n\ if (czm_isEmpty(intersection))\n\ {\n\ discard;\n\ }\n\ \n\ // If the viewer is outside, compute outsideFaceColor, with normals facing outward.\n\ vec4 outsideFaceColor = (intersection.start != 0.0) ? computeEllipsoidColor(ray, intersection.start, 1.0) : vec4(0.0);\n\ \n\ // If the viewer either is inside or can see inside, compute insideFaceColor, with normals facing inward.\n\ vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0);\n\ \n\ gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);\n\ gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);\n\ \n\ #ifdef WRITE_DEPTH\n\ #ifdef GL_EXT_frag_depth\n\ t = (intersection.start != 0.0) ? intersection.start : intersection.stop;\n\ vec3 positionEC = czm_pointAlongRay(ray, t);\n\ vec4 positionCC = czm_projection * vec4(positionEC, 1.0);\n\ float z = positionCC.z / positionCC.w;\n\ \n\ float n = czm_depthRange.near;\n\ float f = czm_depthRange.far;\n\ \n\ gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5;\n\ #endif\n\ #endif\n\ }\n\ "; });