//This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "attribute vec3 position;\n\ \n\ uniform vec3 u_radii;\n\ \n\ varying vec3 v_positionEC;\n\ \n\ void main() \n\ {\n\ // In the vertex data, the cube goes from (-1.0, -1.0, -1.0) to (1.0, 1.0, 1.0) in model coordinates.\n\ // Scale to consider the radii. We could also do this once on the CPU when using the BoxGeometry,\n\ // but doing it here allows us to change the radii without rewriting the vertex data, and\n\ // allows all ellipsoids to reuse the same vertex data.\n\ vec4 p = vec4(u_radii * position, 1.0);\n\ \n\ v_positionEC = (czm_modelView * p).xyz; // position in eye coordinates\n\ gl_Position = czm_modelViewProjection * p; // position in clip coordinates\n\ \n\ // With multi-frustum, when the ellipsoid primitive is positioned on the intersection of two frustums \n\ // and close to terrain, the terrain (writes depth) in the closest frustum can overwrite part of the \n\ // ellipsoid (does not write depth) that was rendered in the farther frustum.\n\ //\n\ // Here, we clamp the depth in the vertex shader to avoid being overwritten; however, this creates\n\ // artifacts since some fragments can be alpha blended twice. This is solved by only rendering\n\ // the ellipsoid in the closest frustum to the viewer.\n\ gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far);\n\ }\n\ "; });