GlobeFSDepth.glsl 466 B

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  1. varying vec4 positionEC;
  2. void main()
  3. {
  4. // TODO: make arbitrary ellipsoid
  5. czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();
  6. vec3 direction = normalize(positionEC.xyz);
  7. czm_ray ray = czm_ray(vec3(0.0), direction);
  8. czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid);
  9. if (!czm_isEmpty(intersection))
  10. {
  11. gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
  12. }
  13. else
  14. {
  15. discard;
  16. }
  17. }