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- attribute vec3 position;
- uniform vec3 u_radii;
- varying vec3 v_positionEC;
- void main()
- {
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- vec4 p = vec4(u_radii * position, 1.0);
- v_positionEC = (czm_modelView * p).xyz;
- gl_Position = czm_modelViewProjection * p;
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- gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far);
- }
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