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-
-
- 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\
- ";
- });
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