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							-     //This file is automatically rebuilt by the Cesium build process.
 
-     /*global define*/
 
-     define(function() {
 
-     "use strict";
 
-     return "/**\n\
 
-  * Compositing for Weighted Blended Order-Independent Transparency. See:\n\
 
-  * - http://jcgt.org/published/0002/02/09/\n\
 
-  * - http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html\n\
 
-  */\n\
 
-  \n\
 
- uniform sampler2D u_opaque;\n\
 
- uniform sampler2D u_accumulation;\n\
 
- uniform sampler2D u_revealage;\n\
 
- \n\
 
- varying vec2 v_textureCoordinates;\n\
 
- \n\
 
- void main()\n\
 
- {\n\
 
-     vec4 opaque = texture2D(u_opaque, v_textureCoordinates);\n\
 
-     vec4 accum = texture2D(u_accumulation, v_textureCoordinates);\n\
 
-     float r = texture2D(u_revealage, v_textureCoordinates).r;\n\
 
-     \n\
 
- #ifdef MRT\n\
 
-     vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);\n\
 
- #else\n\
 
-     vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);\n\
 
- #endif\n\
 
-     \n\
 
-     gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;\n\
 
- }\n\
 
- ";
 
- });
 
 
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