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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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