varying vec4 positionEC; void main() { vec3 direction = normalize(positionEC.xyz); czm_ray ray = czm_ray(vec3(0.0), direction); vec3 ellipsoid_center = czm_view[3].xyz; czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii); if (!czm_isEmpty(intersection)) { gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); } else { discard; } czm_writeLogDepth(); }