//This file is automatically rebuilt by the Cesium build process. export default "uniform sampler2D colorTexture;\n\ uniform sampler2D blurTexture;\n\ uniform sampler2D depthTexture;\n\ uniform float focalDistance;\n\ varying vec2 v_textureCoordinates;\n\ vec4 toEye(vec2 uv, float depth)\n\ {\n\ vec2 xy = vec2((uv.x * 2.0 - 1.0), ((1.0 - uv.y) * 2.0 - 1.0));\n\ vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0);\n\ posInCamera = posInCamera / posInCamera.w;\n\ return posInCamera;\n\ }\n\ float computeDepthBlur(float depth)\n\ {\n\ float f;\n\ if (depth < focalDistance)\n\ {\n\ f = (focalDistance - depth) / (focalDistance - czm_currentFrustum.x);\n\ }\n\ else\n\ {\n\ f = (depth - focalDistance) / (czm_currentFrustum.y - focalDistance);\n\ f = pow(f, 0.1);\n\ }\n\ f *= f;\n\ f = clamp(f, 0.0, 1.0);\n\ return pow(f, 0.5);\n\ }\n\ void main(void)\n\ {\n\ float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\ vec4 posInCamera = toEye(v_textureCoordinates, depth);\n\ float d = computeDepthBlur(-posInCamera.z);\n\ gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), texture2D(blurTexture, v_textureCoordinates), d);\n\ }\n\ ";