//This file is automatically rebuilt by the Cesium build process. export default "#extension GL_EXT_frag_depth : enable\n\ uniform sampler2D u_pointCloud_colorGBuffer;\n\ uniform sampler2D u_pointCloud_depthGBuffer;\n\ uniform vec2 u_distanceAndEdlStrength;\n\ varying vec2 v_textureCoordinates;\n\ vec2 neighborContribution(float log2Depth, vec2 offset)\n\ {\n\ float dist = u_distanceAndEdlStrength.x;\n\ vec2 texCoordOrig = v_textureCoordinates + offset * dist;\n\ vec2 texCoord0 = v_textureCoordinates + offset * floor(dist);\n\ vec2 texCoord1 = v_textureCoordinates + offset * ceil(dist);\n\ float depthOrLogDepth0 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord0));\n\ float depthOrLogDepth1 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord1));\n\ if (depthOrLogDepth0 == 0.0 || depthOrLogDepth1 == 0.0) {\n\ return vec2(0.0);\n\ }\n\ float depthMix = mix(depthOrLogDepth0, depthOrLogDepth1, fract(dist));\n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(texCoordOrig, depthMix);\n\ return vec2(max(0.0, log2Depth - log2(-eyeCoordinate.z / eyeCoordinate.w)), 1.0);\n\ }\n\ void main()\n\ {\n\ float depthOrLogDepth = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, v_textureCoordinates));\n\ vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depthOrLogDepth);\n\ eyeCoordinate /= eyeCoordinate.w;\n\ float log2Depth = log2(-eyeCoordinate.z);\n\ if (depthOrLogDepth == 0.0)\n\ {\n\ discard;\n\ }\n\ vec4 color = texture2D(u_pointCloud_colorGBuffer, v_textureCoordinates);\n\ vec2 texelSize = 1.0 / czm_viewport.zw;\n\ vec2 responseAndCount = vec2(0.0);\n\ responseAndCount += neighborContribution(log2Depth, vec2(-texelSize.x, 0.0));\n\ responseAndCount += neighborContribution(log2Depth, vec2(+texelSize.x, 0.0));\n\ responseAndCount += neighborContribution(log2Depth, vec2(0.0, -texelSize.y));\n\ responseAndCount += neighborContribution(log2Depth, vec2(0.0, +texelSize.y));\n\ float response = responseAndCount.x / responseAndCount.y;\n\ float strength = u_distanceAndEdlStrength.y;\n\ float shade = exp(-response * 300.0 * strength);\n\ color.rgb *= shade;\n\ gl_FragColor = vec4(color);\n\ #ifdef LOG_DEPTH\n\ czm_writeLogDepth(1.0 + (czm_projection * vec4(eyeCoordinate.xyz, 1.0)).w);\n\ #else\n\ gl_FragDepthEXT = czm_eyeToWindowCoordinates(vec4(eyeCoordinate.xyz, 1.0)).z;\n\ #endif\n\ }\n\ ";