DepthPlaneFS.glsl 469 B

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  1. varying vec4 positionEC;
  2. void main()
  3. {
  4. vec3 direction = normalize(positionEC.xyz);
  5. czm_ray ray = czm_ray(vec3(0.0), direction);
  6. vec3 ellipsoid_center = czm_view[3].xyz;
  7. czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);
  8. if (!czm_isEmpty(intersection))
  9. {
  10. gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
  11. }
  12. else
  13. {
  14. discard;
  15. }
  16. czm_writeLogDepth();
  17. }