12345678910111213141516171819202122232425262728293031323334353637 |
- //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\
- ";
|