33 lines
1.3 KiB
JavaScript
33 lines
1.3 KiB
JavaScript
//This file is automatically rebuilt by the Cesium build process.
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export default "// See IntersectionUtils.glsl for the definitions of Ray, Intersections,\n\
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// setIntersectionPair, INF_HIT, NO_HIT\n\
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\n\
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/* intersectDepth defines (set in Scene/VoxelRenderResources.js)\n\
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#define DEPTH_INTERSECTION_INDEX ###\n\
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*/\n\
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\n\
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uniform mat4 u_transformPositionViewToUv;\n\
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\n\
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void intersectDepth(in vec2 screenCoord, in Ray ray, inout Intersections ix) {\n\
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float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));\n\
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float entry;\n\
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float exit;\n\
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if (logDepthOrDepth != 0.0) {\n\
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// Calculate how far the ray must travel before it hits the depth buffer.\n\
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vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);\n\
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eyeCoordinateDepth /= eyeCoordinateDepth.w;\n\
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vec3 depthPositionUv = vec3(u_transformPositionViewToUv * eyeCoordinateDepth);\n\
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entry = dot(depthPositionUv - ray.pos, ray.dir);\n\
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exit = +INF_HIT;\n\
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} else {\n\
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// There's no depth at this location.\n\
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entry = NO_HIT;\n\
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exit = NO_HIT;\n\
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}\n\
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ix.distanceToDepthBuffer = entry;\n\
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#if defined(DEPTH_TEST)\n\
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setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(entry, exit));\n\
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#endif\n\
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}\n\
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";
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