/** * Computes the size of a pixel in meters at a distance from the eye. *
* Use this version when passing in a custom pixel ratio. For example, passing in 1.0 will return meters per native device pixel. *
* @name czm_metersPerPixel * @glslFunction * * @param {vec3} positionEC The position to get the meters per pixel in eye coordinates. * @param {float} pixelRatio The scaling factor from pixel space to coordinate space * * @returns {float} The meters per pixel at positionEC. */ float czm_metersPerPixel(vec4 positionEC, float pixelRatio) { float width = czm_viewport.z; float height = czm_viewport.w; float pixelWidth; float pixelHeight; float top = czm_frustumPlanes.x; float bottom = czm_frustumPlanes.y; float left = czm_frustumPlanes.z; float right = czm_frustumPlanes.w; if (czm_sceneMode == czm_sceneMode2D || czm_orthographicIn3D == 1.0) { float frustumWidth = right - left; float frustumHeight = top - bottom; pixelWidth = frustumWidth / width; pixelHeight = frustumHeight / height; } else { float distanceToPixel = -positionEC.z; float inverseNear = 1.0 / czm_currentFrustum.x; float tanTheta = top * inverseNear; pixelHeight = 2.0 * distanceToPixel * tanTheta / height; tanTheta = right * inverseNear; pixelWidth = 2.0 * distanceToPixel * tanTheta / width; } return max(pixelWidth, pixelHeight) * pixelRatio; } /** * Computes the size of a pixel in meters at a distance from the eye. ** Use this version when scaling by pixel ratio. *
* @name czm_metersPerPixel * @glslFunction * * @param {vec3} positionEC The position to get the meters per pixel in eye coordinates. * * @returns {float} The meters per pixel at positionEC. */ float czm_metersPerPixel(vec4 positionEC) { return czm_metersPerPixel(positionEC, czm_pixelRatio); }