// emulated noperspective #ifndef LOG_DEPTH varying float v_WindowZ; #endif /** * Clamps a vertex to the far plane by writing the fragments depth. *
* The shader must enable the GL_EXT_frag_depth extension. *
* * @name czm_writeDepthClampedToFarPlane * @glslFunction * * @example * gl_FragColor = color; * czm_writeDepthClampedToFarPlane(); * * @see czm_depthClampFarPlane */ void czm_writeDepthClampedToFarPlane() { #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH) gl_FragDepthEXT = min(v_WindowZ * gl_FragCoord.w, 1.0); #endif }