#ifdef LOG_DEPTH varying float v_depthFromNearPlusOne; #ifdef POLYGON_OFFSET uniform vec2 u_polygonOffset; #endif #endif /** * Writes the fragment depth to the logarithmic depth buffer. *
* Use this when the vertex shader does not call {@link czm_vertexlogDepth}, for example, when * ray-casting geometry using a full screen quad. *
* @name czm_writeLogDepth * @glslFunction * * @param {float} depth The depth coordinate, where 1.0 is on the near plane and * depth increases in eye-space units from there * * @example * czm_writeLogDepth((czm_projection * v_positionEyeCoordinates).w + 1.0); */ void czm_writeLogDepth(float depth) { #if defined(GL_EXT_frag_depth) && defined(LOG_DEPTH) // Discard the vertex if it's not between the near and far planes. // We allow a bit of epsilon on the near plane comparison because a 1.0 // from the vertex shader (indicating the vertex should be _on_ the near // plane) will not necessarily come here as exactly 1.0. if (depth <= 0.9999999 || depth > czm_farDepthFromNearPlusOne) { discard; } #ifdef POLYGON_OFFSET // Polygon offset: m * factor + r * units float factor = u_polygonOffset[0]; float units = u_polygonOffset[1]; // If we can't compute derivatives, just leave out the factor I guess? #ifdef GL_OES_standard_derivatives // m = sqrt(dZdX^2 + dZdY^2); float x = dFdx(depth); float y = dFdy(depth); float m = sqrt(x * x + y * y); // Apply the factor before computing the log depth. depth += m * factor; #endif #endif gl_FragDepthEXT = log2(depth) * czm_oneOverLog2FarDepthFromNearPlusOne; #ifdef POLYGON_OFFSET // Apply the units after the log depth. gl_FragDepthEXT += czm_epsilon7 * units; #endif #endif } /** * Writes the fragment depth to the logarithmic depth buffer. ** Use this when the vertex shader calls {@link czm_vertexlogDepth}. *
* * @name czm_writeLogDepth * @glslFunction */ void czm_writeLogDepth() { #ifdef LOG_DEPTH czm_writeLogDepth(v_depthFromNearPlusOne); #endif }