13 lines
455 B
GLSL
13 lines
455 B
GLSL
uniform sampler2D u_opaqueDepthTexture;
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uniform sampler2D u_translucentDepthTexture;
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in vec2 v_textureCoordinates;
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void main()
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{
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float opaqueDepth = texture(u_opaqueDepthTexture, v_textureCoordinates).r;
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float translucentDepth = texture(u_translucentDepthTexture, v_textureCoordinates).r;
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translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);
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out_FragColor = czm_packDepth(translucentDepth);
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}
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