Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

32 lines
1.1 KiB
GLSL

/**
* Reads a value previously transformed with {@link czm_writeNonPerspective}
* by dividing it by `w`, the value used in the perspective divide.
* This function is intended to be called in a fragment shader to access a
* `varying` that should not be subject to perspective interpolation.
* For example, screen-space texture coordinates. The value should have been
* previously written in the vertex shader with a call to
* {@link czm_writeNonPerspective}.
*
* @name czm_readNonPerspective
* @glslFunction
*
* @param {float|vec2|vec3|vec4} value The non-perspective value to be read.
* @param {float} oneOverW One over the perspective divide value, `w`. Usually this is simply `gl_FragCoord.w`.
* @returns {float|vec2|vec3|vec4} The usable value.
*/
float czm_readNonPerspective(float value, float oneOverW) {
return value * oneOverW;
}
vec2 czm_readNonPerspective(vec2 value, float oneOverW) {
return value * oneOverW;
}
vec3 czm_readNonPerspective(vec3 value, float oneOverW) {
return value * oneOverW;
}
vec4 czm_readNonPerspective(vec4 value, float oneOverW) {
return value * oneOverW;
}