21 lines
429 B
GLSL
21 lines
429 B
GLSL
/**
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* DOC_TBA
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*
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* @name czm_eyeOffset
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* @glslFunction
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*
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* @param {vec4} positionEC DOC_TBA.
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* @param {vec3} eyeOffset DOC_TBA.
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*
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* @returns {vec4} DOC_TBA.
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*/
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vec4 czm_eyeOffset(vec4 positionEC, vec3 eyeOffset)
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{
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// This equation is approximate in x and y.
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vec4 p = positionEC;
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vec4 zEyeOffset = normalize(p) * eyeOffset.z;
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p.xy += eyeOffset.xy + zEyeOffset.xy;
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p.z += zEyeOffset.z;
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return p;
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}
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