24 lines
1.0 KiB
GLSL
24 lines
1.0 KiB
GLSL
// See IntersectionUtils.glsl for the definitions of Ray, Intersections,
|
|
// setIntersectionPair, INF_HIT, NO_HIT
|
|
|
|
/* intersectDepth defines (set in Scene/VoxelRenderResources.js)
|
|
#define DEPTH_INTERSECTION_INDEX ###
|
|
*/
|
|
|
|
uniform mat4 u_transformPositionViewToUv;
|
|
|
|
void intersectDepth(in vec2 screenCoord, in Ray ray, inout Intersections ix) {
|
|
float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));
|
|
if (logDepthOrDepth != 0.0) {
|
|
// Calculate how far the ray must travel before it hits the depth buffer.
|
|
vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);
|
|
eyeCoordinateDepth /= eyeCoordinateDepth.w;
|
|
vec3 depthPositionUv = vec3(u_transformPositionViewToUv * eyeCoordinateDepth);
|
|
float t = dot(depthPositionUv - ray.pos, ray.dir);
|
|
setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(t, +INF_HIT));
|
|
} else {
|
|
// There's no depth at this location.
|
|
setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(NO_HIT));
|
|
}
|
|
}
|