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

26 lines
1.2 KiB
JavaScript

//This file is automatically rebuilt by the Cesium build process.
export default "// See IntersectionUtils.glsl for the definitions of Ray, Intersections,\n\
// setIntersectionPair, INF_HIT, NO_HIT\n\
\n\
/* intersectDepth defines (set in Scene/VoxelRenderResources.js)\n\
#define DEPTH_INTERSECTION_INDEX ###\n\
*/\n\
\n\
uniform mat4 u_transformPositionViewToUv;\n\
\n\
void intersectDepth(in vec2 screenCoord, in Ray ray, inout Intersections ix) {\n\
float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, screenCoord));\n\
if (logDepthOrDepth != 0.0) {\n\
// Calculate how far the ray must travel before it hits the depth buffer.\n\
vec4 eyeCoordinateDepth = czm_screenToEyeCoordinates(screenCoord, logDepthOrDepth);\n\
eyeCoordinateDepth /= eyeCoordinateDepth.w;\n\
vec3 depthPositionUv = vec3(u_transformPositionViewToUv * eyeCoordinateDepth);\n\
float t = dot(depthPositionUv - ray.pos, ray.dir);\n\
setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(t, +INF_HIT));\n\
} else {\n\
// There's no depth at this location.\n\
setIntersectionPair(ix, DEPTH_INTERSECTION_INDEX, vec2(NO_HIT));\n\
}\n\
}\n\
";