Add existing to tracked
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+58
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#ifdef USE_FLOAT64
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in vec3 positionHigh;
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in vec3 positionLow;
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#else
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in vec3 position;
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#endif
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in vec4 pickColor;
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in vec4 showPixelSizeColorAlpha;
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in vec3 outlineWidthColorAlpha;
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out vec4 v_pickColor;
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out vec4 v_color;
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out vec4 v_outlineColor;
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out float v_innerRadiusFrac;
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void main()
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{
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// Unpack attributes.
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float show = showPixelSizeColorAlpha.x;
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float pixelSize = showPixelSizeColorAlpha.y;
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vec4 color = czm_decodeRGB8(showPixelSizeColorAlpha.z);
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float alpha = showPixelSizeColorAlpha.w;
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float outlineWidth = outlineWidthColorAlpha.x;
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vec4 outlineColor = czm_decodeRGB8(outlineWidthColorAlpha.y);
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float outlineAlpha = outlineWidthColorAlpha.z;
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///////////////////////////////////////////////////////////////////////////
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float innerRadius = 0.5 * pixelSize * czm_pixelRatio;
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float outerRadius = (0.5 * pixelSize + outlineWidth) * czm_pixelRatio;
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///////////////////////////////////////////////////////////////////////////
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#ifdef USE_FLOAT64
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vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
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vec4 positionEC = czm_modelViewRelativeToEye * p;
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#else
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vec4 positionEC = czm_modelView * vec4(position, 1.0);
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#endif
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///////////////////////////////////////////////////////////////////////////
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gl_Position = czm_projection * positionEC;
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czm_vertexLogDepth();
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v_pickColor = pickColor / 255.0;
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v_color = color;
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v_color.a *= alpha * show;
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v_outlineColor = outlineColor;
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v_outlineColor.a *= outlineAlpha * show;
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v_innerRadiusFrac = innerRadius / outerRadius;
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gl_PointSize = 2.0 * outerRadius * show;
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gl_Position *= show;
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}
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