Add existing to tracked
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//This file is automatically rebuilt by the Cesium build process.
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export default "in vec4 v_startPlaneNormalEcAndHalfWidth;\n\
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in vec4 v_endPlaneNormalEcAndBatchId;\n\
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in vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\
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in vec4 v_endEcAndStartEcX;\n\
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in vec4 v_texcoordNormalizationAndStartEcYZ;\n\
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\n\
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#ifdef PER_INSTANCE_COLOR\n\
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in vec4 v_color;\n\
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#endif\n\
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\n\
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void main(void)\n\
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{\n\
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float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\
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vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);\n\
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\n\
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// Discard for sky\n\
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if (logDepthOrDepth == 0.0) {\n\
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#ifdef DEBUG_SHOW_VOLUME\n\
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out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
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return;\n\
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#else // DEBUG_SHOW_VOLUME\n\
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discard;\n\
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#endif // DEBUG_SHOW_VOLUME\n\
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}\n\
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\n\
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vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\
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eyeCoordinate /= eyeCoordinate.w;\n\
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\n\
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float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);\n\
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// Check distance of the eye coordinate against the right-facing plane\n\
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float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);\n\
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\n\
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// Check eye coordinate against the mitering planes\n\
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float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);\n\
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float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);\n\
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\n\
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if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\
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#ifdef DEBUG_SHOW_VOLUME\n\
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out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
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return;\n\
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#else // DEBUG_SHOW_VOLUME\n\
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discard;\n\
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#endif // DEBUG_SHOW_VOLUME\n\
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}\n\
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\n\
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// Check distance of the eye coordinate against start and end planes with normals in the right plane.\n\
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// For computing unskewed lengthwise texture coordinate.\n\
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// Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking.\n\
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\n\
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// aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more \"forward\"\n\
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vec3 alignedPlaneNormal;\n\
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\n\
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// start aligned plane\n\
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alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);\n\
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alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\
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distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);\n\
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\n\
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// end aligned plane\n\
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alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);\n\
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alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));\n\
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distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);\n\
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\n\
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#ifdef PER_INSTANCE_COLOR\n\
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out_FragColor = czm_gammaCorrect(v_color);\n\
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#else // PER_INSTANCE_COLOR\n\
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// Clamp - distance to aligned planes may be negative due to mitering,\n\
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// so fragment texture coordinate might be out-of-bounds.\n\
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float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);\n\
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s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;\n\
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float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);\n\
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\n\
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czm_materialInput materialInput;\n\
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\n\
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materialInput.s = s;\n\
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materialInput.st = vec2(s, t);\n\
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materialInput.str = vec3(s, t, 0.0);\n\
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\n\
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czm_material material = czm_getMaterial(materialInput);\n\
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out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
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#endif // PER_INSTANCE_COLOR\n\
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\n\
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// Premultiply alpha. Required for classification primitives on translucent globe.\n\
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out_FragColor.rgb *= out_FragColor.a;\n\
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\n\
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czm_writeDepthClamp();\n\
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}\n\
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";
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