Add existing to tracked
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//
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// Fragment shader for Gaussian splats.
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// Renders a Gaussian splat within a quad, discarding fragments outside the unit circle.
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// Applies an approximate Gaussian falloff based on distance from the center and outputs
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// a color modulated by the alpha and Gaussian weight.
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//
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void main() {
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if (v_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard;
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if (v_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard;
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float A = -dot(v_vertPos, v_vertPos);
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if (A < -4.) {
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discard;
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}
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float B = exp(A * 4.) * v_splatColor.a ;
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out_FragColor = vec4(v_splatColor.rgb * B , B);
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}
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