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/** * Translates a position (or any <code>vec3</code>) that was encoded with {@link EncodedCartesian3}, * and then provided to the shader as separate <code>high</code> and <code>low</code> bits to * be relative to the eye. As shown in the example, the position can then be transformed in eye * or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye}, * respectively. * <p> * This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as * described in <a href="http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/">Precisions, Precisions</a>. * </p> * * @name czm_translateRelativeToEye * @glslFunction * * @param {vec3} high The position's high bits. * @param {vec3} low The position's low bits. * @returns {vec3} The position translated to be relative to the camera's position. * * @example * attribute vec3 positionHigh; * attribute vec3 positionLow; * * void main() * { * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow); * gl_Position = czm_modelViewProjectionRelativeToEye * p; * } * * @see czm_modelViewRelativeToEye * @see czm_modelViewProjectionRelativeToEye * @see czm_computePosition * @see EncodedCartesian3 */ vec4 czm_translateRelativeToEye(vec3 high, vec3 low) { vec3 highDifference = high - czm_encodedCameraPositionMCHigh; vec3 lowDifference = low - czm_encodedCameraPositionMCLow; return vec4(highDifference + lowDifference, 1.0); }
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