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//This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "/**\n\ * Transforms a position from window to eye coordinates.\n\ * The transform from window to normalized device coordinates is done using components\n\ * of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating\n\ * the inverse of <code>czm_viewportTransformation</code>. The transformation from \n\ * normalized device coordinates to clip coordinates is done using <code>positionWC.w</code>,\n\ * which is expected to be the scalar used in the perspective divide. The transformation\n\ * from clip to eye coordinates is done using {@link czm_inverseProjection}.\n\ *\n\ * @name czm_windowToEyeCoordinates\n\ * @glslFunction\n\ *\n\ * @param {vec4} fragmentCoordinate The position in window coordinates to transform.\n\ *\n\ * @returns {vec4} The transformed position in eye coordinates.\n\ *\n\ * @see czm_modelToWindowCoordinates\n\ * @see czm_eyeToWindowCoordinates\n\ * @see czm_inverseProjection\n\ * @see czm_viewport\n\ * @see czm_viewportTransformation\n\ *\n\ * @example\n\ * vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord);\n\ */\n\ vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate)\n\ {\n\ float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;\n\ float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;\n\ float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];\n\ vec4 q = vec4(x, y, z, 1.0);\n\ q /= fragmentCoordinate.w;\n\ q = czm_inverseProjection * q;\n\ return q;\n\ }\n\ "; });
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