@jdultra/threedtiles 14.0.5 → 14.0.6
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package/dist/threedtiles.es.js
CHANGED
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@@ -9285,6 +9285,7 @@ out vec2 vUv;
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out vec3 splatPositionWorld;
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out vec3 splatPositionModel;
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out float splatDepth;
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9288
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+
out float splatDepthWithBias;
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out float stds;
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out vec2 viewZW;
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uniform highp usampler3D positionColorTexture;
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@@ -9463,9 +9464,11 @@ void main() {
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#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
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float isPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
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-
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+
splatDepthWithBias = isPerspective == 0.0 ? splatPositionProjectedWithBias.z : log2( 1.0 + splatPositionProjectedWithBias.w ) * logDepthBufFC * 0.5;
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+
splatDepth = isPerspective == 0.0 ? splatPositionProjected.z : log2( 1.0 + splatPositionProjected.w ) * logDepthBufFC * 0.5;
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#else
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-
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+
splatDepthWithBias = (splatPositionProjectedWithBias.z / splatPositionProjectedWithBias.w)* 0.5 + 0.5;
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+
splatDepth = (splatPositionProjected.z / splatPositionProjected.w)* 0.5 + 0.5;
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#endif
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@@ -9483,6 +9486,7 @@ in vec2 vUv;
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in vec3 splatPositionModel;
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in vec3 splatPositionWorld;
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in float splatDepth;
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9489
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+
in float splatDepthWithBias;
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layout(location = 0) out vec4 fragColor;
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@@ -9500,7 +9504,7 @@ void main() {
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float alpha = color.w * exp(-beta_k * rk);
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fragColor = vec4(pow(color.xyz,vec3(1.0/2.2)), alpha);
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9503
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-
gl_FragDepth =
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+
gl_FragDepth = splatDepthWithBias;
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}`;
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}
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