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- export const common_frag_params = `
- uniform int uObjectId;
- uniform int uInstanceCount;
- uniform int uGroupCount;
- #if dClipObjectCount != 0
- uniform int uClipObjectType[dClipObjectCount];
- uniform bool uClipObjectInvert[dClipObjectCount];
- uniform vec3 uClipObjectPosition[dClipObjectCount];
- uniform vec4 uClipObjectRotation[dClipObjectCount];
- uniform vec3 uClipObjectScale[dClipObjectCount];
- #if defined(dClipping)
- #if __VERSION__ == 100
- varying float vClipping;
- #else
- flat in float vClipping;
- #endif
- #endif
- #endif
- uniform vec3 uHighlightColor;
- uniform vec3 uSelectColor;
- uniform float uHighlightStrength;
- uniform float uSelectStrength;
- uniform int uMarkerPriority;
- #if defined(dMarkerType_uniform)
- uniform float uMarker;
- #elif defined(dMarkerType_groupInstance)
- #if __VERSION__ == 100
- varying float vMarker;
- #else
- flat in float vMarker;
- #endif
- #endif
- varying vec3 vModelPosition;
- varying vec3 vViewPosition;
- uniform vec2 uViewOffset;
- uniform float uNear;
- uniform float uFar;
- uniform float uIsOrtho;
- uniform float uFogNear;
- uniform float uFogFar;
- uniform vec3 uFogColor;
- uniform float uAlpha;
- uniform float uPickingAlphaThreshold;
- uniform bool uTransparentBackground;
- uniform float uInteriorDarkening;
- uniform bool uInteriorColorFlag;
- uniform vec3 uInteriorColor;
- bool interior;
- uniform float uXrayEdgeFalloff;
- uniform mat4 uProjection;
- uniform bool uRenderWboit;
- uniform bool uMarkingDepthTest;
- uniform sampler2D tDepth;
- uniform vec2 uDrawingBufferSize;
- float getDepth(const in vec2 coords) {
- // always packed due to merged depth from primitives and volumes
- return unpackRGBAToDepth(texture2D(tDepth, coords));
- }
- float calcDepth(const in vec3 pos) {
- vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;
- return 0.5 + 0.5 * clipZW.x / clipZW.y;
- }
- `;
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