/**
* Computes a value that scales with distance. The scaling is clamped at the near and
* far distances, and does not extrapolate. This function works with the
* {@link NearFarScalar} JavaScript class.
*
* @name czm_nearFarScalar
* @glslFunction
*
* @param {vec4} nearFarScalar A vector with 4 components: Near distance (x), Near value (y), Far distance (z), Far value (w).
* @param {float} cameraDistSq The square of the current distance from the camera.
*
* @returns {float} The value at this distance.
*/
float czm_nearFarScalar(vec4 nearFarScalar, float cameraDistSq)
{
float valueAtMin = nearFarScalar.y;
float valueAtMax = nearFarScalar.w;
float nearDistanceSq = nearFarScalar.x * nearFarScalar.x;
float farDistanceSq = nearFarScalar.z * nearFarScalar.z;
float t = (cameraDistSq - nearDistanceSq) / (farDistanceSq - nearDistanceSq);
t = pow(clamp(t, 0.0, 1.0), 0.2);
return mix(valueAtMin, valueAtMax, t);
}
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Manggar Mahardhika authored6f034801