//This file is automatically rebuilt by the Cesium build process. export default "// emulated noperspective\n\ #ifndef LOG_DEPTH\n\ varying float v_WindowZ;\n\ #endif\n\ /**\n\ * Clamps a vertex to the far plane by writing the fragments depth.\n\ *
\n\ * The shader must enable the GL_EXT_frag_depth extension.\n\ *
\n\ *\n\ * @name czm_writeDepthClamp\n\ * @glslFunction\n\ *\n\ * @example\n\ * gl_FragColor = color;\n\ * czm_writeDepthClamp();\n\ *\n\ * @see czm_depthClamp\n\ */\n\ void czm_writeDepthClamp()\n\ {\n\ #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)\n\ gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0);\n\ #endif\n\ }\n\ ";