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Copy file name to clipboardexpand all lines: Source/Shaders/BillboardCollectionFS.glsl
+2-3
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@@ -11,7 +11,6 @@ varying vec4 v_color;
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#ifdef CLAMP_TO_GROUND
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varyingvec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates
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varyingvec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)
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varyingvec4 v_leftAndRightTextureCoordinate; // texture coordinates for left and right depth test
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varyingvec4 v_dimensionsAndImageSize; // dimensions of the bounding rectangle and the size of the image. The values will only be different for label glyphs
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varyingvec2 v_eyeDepthAndDistance; // The depth of the billboard and the disable depth test distance
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@@ -88,10 +87,10 @@ void main()
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// negative values go into the screen
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if (globeDepth1 !=0.0&& globeDepth1 > epsilonEyeDepth)
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