@@ -278,8 +278,7 @@ void main()
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float fadeOutDist = u_lightingFadeDistance.x;
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float fadeInDist = u_lightingFadeDistance.y;
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if (czm_sceneMode != czm_sceneMode3D) {
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- czm_getWgs84EllipsoidEC();
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- vec3 radii = czm_ellipsoid_radii;
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+ vec3 radii = czm_getWgs84EllipsoidEC().radii;
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float maxRadii = max (radii.x, max (radii.y, radii.z));
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fadeOutDist -= maxRadii;
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fadeInDist -= maxRadii;
@@ -377,7 +376,7 @@ void main()
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}
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#if defined(PER_FRAGMENT_GROUND_ATMOSPHERE) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING))
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- czm_getWgs84EllipsoidEC();
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+ czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();
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float mpp = czm_metersPerPixel(vec4 (0.0 , 0.0 , - czm_currentFrustum.x, 1.0 ));
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vec2 xy = gl_FragCoord .xy / czm_viewport.zw * 2.0 - vec2 (1.0 );
@@ -386,7 +385,7 @@ void main()
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vec3 direction = normalize (vec3 (xy, - czm_currentFrustum.x));
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czm_ray ray = czm_ray(vec3 (0.0 ), direction);
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- czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, czm_ellipsoid_center, czm_ellipsoid_inverseRadii );
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+ czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid );
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vec3 ellipsoidPosition = czm_pointAlongRay(ray, intersection.start);
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ellipsoidPosition = (czm_inverseView * vec4 (ellipsoidPosition, 1.0 )).xyz;
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