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water-management-system/frontend/node_modules/@cesium/engine/Source/Shaders/CompareAndPackTranslucentDepth.glsl
T

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uniform sampler2D u_opaqueDepthTexture;
uniform sampler2D u_translucentDepthTexture;
in vec2 v_textureCoordinates;
void main()
{
float opaqueDepth = texture(u_opaqueDepthTexture, v_textureCoordinates).r;
float translucentDepth = texture(u_translucentDepthTexture, v_textureCoordinates).r;
translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);
out_FragColor = czm_packDepth(translucentDepth);
}