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We compute local terrain slopes for materials on ground primitives using the globe depth texture (this is something like screen-space partial derivatives), so I wonder if we could use these to help reduce smear.
Currently the algorithm for determining if a fragment is part of the polyline checks the distance between the fragment's position (derived from globe depth texture) and a plane, but if we had a local terrain slope we could do a ray-plane check instead of point-plane distance.
In addition to effectiveness we'd also want to evaluate the performance hit for this. Since it's much less noticeable for narrower lines, maybe it can be a toggleable option if it's too slow.
Polylines on terrain smear on steep slopes, since it's similar to a shadow volume:
(Note that this won't work until #6689 is merged)
We compute local terrain slopes for materials on ground primitives using the globe depth texture (this is something like screen-space partial derivatives), so I wonder if we could use these to help reduce smear.
Currently the algorithm for determining if a fragment is part of the polyline checks the distance between the fragment's position (derived from globe depth texture) and a plane, but if we had a local terrain slope we could do a ray-plane check instead of point-plane distance.
In addition to effectiveness we'd also want to evaluate the performance hit for this. Since it's much less noticeable for narrower lines, maybe it can be a toggleable option if it's too slow.
See https://github.com/AnalyticalGraphicsInc/cesium/blob/master/Source/Shaders/ShadowVolumeAppearanceFS.glsl#L28
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