<commit_before>uniform vec4 u_intersectionColor;
uniform float u_intersectionWidth;

bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointWC)
{
    // Diagonal matrix from the unscaled ellipsoid space to the scaled space.    
    vec3 D = ellipsoidEC.inverseRadii;

    // Sensor vertex in the scaled ellipsoid space
    vec3 q = D * coneVertexWC;
    float qMagnitudeSquared = dot(q, q);
    float test = qMagnitudeSquared - 1.0;
    
    // Sensor vertex to fragment vector in the ellipsoid's scaled space
    vec3 temp = D * pointWC - q;
    float d = dot(temp, q);
    
    // Behind silhouette plane and inside silhouette cone
    return (d < -test) && (d / length(temp) < -sqrt(test));
}

///////////////////////////////////////////////////////////////////////////////

#ifndef RENDER_FOR_PICK

vec4 getIntersectionColor()
{
    return u_intersectionColor;
}

float getIntersectionWidth()
{
    return u_intersectionWidth;
}

vec2 sensor2dTextureCoordinates(float sensorRadius, vec3 pointMC)
{
    // (s, t) both in the range [0, 1]
    float t = pointMC.z / sensorRadius;
    float s = 1.0 + (atan(pointMC.y, pointMC.x) / czm_twoPi);
    s = s - floor(s);
    
    return vec2(s, t);
}

#endif<commit_msg>Remove unused code<commit_after>uniform vec4 u_intersectionColor;
uniform float u_intersectionWidth;

bool inSensorShadow(vec3 coneVertexWC, czm_ellipsoid ellipsoidEC, vec3 pointWC)
{
    // Diagonal matrix from the unscaled ellipsoid space to the scaled space.    
    vec3 D = ellipsoidEC.inverseRadii;

    // Sensor vertex in the scaled ellipsoid space
    vec3 q = D * coneVertexWC;
    float qMagnitudeSquared = dot(q, q);
    float test = qMagnitudeSquared - 1.0;
    
    // Sensor vertex to fragment vector in the ellipsoid's scaled space
    vec3 temp = D * pointWC - q;
    float d = dot(temp, q);
    
    // Behind silhouette plane and inside silhouette cone
    return (d < -test) && (d / length(temp) < -sqrt(test));
}

///////////////////////////////////////////////////////////////////////////////

vec4 getIntersectionColor()
{
    return u_intersectionColor;
}

float getIntersectionWidth()
{
    return u_intersectionWidth;
}

vec2 sensor2dTextureCoordinates(float sensorRadius, vec3 pointMC)
{
    // (s, t) both in the range [0, 1]
    float t = pointMC.z / sensorRadius;
    float s = 1.0 + (atan(pointMC.y, pointMC.x) / czm_twoPi);
    s = s - floor(s);
    
    return vec2(s, t);
}
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{'dir': 'git-commits-cleaned', 'id': '5654686', 'n_tokens_mistral': 823, 'n_tokens_neox': 784, 'n_words': 234}