// emulated noperspective
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#ifndef LOG_DEPTH
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varying float v_WindowZ;
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#endif
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/**
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* Clamps a vertex to the far plane by writing the fragments depth.
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* <p>
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* The shader must enable the GL_EXT_frag_depth extension.
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* </p>
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*
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* @name czm_writeDepthClampedToFarPlane
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* @glslFunction
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*
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* @example
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* gl_FragColor = color;
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* czm_writeDepthClampedToFarPlane();
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*
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* @see czm_depthClampFarPlane
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*/
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void czm_writeDepthClampedToFarPlane()
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{
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#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
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gl_FragDepthEXT = min(v_WindowZ * gl_FragCoord.w, 1.0);
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#endif
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}
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