/*
添加雷达扫描线 地形遮挡开启
cartographicCenter 扫描中心
radius 半径 米
scanColor 扫描颜色
duration 持续时间 毫秒
*/
function addRadarScanPostStage(cartographicCenter, radius, scanColor, duration) {
var ScanSegmentShader =
"uniform sampler2D colorTexture;\n" +
"uniform sampler2D depthTexture;\n" +
"varying vec2 v_textureCoordinates;\n" +
"uniform vec4 u_scanCenterEC;\n" +
"uniform vec3 u_scanPlaneNormalEC;\n" +
"uniform vec3 u_scanLineNormalEC;\n" +
"uniform float u_radius;\n" +
"uniform vec4 u_scanColor;\n" +
"vec4 toEye(in vec2 uv, in float depth)\n" +
" {\n" +
" vec2 xy = vec2((uv.x * 2.0 - 1.0),(uv.y * 2.0 - 1.0));\n" +
" vec4 posInCamera =czm_inverseProjection * vec4(xy, depth, 1.0);\n" +
" posInCamera =posInCamera / posInCamera.w;\n" +
" return posInCamera;\n" +
" }\n" +
"bool isPointOnLineRight(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
"{\n" +
"vec3 v01 = testPt - ptOnLine;\n" +
"normalize(v01);\n" +
"vec3 temp = cross(v01, lineNormal);\n" +
"float d = dot(temp, u_scanPlaneNormalEC);\n" +
"return d > 0.5;\n" +
"}\n" +
"vec3 pointProjectOnPlane(in vec3 planeNormal, in vec3 planeOrigin, in vec3 point)\n" +
"{\n" +
"vec3 v01 = point -planeOrigin;\n" +
"float d = dot(planeNormal, v01) ;\n" +
"return (point - planeNormal * d);\n" +
"}\n" +
"float distancePointToLine(in vec3 ptOnLine, in vec3 lineNormal, in vec3 testPt)\n" +
"{\n" +
"vec3 tempPt = pointProjectOnPlane(lineNormal, ptOnLine, testPt);\n" +
"ret