diff --git a/CHANGES.md b/CHANGES.md index 86aaf51407ad..1de2345c26db 100644 --- a/CHANGES.md +++ b/CHANGES.md @@ -19,6 +19,7 @@ - Fixed incorrect JSDoc description for `offCenterFrustum` in `OrthographicFrustum` and `PerspectiveFrustum`, which was copied from `projectionMatrix` and incorrectly described the property as returning a projection matrix. [#13570](https://github.com/CesiumGS/cesium/pull/13570) - Auto-normalize non-unit `alignedAxis` in `BillboardCollection` instead of silently ignoring it. [#6596](https://github.com/CesiumGS/cesium/issues/6596) - Fixed SPZ-compressed Gaussian splat loading to read the compressed payload from the buffer view declared by `KHR_gaussian_splatting_compression_spz_2`, preventing incorrect cache reuse for assets with SPZ payloads in different buffer views. [#12847](https://github.com/CesiumGS/cesium/issues/12847) +- Fixed incorrect parameter order when calling `clamp` in `PolylineGlowMaterial` shader, which caused the alpha value to always be 1.0 regardless of the glow intensity. ## 1.143 - 2026-07-01 diff --git a/CONTRIBUTORS.md b/CONTRIBUTORS.md index fd63904ce443..c0a6620e0ac2 100644 --- a/CONTRIBUTORS.md +++ b/CONTRIBUTORS.md @@ -462,3 +462,4 @@ See [CONTRIBUTING.md](CONTRIBUTING.md) for details on how to contribute to Cesiu - [Mustafa Senoğu](https://github.com/mmustafasenoglu) - [Stephan Cho](https://github.com/stephan271c) - [Sam Pomeroy](https://github.com/SamPomeroy) +- [zhaochen](https://github.com/cyzhao-dad) diff --git a/packages/engine/Source/Shaders/Materials/PolylineGlowMaterial.glsl b/packages/engine/Source/Shaders/Materials/PolylineGlowMaterial.glsl index dbc938130486..86ae63226dab 100644 --- a/packages/engine/Source/Shaders/Materials/PolylineGlowMaterial.glsl +++ b/packages/engine/Source/Shaders/Materials/PolylineGlowMaterial.glsl @@ -15,7 +15,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput) vec4 fragColor; fragColor.rgb = max(vec3(glow - 1.0 + color.rgb), color.rgb); - fragColor.a = clamp(0.0, 1.0, glow) * color.a; + fragColor.a = clamp(glow, 0.0, 1.0) * color.a; fragColor = czm_gammaCorrect(fragColor); material.emission = fragColor.rgb;