Cesium天际线优化后处理

let edgeDetection = Cesium.PostProcessStageLibrary.createEdgeDetectionStage()
console.log(edgeDetection.fragmentShader)
let postProccessStage = new Cesium.PostProcessStage({
name: 'skylinetemp',
fragmentShader: 'uniform sampler2D colorTexture;' +
'uniform sampler2D depthTexture;' +

            'varying vec2 v_textureCoordinates;' +

            'void main(void)' +
            '{' +
            'float depth = czm_readDepth(depthTexture, v_textureCoordinates);' +
            'vec4 color = texture2D(colorTexture, v_textureCoordinates);' +
            'if(depth<1.0 - 0.000001){' +
            'gl_FragColor = color;' +
            '}' +
            'else{' +
            `gl_FragColor = vec4(${r},${g},${b},1.0);` +
            '}' +
        '}'

})

let postProccessStage1 = new Cesium.PostProcessStage({
name: 'skylinetemp1',
fragmentShader: 'uniform sampler2D colorTexture;' +
'uniform sampler2D redTexture;' +
'uniform sampler2D silhouetteTexture;' +

            'varying vec2 v_textureCoordinates;' +

            'void main(void)' +
            '{' +
            'vec4 redcolor=texture2D(redTexture, v_textureCoordinates);' +
            'vec4 silhouetteColor = texture2D(silhouetteTexture, v_textureCoordinates);' +
            'vec4 color = texture2D(colorTexture, v_textureCoordinates);' +
            `if(redcolor.r == ${r} && redcolor.g == ${g} &&redcolor.b == ${b}){` +
            `gl_FragColor = mix(color, vec4(${r},${g},${b},1.0), silhouetteColor.a);` +
            '}' +
            'else{' +
            'gl_FragColor = color;' +
            '}' +
        '}',
uniforms: {
  redTexture: postProccessStage.name,
  silhouetteTexture: edgeDetection.name
}

})

目前仅实现了换色,天际线默认显示的线太细了,有没有什么方法能够调整天际线显示的默认线宽