cesium 0.13.2 → 0.14.0

Sign up to get free protection for your applications and to get access to all the features.
Files changed (348) hide show
  1. data/app/assets/javascripts/Cesium.js +2 -2
  2. data/app/assets/javascripts/Core/Clock.js +81 -81
  3. data/app/assets/javascripts/Core/ClockRange.js +5 -3
  4. data/app/assets/javascripts/Core/ClockStep.js +7 -1
  5. data/app/assets/javascripts/Core/Event.js +12 -11
  6. data/app/assets/javascripts/Core/JulianDate.js +16 -0
  7. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
  8. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
  9. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
  10. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
  11. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
  12. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
  13. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
  14. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
  15. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
  16. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
  17. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
  18. data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
  19. data/app/assets/javascripts/Renderer/Context.js +23 -0
  20. data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
  21. data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
  22. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
  23. data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
  24. data/app/assets/javascripts/Scene/Tile.js +11 -6
  25. data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
  26. data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
  27. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
  28. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
  29. data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
  30. data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
  31. data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
  32. data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
  33. data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
  34. data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
  35. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
  36. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
  37. data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
  38. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
  39. data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
  40. data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
  41. data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
  42. data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
  43. data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
  44. data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
  45. data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
  46. data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
  47. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
  48. data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
  49. data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
  50. data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
  51. data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
  52. data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
  53. data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
  54. data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
  55. data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
  56. data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
  57. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
  58. data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
  59. data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
  60. data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
  61. data/app/assets/javascripts/Shaders/Noise.js +408 -173
  62. data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
  63. data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
  64. data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
  65. data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
  66. data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
  67. data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
  68. data/app/assets/javascripts/Shaders/Ray.js +496 -315
  69. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
  70. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
  71. data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
  72. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
  73. data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
  74. data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
  75. data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
  76. data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
  77. data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
  78. data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
  79. data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
  80. data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
  81. data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
  82. data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
  83. data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
  84. data/app/assets/javascripts/Widgets/Command.js +33 -0
  85. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
  86. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
  87. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
  88. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
  89. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
  90. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
  91. data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
  92. data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
  93. data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
  94. data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
  95. data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
  96. data/app/assets/javascripts/Widgets/Observable.js +29 -0
  97. data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
  98. data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
  99. data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
  100. data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
  101. data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
  102. data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
  103. data/app/assets/javascripts/Widgets/createCommand.js +41 -0
  104. data/lib/cesium/version.rb +1 -1
  105. data/test/dummy/log/development.log +3300 -0
  106. data/test/dummy/tmp/cache/assets/C0D/D90/sprockets%2F297417de8571859510683b028659bf97 +0 -0
  107. data/test/dummy/tmp/cache/assets/C5E/6E0/sprockets%2F990a847694744e4ac598dc125572a243 +0 -0
  108. data/test/dummy/tmp/cache/assets/C64/470/sprockets%2Fa605a34504c3a61f1e0309374154a4f2 +0 -0
  109. data/test/dummy/tmp/cache/assets/C6C/D20/sprockets%2F8214271b512224e3f7a73a322e85b15c +0 -0
  110. data/test/dummy/tmp/cache/assets/C6E/8C0/sprockets%2F13ad4320ee685ee062033b0806b07756 +0 -0
  111. data/test/dummy/tmp/cache/assets/C71/D40/sprockets%2F191b5a7162930434c9ea09419d2c0c42 +0 -0
  112. data/test/dummy/tmp/cache/assets/C75/FC0/sprockets%2F7100611b808c367104f4537af8b467ca +0 -0
  113. data/test/dummy/tmp/cache/assets/C77/C90/sprockets%2F5c6d277228741022bef80d17b5422c55 +0 -0
  114. data/test/dummy/tmp/cache/assets/C7B/2E0/sprockets%2F049f5400e934154d876d9e7a110d0b72 +0 -0
  115. data/test/dummy/tmp/cache/assets/C7D/290/sprockets%2F07b270a59082157be139ee653b4435b9 +0 -0
  116. data/test/dummy/tmp/cache/assets/C82/860/sprockets%2Fbd185743a7cf9fa41b72715364178414 +0 -0
  117. data/test/dummy/tmp/cache/assets/C83/5B0/sprockets%2F11288f143903cfc5595d8a5771f51f20 +0 -0
  118. data/test/dummy/tmp/cache/assets/C84/210/sprockets%2F5e7c3418b40688a85916fd18512fc213 +0 -0
  119. data/test/dummy/tmp/cache/assets/C85/2A0/sprockets%2F409dfb449462105286e47c6a8c32860e +0 -0
  120. data/test/dummy/tmp/cache/assets/C87/790/sprockets%2F49d9e234d84217773d540a5b4813fc64 +0 -0
  121. data/test/dummy/tmp/cache/assets/C8C/C50/sprockets%2F87a1327314e4aa2a3ea44a33a4730420 +0 -0
  122. data/test/dummy/tmp/cache/assets/C9C/B20/sprockets%2Fc3000c708c2d95253d8a414d6c087d10 +0 -0
  123. data/test/dummy/tmp/cache/assets/C9E/DC0/sprockets%2F2f7b17e380320fe9d0650d3aa4614432 +0 -0
  124. data/test/dummy/tmp/cache/assets/C9F/9B0/sprockets%2Faeb280e1126521372c0bd6660e22969b +0 -0
  125. data/test/dummy/tmp/cache/assets/CA0/9A0/sprockets%2Fc1e9542f7960491862764447bf6d7f9e +0 -0
  126. data/test/dummy/tmp/cache/assets/CA1/C10/sprockets%2F804602800eb2e183aa91825b5f881b0d +0 -0
  127. data/test/dummy/tmp/cache/assets/CA6/DD0/sprockets%2F8b2532b8158e7333d5392bb505ca512f +0 -0
  128. data/test/dummy/tmp/cache/assets/CA8/4C0/sprockets%2Fbe667b320658d0297c210cb43c77b760 +0 -0
  129. data/test/dummy/tmp/cache/assets/CA9/340/sprockets%2Fd3c10509ea49a62e909622f77f4b3220 +0 -0
  130. data/test/dummy/tmp/cache/assets/CA9/430/sprockets%2F68e71052d60ebac0303e9e883c541265 +0 -0
  131. data/test/dummy/tmp/cache/assets/CAB/380/sprockets%2Fc2d6119b9334706b0b40e54f93f431f7 +0 -0
  132. data/test/dummy/tmp/cache/assets/CAC/820/sprockets%2F6b14c16171e49a1128966926eade622b +0 -0
  133. data/test/dummy/tmp/cache/assets/CB2/A60/sprockets%2F5583541ee042c37a846d149d80c8a36d +0 -0
  134. data/test/dummy/tmp/cache/assets/CB2/F30/sprockets%2Fcd4160d432937934435655ca7c56c5fa +0 -0
  135. data/test/dummy/tmp/cache/assets/CB3/280/sprockets%2F7e73589c2b0009c3748f7a068242cc7a +0 -0
  136. data/test/dummy/tmp/cache/assets/CB4/A90/sprockets%2F8fa8411bd1707443dcf02695b9a80776 +0 -0
  137. data/test/dummy/tmp/cache/assets/CB4/F10/sprockets%2F06ee620db145798202a9fd4c1849944b +0 -0
  138. data/test/dummy/tmp/cache/assets/CB8/3B0/sprockets%2Fd03836e3d10fb91125597086f6dcc848 +0 -0
  139. data/test/dummy/tmp/cache/assets/CB9/280/sprockets%2F0e4025fc9a78a70774353617a9b7e96a +0 -0
  140. data/test/dummy/tmp/cache/assets/CBB/3F0/sprockets%2F410c0a86475946a391fc849c9c34e5e4 +0 -0
  141. data/test/dummy/tmp/cache/assets/CBE/B60/sprockets%2F872738245c2698dd11952e55f1d2cd5f +0 -0
  142. data/test/dummy/tmp/cache/assets/CC2/090/sprockets%2F1f4c818e07baa8b05de5987748339952 +0 -0
  143. data/test/dummy/tmp/cache/assets/CC3/D90/sprockets%2Fd7e90e060a9924b61d0b2c6d102c0024 +0 -0
  144. data/test/dummy/tmp/cache/assets/CC8/310/sprockets%2F3d942c768ca693e08155d8a9b2195e99 +0 -0
  145. data/test/dummy/tmp/cache/assets/CC8/9F0/sprockets%2Fbc7ef55837e5097405e3f5097fe35961 +0 -0
  146. data/test/dummy/tmp/cache/assets/CC8/A80/sprockets%2F887a36c292044706f9d58ee02f659eb9 +0 -0
  147. data/test/dummy/tmp/cache/assets/CC8/E20/sprockets%2F27297a29159534cf493ff55576c9faa5 +0 -0
  148. data/test/dummy/tmp/cache/assets/CCD/040/sprockets%2Faf449bc1503080d6262424c20bb97b6d +0 -0
  149. data/test/dummy/tmp/cache/assets/CCD/210/sprockets%2F33c821e4b3b2538af0c79006df1318d0 +0 -0
  150. data/test/dummy/tmp/cache/assets/CCD/8B0/sprockets%2F738651415c65eb022af5ec9230a6b2b1 +0 -0
  151. data/test/dummy/tmp/cache/assets/CCF/180/sprockets%2F39ad17e27f30e3d0080675315bdae602 +0 -0
  152. data/test/dummy/tmp/cache/assets/CD0/CB0/sprockets%2F139767c003a27a8b5da08fc3714c072b +0 -0
  153. data/test/dummy/tmp/cache/assets/CD2/6E0/sprockets%2F161543077a1e9c52a2d577bbc3d41e62 +0 -0
  154. data/test/dummy/tmp/cache/assets/CD3/5A0/sprockets%2F3b02ea5d52854a16dea8336c339c5090 +0 -0
  155. data/test/dummy/tmp/cache/assets/CD5/9F0/sprockets%2F72d2b1b535d37251fb45c4754d62e2a6 +0 -0
  156. data/test/dummy/tmp/cache/assets/CDA/170/sprockets%2Ffae3735873d2d340da1827ee6246500e +0 -0
  157. data/test/dummy/tmp/cache/assets/CDA/C40/sprockets%2F1d06e02833dd2620777ee9818ec61bb0 +0 -0
  158. data/test/dummy/tmp/cache/assets/CDC/080/sprockets%2Fb33c033c645ff28315cc958538cd5b13 +0 -0
  159. data/test/dummy/tmp/cache/assets/CDC/990/sprockets%2F913dd1f104b8b71495b00d798c2922de +0 -0
  160. data/test/dummy/tmp/cache/assets/CDD/090/sprockets%2F62a239aa6b1847f0cd82f6e5b7187303 +0 -0
  161. data/test/dummy/tmp/cache/assets/CDF/E30/sprockets%2F27d4b1eb52518a0667aef8525455b57c +0 -0
  162. data/test/dummy/tmp/cache/assets/CE6/E20/sprockets%2F0c20945489c7228a66bb54fd7cc449f0 +0 -0
  163. data/test/dummy/tmp/cache/assets/CE8/F00/sprockets%2Fd5833932a705129ff7ce6072ee0fb945 +0 -0
  164. data/test/dummy/tmp/cache/assets/CE9/C20/sprockets%2F5c49d701727e703847268f9fffdba020 +0 -0
  165. data/test/dummy/tmp/cache/assets/CED/610/sprockets%2F678ef9639f922616c1ced8f3b1b12931 +0 -0
  166. data/test/dummy/tmp/cache/assets/CEE/300/sprockets%2Fc27f86c561d6e1e8c08d5f852857b025 +0 -0
  167. data/test/dummy/tmp/cache/assets/CEF/B50/sprockets%2F877a93d34cbc7b4cf1837a56398f0185 +0 -0
  168. data/test/dummy/tmp/cache/assets/CF2/6B0/sprockets%2F8c7e5aab44b8703a6379569d887145be +0 -0
  169. data/test/dummy/tmp/cache/assets/CF3/2A0/sprockets%2Fcf7fca385a816577b9a3a8583117696d +0 -0
  170. data/test/dummy/tmp/cache/assets/CF5/5E0/sprockets%2Fdaf7891f7f08019202f8576899bb51ce +0 -0
  171. data/test/dummy/tmp/cache/assets/CF5/F60/sprockets%2Fbf00d9de7199bf7775c55128a295b677 +0 -0
  172. data/test/dummy/tmp/cache/assets/CF6/F60/sprockets%2Fc8e90a0ee2521916c1aa1a41b6463a63 +0 -0
  173. data/test/dummy/tmp/cache/assets/CF8/AB0/sprockets%2F7755643d4dc601cdf47e9886b4f379a5 +0 -0
  174. data/test/dummy/tmp/cache/assets/CF8/FA0/sprockets%2F853bda27091dea80f5121d20a08b53a7 +0 -0
  175. data/test/dummy/tmp/cache/assets/CFC/970/sprockets%2Fbe27af53c78bc90a6113a41620a448e1 +0 -0
  176. data/test/dummy/tmp/cache/assets/D01/160/sprockets%2Fa74c8a20e3158be3fb170499a11093db +0 -0
  177. data/test/dummy/tmp/cache/assets/D01/4A0/sprockets%2F9e53138a5fa453940a6190c1ba3ac36e +0 -0
  178. data/test/dummy/tmp/cache/assets/D09/360/sprockets%2Fe5d09aa6884c385437dbb18ca301e353 +0 -0
  179. data/test/dummy/tmp/cache/assets/D0D/990/sprockets%2F9cbe1835abd85d521b876411a56cb672 +0 -0
  180. data/test/dummy/tmp/cache/assets/D0E/610/sprockets%2F3e14d0cbb1493615f7d23438bf8fd068 +0 -0
  181. data/test/dummy/tmp/cache/assets/D0F/870/sprockets%2F7597efb306ce615354e507d02edd14d4 +0 -0
  182. data/test/dummy/tmp/cache/assets/D10/590/sprockets%2F80386d276f6569b0a12ae1be155f9b3e +0 -0
  183. data/test/dummy/tmp/cache/assets/D11/060/sprockets%2F6d0bee24e84229bd6014301c878ff6d6 +0 -0
  184. data/test/dummy/tmp/cache/assets/D11/6A0/sprockets%2Ff21a9f2e8f4075086e68cda0059b25e2 +0 -0
  185. data/test/dummy/tmp/cache/assets/D11/A30/sprockets%2F210c5ab2fecdef47005c7308685e9297 +0 -0
  186. data/test/dummy/tmp/cache/assets/D12/460/sprockets%2F9c0db7ab725c7c7b15d2450657fe2369 +0 -0
  187. data/test/dummy/tmp/cache/assets/D12/760/sprockets%2F03c39aaab0669a6e9670a29f048db686 +0 -0
  188. data/test/dummy/tmp/cache/assets/D12/A90/sprockets%2F5f4bf0f279ca050491c07688df6d7c02 +0 -0
  189. data/test/dummy/tmp/cache/assets/D14/020/sprockets%2F0c3544de7e7bd74ee6e2040477f04a88 +0 -0
  190. data/test/dummy/tmp/cache/assets/D15/9B0/sprockets%2F015d78bcd557b68b039a7abd33b47679 +0 -0
  191. data/test/dummy/tmp/cache/assets/D19/B40/sprockets%2F1f58b7a260a18bcc697883f96e266a1b +0 -0
  192. data/test/dummy/tmp/cache/assets/D1A/520/sprockets%2Fe32e6a17fb333c5883939fcb234d2f69 +0 -0
  193. data/test/dummy/tmp/cache/assets/D1C/6B0/sprockets%2F3c7df42c4a83942ffb31d85d827595b4 +0 -0
  194. data/test/dummy/tmp/cache/assets/D1C/BD0/sprockets%2Ff389718cb2ba6fe3e0e0c420398f9486 +0 -0
  195. data/test/dummy/tmp/cache/assets/D21/E90/sprockets%2F2fe752c3566ccd57f7ee339086fc3427 +0 -0
  196. data/test/dummy/tmp/cache/assets/D23/CD0/sprockets%2F20f79a5d5570f3efef4de79621355e49 +0 -0
  197. data/test/dummy/tmp/cache/assets/D23/D30/sprockets%2F71867caa2cf28987ed0048cf7d3a7569 +0 -0
  198. data/test/dummy/tmp/cache/assets/D24/EF0/sprockets%2F776d054d84f539061bd8ddffa66906c8 +0 -0
  199. data/test/dummy/tmp/cache/assets/D25/4D0/sprockets%2Fde6d162f5e2a587d9564e88d90c773a3 +0 -0
  200. data/test/dummy/tmp/cache/assets/D27/A90/sprockets%2F1a25693899836d58cad4cbfe8c7a7707 +0 -0
  201. data/test/dummy/tmp/cache/assets/D2D/F30/sprockets%2Fc75a2beb051b582840cf3800d55b26dc +0 -0
  202. data/test/dummy/tmp/cache/assets/D2D/F80/sprockets%2F0293aae3c8d8a4fda11a0883c48b5222 +0 -0
  203. data/test/dummy/tmp/cache/assets/D2E/600/sprockets%2Fda9f7539b9df0aa7d763d14999870d94 +0 -0
  204. data/test/dummy/tmp/cache/assets/D33/040/sprockets%2F6593d8c52e0b617a12ae2c49aa6e3b07 +0 -0
  205. data/test/dummy/tmp/cache/assets/D34/7A0/sprockets%2F4b4a0c9775248b2e49c1bae8a72a05c3 +0 -0
  206. data/test/dummy/tmp/cache/assets/D36/770/sprockets%2F2942b9a5caa50e9107de74eca152619c +0 -0
  207. data/test/dummy/tmp/cache/assets/D37/9C0/sprockets%2Fdfa99409821a9d0d1d6f30b5461b1ae5 +0 -0
  208. data/test/dummy/tmp/cache/assets/D38/930/sprockets%2F1dd724d3466a12a84bb248dc7e6d06c6 +0 -0
  209. data/test/dummy/tmp/cache/assets/D39/7E0/sprockets%2F0a236c2722565068da14f7ecf7b7a8da +0 -0
  210. data/test/dummy/tmp/cache/assets/D3A/420/sprockets%2Fbd47498d7cbba00ab9c8201883915f2a +0 -0
  211. data/test/dummy/tmp/cache/assets/D3B/BB0/sprockets%2Ff533a1adca88a3594ec94233f71eb812 +0 -0
  212. data/test/dummy/tmp/cache/assets/D3B/E20/sprockets%2Fd20320e720f8dc2779b4ec627eb15fb6 +0 -0
  213. data/test/dummy/tmp/cache/assets/D3D/080/sprockets%2F007ac06f3c784668b28baba6902eec76 +0 -0
  214. data/test/dummy/tmp/cache/assets/D3D/D30/sprockets%2F5fa8cd221b97c829234dc81721eea60e +0 -0
  215. data/test/dummy/tmp/cache/assets/D3E/1F0/sprockets%2F6e84e3f3e420bd5ad7f336ce41750d36 +0 -0
  216. data/test/dummy/tmp/cache/assets/D3F/960/sprockets%2F237931317e014eabd96932637ffadddc +0 -0
  217. data/test/dummy/tmp/cache/assets/D42/460/sprockets%2Fb195b37929fa63c85fbfb573aa05d209 +0 -0
  218. data/test/dummy/tmp/cache/assets/D42/F90/sprockets%2F632555653af85b04e418abb9dee238cf +0 -0
  219. data/test/dummy/tmp/cache/assets/D44/400/sprockets%2F3cdc153bbcae4ac07e75193678d61996 +0 -0
  220. data/test/dummy/tmp/cache/assets/D46/D10/sprockets%2F3399d1c2c5dbc7c9e0f2106296d82fd7 +0 -0
  221. data/test/dummy/tmp/cache/assets/D47/A70/sprockets%2F526b1eb3f0c2369b0c16c96ddf775f96 +0 -0
  222. data/test/dummy/tmp/cache/assets/D48/180/sprockets%2Ffce9aa3720b73d2259e644a2e3a99c89 +0 -0
  223. data/test/dummy/tmp/cache/assets/D48/6F0/sprockets%2F7a67d797a92f48d3104ecf5e42b5bc71 +0 -0
  224. data/test/dummy/tmp/cache/assets/D4A/7B0/sprockets%2F8cbd4e8cdea7e3e486565d92b2271561 +0 -0
  225. data/test/dummy/tmp/cache/assets/D4C/2C0/sprockets%2F096baecb9254aaa68d12c0a3c34a2121 +0 -0
  226. data/test/dummy/tmp/cache/assets/D4E/440/sprockets%2F141dfe7665828ab1d5ee647d0e797e5a +0 -0
  227. data/test/dummy/tmp/cache/assets/D4F/D90/sprockets%2F1e4fde9a33bb918796edc96eb0805564 +0 -0
  228. data/test/dummy/tmp/cache/assets/D50/390/sprockets%2F04f3299f7c28fa65842d4bda257df9d5 +0 -0
  229. data/test/dummy/tmp/cache/assets/D51/330/sprockets%2F0e113bb1dc7050041be6f8d28c4ebb41 +0 -0
  230. data/test/dummy/tmp/cache/assets/D57/370/sprockets%2F102e7ebfa287ea2e1b58052b052c1ee2 +0 -0
  231. data/test/dummy/tmp/cache/assets/D57/C50/sprockets%2F28a22bacabfe4b780402b3ca83a54843 +0 -0
  232. data/test/dummy/tmp/cache/assets/D57/D00/sprockets%2Fbb9c7666fe4175a054557fff4ccf5983 +0 -0
  233. data/test/dummy/tmp/cache/assets/D59/E30/sprockets%2Fa8a09c836fc128ee889ce97d72e6444c +0 -0
  234. data/test/dummy/tmp/cache/assets/D5C/800/sprockets%2Fdd1b21cea3433ac792403e3de4f84f11 +0 -0
  235. data/test/dummy/tmp/cache/assets/D5D/140/sprockets%2Ffca988958f2a37ce8eb6b77337e793c0 +0 -0
  236. data/test/dummy/tmp/cache/assets/D5F/630/sprockets%2Ff2df01200f9420db5285f15bbdf4e34e +0 -0
  237. data/test/dummy/tmp/cache/assets/D61/420/sprockets%2F79102ecb63d32f0f43e46f481acab0c7 +0 -0
  238. data/test/dummy/tmp/cache/assets/D61/B10/sprockets%2F56a7f22ca114fc32e60a2ca8e5c946e1 +0 -0
  239. data/test/dummy/tmp/cache/assets/D61/C00/sprockets%2F71ad51ea200867d43de03b8b25eb3e6f +0 -0
  240. data/test/dummy/tmp/cache/assets/D63/400/sprockets%2F30721d1c6698a64ac1cdc7e8d3ad37a0 +0 -0
  241. data/test/dummy/tmp/cache/assets/D65/3D0/sprockets%2Fc70f23593414be8a0daf25149ecb06fd +0 -0
  242. data/test/dummy/tmp/cache/assets/D68/020/sprockets%2Fc393ddcb5c7dbaf1665bc90491523d23 +0 -0
  243. data/test/dummy/tmp/cache/assets/D68/9F0/sprockets%2F0a2eac996cb10aab983963ec21c9d166 +0 -0
  244. data/test/dummy/tmp/cache/assets/D68/FA0/sprockets%2F315d926695d2ababc102ded8362e7c7b +0 -0
  245. data/test/dummy/tmp/cache/assets/D69/810/sprockets%2F8a4fedc6fc72ca37c7403924c01b374d +0 -0
  246. data/test/dummy/tmp/cache/assets/D6A/400/sprockets%2F7797a681a0c8c541bad4febaa526920e +0 -0
  247. data/test/dummy/tmp/cache/assets/D6A/800/sprockets%2F9e3ba44ae81df1dc8c541a05e0239c79 +0 -0
  248. data/test/dummy/tmp/cache/assets/D6B/890/sprockets%2Fdacdb6e192b1709870319bbb0feb3669 +0 -0
  249. data/test/dummy/tmp/cache/assets/D6D/DD0/sprockets%2Ffbfa79e06a10e3016c741fff74c5e652 +0 -0
  250. data/test/dummy/tmp/cache/assets/D6E/540/sprockets%2F1ec9a9013efe375e03b9ba538af9b515 +0 -0
  251. data/test/dummy/tmp/cache/assets/D70/D70/sprockets%2Fd7f6a9d69e31ff706e22c0b283b6a1e4 +0 -0
  252. data/test/dummy/tmp/cache/assets/D70/F70/sprockets%2Ff296c418125b7be0bc89c34eec50e82d +0 -0
  253. data/test/dummy/tmp/cache/assets/D71/6E0/sprockets%2F8c3e23061d8826cf63999adbe4a0d5ba +0 -0
  254. data/test/dummy/tmp/cache/assets/D73/3D0/sprockets%2Fbad4cc5e382119c131bd5947dd7c96e7 +0 -0
  255. data/test/dummy/tmp/cache/assets/D74/9D0/sprockets%2F1893ad2efa07114b729fd1f09ae97f4e +0 -0
  256. data/test/dummy/tmp/cache/assets/D74/EE0/sprockets%2Fe68a01853f554a88bb865bc94ba1bbd9 +0 -0
  257. data/test/dummy/tmp/cache/assets/D75/900/sprockets%2F857ad23ff231bc76bec12fd9a966538a +0 -0
  258. data/test/dummy/tmp/cache/assets/D76/060/sprockets%2Fd80d293a509fdecc872163f94b8fcc13 +0 -0
  259. data/test/dummy/tmp/cache/assets/D76/350/sprockets%2F66508d9698453a0ffabcf1368ca7a1fc +0 -0
  260. data/test/dummy/tmp/cache/assets/D79/820/sprockets%2F99bcacecd3fb76124a968b4b8341e729 +0 -0
  261. data/test/dummy/tmp/cache/assets/D7E/130/sprockets%2F1affef8c994fdc43ba85491b2724627f +0 -0
  262. data/test/dummy/tmp/cache/assets/D7E/C00/sprockets%2F8ed69e6fd77505a244caf6dde36822e3 +0 -0
  263. data/test/dummy/tmp/cache/assets/D80/7A0/sprockets%2F68e74ee988b46d128ff3020bc0e9c7fd +0 -0
  264. data/test/dummy/tmp/cache/assets/D82/800/sprockets%2F9f0d326f40e88f324ff3a367d9b3fc9f +0 -0
  265. data/test/dummy/tmp/cache/assets/D84/650/sprockets%2Fea05e644410721afbbd8fd1a3a7a1c08 +0 -0
  266. data/test/dummy/tmp/cache/assets/D89/3A0/sprockets%2F53ef2870ac0bb142a8322eee9adca207 +0 -0
  267. data/test/dummy/tmp/cache/assets/D8B/240/sprockets%2Faddf06da0d70aa150d16b97b6816d0d6 +0 -0
  268. data/test/dummy/tmp/cache/assets/D8B/3B0/sprockets%2Fd0c134b0b275ea2f800380fcaebc95f5 +0 -0
  269. data/test/dummy/tmp/cache/assets/D8D/F70/sprockets%2F70d5fc5c803f7ba21c3a7374003bfcdd +0 -0
  270. data/test/dummy/tmp/cache/assets/D8F/B90/sprockets%2F5468bccabc20d4cf562bd110508df3d8 +0 -0
  271. data/test/dummy/tmp/cache/assets/D92/3B0/sprockets%2Fc03a95a4b2eb432d9f5ceda3fb082860 +0 -0
  272. data/test/dummy/tmp/cache/assets/D93/FE0/sprockets%2Fac1c5a644564a7fd2861539dbaf2a0fb +0 -0
  273. data/test/dummy/tmp/cache/assets/D95/500/sprockets%2Fa3c0fdf5260f72d128f7cbb2a64fd408 +0 -0
  274. data/test/dummy/tmp/cache/assets/D97/2E0/sprockets%2F93c35b873a3c8ea35f1628e1ad2deb2b +0 -0
  275. data/test/dummy/tmp/cache/assets/D97/4A0/sprockets%2F2fae66f8ad04be7ce8109005c735acf1 +0 -0
  276. data/test/dummy/tmp/cache/assets/D98/E90/sprockets%2F04cdcb52b072efd49452f2cde9721fb4 +0 -0
  277. data/test/dummy/tmp/cache/assets/D9C/E90/sprockets%2F7d2da4bd8ee5b4ff754581d41806aba2 +0 -0
  278. data/test/dummy/tmp/cache/assets/DA0/2C0/sprockets%2F61c0dfd9a973f9891cd3d6b322bc33ea +0 -0
  279. data/test/dummy/tmp/cache/assets/DA0/C70/sprockets%2Ff29a718bce262c8d86f3abe9443b41cb +0 -0
  280. data/test/dummy/tmp/cache/assets/DA3/A00/sprockets%2F7e7df285dbb4694a5f1583fba12ab84d +0 -0
  281. data/test/dummy/tmp/cache/assets/DA3/EC0/sprockets%2F159d528ec53e415cbc9d29be3a2b96fb +0 -0
  282. data/test/dummy/tmp/cache/assets/DA5/170/sprockets%2F6a564a0e1afd718a07d87f069bc48dff +0 -0
  283. data/test/dummy/tmp/cache/assets/DA6/730/sprockets%2F5758d9d4ad2c22c9ffd113a78f6d36bb +0 -0
  284. data/test/dummy/tmp/cache/assets/DA7/6F0/sprockets%2F3e39ce593cda9b3bce9c3c8e014829b5 +0 -0
  285. data/test/dummy/tmp/cache/assets/DA9/0B0/sprockets%2F66e39ce1e6e7adc58cb01550fe58c93d +0 -0
  286. data/test/dummy/tmp/cache/assets/DAD/9D0/sprockets%2Fc99ec7c84f8f79200eda8424c6bda6e1 +0 -0
  287. data/test/dummy/tmp/cache/assets/DAE/B70/sprockets%2F278f525bc64f4ead949d9dfa1f1a37c8 +0 -0
  288. data/test/dummy/tmp/cache/assets/DB3/740/sprockets%2F3fc2be88f7fa50a9992fe961ffc50a83 +0 -0
  289. data/test/dummy/tmp/cache/assets/DB3/770/sprockets%2F47998ff4ce9a2b5383b95bd54ded3c3d +0 -0
  290. data/test/dummy/tmp/cache/assets/DB6/6C0/sprockets%2Fe710d8fbf4ca41d29a742b22a21a0fec +0 -0
  291. data/test/dummy/tmp/cache/assets/DBC/330/sprockets%2Ffc79d797d11878bc435b668cdfbc94cf +0 -0
  292. data/test/dummy/tmp/cache/assets/DBF/270/sprockets%2F820ebc60d1be685f4044d1cb8cabdd17 +0 -0
  293. data/test/dummy/tmp/cache/assets/DBF/E80/sprockets%2F41d82531e91fc1ca0c806beacf0cfc84 +0 -0
  294. data/test/dummy/tmp/cache/assets/DC1/E40/sprockets%2F57aebd4c69abf9331b4770bd3ced100d +0 -0
  295. data/test/dummy/tmp/cache/assets/DC1/FD0/sprockets%2Ff97fb61e211912bbc1eaed82c4ad740c +0 -0
  296. data/test/dummy/tmp/cache/assets/DC2/250/sprockets%2Ffddac1268ff054c12ea32cc6619c46ac +0 -0
  297. data/test/dummy/tmp/cache/assets/DC2/5F0/sprockets%2F68dc2f8cab31bbd8ab65220c685eb15b +0 -0
  298. data/test/dummy/tmp/cache/assets/DC3/7C0/sprockets%2Fa78b7c0aa57b250e05d5ad1e56ac9ed5 +0 -0
  299. data/test/dummy/tmp/cache/assets/DC9/330/sprockets%2Fc5fe138ffe1adb009a407c172fcb9b49 +0 -0
  300. data/test/dummy/tmp/cache/assets/DCC/F10/sprockets%2F4fb860d9bb2c56165fae6ecc193bd1f2 +0 -0
  301. data/test/dummy/tmp/cache/assets/DCE/0E0/sprockets%2Fc1845aeaffa0d9c887108b5cf1a77dc2 +0 -0
  302. data/test/dummy/tmp/cache/assets/DCE/920/sprockets%2F5208ac969dfa6f4dd531ef2d2afb454b +0 -0
  303. data/test/dummy/tmp/cache/assets/DCE/950/sprockets%2F2d0d1caef1b638f88de704d1eb07be88 +0 -0
  304. data/test/dummy/tmp/cache/assets/DCE/9C0/sprockets%2Fc6b7fd0b623a5b66692ed21dafe5ee18 +0 -0
  305. data/test/dummy/tmp/cache/assets/DD2/190/sprockets%2F3662cdc2f2f551c51ec9bddb9177deb7 +0 -0
  306. data/test/dummy/tmp/cache/assets/DD2/C80/sprockets%2Fe94b85ec5d4eeb0616972dd03cadf06f +0 -0
  307. data/test/dummy/tmp/cache/assets/DD3/B30/sprockets%2Ff1eab781d903ebdf7d9379cca92533ba +0 -0
  308. data/test/dummy/tmp/cache/assets/DD5/8F0/sprockets%2F4bfcc6fffb235da87a162efc721985e2 +0 -0
  309. data/test/dummy/tmp/cache/assets/DD6/8B0/sprockets%2F8ab6728b7ab04dbec482fe5fb7ef8604 +0 -0
  310. data/test/dummy/tmp/cache/assets/DD6/E50/sprockets%2F1ce8c04cfee001955cf5fd9ed7d59a52 +0 -0
  311. data/test/dummy/tmp/cache/assets/DD9/D30/sprockets%2F9abfa5c86dbf28fd7be89b650c3d5225 +0 -0
  312. data/test/dummy/tmp/cache/assets/DE7/E30/sprockets%2F18bca0215ecdc63ba01a2ee5cd7c34f8 +0 -0
  313. data/test/dummy/tmp/cache/assets/DE8/C20/sprockets%2Fc91409dc1b447ba1beaa0be9b33ef14d +0 -0
  314. data/test/dummy/tmp/cache/assets/DED/270/sprockets%2Fdee70d8becb01a00e2d7420c6a646dff +0 -0
  315. data/test/dummy/tmp/cache/assets/DF4/2D0/sprockets%2Ffd83bba93ef8ca1a70c63ee4b625a6b0 +0 -0
  316. data/test/dummy/tmp/cache/assets/DF8/E50/sprockets%2Fbb1bdc05e895b8c08cb6ca4491ed51cf +0 -0
  317. data/test/dummy/tmp/cache/assets/DFB/EC0/sprockets%2F94ccf06d9a630eaa4a9865d7e74aaaba +0 -0
  318. data/test/dummy/tmp/cache/assets/DFC/FC0/sprockets%2Fd8badee5b41f9328df1d3fe153eef401 +0 -0
  319. data/test/dummy/tmp/cache/assets/DFD/F30/sprockets%2Fd60da4793bab6bff313a6bfc25985dfb +0 -0
  320. data/test/dummy/tmp/cache/assets/DFE/230/sprockets%2Fd260ce7fb8bf41f914b57c0dde9b0af6 +0 -0
  321. data/test/dummy/tmp/cache/assets/DFE/2E0/sprockets%2F813f277df6cd78babbdb7f5c34f3ab05 +0 -0
  322. data/test/dummy/tmp/cache/assets/DFE/E50/sprockets%2F59b3e0cbbf99e92737aab0bcfc205f5f +0 -0
  323. data/test/dummy/tmp/cache/assets/DFF/9F0/sprockets%2Fb4677ae08ff6f9edaf3b2bcbb115a963 +0 -0
  324. data/test/dummy/tmp/cache/assets/E05/480/sprockets%2F789f3eb9b0ee9d3fb684066acaebd4a1 +0 -0
  325. data/test/dummy/tmp/cache/assets/E08/8A0/sprockets%2F3cb6916a9933fdfd43d6defe3e4a6d1d +0 -0
  326. data/test/dummy/tmp/cache/assets/E09/A00/sprockets%2F77913b88dec083cedb3875beae2efd5a +0 -0
  327. data/test/dummy/tmp/cache/assets/E16/E60/sprockets%2Ffe5e3c5af908e8cc7ff70976fdc14db7 +0 -0
  328. data/test/dummy/tmp/cache/assets/E28/B70/sprockets%2Fb2fa75ae01dda6654abd60c78c8bf5cf +0 -0
  329. data/test/dummy/tmp/cache/assets/E30/8A0/sprockets%2F5d3fccefabad47a78655a5c92adb3c76 +0 -0
  330. data/test/dummy/tmp/cache/assets/E36/9F0/sprockets%2Fb2bdf95afd8ecf06ce9b8407a2f9b1b8 +0 -0
  331. data/test/dummy/tmp/cache/assets/E3E/C60/sprockets%2F8b3bfb5dbc23d849d4f2fc6dd7fe45d9 +0 -0
  332. data/test/dummy/tmp/cache/assets/E3F/B10/sprockets%2F7b1af74e67b27fff762f3cdfebe5f4a7 +0 -0
  333. data/test/dummy/tmp/cache/assets/E50/740/sprockets%2F0578ebbffb5c27d00cc86b1dd7b1eada +0 -0
  334. data/test/dummy/tmp/cache/assets/E50/9F0/sprockets%2Fddfa62aba6a56ed6ab5e44ae36b175ad +0 -0
  335. data/test/dummy/tmp/cache/assets/E5D/160/sprockets%2F44a9be8a9b567fceec2bdc4ab074bbb9 +0 -0
  336. data/test/dummy/tmp/cache/assets/E61/FB0/sprockets%2F97c2b65cafddc7ac59ae4a5e2a18afe8 +0 -0
  337. data/test/dummy/tmp/cache/assets/E73/680/sprockets%2F1a4d0b08b6fdbacbfe0d1cb7df5db251 +0 -0
  338. data/test/dummy/tmp/cache/assets/ED1/C10/sprockets%2Fa9a13ad3bb3a6ccbb6faac3fac0b6c8e +0 -0
  339. data/test/dummy/tmp/cache/assets/EF0/E30/sprockets%2F3ac422b66adec6cffa8edecf9bdea48d +0 -0
  340. data/test/dummy/tmp/pids/server.pid +1 -1
  341. metadata +33 -15
  342. data/app/assets/javascripts/Core/AnimationController.js +0 -148
  343. data/app/assets/javascripts/Scene/ImageryProviderError.js +0 -149
  344. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
  345. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.js +0 -47
  346. data/app/assets/javascripts/Widgets/Images/Bing_Logo_51x19_White.png +0 -0
  347. data/app/assets/javascripts/Widgets/Images/animationBar.png +0 -0
  348. data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
@@ -5,23 +5,30 @@ define(function() {
5
5
  return "uniform sampler2D image;\n\
6
6
  uniform float strength;\n\
7
7
  uniform vec2 repeat;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- vec2 st = materialInput.st;\n\
12
- vec2 centerPixel = fract(repeat * st);\n\
13
- float centerBump = texture2D(image, centerPixel).channel;\n\
14
- float imageWidth = float(imageDimensions.x);\n\
15
- vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));\n\
16
- float rightBump = texture2D(image, rightPixel).channel;\n\
17
- float imageHeight = float(imageDimensions.y);\n\
18
- vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));\n\
19
- float topBump = texture2D(image, leftPixel).channel;\n\
20
- vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));\n\
21
- vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;\n\
22
- material.normal = normalEC;\n\
23
- material.diffuse = vec3(0.01);\n\
24
- return material;\n\
25
- }\n\
26
- ";
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ vec2 st = materialInput.st;\n\
14
+ \n\
15
+ vec2 centerPixel = fract(repeat * st);\n\
16
+ float centerBump = texture2D(image, centerPixel).channel;\n\
17
+ \n\
18
+ float imageWidth = float(imageDimensions.x);\n\
19
+ vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));\n\
20
+ float rightBump = texture2D(image, rightPixel).channel;\n\
21
+ \n\
22
+ float imageHeight = float(imageDimensions.y);\n\
23
+ vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));\n\
24
+ float topBump = texture2D(image, leftPixel).channel;\n\
25
+ \n\
26
+ vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));\n\
27
+ vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;\n\
28
+ \n\
29
+ material.normal = normalEC;\n\
30
+ material.diffuse = vec3(0.01);\n\
31
+ \n\
32
+ return material;\n\
33
+ }";
27
34
  });
@@ -5,16 +5,20 @@ define(function() {
5
5
  return "uniform vec4 cementColor;\n\
6
6
  uniform float grainScale;\n\
7
7
  uniform float roughness;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- float noise = czm_snoise(materialInput.st / grainScale);\n\
12
- noise = pow(noise, 5.0) * roughness;\n\
13
- vec4 color = cementColor;\n\
14
- color.rgb += noise;\n\
15
- material.diffuse = color.rgb;\n\
16
- material.alpha = color.a;\n\
17
- return material;\n\
18
- }\n\
19
- ";
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ float noise = czm_snoise(materialInput.st / grainScale);\n\
14
+ noise = pow(noise, 5.0) * roughness;\n\
15
+ \n\
16
+ vec4 color = cementColor;\n\
17
+ color.rgb += noise;\n\
18
+ \n\
19
+ material.diffuse = color.rgb;\n\
20
+ material.alpha = color.a;\n\
21
+ \n\
22
+ return material;\n\
23
+ }";
20
24
  });
@@ -5,28 +5,40 @@ define(function() {
5
5
  return "uniform vec4 lightColor;\n\
6
6
  uniform vec4 darkColor;\n\
7
7
  uniform vec2 repeat;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- vec2 st = materialInput.st;\n\
12
- const float fuzz = 0.03;\n\
13
- float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0);\n\
14
- float scaledWidth = fract(repeat.s * st.s);\n\
15
- scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));\n\
16
- float scaledHeight = fract(repeat.t * st.t);\n\
17
- scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));\n\
18
- float value = min(scaledWidth, scaledHeight);\n\
19
- float val1 = clamp(value / fuzz, 0.0, 1.0);\n\
20
- float val2 = clamp((value - 0.5) / fuzz, 0.0, 1.0);\n\
21
- val1 = val1 * (1.0 - val2);\n\
22
- val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\
23
- val1 = pow(val1, 0.5);\n\
24
- vec4 midColor = (lightColor + darkColor) / 2.0;\n\
25
- vec4 currentColor = mix(lightColor, darkColor, b);\n\
26
- vec4 color = mix(midColor, currentColor, val1);\n\
27
- material.diffuse = color.rgb;\n\
28
- material.alpha = color.a;\n\
29
- return material;\n\
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ // Fuzz Factor - Controls blurriness between light and dark colors\n\
14
+ vec2 st = materialInput.st;\n\
15
+ const float fuzz = 0.03;\n\
16
+ \n\
17
+ // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
18
+ float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0); // 0.0 or 1.0\n\
19
+ \n\
20
+ // Find the distance from the closest separator (region between two colors)\n\
21
+ float scaledWidth = fract(repeat.s * st.s);\n\
22
+ scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));\n\
23
+ float scaledHeight = fract(repeat.t * st.t);\n\
24
+ scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));\n\
25
+ float value = min(scaledWidth, scaledHeight);\n\
26
+ \n\
27
+ //anti-aliasing\n\
28
+ float val1 = clamp(value / fuzz, 0.0, 1.0);\n\
29
+ float val2 = clamp((value - 0.5) / fuzz, 0.0, 1.0);\n\
30
+ val1 = val1 * (1.0 - val2);\n\
31
+ val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\
32
+ val1 = pow(val1, 0.5); //makes the transition nicer\n\
33
+ \n\
34
+ vec4 midColor = (lightColor + darkColor) / 2.0;\n\
35
+ vec4 currentColor = mix(lightColor, darkColor, b);\n\
36
+ \n\
37
+ vec4 color = mix(midColor, currentColor, val1);\n\
38
+ material.diffuse = color.rgb;\n\
39
+ material.alpha = color.a;\n\
40
+ \n\
41
+ return material;\n\
30
42
  }\n\
31
43
  ";
32
44
  });
@@ -5,14 +5,19 @@ define(function() {
5
5
  return "uniform vec4 lightColor;\n\
6
6
  uniform vec4 darkColor;\n\
7
7
  uniform vec2 repeat;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- float b = smoothstep(0.3, 0.32, length(fract(repeat * materialInput.st) - 0.5));\n\
12
- vec4 color = mix(lightColor, darkColor, b);\n\
13
- material.diffuse = color.rgb;\n\
14
- material.alpha = color.a;\n\
15
- return material;\n\
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
14
+ float b = smoothstep(0.3, 0.32, length(fract(repeat * materialInput.st) - 0.5)); // 0.0 or 1.0\n\
15
+ \n\
16
+ vec4 color = mix(lightColor, darkColor, b);\n\
17
+ material.diffuse = color.rgb;\n\
18
+ material.alpha = color.a;\n\
19
+ \n\
20
+ return material;\n\
16
21
  }\n\
17
22
  ";
18
23
  });
@@ -4,21 +4,26 @@ define(function() {
4
4
  "use strict";
5
5
  return "uniform vec4 color;\n\
6
6
  uniform float time;\n\
7
+ \n\
7
8
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
8
9
  {\n\
9
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
10
- float alpha = 1.0;\n\
11
- if (time != 1.0)\n\
12
- {\n\
13
- float t = 0.5 + (0.5 * czm_snoise(materialInput.str / (1.0 / 10.0)));\n\
14
- if (t > time)\n\
15
- {\n\
16
- alpha = 0.0;\n\
17
- }\n\
18
- }\n\
19
- material.diffuse = color.rgb;\n\
20
- material.alpha = color.a * alpha;\n\
21
- return material;\n\
10
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
+ \n\
12
+ float alpha = 1.0;\n\
13
+ if (time != 1.0)\n\
14
+ {\n\
15
+ float t = 0.5 + (0.5 * czm_snoise(materialInput.str / (1.0 / 10.0))); // Scale [-1, 1] to [0, 1]\n\
16
+ \n\
17
+ if (t > time)\n\
18
+ {\n\
19
+ alpha = 0.0;\n\
20
+ }\n\
21
+ }\n\
22
+ \n\
23
+ material.diffuse = color.rgb;\n\
24
+ material.alpha = color.a * alpha;\n\
25
+ \n\
26
+ return material;\n\
22
27
  }\n\
23
28
  ";
24
29
  });
@@ -5,15 +5,20 @@ define(function() {
5
5
  return "uniform vec4 lightColor;\n\
6
6
  uniform vec4 darkColor;\n\
7
7
  uniform float frequency;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- vec2 F = czm_cellular(materialInput.st * frequency);\n\
12
- float t = 0.1 + (F.y - F.x);\n\
13
- vec4 color = mix(lightColor, darkColor, t);\n\
14
- material.diffuse = color.rgb;\n\
15
- material.alpha = color.a;\n\
16
- return material;\n\
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights\n\
14
+ vec2 F = czm_cellular(materialInput.st * frequency);\n\
15
+ float t = 0.1 + (F.y - F.x);\n\
16
+ \n\
17
+ vec4 color = mix(lightColor, darkColor, t);\n\
18
+ material.diffuse = color.rgb;\n\
19
+ material.alpha = color.a;\n\
20
+ \n\
21
+ return material;\n\
17
22
  }\n\
18
23
  ";
19
24
  });
@@ -4,12 +4,15 @@ define(function() {
4
4
  "use strict";
5
5
  return "czm_material czm_getMaterial(czm_materialInput materialInput)\n\
6
6
  {\n\
7
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
8
- vec3 normalWC = normalize(czm_inverseViewRotation * material.normal);\n\
9
- vec3 positionWC = normalize(czm_inverseViewRotation * materialInput.positionToEyeEC);\n\
10
- float cosAngIncidence = max(dot(normalWC, positionWC), 0.0);\n\
11
- material.diffuse = mix(reflection.diffuse, refraction.diffuse, cosAngIncidence);\n\
12
- return material;\n\
7
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
8
+ \n\
9
+ vec3 normalWC = normalize(czm_inverseViewRotation * material.normal);\n\
10
+ vec3 positionWC = normalize(czm_inverseViewRotation * materialInput.positionToEyeEC);\n\
11
+ float cosAngIncidence = max(dot(normalWC, positionWC), 0.0);\n\
12
+ \n\
13
+ material.diffuse = mix(reflection.diffuse, refraction.diffuse, cosAngIncidence);\n\
14
+ \n\
15
+ return material;\n\
13
16
  }\n\
14
17
  ";
15
18
  });
@@ -5,22 +5,29 @@ define(function() {
5
5
  return "uniform vec4 grassColor;\n\
6
6
  uniform vec4 dirtColor;\n\
7
7
  uniform float patchiness;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- vec2 st = materialInput.st;\n\
12
- float noise1 = (czm_snoise(st * patchiness * 1.0)) * 1.0;\n\
13
- float noise2 = (czm_snoise(st * patchiness * 2.0)) * 0.5;\n\
14
- float noise3 = (czm_snoise(st * patchiness * 4.0)) * 0.25;\n\
15
- float noise = sin(noise1 + noise2 + noise3) * 0.1;\n\
16
- vec4 color = mix(grassColor, dirtColor, noise);\n\
17
- float verticalNoise = czm_snoise(vec2(st.x * 100.0, st.y * 20.0)) * 0.02;\n\
18
- float horizontalNoise = czm_snoise(vec2(st.x * 20.0, st.y * 100.0)) * 0.02;\n\
19
- float stripeNoise = min(verticalNoise, horizontalNoise);\n\
20
- color.rgb += stripeNoise;\n\
21
- material.diffuse = color.rgb;\n\
22
- material.alpha = color.a;\n\
23
- return material;\n\
24
- }\n\
25
- ";
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ vec2 st = materialInput.st;\n\
14
+ float noise1 = (czm_snoise(st * patchiness * 1.0)) * 1.0;\n\
15
+ float noise2 = (czm_snoise(st * patchiness * 2.0)) * 0.5;\n\
16
+ float noise3 = (czm_snoise(st * patchiness * 4.0)) * 0.25;\n\
17
+ float noise = sin(noise1 + noise2 + noise3) * 0.1;\n\
18
+ \n\
19
+ vec4 color = mix(grassColor, dirtColor, noise);\n\
20
+ \n\
21
+ //Make thatch patterns\n\
22
+ float verticalNoise = czm_snoise(vec2(st.x * 100.0, st.y * 20.0)) * 0.02;\n\
23
+ float horizontalNoise = czm_snoise(vec2(st.x * 20.0, st.y * 100.0)) * 0.02;\n\
24
+ float stripeNoise = min(verticalNoise, horizontalNoise);\n\
25
+ \n\
26
+ color.rgb += stripeNoise;\n\
27
+ \n\
28
+ material.diffuse = color.rgb;\n\
29
+ material.alpha = color.a;\n\
30
+ \n\
31
+ return material;\n\
32
+ }";
26
33
  });
@@ -5,17 +5,20 @@ define(function() {
5
5
  return "uniform sampler2D image;\n\
6
6
  uniform float strength;\n\
7
7
  uniform vec2 repeat;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- vec4 textureValue = texture2D(image, fract(repeat * materialInput.st));\n\
12
- vec3 normalTangentSpace = textureValue.channels;\n\
13
- normalTangentSpace.xy = normalTangentSpace.xy * 2.0 - 1.0;\n\
14
- normalTangentSpace.z = clamp(1.0 - strength, 0.1, 1.0);\n\
15
- normalTangentSpace = normalize(normalTangentSpace);\n\
16
- vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;\n\
17
- material.normal = normalEC;\n\
18
- return material;\n\
19
- }\n\
20
- ";
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ vec4 textureValue = texture2D(image, fract(repeat * materialInput.st));\n\
14
+ vec3 normalTangentSpace = textureValue.channels;\n\
15
+ normalTangentSpace.xy = normalTangentSpace.xy * 2.0 - 1.0;\n\
16
+ normalTangentSpace.z = clamp(1.0 - strength, 0.1, 1.0);\n\
17
+ normalTangentSpace = normalize(normalTangentSpace);\n\
18
+ vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;\n\
19
+ \n\
20
+ material.normal = normalEC;\n\
21
+ \n\
22
+ return material;\n\
23
+ }";
21
24
  });
@@ -3,14 +3,16 @@
3
3
  define(function() {
4
4
  "use strict";
5
5
  return "uniform samplerCube cubeMap;\n\
6
+ \n\
6
7
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
7
8
  {\n\
8
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
9
- vec3 normalWC = normalize(czm_inverseViewRotation * material.normal);\n\
10
- vec3 positionWC = normalize(czm_inverseViewRotation * materialInput.positionToEyeEC);\n\
11
- vec3 reflectedWC = reflect(positionWC, normalWC);\n\
12
- material.diffuse = textureCube(cubeMap, reflectedWC).channels;\n\
13
- return material;\n\
14
- }\n\
15
- ";
9
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
10
+ \n\
11
+ vec3 normalWC = normalize(czm_inverseViewRotation * material.normal);\n\
12
+ vec3 positionWC = normalize(czm_inverseViewRotation * materialInput.positionToEyeEC);\n\
13
+ vec3 reflectedWC = reflect(positionWC, normalWC);\n\
14
+ material.diffuse = textureCube(cubeMap, reflectedWC).channels;\n\
15
+ \n\
16
+ return material;\n\
17
+ }";
16
18
  });
@@ -4,14 +4,16 @@ define(function() {
4
4
  "use strict";
5
5
  return "uniform samplerCube cubeMap;\n\
6
6
  uniform float indexOfRefractionRatio;\n\
7
+ \n\
7
8
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
8
9
  {\n\
9
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
10
- vec3 normalWC = normalize(czm_inverseViewRotation * material.normal);\n\
11
- vec3 positionWC = normalize(czm_inverseViewRotation * materialInput.positionToEyeEC);\n\
12
- vec3 refractedWC = refract(positionWC, -normalWC, indexOfRefractionRatio);\n\
13
- material.diffuse = textureCube(cubeMap, refractedWC).channels;\n\
14
- return material;\n\
15
- }\n\
16
- ";
10
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
+ \n\
12
+ vec3 normalWC = normalize(czm_inverseViewRotation * material.normal);\n\
13
+ vec3 positionWC = normalize(czm_inverseViewRotation * materialInput.positionToEyeEC);\n\
14
+ vec3 refractedWC = refract(positionWC, -normalWC, indexOfRefractionRatio);\n\
15
+ material.diffuse = textureCube(cubeMap, refractedWC).channels;\n\
16
+ \n\
17
+ return material;\n\
18
+ }";
17
19
  });
@@ -5,15 +5,20 @@ define(function() {
5
5
  return "uniform vec4 color;\n\
6
6
  uniform vec4 rimColor;\n\
7
7
  uniform float width;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- float d = 1.0 - dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC));\n\
12
- float s = smoothstep(1.0 - width, 1.0, d);\n\
13
- material.diffuse = color.rgb;\n\
14
- material.emission = rimColor.rgb * s;\n\
15
- material.alpha = mix(color.a, rimColor.a, s);\n\
16
- return material;\n\
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ // See http://www.fundza.com/rman_shaders/surface/fake_rim/fake_rim1.html\n\
14
+ float d = 1.0 - dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC));\n\
15
+ float s = smoothstep(1.0 - width, 1.0, d);\n\
16
+ \n\
17
+ material.diffuse = color.rgb;\n\
18
+ material.emission = rimColor.rgb * s; \n\
19
+ material.alpha = mix(color.a, rimColor.a, s);\n\
20
+ \n\
21
+ return material;\n\
17
22
  }\n\
18
23
  ";
19
24
  });
@@ -7,20 +7,29 @@ uniform vec4 darkColor;\n\
7
7
  uniform float offset;\n\
8
8
  uniform float repeat;\n\
9
9
  uniform bool horizontal;\n\
10
+ \n\
10
11
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
11
12
  {\n\
12
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
13
- const float fuzz = 0.1;\n\
14
- float coord = mix(materialInput.st.s, materialInput.st.t, float(horizontal));\n\
15
- float value = fract((coord - offset) * (repeat * 0.5));\n\
16
- float val1 = clamp(value / fuzz, 0.0, 1.0);\n\
17
- float val2 = clamp((value - 0.5) / fuzz, 0.0, 1.0);\n\
18
- val1 = val1 * (1.0 - val2);\n\
19
- val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\
20
- vec4 color = mix(lightColor, darkColor, val1);\n\
21
- material.diffuse = color.rgb;\n\
22
- material.alpha = color.a;\n\
23
- return material;\n\
13
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
14
+ \n\
15
+ // Based on the Stripes Fragment Shader in the Orange Book (11.1.2)\n\
16
+ // Fuzz Factor - Controls blurriness between light and dark colors\n\
17
+ const float fuzz = 0.1;\n\
18
+ \n\
19
+ float coord = mix(materialInput.st.s, materialInput.st.t, float(horizontal));\n\
20
+ float value = fract((coord - offset) * (repeat * 0.5));\n\
21
+ \n\
22
+ //anti-aliasing\n\
23
+ float val1 = clamp(value / fuzz, 0.0, 1.0);\n\
24
+ float val2 = clamp((value - 0.5) / fuzz, 0.0, 1.0);\n\
25
+ val1 = val1 * (1.0 - val2);\n\
26
+ val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\
27
+ \n\
28
+ vec4 color = mix(lightColor, darkColor, val1);\n\
29
+ material.diffuse = color.rgb;\n\
30
+ material.alpha = color.a;\n\
31
+ \n\
32
+ return material;\n\
24
33
  }\n\
25
34
  ";
26
35
  });