cesium 0.15.0 → 0.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (596) hide show
  1. data/app/assets/javascripts/Cesium.js +7 -7
  2. data/app/assets/javascripts/Core/BoundingRectangle.js +1 -1
  3. data/app/assets/javascripts/Core/BoundingSphere.js +12 -5
  4. data/app/assets/javascripts/Core/BoxTessellator.js +11 -8
  5. data/app/assets/javascripts/Core/CatmullRomSpline.js +23 -21
  6. data/app/assets/javascripts/Core/Clock.js +1 -1
  7. data/app/assets/javascripts/Core/Color.js +51 -0
  8. data/app/assets/javascripts/Core/CubeMapEllipsoidTessellator.js +3 -1
  9. data/app/assets/javascripts/Core/EarthOrientationParameters.js +1 -1
  10. data/app/assets/javascripts/Core/EllipsoidalOccluder.js +15 -12
  11. data/app/assets/javascripts/Core/Extent.js +37 -0
  12. data/app/assets/javascripts/Core/ExtentTessellator.js +33 -25
  13. data/app/assets/javascripts/Core/HermitePolynomialApproximation.js +18 -19
  14. data/app/assets/javascripts/Core/HermiteSpline.js +49 -49
  15. data/app/assets/javascripts/Core/Iau2006XysData.js +4 -5
  16. data/app/assets/javascripts/Core/LagrangePolynomialApproximation.js +10 -20
  17. data/app/assets/javascripts/Core/LinearApproximation.js +19 -23
  18. data/app/assets/javascripts/Core/Math.js +15 -3
  19. data/app/assets/javascripts/Core/Matrix4.js +186 -2
  20. data/app/assets/javascripts/Core/MeshFilters.js +13 -13
  21. data/app/assets/javascripts/Core/OrientationInterpolator.js +19 -19
  22. data/app/assets/javascripts/Core/PlaneTessellator.js +8 -6
  23. data/app/assets/javascripts/Core/PolygonPipeline.js +21 -21
  24. data/app/assets/javascripts/Core/PolylinePipeline.js +17 -25
  25. data/app/assets/javascripts/Core/ScreenSpaceEventHandler.js +187 -185
  26. data/app/assets/javascripts/Core/Shapes.js +8 -4
  27. data/app/assets/javascripts/Core/Simon1994PlanetaryPositions.js +521 -0
  28. data/app/assets/javascripts/Core/Spherical.js +36 -9
  29. data/app/assets/javascripts/Core/TaskProcessor.js +42 -5
  30. data/app/assets/javascripts/Core/TimeIntervalCollection.js +5 -5
  31. data/app/assets/javascripts/Core/Tipsify.js +21 -16
  32. data/app/assets/javascripts/Core/Transforms.js +11 -11
  33. data/app/assets/javascripts/Core/TridiagonalSystemSolver.js +4 -4
  34. data/app/assets/javascripts/Core/clone.js +25 -8
  35. data/app/assets/javascripts/Core/defaultValue.js +10 -1
  36. data/app/assets/javascripts/Core/isCrossOriginUrl.js +32 -0
  37. data/app/assets/javascripts/Core/jsonp.js +2 -2
  38. data/app/assets/javascripts/Core/loadImage.js +13 -6
  39. data/app/assets/javascripts/Core/loadJson.js +4 -1
  40. data/app/assets/javascripts/Core/pointInsideTriangle2D.js +1 -1
  41. data/app/assets/javascripts/Core/writeTextToCanvas.js +1 -3
  42. data/app/assets/javascripts/DynamicScene/CzmlBoolean.js +7 -4
  43. data/app/assets/javascripts/DynamicScene/CzmlCartesian2.js +1 -1
  44. data/app/assets/javascripts/DynamicScene/CzmlCartesian3.js +1 -1
  45. data/app/assets/javascripts/DynamicScene/CzmlColor.js +1 -1
  46. data/app/assets/javascripts/DynamicScene/CzmlHorizontalOrigin.js +6 -5
  47. data/app/assets/javascripts/DynamicScene/CzmlImage.js +8 -3
  48. data/app/assets/javascripts/DynamicScene/CzmlLabelStyle.js +6 -5
  49. data/app/assets/javascripts/DynamicScene/CzmlNumber.js +6 -4
  50. data/app/assets/javascripts/DynamicScene/CzmlPosition.js +166 -0
  51. data/app/assets/javascripts/DynamicScene/CzmlString.js +6 -4
  52. data/app/assets/javascripts/DynamicScene/CzmlUnitCartesian3.js +1 -1
  53. data/app/assets/javascripts/DynamicScene/CzmlUnitQuaternion.js +1 -1
  54. data/app/assets/javascripts/DynamicScene/CzmlUnitSpherical.js +1 -1
  55. data/app/assets/javascripts/DynamicScene/CzmlVerticalOrigin.js +6 -5
  56. data/app/assets/javascripts/DynamicScene/DynamicGridMaterial.js +202 -0
  57. data/app/assets/javascripts/DynamicScene/DynamicMaterialProperty.js +5 -3
  58. data/app/assets/javascripts/DynamicScene/DynamicObject.js +1 -2
  59. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +19 -15
  60. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +12 -10
  61. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +17 -10
  62. data/app/assets/javascripts/DynamicScene/DynamicPositionProperty.js +39 -90
  63. data/app/assets/javascripts/DynamicScene/DynamicProperty.js +19 -6
  64. data/app/assets/javascripts/DynamicScene/ReferenceProperty.js +6 -4
  65. data/app/assets/javascripts/DynamicScene/VisualizerCollection.js +10 -11
  66. data/app/assets/javascripts/Renderer/ClearCommand.js +60 -9
  67. data/app/assets/javascripts/Renderer/Context.js +234 -575
  68. data/app/assets/javascripts/Renderer/DrawCommand.js +15 -3
  69. data/app/assets/javascripts/Renderer/PassState.js +55 -0
  70. data/app/assets/javascripts/Renderer/PickFramebuffer.js +47 -77
  71. data/app/assets/javascripts/Renderer/RenderState.js +541 -0
  72. data/app/assets/javascripts/Renderer/ShaderCache.js +34 -1
  73. data/app/assets/javascripts/Renderer/ShaderProgram.js +112 -6
  74. data/app/assets/javascripts/Renderer/TextureAtlas.js +63 -67
  75. data/app/assets/javascripts/Renderer/UniformState.js +59 -30
  76. data/app/assets/javascripts/Renderer/VertexArray.js +9 -7
  77. data/app/assets/javascripts/Renderer/VertexArrayFacade.js +28 -27
  78. data/app/assets/javascripts/Renderer/createPickFragmentShaderSource.js +53 -0
  79. data/app/assets/javascripts/Renderer/loadCubeMap.js +10 -11
  80. data/app/assets/javascripts/Scene/AnimationCollection.js +48 -44
  81. data/app/assets/javascripts/Scene/Billboard.js +8 -2
  82. data/app/assets/javascripts/Scene/BillboardCollection.js +66 -62
  83. data/app/assets/javascripts/Scene/Camera.js +3 -0
  84. data/app/assets/javascripts/Scene/CameraController.js +3 -3
  85. data/app/assets/javascripts/Scene/CameraFlightPath.js +9 -6
  86. data/app/assets/javascripts/Scene/CentralBody.js +47 -65
  87. data/app/assets/javascripts/Scene/CentralBodySurface.js +9 -6
  88. data/app/assets/javascripts/Scene/CentralBodySurfaceShaderSet.js +5 -9
  89. data/app/assets/javascripts/Scene/CompositePrimitive.js +8 -8
  90. data/app/assets/javascripts/Scene/CustomSensorVolume.js +66 -55
  91. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +26 -27
  92. data/app/assets/javascripts/Scene/FrameState.js +15 -4
  93. data/app/assets/javascripts/Scene/GridImageryProvider.js +266 -0
  94. data/app/assets/javascripts/Scene/ImageryLayer.js +44 -19
  95. data/app/assets/javascripts/Scene/ImageryLayerCollection.js +3 -0
  96. data/app/assets/javascripts/Scene/ImageryProvider.js +3 -0
  97. data/app/assets/javascripts/Scene/Label.js +4 -4
  98. data/app/assets/javascripts/Scene/LabelCollection.js +2 -9
  99. data/app/assets/javascripts/Scene/Material.js +97 -8
  100. data/app/assets/javascripts/Scene/OrthographicFrustum.js +2 -2
  101. data/app/assets/javascripts/Scene/PerformanceDisplay.js +17 -10
  102. data/app/assets/javascripts/Scene/PerspectiveOffCenterFrustum.js +2 -2
  103. data/app/assets/javascripts/Scene/Polygon.js +30 -56
  104. data/app/assets/javascripts/Scene/Polyline.js +93 -227
  105. data/app/assets/javascripts/Scene/PolylineCollection.js +685 -757
  106. data/app/assets/javascripts/Scene/Projections.js +2 -2
  107. data/app/assets/javascripts/Scene/RectangularPyramidSensorVolume.js +21 -16
  108. data/app/assets/javascripts/Scene/Scene.js +40 -32
  109. data/app/assets/javascripts/Scene/SceneTransitioner.js +8 -56
  110. data/app/assets/javascripts/Scene/SensorVolumeCollection.js +6 -20
  111. data/app/assets/javascripts/Scene/SkyAtmosphere.js +0 -11
  112. data/app/assets/javascripts/Scene/SkyBox.js +0 -11
  113. data/app/assets/javascripts/Scene/VRTheWorldTerrainProvider.js +3 -2
  114. data/app/assets/javascripts/Scene/ViewportQuad.js +8 -8
  115. data/app/assets/javascripts/Shaders/BillboardCollectionVS.glsl +0 -2
  116. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +0 -2
  117. data/app/assets/javascripts/Shaders/BuiltinFunctions.glsl +517 -3
  118. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +535 -4
  119. data/app/assets/javascripts/Shaders/CentralBodyFS.glsl +11 -24
  120. data/app/assets/javascripts/Shaders/CentralBodyFS.js +11 -24
  121. data/app/assets/javascripts/Shaders/CentralBodyVS.glsl +1 -3
  122. data/app/assets/javascripts/Shaders/CentralBodyVS.js +1 -3
  123. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.glsl +14 -33
  124. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +14 -33
  125. data/app/assets/javascripts/Shaders/EllipsoidFS.glsl +0 -1
  126. data/app/assets/javascripts/Shaders/EllipsoidFS.js +0 -1
  127. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.glsl +1 -11
  128. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +1 -11
  129. data/app/assets/javascripts/Shaders/Materials/FadeMaterial.glsl +36 -0
  130. data/app/assets/javascripts/Shaders/Materials/FadeMaterial.js +42 -0
  131. data/app/assets/javascripts/Shaders/Materials/GridMaterial.glsl +9 -1
  132. data/app/assets/javascripts/Shaders/Materials/GridMaterial.js +9 -1
  133. data/app/assets/javascripts/Shaders/Materials/PolylineArrowMaterial.glsl +60 -0
  134. data/app/assets/javascripts/Shaders/Materials/PolylineArrowMaterial.js +66 -0
  135. data/app/assets/javascripts/Shaders/Materials/PolylineGlowMaterial.glsl +17 -0
  136. data/app/assets/javascripts/Shaders/Materials/PolylineGlowMaterial.js +23 -0
  137. data/app/assets/javascripts/Shaders/Materials/PolylineOutlineMaterial.glsl +28 -0
  138. data/app/assets/javascripts/Shaders/Materials/PolylineOutlineMaterial.js +34 -0
  139. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.glsl +4 -10
  140. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +4 -10
  141. data/app/assets/javascripts/Shaders/PolygonFS.glsl +0 -3
  142. data/app/assets/javascripts/Shaders/PolygonFS.js +1 -4
  143. data/app/assets/javascripts/Shaders/PolygonVS.glsl +3 -4
  144. data/app/assets/javascripts/Shaders/PolygonVS.js +3 -4
  145. data/app/assets/javascripts/Shaders/PolylineFS.glsl +9 -2
  146. data/app/assets/javascripts/Shaders/PolylineFS.js +9 -2
  147. data/app/assets/javascripts/Shaders/PolylineVS.glsl +131 -14
  148. data/app/assets/javascripts/Shaders/PolylineVS.js +131 -14
  149. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.glsl +1 -19
  150. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +1 -19
  151. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.glsl +9 -1
  152. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +9 -1
  153. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.glsl +1 -3
  154. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +1 -3
  155. data/app/assets/javascripts/Shaders/SkyBoxFS.glsl +1 -2
  156. data/app/assets/javascripts/Shaders/SkyBoxFS.js +1 -2
  157. data/app/assets/javascripts/Widgets/Animation/Animation.js +8 -5
  158. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +19 -1
  159. data/app/assets/javascripts/Widgets/Timeline/Timeline.js +19 -2
  160. data/lib/cesium/version.rb +1 -1
  161. data/test/dummy/app/assets/javascripts/application.js.coffee +10 -10
  162. data/test/dummy/log/development.log +28285 -0
  163. data/test/dummy/tmp/cache/assets/BAF/370/sprockets%2F799a74598087f7719313562f44828061 +0 -0
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@@ -1,3 +1,21 @@
1
+ /**
2
+ * @license
3
+ * Description : Array and textureless GLSL 2D/3D/4D simplex
4
+ * noise functions.
5
+ * Author : Ian McEwan, Ashima Arts.
6
+ * Maintainer : ijm
7
+ * Lastmod : 20110822 (ijm)
8
+ * License : Copyright (C) 2011 Ashima Arts. All rights reserved.
9
+ * Distributed under the MIT License. See LICENSE file.
10
+ * https://github.com/ashima/webgl-noise
11
+ */
12
+ /**
13
+ * @license
14
+ * Cellular noise ("Worley noise") in 2D in GLSL.
15
+ * Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
16
+ * This code is released under the conditions of the MIT license.
17
+ * See LICENSE file for details.
18
+ */
1
19
  //This file is automatically rebuilt by the Cesium build process.
2
20
  /*global define*/
3
21
  define(function() {
@@ -67,11 +85,38 @@ const float czm_epsilon6 = 0.000001;\n\
67
85
  const float czm_epsilon7 = 0.0000001;\n\
68
86
  \n\
69
87
  /**\n\
70
- * DOC_TBA\n\
88
+ * Compares <code>left</code> and <code>right</code> componentwise. Returns <code>true</code>\n\
89
+ * if they are within <code>epsilon</code> and <code>false</code> otherwise. The inputs\n\
90
+ * <code>left</code> and <code>right</code> can be <code>float</code>s, <code>vec2</code>s,\n\
91
+ * <code>vec3</code>s, or <code>vec4</code>s.\n\
71
92
  *\n\
72
93
  * @name czm_equalsEpsilon\n\
73
94
  * @glslFunction\n\
95
+ *\n\
96
+ * @param {} left The first vector.\n\
97
+ * @param {} right The second vector.\n\
98
+ * @param {float} epsilon The epsilon to use for equality testing.\n\
99
+ * @returns {bool} <code>true</code> if the components are within <code>epsilon</code> and <code>false</code> otherwise.\n\
100
+ *\n\
101
+ * @example\n\
102
+ * // GLSL declarations\n\
103
+ * bool czm_equalsEpsilon(float left, float right, float epsilon);\n\
104
+ * bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon);\n\
105
+ * bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon);\n\
106
+ * bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon);\n\
74
107
  */\n\
108
+ bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon) {\n\
109
+ return all(lessThanEqual(abs(left - right), vec4(epsilon)));\n\
110
+ }\n\
111
+ \n\
112
+ bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon) {\n\
113
+ return all(lessThanEqual(abs(left - right), vec3(epsilon)));\n\
114
+ }\n\
115
+ \n\
116
+ bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon) {\n\
117
+ return all(lessThanEqual(abs(left - right), vec2(epsilon)));\n\
118
+ }\n\
119
+ \n\
75
120
  bool czm_equalsEpsilon(float left, float right, float epsilon) {\n\
76
121
  return (abs(left - right) <= epsilon);\n\
77
122
  }\n\
@@ -339,7 +384,6 @@ mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC)\n\
339
384
  * @property {vec3} normalEC Unperturbed surface normal in eye coordinates.\n\
340
385
  * @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.\n\
341
386
  * @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.\n\
342
- * @property {vec3} positionMC Position in model coordinates.\n\
343
387
  */\n\
344
388
  struct czm_materialInput\n\
345
389
  {\n\
@@ -349,7 +393,6 @@ struct czm_materialInput\n\
349
393
  vec3 normalEC;\n\
350
394
  mat3 tangentToEyeMatrix;\n\
351
395
  vec3 positionToEyeEC;\n\
352
- vec3 positionMC;\n\
353
396
  };\n\
354
397
  \n\
355
398
  /**\n\
@@ -552,6 +595,46 @@ vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right)\n\
552
595
  return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target;\n\
553
596
  }\n\
554
597
  \n\
598
+ /**\n\
599
+ * Procedural anti-aliasing by blurring two colors that meet at a sharp edge.\n\
600
+ *\n\
601
+ * @name czm_antialias\n\
602
+ * @glslFunction\n\
603
+ *\n\
604
+ * @param {vec4} color1 The color on one side of the edge.\n\
605
+ * @param {vec4} color2 The color on the other side of the edge.\n\
606
+ * @param {vec4} currentcolor The current color, either <code>color1</code> or <code>color2</code>.\n\
607
+ * @param {float} dist The distance to the edge in texture coordinates.\n\
608
+ * @param {float} [fuzzFactor=0.1] Controls the blurriness between the two colors.\n\
609
+ * @returns {vec4} The anti-aliased color.\n\
610
+ *\n\
611
+ * @example\n\
612
+ * // GLSL declarations\n\
613
+ * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor);\n\
614
+ * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist);\n\
615
+ *\n\
616
+ * // get the color for a material that has a sharp edge at the line y = 0.5 in texture space\n\
617
+ * float dist = abs(textureCoordinates.t - 0.5);\n\
618
+ * vec4 currentColor = mix(bottomColor, topColor, step(0.5, textureCoordinates.t));\n\
619
+ * vec4 color = czm_antialias(bottomColor, topColor, currentColor, dist, 0.1);\n\
620
+ */\n\
621
+ vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor)\n\
622
+ {\n\
623
+ float val1 = clamp(dist / fuzzFactor, 0.0, 1.0);\n\
624
+ float val2 = clamp((dist - 0.5) / fuzzFactor, 0.0, 1.0);\n\
625
+ val1 = val1 * (1.0 - val2);\n\
626
+ val1 = val1 * val1 * (3.0 - (2.0 * val1));\n\
627
+ val1 = pow(val1, 0.5); //makes the transition nicer\n\
628
+ \n\
629
+ vec4 midColor = (color1 + color2) * 0.5;\n\
630
+ return mix(midColor, currentColor, val1);\n\
631
+ }\n\
632
+ \n\
633
+ vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist)\n\
634
+ {\n\
635
+ return czm_antialias(color1, color2, currentColor, dist, 0.1);\n\
636
+ }\n\
637
+ \n\
555
638
  ///////////////////////////////////////////////////////////////////////////////\n\
556
639
  \n\
557
640
  /**\n\
@@ -976,5 +1059,453 @@ vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRa
976
1059
  // average and scale to between -1 and 1\n\
977
1060
  return ((noise / 4.0) - 0.5) * 2.0;\n\
978
1061
  }\n\
979
- ";
1062
+ \n\
1063
+ /**\n\
1064
+ * @license\n\
1065
+ * Description : Array and textureless GLSL 2D/3D/4D simplex \n\
1066
+ * noise functions.\n\
1067
+ * Author : Ian McEwan, Ashima Arts.\n\
1068
+ * Maintainer : ijm\n\
1069
+ * Lastmod : 20110822 (ijm)\n\
1070
+ * License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n\
1071
+ * Distributed under the MIT License. See LICENSE file.\n\
1072
+ * https://github.com/ashima/webgl-noise\n\
1073
+ */ \n\
1074
+ \n\
1075
+ vec4 _czm_mod289(vec4 x)\n\
1076
+ {\n\
1077
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
1078
+ }\n\
1079
+ \n\
1080
+ vec3 _czm_mod289(vec3 x)\n\
1081
+ {\n\
1082
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
1083
+ }\n\
1084
+ \n\
1085
+ vec2 _czm_mod289(vec2 x) \n\
1086
+ {\n\
1087
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
1088
+ }\n\
1089
+ \n\
1090
+ float _czm_mod289(float x)\n\
1091
+ {\n\
1092
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
1093
+ }\n\
1094
+ \n\
1095
+ vec4 _czm_permute(vec4 x)\n\
1096
+ {\n\
1097
+ return _czm_mod289(((x*34.0)+1.0)*x);\n\
1098
+ }\n\
1099
+ \n\
1100
+ vec3 _czm_permute(vec3 x)\n\
1101
+ {\n\
1102
+ return _czm_mod289(((x*34.0)+1.0)*x);\n\
1103
+ }\n\
1104
+ \n\
1105
+ float _czm_permute(float x) \n\
1106
+ {\n\
1107
+ return _czm_mod289(((x*34.0)+1.0)*x);\n\
1108
+ }\n\
1109
+ \n\
1110
+ vec4 _czm_taylorInvSqrt(vec4 r)\n\
1111
+ {\n\
1112
+ return 1.79284291400159 - 0.85373472095314 * r;\n\
1113
+ }\n\
1114
+ \n\
1115
+ float _czm_taylorInvSqrt(float r)\n\
1116
+ {\n\
1117
+ return 1.79284291400159 - 0.85373472095314 * r;\n\
1118
+ }\n\
1119
+ \n\
1120
+ vec4 _czm_grad4(float j, vec4 ip)\n\
1121
+ {\n\
1122
+ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n\
1123
+ vec4 p,s;\n\
1124
+ \n\
1125
+ p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n\
1126
+ p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n\
1127
+ s = vec4(lessThan(p, vec4(0.0)));\n\
1128
+ p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\
1129
+ \n\
1130
+ return p;\n\
1131
+ }\n\
1132
+ \n\
1133
+ /**\n\
1134
+ * DOC_TBA\n\
1135
+ *\n\
1136
+ * Implemented by Ian McEwan, Ashima Arts, and distributed under the MIT License. {@link https://github.com/ashima/webgl-noise}\n\
1137
+ *\n\
1138
+ * @name czm_snoise\n\
1139
+ * @glslFunction\n\
1140
+ *\n\
1141
+ * @see <a href=\"https://github.com/ashima/webgl-noise\">https://github.com/ashima/webgl-noise</a>\n\
1142
+ * @see Stefan Gustavson's paper <a href=\"http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\">Simplex noise demystified</a>\n\
1143
+ */ \n\
1144
+ float czm_snoise(vec2 v)\n\
1145
+ {\n\
1146
+ const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n\
1147
+ 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n\
1148
+ -0.577350269189626, // -1.0 + 2.0 * C.x\n\
1149
+ 0.024390243902439); // 1.0 / 41.0\n\
1150
+ // First corner\n\
1151
+ vec2 i = floor(v + dot(v, C.yy) );\n\
1152
+ vec2 x0 = v - i + dot(i, C.xx);\n\
1153
+ \n\
1154
+ // Other corners\n\
1155
+ vec2 i1;\n\
1156
+ //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n\
1157
+ //i1.y = 1.0 - i1.x;\n\
1158
+ i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\
1159
+ // x0 = x0 - 0.0 + 0.0 * C.xx ;\n\
1160
+ // x1 = x0 - i1 + 1.0 * C.xx ;\n\
1161
+ // x2 = x0 - 1.0 + 2.0 * C.xx ;\n\
1162
+ vec4 x12 = x0.xyxy + C.xxzz;\n\
1163
+ x12.xy -= i1;\n\
1164
+ \n\
1165
+ // Permutations\n\
1166
+ i = _czm_mod289(i); // Avoid truncation effects in permutation\n\
1167
+ vec3 p = _czm_permute( _czm_permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 ));\n\
1168
+ \n\
1169
+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n\
1170
+ m = m*m ;\n\
1171
+ m = m*m ;\n\
1172
+ \n\
1173
+ // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n\
1174
+ // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\
1175
+ vec3 x = 2.0 * fract(p * C.www) - 1.0;\n\
1176
+ vec3 h = abs(x) - 0.5;\n\
1177
+ vec3 ox = floor(x + 0.5);\n\
1178
+ vec3 a0 = x - ox;\n\
1179
+ \n\
1180
+ // Normalise gradients implicitly by scaling m\n\
1181
+ // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n\
1182
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\
1183
+ \n\
1184
+ // Compute final noise value at P\n\
1185
+ vec3 g;\n\
1186
+ g.x = a0.x * x0.x + h.x * x0.y;\n\
1187
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n\
1188
+ return 130.0 * dot(m, g);\n\
1189
+ }\n\
1190
+ \n\
1191
+ float czm_snoise(vec3 v)\n\
1192
+ { \n\
1193
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n\
1194
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\
1195
+ \n\
1196
+ // First corner\n\
1197
+ vec3 i = floor(v + dot(v, C.yyy) );\n\
1198
+ vec3 x0 = v - i + dot(i, C.xxx) ;\n\
1199
+ \n\
1200
+ // Other corners\n\
1201
+ vec3 g = step(x0.yzx, x0.xyz);\n\
1202
+ vec3 l = 1.0 - g;\n\
1203
+ vec3 i1 = min( g.xyz, l.zxy );\n\
1204
+ vec3 i2 = max( g.xyz, l.zxy );\n\
1205
+ \n\
1206
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;\n\
1207
+ // x1 = x0 - i1 + 1.0 * C.xxx;\n\
1208
+ // x2 = x0 - i2 + 2.0 * C.xxx;\n\
1209
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;\n\
1210
+ vec3 x1 = x0 - i1 + C.xxx;\n\
1211
+ vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n\
1212
+ vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\
1213
+ \n\
1214
+ // Permutations\n\
1215
+ i = _czm_mod289(i); \n\
1216
+ vec4 p = _czm_permute( _czm_permute( _czm_permute( \n\
1217
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n\
1218
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n\
1219
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\
1220
+ \n\
1221
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.\n\
1222
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n\
1223
+ float n_ = 0.142857142857; // 1.0/7.0\n\
1224
+ vec3 ns = n_ * D.wyz - D.xzx;\n\
1225
+ \n\
1226
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\
1227
+ \n\
1228
+ vec4 x_ = floor(j * ns.z);\n\
1229
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\
1230
+ \n\
1231
+ vec4 x = x_ *ns.x + ns.yyyy;\n\
1232
+ vec4 y = y_ *ns.x + ns.yyyy;\n\
1233
+ vec4 h = 1.0 - abs(x) - abs(y);\n\
1234
+ \n\
1235
+ vec4 b0 = vec4( x.xy, y.xy );\n\
1236
+ vec4 b1 = vec4( x.zw, y.zw );\n\
1237
+ \n\
1238
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n\
1239
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n\
1240
+ vec4 s0 = floor(b0)*2.0 + 1.0;\n\
1241
+ vec4 s1 = floor(b1)*2.0 + 1.0;\n\
1242
+ vec4 sh = -step(h, vec4(0.0));\n\
1243
+ \n\
1244
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n\
1245
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\
1246
+ \n\
1247
+ vec3 p0 = vec3(a0.xy,h.x);\n\
1248
+ vec3 p1 = vec3(a0.zw,h.y);\n\
1249
+ vec3 p2 = vec3(a1.xy,h.z);\n\
1250
+ vec3 p3 = vec3(a1.zw,h.w);\n\
1251
+ \n\
1252
+ //Normalise gradients\n\
1253
+ vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
1254
+ p0 *= norm.x;\n\
1255
+ p1 *= norm.y;\n\
1256
+ p2 *= norm.z;\n\
1257
+ p3 *= norm.w;\n\
1258
+ \n\
1259
+ // Mix final noise value\n\
1260
+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n\
1261
+ m = m * m;\n\
1262
+ return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n\
1263
+ dot(p2,x2), dot(p3,x3) ) );\n\
1264
+ }\n\
1265
+ \n\
1266
+ float czm_snoise(vec4 v)\n\
1267
+ {\n\
1268
+ const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n\
1269
+ 0.276393202250021, // 2 * G4\n\
1270
+ 0.414589803375032, // 3 * G4\n\
1271
+ -0.447213595499958); // -1 + 4 * G4\n\
1272
+ \n\
1273
+ // (sqrt(5) - 1)/4 = F4, used once below\n\
1274
+ #define F4 0.309016994374947451\n\
1275
+ \n\
1276
+ // First corner\n\
1277
+ vec4 i = floor(v + dot(v, vec4(F4)) );\n\
1278
+ vec4 x0 = v - i + dot(i, C.xxxx);\n\
1279
+ \n\
1280
+ // Other corners\n\
1281
+ \n\
1282
+ // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\
1283
+ vec4 i0;\n\
1284
+ vec3 isX = step( x0.yzw, x0.xxx );\n\
1285
+ vec3 isYZ = step( x0.zww, x0.yyz );\n\
1286
+ // i0.x = dot( isX, vec3( 1.0 ) );\n\
1287
+ i0.x = isX.x + isX.y + isX.z;\n\
1288
+ i0.yzw = 1.0 - isX;\n\
1289
+ // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n\
1290
+ i0.y += isYZ.x + isYZ.y;\n\
1291
+ i0.zw += 1.0 - isYZ.xy;\n\
1292
+ i0.z += isYZ.z;\n\
1293
+ i0.w += 1.0 - isYZ.z;\n\
1294
+ \n\
1295
+ // i0 now contains the unique values 0,1,2,3 in each channel\n\
1296
+ vec4 i3 = clamp( i0, 0.0, 1.0 );\n\
1297
+ vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n\
1298
+ vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\
1299
+ \n\
1300
+ // x0 = x0 - 0.0 + 0.0 * C.xxxx\n\
1301
+ // x1 = x0 - i1 + 1.0 * C.xxxx\n\
1302
+ // x2 = x0 - i2 + 2.0 * C.xxxx\n\
1303
+ // x3 = x0 - i3 + 3.0 * C.xxxx\n\
1304
+ // x4 = x0 - 1.0 + 4.0 * C.xxxx\n\
1305
+ vec4 x1 = x0 - i1 + C.xxxx;\n\
1306
+ vec4 x2 = x0 - i2 + C.yyyy;\n\
1307
+ vec4 x3 = x0 - i3 + C.zzzz;\n\
1308
+ vec4 x4 = x0 + C.wwww;\n\
1309
+ \n\
1310
+ // Permutations\n\
1311
+ i = _czm_mod289(i); \n\
1312
+ float j0 = _czm_permute( _czm_permute( _czm_permute( _czm_permute(i.w) + i.z) + i.y) + i.x);\n\
1313
+ vec4 j1 = _czm_permute( _czm_permute( _czm_permute( _czm_permute (\n\
1314
+ i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n\
1315
+ + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n\
1316
+ + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n\
1317
+ + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\
1318
+ \n\
1319
+ // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n\
1320
+ // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\
1321
+ vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\
1322
+ \n\
1323
+ vec4 p0 = _czm_grad4(j0, ip);\n\
1324
+ vec4 p1 = _czm_grad4(j1.x, ip);\n\
1325
+ vec4 p2 = _czm_grad4(j1.y, ip);\n\
1326
+ vec4 p3 = _czm_grad4(j1.z, ip);\n\
1327
+ vec4 p4 = _czm_grad4(j1.w, ip);\n\
1328
+ \n\
1329
+ // Normalise gradients\n\
1330
+ vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
1331
+ p0 *= norm.x;\n\
1332
+ p1 *= norm.y;\n\
1333
+ p2 *= norm.z;\n\
1334
+ p3 *= norm.w;\n\
1335
+ p4 *= _czm_taylorInvSqrt(dot(p4,p4));\n\
1336
+ \n\
1337
+ // Mix contributions from the five corners\n\
1338
+ vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n\
1339
+ vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n\
1340
+ m0 = m0 * m0;\n\
1341
+ m1 = m1 * m1;\n\
1342
+ return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n\
1343
+ + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\
1344
+ }\n\
1345
+ \n\
1346
+ ///////////////////////////////////////////////////////////////////////////////\n\
1347
+ \n\
1348
+ /**\n\
1349
+ * @license\n\
1350
+ * Cellular noise (\"Worley noise\") in 2D in GLSL.\n\
1351
+ * Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n\
1352
+ * This code is released under the conditions of the MIT license.\n\
1353
+ * See LICENSE file for details.\n\
1354
+ */\n\
1355
+ \n\
1356
+ //#ifdef GL_OES_standard_derivatives\n\
1357
+ // #extension GL_OES_standard_derivatives : enable\n\
1358
+ //#endif \n\
1359
+ //\n\
1360
+ //float aastep (float threshold , float value)\n\
1361
+ //{\n\
1362
+ // float afwidth = 0.7 * length ( vec2 ( dFdx ( value ), dFdy ( value )));\n\
1363
+ // return smoothstep ( threshold - afwidth , threshold + afwidth , value );\n\
1364
+ //}\n\
1365
+ \n\
1366
+ // Permutation polynomial: (34x^2 + x) mod 289\n\
1367
+ vec3 _czm_permute289(vec3 x)\n\
1368
+ {\n\
1369
+ return mod((34.0 * x + 1.0) * x, 289.0);\n\
1370
+ }\n\
1371
+ \n\
1372
+ /**\n\
1373
+ * DOC_TBA\n\
1374
+ *\n\
1375
+ * Implemented by Stefan Gustavson, and distributed under the MIT License. {@link http://openglinsights.git.sourceforge.net/git/gitweb.cgi?p=openglinsights/openglinsights;a=tree;f=proceduraltextures}\n\
1376
+ *\n\
1377
+ * @name czm_cellular\n\
1378
+ * @glslFunction\n\
1379
+ *\n\
1380
+ * @see Stefan Gustavson's chapter, <i>Procedural Textures in GLSL</i>, in <a href=\"http://www.openglinsights.com/\">OpenGL Insights</a>.\n\
1381
+ */ \n\
1382
+ vec2 czm_cellular(vec2 P)\n\
1383
+ // Cellular noise, returning F1 and F2 in a vec2.\n\
1384
+ // Standard 3x3 search window for good F1 and F2 values\n\
1385
+ {\n\
1386
+ #define K 0.142857142857 // 1/7\n\
1387
+ #define Ko 0.428571428571 // 3/7\n\
1388
+ #define jitter 1.0 // Less gives more regular pattern\n\
1389
+ vec2 Pi = mod(floor(P), 289.0);\n\
1390
+ vec2 Pf = fract(P);\n\
1391
+ vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
1392
+ vec3 of = vec3(-0.5, 0.5, 1.5);\n\
1393
+ vec3 px = _czm_permute289(Pi.x + oi);\n\
1394
+ vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13\n\
1395
+ vec3 ox = fract(p*K) - Ko;\n\
1396
+ vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
1397
+ vec3 dx = Pf.x + 0.5 + jitter*ox;\n\
1398
+ vec3 dy = Pf.y - of + jitter*oy;\n\
1399
+ vec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared\n\
1400
+ p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23\n\
1401
+ ox = fract(p*K) - Ko;\n\
1402
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
1403
+ dx = Pf.x - 0.5 + jitter*ox;\n\
1404
+ dy = Pf.y - of + jitter*oy;\n\
1405
+ vec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared\n\
1406
+ p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33\n\
1407
+ ox = fract(p*K) - Ko;\n\
1408
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
1409
+ dx = Pf.x - 1.5 + jitter*ox;\n\
1410
+ dy = Pf.y - of + jitter*oy;\n\
1411
+ vec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared\n\
1412
+ // Sort out the two smallest distances (F1, F2)\n\
1413
+ vec3 d1a = min(d1, d2);\n\
1414
+ d2 = max(d1, d2); // Swap to keep candidates for F2\n\
1415
+ d2 = min(d2, d3); // neither F1 nor F2 are now in d3\n\
1416
+ d1 = min(d1a, d2); // F1 is now in d1\n\
1417
+ d2 = max(d1a, d2); // Swap to keep candidates for F2\n\
1418
+ d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller\n\
1419
+ d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x\n\
1420
+ d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz\n\
1421
+ d1.y = min(d1.y, d1.z); // nor in d1.z\n\
1422
+ d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.\n\
1423
+ return sqrt(d1.xy);\n\
1424
+ }\n\
1425
+ \n\
1426
+ /*\n\
1427
+ \n\
1428
+ // Cellular noise, returning F1 and F2 in a vec2 and the\n\
1429
+ // 2D vectors to each of the two closest points in a vec4.\n\
1430
+ // Standard 3x3 search window for good F1 and F2 values.\n\
1431
+ void czm_cellular(in vec2 P, out vec2 F, out vec4 d1d2)\n\
1432
+ {\n\
1433
+ #define K 0.142857142857 // 1/7\n\
1434
+ #define Ko 0.428571428571 // 3/7\n\
1435
+ #define jitter 1.0 // Less gives more regular pattern\n\
1436
+ vec2 Pi = mod(floor(P), 289.0);\n\
1437
+ vec2 Pf = fract(P);\n\
1438
+ vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
1439
+ vec3 of = vec3(-0.5, 0.5, 1.5);\n\
1440
+ vec3 px = _czm_permute289(Pi.x + oi);\n\
1441
+ vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13\n\
1442
+ vec3 ox = fract(p*K) - Ko;\n\
1443
+ vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
1444
+ vec3 d1x = Pf.x + 0.5 + jitter*ox;\n\
1445
+ vec3 d1y = Pf.y - of + jitter*oy;\n\
1446
+ vec3 d1 = d1x * d1x + d1y * d1y; // d11, d12 and d13, squared\n\
1447
+ p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23\n\
1448
+ ox = fract(p*K) - Ko;\n\
1449
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
1450
+ vec3 d2x = Pf.x - 0.5 + jitter*ox;\n\
1451
+ vec3 d2y = Pf.y - of + jitter*oy;\n\
1452
+ vec3 d2 = d2x * d2x + d2y * d2y; // d21, d22 and d23, squared\n\
1453
+ p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33\n\
1454
+ ox = fract(p*K) - Ko;\n\
1455
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
1456
+ vec3 d3x = Pf.x - 1.5 + jitter*ox;\n\
1457
+ vec3 d3y = Pf.y - of + jitter*oy;\n\
1458
+ vec3 d3 = d3x * d3x + d3y * d3y; // d31, d32 and d33, squared\n\
1459
+ // Sort out the two smallest distances (F1, F2)\n\
1460
+ // While also swapping dx and dy accordingly\n\
1461
+ vec3 comp3 = step(d2, d1);\n\
1462
+ vec3 d1a = mix(d1, d2, comp3);\n\
1463
+ vec3 d1xa = mix(d1x, d2x, comp3);\n\
1464
+ vec3 d1ya = mix(d1y, d2y, comp3);\n\
1465
+ d2 = mix(d2, d1, comp3); // Swap to keep candidates for F2\n\
1466
+ d2x = mix(d2x, d1x, comp3);\n\
1467
+ d2y = mix(d2y, d1y, comp3);\n\
1468
+ \n\
1469
+ comp3 = step(d3, d2);\n\
1470
+ d2 = mix(d2, d3, comp3); // neither F1 nor F2 are now in d3\n\
1471
+ d2x = mix(d2x, d3x, comp3);\n\
1472
+ d2y = mix(d2y, d3y, comp3);\n\
1473
+ \n\
1474
+ comp3 = step(d2, d1a);\n\
1475
+ d1 = mix(d1a, d2, comp3); // F1 is now in d1\n\
1476
+ d1x = mix(d1xa, d2x, comp3);\n\
1477
+ d1y = mix(d1ya, d2y, comp3);\n\
1478
+ d2 = mix(d2, d1a, comp3); // Swap to keep candidates for F2\n\
1479
+ d2x = mix(d2x, d1xa, comp3);\n\
1480
+ d2y = mix(d2y, d1ya, comp3);\n\
1481
+ \n\
1482
+ float comp1 = step(d1.y, d1.x);\n\
1483
+ d1.xy = mix(d1.xy, d1.yx, comp1); // Swap if smaller\n\
1484
+ d1x.xy = mix(d1x.xy, d1x.yx, comp1);\n\
1485
+ d1y.xy = mix(d1y.xy, d1y.yx, comp1);\n\
1486
+ \n\
1487
+ comp1 = step(d1.z, d1.x);\n\
1488
+ d1.xz = mix(d1.xz, d1.zx, comp1); // F1 is in d1.x\n\
1489
+ d1x.xz = mix(d1x.xz, d1x.zx, comp1);\n\
1490
+ d1y.xz = mix(d1y.xz, d1y.zx, comp1);\n\
1491
+ \n\
1492
+ vec2 comp2 = step(d2.yz, d1.yz);\n\
1493
+ d1.yz = mix(d1.yz, d2.yz, comp2); // F2 is now not in d2.yz\n\
1494
+ d1x.yz = mix(d1x.yz, d2x.yz, comp2);\n\
1495
+ d1y.yz = mix(d1y.yz, d2y.yz, comp2);\n\
1496
+ \n\
1497
+ comp1 = step(d1.z, d1.y);\n\
1498
+ d1.y = mix(d1.y, d1.z, comp1); // nor in d1.z\n\
1499
+ d1x.y = mix(d1x.y, d1x.z, comp1);\n\
1500
+ d1y.y = mix(d1y.y, d1y.z, comp1);\n\
1501
+ \n\
1502
+ comp1 = step(d2.x, d1.y);\n\
1503
+ d1.y = mix(d1.y, d2.x, comp1); // F2 is in d1.y, we're done.\n\
1504
+ d1x.y = mix(d1x.y, d2x.x, comp1);\n\
1505
+ d1y.y = mix(d1y.y, d2y.x, comp1);\n\
1506
+ F = sqrt(d1.xy);\n\
1507
+ d1d2 = vec4(d1x.x, d1y.x, d1x.y, d1y.y);\n\
1508
+ }\n\
1509
+ \n\
1510
+ */";
980
1511
  });