cesium 0.16.0 → 0.17.0

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Files changed (553) hide show
  1. data/app/assets/javascripts/{Core/Core.profile.js → Assets/Assets.profile.js} +0 -0
  2. data/app/assets/javascripts/Assets/package.json +6 -0
  3. data/app/assets/javascripts/Cesium.js +369 -351
  4. data/app/assets/javascripts/Core/BoundingSphere.js +0 -4
  5. data/app/assets/javascripts/Core/Cartesian2.js +19 -0
  6. data/app/assets/javascripts/Core/Cartesian3.js +25 -2
  7. data/app/assets/javascripts/Core/Cartesian4.js +23 -0
  8. data/app/assets/javascripts/Core/CatmullRomSpline.js +1 -4
  9. data/app/assets/javascripts/Core/Clock.js +23 -30
  10. data/app/assets/javascripts/Core/CubicRealPolynomial.js +1 -4
  11. data/app/assets/javascripts/Core/EllipsoidTangentPlane.js +1 -1
  12. data/app/assets/javascripts/Core/EllipsoidalOccluder.js +159 -6
  13. data/app/assets/javascripts/Core/Extent.js +1 -1
  14. data/app/assets/javascripts/Core/ExtentTessellator.js +72 -19
  15. data/app/assets/javascripts/Core/Fullscreen.js +1 -4
  16. data/app/assets/javascripts/Core/HeightmapTessellator.js +2 -10
  17. data/app/assets/javascripts/Core/Iau2006XysData.js +9 -2
  18. data/app/assets/javascripts/Core/IntersectionTests.js +154 -2
  19. data/app/assets/javascripts/Core/JulianDate.js +1 -1
  20. data/app/assets/javascripts/Core/Math.js +7 -0
  21. data/app/assets/javascripts/Core/OrientationInterpolator.js +3 -6
  22. data/app/assets/javascripts/Core/Plane.js +1 -1
  23. data/app/assets/javascripts/Core/PolygonPipeline.js +135 -1
  24. data/app/assets/javascripts/Core/PolylinePipeline.js +2 -1
  25. data/app/assets/javascripts/Core/ScreenSpaceEventHandler.js +9 -11
  26. data/app/assets/javascripts/Core/Shapes.js +0 -2
  27. data/app/assets/javascripts/Core/Simon1994PlanetaryPositions.js +3 -6
  28. data/app/assets/javascripts/Core/TaskProcessor.js +2 -4
  29. data/app/assets/javascripts/Core/Transforms.js +0 -2
  30. data/app/assets/javascripts/Core/buildModuleUrl.js +17 -9
  31. data/app/assets/javascripts/Core/defaultValue.js +0 -0
  32. data/app/assets/javascripts/Core/freezeObject.js +0 -0
  33. data/app/assets/javascripts/Core/getImagePixels.js +0 -0
  34. data/app/assets/javascripts/Core/loadArrayBuffer.js +0 -0
  35. data/app/assets/javascripts/Core/loadImage.js +0 -0
  36. data/app/assets/javascripts/Core/throttleRequestByServer.js +0 -0
  37. data/app/assets/javascripts/Core/writeTextToCanvas.js +0 -0
  38. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +14 -16
  39. data/app/assets/javascripts/DynamicScene/CzmlDataSource.js +197 -0
  40. data/app/assets/javascripts/DynamicScene/CzmlDefaults.js +10 -2
  41. data/app/assets/javascripts/DynamicScene/CzmlDirection.js +136 -0
  42. data/app/assets/javascripts/DynamicScene/DataSource.js +63 -0
  43. data/app/assets/javascripts/DynamicScene/DataSourceCollection.js +189 -0
  44. data/app/assets/javascripts/DynamicScene/DataSourceDisplay.js +225 -0
  45. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +11 -11
  46. data/app/assets/javascripts/DynamicScene/DynamicClock.js +0 -4
  47. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +12 -12
  48. data/app/assets/javascripts/DynamicScene/DynamicDirectionsProperty.js +5 -7
  49. data/app/assets/javascripts/DynamicScene/DynamicEllipsoid.js +0 -2
  50. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +20 -22
  51. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +10 -10
  52. data/app/assets/javascripts/DynamicScene/DynamicMaterialProperty.js +5 -7
  53. data/app/assets/javascripts/DynamicScene/DynamicObject.js +6 -0
  54. data/app/assets/javascripts/DynamicScene/DynamicObjectView.js +70 -2
  55. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
  56. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +18 -20
  57. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +12 -12
  58. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +12 -12
  59. data/app/assets/javascripts/DynamicScene/DynamicPositionProperty.js +0 -4
  60. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +12 -12
  61. data/app/assets/javascripts/DynamicScene/DynamicVector.js +184 -0
  62. data/app/assets/javascripts/DynamicScene/DynamicVectorVisualizer.js +267 -0
  63. data/app/assets/javascripts/DynamicScene/DynamicVertexPositionsProperty.js +2 -6
  64. data/app/assets/javascripts/DynamicScene/processCzml.js +1 -3
  65. data/app/assets/javascripts/Renderer/Context.js +119 -86
  66. data/app/assets/javascripts/Renderer/CubeMap.js +39 -17
  67. data/app/assets/javascripts/Renderer/CubeMapFace.js +20 -10
  68. data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
  69. data/app/assets/javascripts/Renderer/PickFramebuffer.js +0 -2
  70. data/app/assets/javascripts/Renderer/PixelDatatype.js +9 -0
  71. data/app/assets/javascripts/Renderer/Renderbuffer.js +0 -2
  72. data/app/assets/javascripts/Renderer/ShaderProgram.js +91 -11
  73. data/app/assets/javascripts/Renderer/Texture.js +27 -2
  74. data/app/assets/javascripts/Renderer/UniformState.js +43 -14
  75. data/app/assets/javascripts/Renderer/VertexArray.js +87 -132
  76. data/app/assets/javascripts/Renderer/VertexArrayFacade.js +2 -2
  77. data/app/assets/javascripts/Scene/AnimationCollection.js +21 -17
  78. data/app/assets/javascripts/Scene/ArcGisMapServerImageryProvider.js +0 -2
  79. data/app/assets/javascripts/Scene/Billboard.js +8 -51
  80. data/app/assets/javascripts/Scene/BillboardCollection.js +0 -6
  81. data/app/assets/javascripts/Scene/Camera.js +0 -2
  82. data/app/assets/javascripts/Scene/CameraController.js +81 -29
  83. data/app/assets/javascripts/Scene/CameraFlightPath.js +130 -72
  84. data/app/assets/javascripts/Scene/CentralBody.js +3 -16
  85. data/app/assets/javascripts/Scene/CentralBodySurface.js +12 -40
  86. data/app/assets/javascripts/Scene/CustomSensorVolume.js +0 -2
  87. data/app/assets/javascripts/Scene/DiscardMissingTileImagePolicy.js +0 -0
  88. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +0 -10
  89. data/app/assets/javascripts/Scene/HeightmapTerrainData.js +0 -6
  90. data/app/assets/javascripts/Scene/ImageryLayer.js +0 -4
  91. data/app/assets/javascripts/Scene/ImageryLayerCollection.js +0 -0
  92. data/app/assets/javascripts/Scene/ImageryProvider.js +0 -0
  93. data/app/assets/javascripts/Scene/LabelCollection.js +0 -2
  94. data/app/assets/javascripts/Scene/PerspectiveFrustum.js +0 -8
  95. data/app/assets/javascripts/Scene/Polygon.js +30 -20
  96. data/app/assets/javascripts/Scene/Polyline.js +0 -4
  97. data/app/assets/javascripts/Scene/Scene.js +64 -18
  98. data/app/assets/javascripts/Scene/SceneTransforms.js +151 -0
  99. data/app/assets/javascripts/Scene/SceneTransitioner.js +0 -2
  100. data/app/assets/javascripts/Scene/ScreenSpaceCameraController.js +0 -4
  101. data/app/assets/javascripts/Scene/SensorVolumeCollection.js +0 -12
  102. data/app/assets/javascripts/Scene/Sun.js +180 -0
  103. data/app/assets/javascripts/Scene/SunPostProcess.js +417 -0
  104. data/app/assets/javascripts/Scene/Tile.js +0 -12
  105. data/app/assets/javascripts/Scene/TileProviderError.js +2 -8
  106. data/app/assets/javascripts/Scene/TileReplacementQueue.js +11 -11
  107. data/app/assets/javascripts/Scene/VRTheWorldTerrainProvider.js +0 -2
  108. data/app/assets/javascripts/Scene/WebMapServiceImageryProvider.js +0 -2
  109. data/app/assets/javascripts/Scene/WebMercatorTilingScheme.js +0 -6
  110. data/app/assets/javascripts/Scene/sampleTerrain.js +0 -4
  111. data/app/assets/javascripts/Shaders/BuiltinFunctions.glsl +62 -0
  112. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +62 -0
  113. data/app/assets/javascripts/Shaders/CentralBodyVS.glsl +3 -0
  114. data/app/assets/javascripts/Shaders/CentralBodyVS.js +3 -0
  115. data/app/assets/javascripts/Shaders/Materials/PolylineArrowMaterial.glsl +1 -1
  116. data/app/assets/javascripts/Shaders/Materials/PolylineArrowMaterial.js +1 -1
  117. data/app/assets/javascripts/Shaders/PolylineVS.glsl +8 -5
  118. data/app/assets/javascripts/Shaders/PolylineVS.js +8 -5
  119. data/app/assets/javascripts/Shaders/PostProcessFilters/AdditiveBlend.glsl +17 -0
  120. data/app/assets/javascripts/Shaders/PostProcessFilters/AdditiveBlend.js +23 -0
  121. data/app/assets/javascripts/Shaders/PostProcessFilters/BrightPass.glsl +30 -0
  122. data/app/assets/javascripts/Shaders/PostProcessFilters/BrightPass.js +36 -0
  123. data/app/assets/javascripts/Shaders/PostProcessFilters/GaussianBlur1D.glsl +37 -0
  124. data/app/assets/javascripts/Shaders/PostProcessFilters/GaussianBlur1D.js +43 -0
  125. data/app/assets/javascripts/Shaders/PostProcessFilters/PassThrough.glsl +8 -0
  126. data/app/assets/javascripts/Shaders/PostProcessFilters/PassThrough.js +14 -0
  127. data/app/assets/javascripts/Shaders/SunFS.glsl +11 -0
  128. data/app/assets/javascripts/Shaders/SunFS.js +17 -0
  129. data/app/assets/javascripts/Shaders/SunVS.glsl +28 -0
  130. data/app/assets/javascripts/Shaders/SunVS.js +34 -0
  131. data/app/assets/javascripts/ThirdParty/when.js +0 -0
  132. data/app/assets/javascripts/Widgets/Animation/Animation.js +6 -10
  133. data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +4 -14
  134. data/app/assets/javascripts/Widgets/BaseLayerPicker/BaseLayerPicker.js +3 -8
  135. data/app/assets/javascripts/Widgets/BaseLayerPicker/BaseLayerPickerViewModel.js +6 -7
  136. data/app/assets/javascripts/Widgets/CesiumWidget/CesiumWidget.js +5 -3
  137. data/app/assets/javascripts/Widgets/ClockViewModel.js +6 -7
  138. data/app/assets/javascripts/Widgets/Command.js +16 -0
  139. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +5 -21
  140. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +1 -1
  141. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +27 -62
  142. data/app/assets/javascripts/Widgets/{Fullscreen/FullscreenWidget.css → FullscreenButton/FullscreenButton.css} +3 -3
  143. data/app/assets/javascripts/Widgets/{Fullscreen/FullscreenWidget.js → FullscreenButton/FullscreenButton.js} +19 -23
  144. data/app/assets/javascripts/Widgets/{Fullscreen/FullscreenViewModel.js → FullscreenButton/FullscreenButtonViewModel.js} +16 -8
  145. data/app/assets/javascripts/Widgets/{Fullscreen → FullscreenButton}/lighter.css +3 -3
  146. data/app/assets/javascripts/Widgets/HomeButton/HomeButton.css +15 -0
  147. data/app/assets/javascripts/Widgets/HomeButton/HomeButton.js +82 -0
  148. data/app/assets/javascripts/Widgets/HomeButton/HomeButtonViewModel.js +139 -0
  149. data/app/assets/javascripts/Widgets/HomeButton/lighter.css +3 -0
  150. data/app/assets/javascripts/Widgets/SceneModePicker/SceneModePicker.js +3 -8
  151. data/app/assets/javascripts/Widgets/Timeline/Timeline.js +9 -11
  152. data/app/assets/javascripts/Widgets/createCommand.js +33 -9
  153. data/app/assets/javascripts/Widgets/lighter.css +2 -1
  154. data/app/assets/javascripts/Widgets/widgets.css +2 -1
  155. data/app/assets/javascripts/Workers/cesiumWorkerBootstrapper.js +0 -0
  156. data/app/assets/javascripts/Workers/createTaskProcessorWorker.js +0 -0
  157. data/app/assets/javascripts/Workers/createVerticesFromHeightmap.js +4 -15
  158. data/app/assets/javascripts/Workers/package.json +6 -0
  159. data/lib/cesium/version.rb +1 -1
  160. data/test/dummy/log/development.log +4884 -0
  161. data/test/dummy/tmp/cache/assets/B99/0B0/sprockets%2F4723632036683061b3298399d52922e7 +0 -0
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  542. data/app/assets/javascripts/Shaders/Noise.js +0 -477
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  553. data/app/assets/javascripts/main.js +0 -10
@@ -1,477 +0,0 @@
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
- */
19
- //This file is automatically rebuilt by the Cesium build process.
20
- /*global define*/
21
- define(function() {
22
- "use strict";
23
- return "#ifndef czm_NOISE\n\
24
- #define czm_NOISE 1\n\
25
- \n\
26
- /**\n\
27
- * @license\n\
28
- * Description : Array and textureless GLSL 2D/3D/4D simplex \n\
29
- * noise functions.\n\
30
- * Author : Ian McEwan, Ashima Arts.\n\
31
- * Maintainer : ijm\n\
32
- * Lastmod : 20110822 (ijm)\n\
33
- * License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n\
34
- * Distributed under the MIT License. See LICENSE file.\n\
35
- * https://github.com/ashima/webgl-noise\n\
36
- */ \n\
37
- \n\
38
- vec4 _czm_mod289(vec4 x)\n\
39
- {\n\
40
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
41
- }\n\
42
- \n\
43
- vec3 _czm_mod289(vec3 x)\n\
44
- {\n\
45
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
46
- }\n\
47
- \n\
48
- vec2 _czm_mod289(vec2 x) \n\
49
- {\n\
50
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
51
- }\n\
52
- \n\
53
- float _czm_mod289(float x)\n\
54
- {\n\
55
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
56
- }\n\
57
- \n\
58
- vec4 _czm_permute(vec4 x)\n\
59
- {\n\
60
- return _czm_mod289(((x*34.0)+1.0)*x);\n\
61
- }\n\
62
- \n\
63
- vec3 _czm_permute(vec3 x)\n\
64
- {\n\
65
- return _czm_mod289(((x*34.0)+1.0)*x);\n\
66
- }\n\
67
- \n\
68
- float _czm_permute(float x) \n\
69
- {\n\
70
- return _czm_mod289(((x*34.0)+1.0)*x);\n\
71
- }\n\
72
- \n\
73
- vec4 _czm_taylorInvSqrt(vec4 r)\n\
74
- {\n\
75
- return 1.79284291400159 - 0.85373472095314 * r;\n\
76
- }\n\
77
- \n\
78
- float _czm_taylorInvSqrt(float r)\n\
79
- {\n\
80
- return 1.79284291400159 - 0.85373472095314 * r;\n\
81
- }\n\
82
- \n\
83
- vec4 _czm_grad4(float j, vec4 ip)\n\
84
- {\n\
85
- const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n\
86
- vec4 p,s;\n\
87
- \n\
88
- p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n\
89
- p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n\
90
- s = vec4(lessThan(p, vec4(0.0)));\n\
91
- p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\
92
- \n\
93
- return p;\n\
94
- }\n\
95
- \n\
96
- /**\n\
97
- * DOC_TBA\n\
98
- *\n\
99
- * Implemented by Ian McEwan, Ashima Arts, and distributed under the MIT License. {@link https://github.com/ashima/webgl-noise}\n\
100
- *\n\
101
- * @name czm_snoise\n\
102
- * @glslFunction\n\
103
- *\n\
104
- * @see <a href=\"https://github.com/ashima/webgl-noise\">https://github.com/ashima/webgl-noise</a>\n\
105
- * @see Stefan Gustavson's paper <a href=\"http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\">Simplex noise demystified</a>\n\
106
- */ \n\
107
- float czm_snoise(vec2 v)\n\
108
- {\n\
109
- const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n\
110
- 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n\
111
- -0.577350269189626, // -1.0 + 2.0 * C.x\n\
112
- 0.024390243902439); // 1.0 / 41.0\n\
113
- // First corner\n\
114
- vec2 i = floor(v + dot(v, C.yy) );\n\
115
- vec2 x0 = v - i + dot(i, C.xx);\n\
116
- \n\
117
- // Other corners\n\
118
- vec2 i1;\n\
119
- //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n\
120
- //i1.y = 1.0 - i1.x;\n\
121
- i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\
122
- // x0 = x0 - 0.0 + 0.0 * C.xx ;\n\
123
- // x1 = x0 - i1 + 1.0 * C.xx ;\n\
124
- // x2 = x0 - 1.0 + 2.0 * C.xx ;\n\
125
- vec4 x12 = x0.xyxy + C.xxzz;\n\
126
- x12.xy -= i1;\n\
127
- \n\
128
- // Permutations\n\
129
- i = _czm_mod289(i); // Avoid truncation effects in permutation\n\
130
- 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\
131
- \n\
132
- vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n\
133
- m = m*m ;\n\
134
- m = m*m ;\n\
135
- \n\
136
- // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n\
137
- // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\
138
- vec3 x = 2.0 * fract(p * C.www) - 1.0;\n\
139
- vec3 h = abs(x) - 0.5;\n\
140
- vec3 ox = floor(x + 0.5);\n\
141
- vec3 a0 = x - ox;\n\
142
- \n\
143
- // Normalise gradients implicitly by scaling m\n\
144
- // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n\
145
- m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\
146
- \n\
147
- // Compute final noise value at P\n\
148
- vec3 g;\n\
149
- g.x = a0.x * x0.x + h.x * x0.y;\n\
150
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n\
151
- return 130.0 * dot(m, g);\n\
152
- }\n\
153
- \n\
154
- float czm_snoise(vec3 v)\n\
155
- { \n\
156
- const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n\
157
- const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\
158
- \n\
159
- // First corner\n\
160
- vec3 i = floor(v + dot(v, C.yyy) );\n\
161
- vec3 x0 = v - i + dot(i, C.xxx) ;\n\
162
- \n\
163
- // Other corners\n\
164
- vec3 g = step(x0.yzx, x0.xyz);\n\
165
- vec3 l = 1.0 - g;\n\
166
- vec3 i1 = min( g.xyz, l.zxy );\n\
167
- vec3 i2 = max( g.xyz, l.zxy );\n\
168
- \n\
169
- // x0 = x0 - 0.0 + 0.0 * C.xxx;\n\
170
- // x1 = x0 - i1 + 1.0 * C.xxx;\n\
171
- // x2 = x0 - i2 + 2.0 * C.xxx;\n\
172
- // x3 = x0 - 1.0 + 3.0 * C.xxx;\n\
173
- vec3 x1 = x0 - i1 + C.xxx;\n\
174
- vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n\
175
- vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\
176
- \n\
177
- // Permutations\n\
178
- i = _czm_mod289(i); \n\
179
- vec4 p = _czm_permute( _czm_permute( _czm_permute( \n\
180
- i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n\
181
- + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n\
182
- + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\
183
- \n\
184
- // Gradients: 7x7 points over a square, mapped onto an octahedron.\n\
185
- // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n\
186
- float n_ = 0.142857142857; // 1.0/7.0\n\
187
- vec3 ns = n_ * D.wyz - D.xzx;\n\
188
- \n\
189
- vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\
190
- \n\
191
- vec4 x_ = floor(j * ns.z);\n\
192
- vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\
193
- \n\
194
- vec4 x = x_ *ns.x + ns.yyyy;\n\
195
- vec4 y = y_ *ns.x + ns.yyyy;\n\
196
- vec4 h = 1.0 - abs(x) - abs(y);\n\
197
- \n\
198
- vec4 b0 = vec4( x.xy, y.xy );\n\
199
- vec4 b1 = vec4( x.zw, y.zw );\n\
200
- \n\
201
- //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n\
202
- //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n\
203
- vec4 s0 = floor(b0)*2.0 + 1.0;\n\
204
- vec4 s1 = floor(b1)*2.0 + 1.0;\n\
205
- vec4 sh = -step(h, vec4(0.0));\n\
206
- \n\
207
- vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n\
208
- vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\
209
- \n\
210
- vec3 p0 = vec3(a0.xy,h.x);\n\
211
- vec3 p1 = vec3(a0.zw,h.y);\n\
212
- vec3 p2 = vec3(a1.xy,h.z);\n\
213
- vec3 p3 = vec3(a1.zw,h.w);\n\
214
- \n\
215
- //Normalise gradients\n\
216
- vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
217
- p0 *= norm.x;\n\
218
- p1 *= norm.y;\n\
219
- p2 *= norm.z;\n\
220
- p3 *= norm.w;\n\
221
- \n\
222
- // Mix final noise value\n\
223
- vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n\
224
- m = m * m;\n\
225
- return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n\
226
- dot(p2,x2), dot(p3,x3) ) );\n\
227
- }\n\
228
- \n\
229
- float czm_snoise(vec4 v)\n\
230
- {\n\
231
- const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n\
232
- 0.276393202250021, // 2 * G4\n\
233
- 0.414589803375032, // 3 * G4\n\
234
- -0.447213595499958); // -1 + 4 * G4\n\
235
- \n\
236
- // (sqrt(5) - 1)/4 = F4, used once below\n\
237
- #define F4 0.309016994374947451\n\
238
- \n\
239
- // First corner\n\
240
- vec4 i = floor(v + dot(v, vec4(F4)) );\n\
241
- vec4 x0 = v - i + dot(i, C.xxxx);\n\
242
- \n\
243
- // Other corners\n\
244
- \n\
245
- // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\
246
- vec4 i0;\n\
247
- vec3 isX = step( x0.yzw, x0.xxx );\n\
248
- vec3 isYZ = step( x0.zww, x0.yyz );\n\
249
- // i0.x = dot( isX, vec3( 1.0 ) );\n\
250
- i0.x = isX.x + isX.y + isX.z;\n\
251
- i0.yzw = 1.0 - isX;\n\
252
- // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n\
253
- i0.y += isYZ.x + isYZ.y;\n\
254
- i0.zw += 1.0 - isYZ.xy;\n\
255
- i0.z += isYZ.z;\n\
256
- i0.w += 1.0 - isYZ.z;\n\
257
- \n\
258
- // i0 now contains the unique values 0,1,2,3 in each channel\n\
259
- vec4 i3 = clamp( i0, 0.0, 1.0 );\n\
260
- vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n\
261
- vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\
262
- \n\
263
- // x0 = x0 - 0.0 + 0.0 * C.xxxx\n\
264
- // x1 = x0 - i1 + 1.0 * C.xxxx\n\
265
- // x2 = x0 - i2 + 2.0 * C.xxxx\n\
266
- // x3 = x0 - i3 + 3.0 * C.xxxx\n\
267
- // x4 = x0 - 1.0 + 4.0 * C.xxxx\n\
268
- vec4 x1 = x0 - i1 + C.xxxx;\n\
269
- vec4 x2 = x0 - i2 + C.yyyy;\n\
270
- vec4 x3 = x0 - i3 + C.zzzz;\n\
271
- vec4 x4 = x0 + C.wwww;\n\
272
- \n\
273
- // Permutations\n\
274
- i = _czm_mod289(i); \n\
275
- float j0 = _czm_permute( _czm_permute( _czm_permute( _czm_permute(i.w) + i.z) + i.y) + i.x);\n\
276
- vec4 j1 = _czm_permute( _czm_permute( _czm_permute( _czm_permute (\n\
277
- i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n\
278
- + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n\
279
- + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n\
280
- + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\
281
- \n\
282
- // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n\
283
- // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\
284
- vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\
285
- \n\
286
- vec4 p0 = _czm_grad4(j0, ip);\n\
287
- vec4 p1 = _czm_grad4(j1.x, ip);\n\
288
- vec4 p2 = _czm_grad4(j1.y, ip);\n\
289
- vec4 p3 = _czm_grad4(j1.z, ip);\n\
290
- vec4 p4 = _czm_grad4(j1.w, ip);\n\
291
- \n\
292
- // Normalise gradients\n\
293
- vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
294
- p0 *= norm.x;\n\
295
- p1 *= norm.y;\n\
296
- p2 *= norm.z;\n\
297
- p3 *= norm.w;\n\
298
- p4 *= _czm_taylorInvSqrt(dot(p4,p4));\n\
299
- \n\
300
- // Mix contributions from the five corners\n\
301
- vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n\
302
- vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n\
303
- m0 = m0 * m0;\n\
304
- m1 = m1 * m1;\n\
305
- return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n\
306
- + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\
307
- }\n\
308
- \n\
309
- ///////////////////////////////////////////////////////////////////////////////\n\
310
- \n\
311
- /**\n\
312
- * @license\n\
313
- * Cellular noise (\"Worley noise\") in 2D in GLSL.\n\
314
- * Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n\
315
- * This code is released under the conditions of the MIT license.\n\
316
- * See LICENSE file for details.\n\
317
- */\n\
318
- \n\
319
- //#ifdef GL_OES_standard_derivatives\n\
320
- // #extension GL_OES_standard_derivatives : enable\n\
321
- //#endif \n\
322
- //\n\
323
- //float aastep (float threshold , float value)\n\
324
- //{\n\
325
- // float afwidth = 0.7 * length ( vec2 ( dFdx ( value ), dFdy ( value )));\n\
326
- // return smoothstep ( threshold - afwidth , threshold + afwidth , value );\n\
327
- //}\n\
328
- \n\
329
- // Permutation polynomial: (34x^2 + x) mod 289\n\
330
- vec3 _czm_permute289(vec3 x)\n\
331
- {\n\
332
- return mod((34.0 * x + 1.0) * x, 289.0);\n\
333
- }\n\
334
- \n\
335
- /**\n\
336
- * DOC_TBA\n\
337
- *\n\
338
- * 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\
339
- *\n\
340
- * @name czm_cellular\n\
341
- * @glslFunction\n\
342
- *\n\
343
- * @see Stefan Gustavson's chapter, <i>Procedural Textures in GLSL</i>, in <a href=\"http://www.openglinsights.com/\">OpenGL Insights</a>.\n\
344
- */ \n\
345
- vec2 czm_cellular(vec2 P)\n\
346
- // Cellular noise, returning F1 and F2 in a vec2.\n\
347
- // Standard 3x3 search window for good F1 and F2 values\n\
348
- {\n\
349
- #define K 0.142857142857 // 1/7\n\
350
- #define Ko 0.428571428571 // 3/7\n\
351
- #define jitter 1.0 // Less gives more regular pattern\n\
352
- vec2 Pi = mod(floor(P), 289.0);\n\
353
- vec2 Pf = fract(P);\n\
354
- vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
355
- vec3 of = vec3(-0.5, 0.5, 1.5);\n\
356
- vec3 px = _czm_permute289(Pi.x + oi);\n\
357
- vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13\n\
358
- vec3 ox = fract(p*K) - Ko;\n\
359
- vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
360
- vec3 dx = Pf.x + 0.5 + jitter*ox;\n\
361
- vec3 dy = Pf.y - of + jitter*oy;\n\
362
- vec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared\n\
363
- p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23\n\
364
- ox = fract(p*K) - Ko;\n\
365
- oy = mod(floor(p*K),7.0)*K - Ko;\n\
366
- dx = Pf.x - 0.5 + jitter*ox;\n\
367
- dy = Pf.y - of + jitter*oy;\n\
368
- vec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared\n\
369
- p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33\n\
370
- ox = fract(p*K) - Ko;\n\
371
- oy = mod(floor(p*K),7.0)*K - Ko;\n\
372
- dx = Pf.x - 1.5 + jitter*ox;\n\
373
- dy = Pf.y - of + jitter*oy;\n\
374
- vec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared\n\
375
- // Sort out the two smallest distances (F1, F2)\n\
376
- vec3 d1a = min(d1, d2);\n\
377
- d2 = max(d1, d2); // Swap to keep candidates for F2\n\
378
- d2 = min(d2, d3); // neither F1 nor F2 are now in d3\n\
379
- d1 = min(d1a, d2); // F1 is now in d1\n\
380
- d2 = max(d1a, d2); // Swap to keep candidates for F2\n\
381
- d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller\n\
382
- d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x\n\
383
- d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz\n\
384
- d1.y = min(d1.y, d1.z); // nor in d1.z\n\
385
- d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.\n\
386
- return sqrt(d1.xy);\n\
387
- }\n\
388
- \n\
389
- /*\n\
390
- \n\
391
- // Cellular noise, returning F1 and F2 in a vec2 and the\n\
392
- // 2D vectors to each of the two closest points in a vec4.\n\
393
- // Standard 3x3 search window for good F1 and F2 values.\n\
394
- void czm_cellular(in vec2 P, out vec2 F, out vec4 d1d2)\n\
395
- {\n\
396
- #define K 0.142857142857 // 1/7\n\
397
- #define Ko 0.428571428571 // 3/7\n\
398
- #define jitter 1.0 // Less gives more regular pattern\n\
399
- vec2 Pi = mod(floor(P), 289.0);\n\
400
- vec2 Pf = fract(P);\n\
401
- vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
402
- vec3 of = vec3(-0.5, 0.5, 1.5);\n\
403
- vec3 px = _czm_permute289(Pi.x + oi);\n\
404
- vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13\n\
405
- vec3 ox = fract(p*K) - Ko;\n\
406
- vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
407
- vec3 d1x = Pf.x + 0.5 + jitter*ox;\n\
408
- vec3 d1y = Pf.y - of + jitter*oy;\n\
409
- vec3 d1 = d1x * d1x + d1y * d1y; // d11, d12 and d13, squared\n\
410
- p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23\n\
411
- ox = fract(p*K) - Ko;\n\
412
- oy = mod(floor(p*K),7.0)*K - Ko;\n\
413
- vec3 d2x = Pf.x - 0.5 + jitter*ox;\n\
414
- vec3 d2y = Pf.y - of + jitter*oy;\n\
415
- vec3 d2 = d2x * d2x + d2y * d2y; // d21, d22 and d23, squared\n\
416
- p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33\n\
417
- ox = fract(p*K) - Ko;\n\
418
- oy = mod(floor(p*K),7.0)*K - Ko;\n\
419
- vec3 d3x = Pf.x - 1.5 + jitter*ox;\n\
420
- vec3 d3y = Pf.y - of + jitter*oy;\n\
421
- vec3 d3 = d3x * d3x + d3y * d3y; // d31, d32 and d33, squared\n\
422
- // Sort out the two smallest distances (F1, F2)\n\
423
- // While also swapping dx and dy accordingly\n\
424
- vec3 comp3 = step(d2, d1);\n\
425
- vec3 d1a = mix(d1, d2, comp3);\n\
426
- vec3 d1xa = mix(d1x, d2x, comp3);\n\
427
- vec3 d1ya = mix(d1y, d2y, comp3);\n\
428
- d2 = mix(d2, d1, comp3); // Swap to keep candidates for F2\n\
429
- d2x = mix(d2x, d1x, comp3);\n\
430
- d2y = mix(d2y, d1y, comp3);\n\
431
- \n\
432
- comp3 = step(d3, d2);\n\
433
- d2 = mix(d2, d3, comp3); // neither F1 nor F2 are now in d3\n\
434
- d2x = mix(d2x, d3x, comp3);\n\
435
- d2y = mix(d2y, d3y, comp3);\n\
436
- \n\
437
- comp3 = step(d2, d1a);\n\
438
- d1 = mix(d1a, d2, comp3); // F1 is now in d1\n\
439
- d1x = mix(d1xa, d2x, comp3);\n\
440
- d1y = mix(d1ya, d2y, comp3);\n\
441
- d2 = mix(d2, d1a, comp3); // Swap to keep candidates for F2\n\
442
- d2x = mix(d2x, d1xa, comp3);\n\
443
- d2y = mix(d2y, d1ya, comp3);\n\
444
- \n\
445
- float comp1 = step(d1.y, d1.x);\n\
446
- d1.xy = mix(d1.xy, d1.yx, comp1); // Swap if smaller\n\
447
- d1x.xy = mix(d1x.xy, d1x.yx, comp1);\n\
448
- d1y.xy = mix(d1y.xy, d1y.yx, comp1);\n\
449
- \n\
450
- comp1 = step(d1.z, d1.x);\n\
451
- d1.xz = mix(d1.xz, d1.zx, comp1); // F1 is in d1.x\n\
452
- d1x.xz = mix(d1x.xz, d1x.zx, comp1);\n\
453
- d1y.xz = mix(d1y.xz, d1y.zx, comp1);\n\
454
- \n\
455
- vec2 comp2 = step(d2.yz, d1.yz);\n\
456
- d1.yz = mix(d1.yz, d2.yz, comp2); // F2 is now not in d2.yz\n\
457
- d1x.yz = mix(d1x.yz, d2x.yz, comp2);\n\
458
- d1y.yz = mix(d1y.yz, d2y.yz, comp2);\n\
459
- \n\
460
- comp1 = step(d1.z, d1.y);\n\
461
- d1.y = mix(d1.y, d1.z, comp1); // nor in d1.z\n\
462
- d1x.y = mix(d1x.y, d1x.z, comp1);\n\
463
- d1y.y = mix(d1y.y, d1y.z, comp1);\n\
464
- \n\
465
- comp1 = step(d2.x, d1.y);\n\
466
- d1.y = mix(d1.y, d2.x, comp1); // F2 is in d1.y, we're done.\n\
467
- d1x.y = mix(d1x.y, d2x.x, comp1);\n\
468
- d1y.y = mix(d1y.y, d2y.x, comp1);\n\
469
- F = sqrt(d1.xy);\n\
470
- d1d2 = vec4(d1x.x, d1y.x, d1x.y, d1y.y);\n\
471
- }\n\
472
- \n\
473
- */\n\
474
- \n\
475
- #endif\n\
476
- ";
477
- });