cesium 0.19.0 → 0.20.0

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Files changed (2028) hide show
  1. checksums.yaml +7 -0
  2. data/LICENSE.md +80 -2
  3. data/app/assets/javascripts/Cesium.js +75 -27
  4. data/app/assets/javascripts/Core/AxisAlignedBoundingBox.js +18 -17
  5. data/app/assets/javascripts/Core/BoundingRectangle.js +29 -28
  6. data/app/assets/javascripts/Core/BoundingSphere.js +57 -56
  7. data/app/assets/javascripts/Core/BoxGeometry.js +81 -77
  8. data/app/assets/javascripts/Core/BoxOutlineGeometry.js +189 -0
  9. data/app/assets/javascripts/Core/Cartesian2.js +143 -84
  10. data/app/assets/javascripts/Core/Cartesian3.js +152 -91
  11. data/app/assets/javascripts/Core/Cartesian4.js +142 -78
  12. data/app/assets/javascripts/Core/Cartographic.js +19 -18
  13. data/app/assets/javascripts/Core/CatmullRomSpline.js +10 -9
  14. data/app/assets/javascripts/Core/CircleGeometry.js +19 -35
  15. data/app/assets/javascripts/Core/CircleOutlineGeometry.js +78 -0
  16. data/app/assets/javascripts/Core/Clock.js +5 -4
  17. data/app/assets/javascripts/Core/Color.js +217 -51
  18. data/app/assets/javascripts/Core/ColorGeometryInstanceAttribute.js +4 -3
  19. data/app/assets/javascripts/Core/ComponentDatatype.js +106 -63
  20. data/app/assets/javascripts/Core/CornerType.js +32 -0
  21. data/app/assets/javascripts/Core/CorridorGeometry.js +964 -0
  22. data/app/assets/javascripts/Core/CylinderGeometry.js +119 -139
  23. data/app/assets/javascripts/Core/CylinderGeometryLibrary.js +57 -0
  24. data/app/assets/javascripts/Core/CylinderOutlineGeometry.js +154 -0
  25. data/app/assets/javascripts/Core/DeveloperError.js +5 -14
  26. data/app/assets/javascripts/Core/EarthOrientationParameters.js +13 -12
  27. data/app/assets/javascripts/Core/EllipseGeometry.js +69 -273
  28. data/app/assets/javascripts/Core/EllipseGeometryLibrary.js +246 -0
  29. data/app/assets/javascripts/Core/EllipseOutlineGeometry.js +243 -0
  30. data/app/assets/javascripts/Core/Ellipsoid.js +36 -35
  31. data/app/assets/javascripts/Core/EllipsoidGeodesic.js +384 -0
  32. data/app/assets/javascripts/Core/EllipsoidGeometry.js +182 -237
  33. data/app/assets/javascripts/Core/EllipsoidOutlineGeometry.js +200 -0
  34. data/app/assets/javascripts/Core/EllipsoidTangentPlane.js +16 -15
  35. data/app/assets/javascripts/Core/EllipsoidalOccluder.js +13 -12
  36. data/app/assets/javascripts/Core/EncodedCartesian3.js +10 -9
  37. data/app/assets/javascripts/Core/Enumeration.js +4 -4
  38. data/app/assets/javascripts/Core/EventHelper.js +3 -2
  39. data/app/assets/javascripts/Core/Extent.js +34 -33
  40. data/app/assets/javascripts/Core/ExtentGeometry.js +100 -75
  41. data/app/assets/javascripts/Core/ExtentOutlineGeometry.js +412 -0
  42. data/app/assets/javascripts/Core/FeatureDetection.js +19 -7
  43. data/app/assets/javascripts/Core/Fullscreen.js +8 -8
  44. data/app/assets/javascripts/Core/GeographicProjection.js +4 -3
  45. data/app/assets/javascripts/Core/Geometry.js +8 -7
  46. data/app/assets/javascripts/Core/GeometryAttribute.js +5 -4
  47. data/app/assets/javascripts/Core/GeometryInstance.js +3 -2
  48. data/app/assets/javascripts/Core/GeometryInstanceAttribute.js +5 -4
  49. data/app/assets/javascripts/Core/GeometryPipeline.js +134 -123
  50. data/app/assets/javascripts/Core/HeightmapTessellator.js +8 -7
  51. data/app/assets/javascripts/Core/HermitePolynomialApproximation.js +3 -2
  52. data/app/assets/javascripts/Core/HermiteSpline.js +13 -12
  53. data/app/assets/javascripts/Core/Iau2006XysData.js +6 -5
  54. data/app/assets/javascripts/Core/IndexDatatype.js +14 -12
  55. data/app/assets/javascripts/Core/InterpolationAlgorithm.js +57 -0
  56. data/app/assets/javascripts/Core/IntersectionTests.js +17 -16
  57. data/app/assets/javascripts/Core/JulianDate.js +46 -45
  58. data/app/assets/javascripts/Core/LagrangePolynomialApproximation.js +2 -2
  59. data/app/assets/javascripts/Core/LeapSecond.js +6 -5
  60. data/app/assets/javascripts/Core/LinearApproximation.js +3 -2
  61. data/app/assets/javascripts/Core/Math.js +49 -13
  62. data/app/assets/javascripts/Core/Matrix2.js +64 -63
  63. data/app/assets/javascripts/Core/Matrix3.js +71 -70
  64. data/app/assets/javascripts/Core/Matrix4.js +120 -119
  65. data/app/assets/javascripts/Core/NearFarScalar.js +93 -0
  66. data/app/assets/javascripts/Core/Occluder.js +10 -9
  67. data/app/assets/javascripts/Core/OrientationInterpolator.js +6 -5
  68. data/app/assets/javascripts/Core/Packable.js +54 -0
  69. data/app/assets/javascripts/Core/PackableForInterpolation.js +57 -0
  70. data/app/assets/javascripts/Core/Plane.js +9 -8
  71. data/app/assets/javascripts/Core/PolygonGeometry.js +127 -186
  72. data/app/assets/javascripts/Core/PolygonGeometryLibrary.js +93 -0
  73. data/app/assets/javascripts/Core/PolygonOutlineGeometry.js +406 -0
  74. data/app/assets/javascripts/Core/PolygonPipeline.js +496 -136
  75. data/app/assets/javascripts/Core/PolylinePipeline.js +189 -7
  76. data/app/assets/javascripts/Core/PrimitiveType.js +7 -7
  77. data/app/assets/javascripts/Core/Quaternion.js +224 -82
  78. data/app/assets/javascripts/Core/RequestErrorEvent.js +15 -2
  79. data/app/assets/javascripts/Core/RuntimeError.js +5 -15
  80. data/app/assets/javascripts/Core/ScreenSpaceEventHandler.js +29 -28
  81. data/app/assets/javascripts/Core/Shapes.js +5 -4
  82. data/app/assets/javascripts/Core/ShowGeometryInstanceAttribute.js +3 -2
  83. data/app/assets/javascripts/Core/Simon1994PlanetaryPositions.js +6 -5
  84. data/app/assets/javascripts/Core/SimplePolylineGeometry.js +28 -34
  85. data/app/assets/javascripts/Core/SphereGeometry.js +22 -38
  86. data/app/assets/javascripts/Core/SphereOutlineGeometry.js +56 -0
  87. data/app/assets/javascripts/Core/Spherical.js +23 -22
  88. data/app/assets/javascripts/Core/TaskProcessor.js +50 -8
  89. data/app/assets/javascripts/Core/TimeInterval.js +20 -19
  90. data/app/assets/javascripts/Core/TimeIntervalCollection.js +40 -23
  91. data/app/assets/javascripts/Core/Tipsify.js +10 -9
  92. data/app/assets/javascripts/Core/Transforms.js +26 -25
  93. data/app/assets/javascripts/Core/TridiagonalSystemSolver.js +7 -5
  94. data/app/assets/javascripts/Core/WallGeometry.js +194 -248
  95. data/app/assets/javascripts/Core/WallGeometryLibrary.js +176 -0
  96. data/app/assets/javascripts/Core/WallOutlineGeometry.js +256 -0
  97. data/app/assets/javascripts/Core/WebMercatorProjection.js +4 -3
  98. data/app/assets/javascripts/Core/barycentricCoordinates.js +5 -4
  99. data/app/assets/javascripts/Core/binarySearch.js +7 -5
  100. data/app/assets/javascripts/Core/buildModuleUrl.js +30 -22
  101. data/app/assets/javascripts/Core/cancelAnimationFrame.js +5 -5
  102. data/app/assets/javascripts/Core/combine.js +4 -3
  103. data/app/assets/javascripts/Core/defineProperties.js +2 -2
  104. data/app/assets/javascripts/Core/freezeObject.js +2 -2
  105. data/app/assets/javascripts/Core/getImagePixels.js +5 -5
  106. data/app/assets/javascripts/Core/isCrossOriginUrl.js +2 -2
  107. data/app/assets/javascripts/Core/isLeapYear.js +1 -1
  108. data/app/assets/javascripts/Core/jsonp.js +5 -4
  109. data/app/assets/javascripts/Core/loadImage.js +3 -2
  110. data/app/assets/javascripts/Core/loadImageViaBlob.js +1 -0
  111. data/app/assets/javascripts/Core/loadJson.js +13 -9
  112. data/app/assets/javascripts/Core/loadWithXhr.js +5 -4
  113. data/app/assets/javascripts/Core/loadXML.js +4 -3
  114. data/app/assets/javascripts/Core/pointInsideTriangle.js +1 -1
  115. data/app/assets/javascripts/Core/requestAnimationFrame.js +4 -4
  116. data/app/assets/javascripts/Core/throttleRequestByServer.js +5 -4
  117. data/app/assets/javascripts/Core/writeTextToCanvas.js +3 -2
  118. data/app/assets/javascripts/DynamicScene/ColorMaterialProperty.js +52 -0
  119. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +56 -9
  120. data/app/assets/javascripts/DynamicScene/CompositeMaterialProperty.js +75 -0
  121. data/app/assets/javascripts/DynamicScene/CompositePositionProperty.js +95 -0
  122. data/app/assets/javascripts/DynamicScene/CompositeProperty.js +73 -0
  123. data/app/assets/javascripts/DynamicScene/ConstantPositionProperty.js +86 -0
  124. data/app/assets/javascripts/DynamicScene/ConstantProperty.js +59 -16
  125. data/app/assets/javascripts/DynamicScene/CzmlDataSource.js +1088 -8
  126. data/app/assets/javascripts/DynamicScene/DataSource.js +5 -0
  127. data/app/assets/javascripts/DynamicScene/DataSourceCollection.js +6 -5
  128. data/app/assets/javascripts/DynamicScene/DataSourceDisplay.js +18 -17
  129. data/app/assets/javascripts/DynamicScene/DynamicBillboard.js +25 -191
  130. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +36 -35
  131. data/app/assets/javascripts/DynamicScene/DynamicClock.js +6 -65
  132. data/app/assets/javascripts/DynamicScene/DynamicCone.js +31 -219
  133. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +37 -39
  134. data/app/assets/javascripts/DynamicScene/DynamicDirectionsProperty.js +14 -73
  135. data/app/assets/javascripts/DynamicScene/DynamicEllipse.js +18 -104
  136. data/app/assets/javascripts/DynamicScene/DynamicEllipsoid.js +11 -100
  137. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +24 -25
  138. data/app/assets/javascripts/DynamicScene/DynamicLabel.js +29 -213
  139. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +41 -40
  140. data/app/assets/javascripts/DynamicScene/DynamicObject.js +14 -178
  141. data/app/assets/javascripts/DynamicScene/DynamicObjectCollection.js +7 -6
  142. data/app/assets/javascripts/DynamicScene/DynamicObjectView.js +23 -19
  143. data/app/assets/javascripts/DynamicScene/DynamicPath.js +21 -160
  144. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +205 -37
  145. data/app/assets/javascripts/DynamicScene/DynamicPoint.js +17 -120
  146. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +23 -22
  147. data/app/assets/javascripts/DynamicScene/DynamicPolygon.js +9 -86
  148. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +23 -24
  149. data/app/assets/javascripts/DynamicScene/DynamicPolyline.js +15 -122
  150. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +27 -26
  151. data/app/assets/javascripts/DynamicScene/DynamicPyramid.js +19 -148
  152. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +33 -34
  153. data/app/assets/javascripts/DynamicScene/DynamicVector.js +15 -123
  154. data/app/assets/javascripts/DynamicScene/DynamicVectorVisualizer.js +22 -22
  155. data/app/assets/javascripts/DynamicScene/DynamicVertexPositionsProperty.js +18 -83
  156. data/app/assets/javascripts/DynamicScene/GeoJsonDataSource.js +29 -47
  157. data/app/assets/javascripts/DynamicScene/GridMaterialProperty.js +77 -0
  158. data/app/assets/javascripts/DynamicScene/ImageMaterialProperty.js +59 -0
  159. data/app/assets/javascripts/DynamicScene/MaterialProperty.js +64 -0
  160. data/app/assets/javascripts/DynamicScene/PositionProperty.js +94 -0
  161. data/app/assets/javascripts/DynamicScene/Property.js +42 -0
  162. data/app/assets/javascripts/DynamicScene/ReferenceProperty.js +25 -73
  163. data/app/assets/javascripts/DynamicScene/SampledPositionProperty.js +154 -0
  164. data/app/assets/javascripts/DynamicScene/SampledProperty.js +400 -0
  165. data/app/assets/javascripts/DynamicScene/TimeIntervalCollectionPositionProperty.js +91 -0
  166. data/app/assets/javascripts/DynamicScene/TimeIntervalCollectionProperty.js +97 -0
  167. data/app/assets/javascripts/DynamicScene/VisualizerCollection.js +7 -29
  168. data/app/assets/javascripts/Renderer/Buffer.js +4 -4
  169. data/app/assets/javascripts/Renderer/Context.js +63 -62
  170. data/app/assets/javascripts/Renderer/CubeMap.js +6 -5
  171. data/app/assets/javascripts/Renderer/DrawCommand.js +6 -0
  172. data/app/assets/javascripts/Renderer/Framebuffer.js +3 -3
  173. data/app/assets/javascripts/Renderer/PickFramebuffer.js +4 -13
  174. data/app/assets/javascripts/Renderer/RenderState.js +11 -10
  175. data/app/assets/javascripts/Renderer/Renderbuffer.js +5 -5
  176. data/app/assets/javascripts/Renderer/ShaderCache.js +3 -2
  177. data/app/assets/javascripts/Renderer/ShaderProgram.js +227 -300
  178. data/app/assets/javascripts/Renderer/Texture.js +8 -7
  179. data/app/assets/javascripts/Renderer/TextureAtlas.js +13 -12
  180. data/app/assets/javascripts/Renderer/TextureAtlasBuilder.js +9 -8
  181. data/app/assets/javascripts/Renderer/UniformState.js +63 -42
  182. data/app/assets/javascripts/Renderer/VertexArray.js +12 -11
  183. data/app/assets/javascripts/Renderer/VertexArrayFacade.js +11 -10
  184. data/app/assets/javascripts/Renderer/createShaderSource.js +98 -0
  185. data/app/assets/javascripts/Renderer/loadCubeMap.js +10 -9
  186. data/app/assets/javascripts/Scene/AnimationCollection.js +26 -13
  187. data/app/assets/javascripts/Scene/Appearance.js +27 -15
  188. data/app/assets/javascripts/Scene/ArcGisImageServerTerrainProvider.js +6 -5
  189. data/app/assets/javascripts/Scene/ArcGisMapServerImageryProvider.js +7 -6
  190. data/app/assets/javascripts/Scene/Billboard.js +97 -33
  191. data/app/assets/javascripts/Scene/BillboardCollection.js +99 -33
  192. data/app/assets/javascripts/Scene/BingMapsImageryProvider.js +6 -5
  193. data/app/assets/javascripts/Scene/Camera.js +8 -7
  194. data/app/assets/javascripts/Scene/CameraController.js +30 -30
  195. data/app/assets/javascripts/Scene/CameraEventAggregator.js +12 -11
  196. data/app/assets/javascripts/Scene/CameraFlightPath.js +82 -33
  197. data/app/assets/javascripts/Scene/CentralBody.js +84 -65
  198. data/app/assets/javascripts/Scene/CentralBodySurface.js +72 -36
  199. data/app/assets/javascripts/Scene/CentralBodySurfaceShaderSet.js +3 -2
  200. data/app/assets/javascripts/Scene/CesiumTerrainProvider.js +5 -4
  201. data/app/assets/javascripts/Scene/CompositePrimitive.js +11 -10
  202. data/app/assets/javascripts/Scene/Credit.js +10 -9
  203. data/app/assets/javascripts/Scene/CreditDisplay.js +12 -11
  204. data/app/assets/javascripts/Scene/CullingVolume.js +4 -3
  205. data/app/assets/javascripts/Scene/CustomSensorVolume.js +15 -23
  206. data/app/assets/javascripts/Scene/DebugAppearance.js +22 -3
  207. data/app/assets/javascripts/Scene/DiscardMissingTileImagePolicy.js +7 -6
  208. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +20 -24
  209. data/app/assets/javascripts/Scene/EllipsoidSurfaceAppearance.js +15 -3
  210. data/app/assets/javascripts/Scene/EllipsoidTerrainProvider.js +3 -2
  211. data/app/assets/javascripts/Scene/ExtentPrimitive.js +22 -8
  212. data/app/assets/javascripts/Scene/FrameState.js +2 -6
  213. data/app/assets/javascripts/Scene/GeographicTilingScheme.js +7 -6
  214. data/app/assets/javascripts/Scene/HeightmapTerrainData.js +22 -21
  215. data/app/assets/javascripts/Scene/Imagery.js +6 -5
  216. data/app/assets/javascripts/Scene/ImageryLayer.js +34 -18
  217. data/app/assets/javascripts/Scene/ImageryLayerCollection.js +12 -11
  218. data/app/assets/javascripts/Scene/ImageryProvider.js +3 -2
  219. data/app/assets/javascripts/Scene/Label.js +32 -31
  220. data/app/assets/javascripts/Scene/LabelCollection.js +19 -18
  221. data/app/assets/javascripts/Scene/Material.js +18 -20
  222. data/app/assets/javascripts/Scene/MaterialAppearance.js +4 -3
  223. data/app/assets/javascripts/Scene/OpenStreetMapImageryProvider.js +3 -2
  224. data/app/assets/javascripts/Scene/OrthographicFrustum.js +20 -19
  225. data/app/assets/javascripts/Scene/PerInstanceColorAppearance.js +1 -1
  226. data/app/assets/javascripts/Scene/PerformanceDisplay.js +6 -5
  227. data/app/assets/javascripts/Scene/PerspectiveFrustum.js +10 -10
  228. data/app/assets/javascripts/Scene/PerspectiveOffCenterFrustum.js +23 -22
  229. data/app/assets/javascripts/Scene/Polygon.js +24 -10
  230. data/app/assets/javascripts/Scene/Polyline.js +15 -14
  231. data/app/assets/javascripts/Scene/PolylineCollection.js +62 -69
  232. data/app/assets/javascripts/Scene/Primitive.js +334 -379
  233. data/app/assets/javascripts/Scene/PrimitivePipeline.js +510 -0
  234. data/app/assets/javascripts/Scene/PrimitiveState.js +19 -0
  235. data/app/assets/javascripts/Scene/RectangularPyramidSensorVolume.js +3 -2
  236. data/app/assets/javascripts/Scene/Scene.js +163 -57
  237. data/app/assets/javascripts/Scene/SceneTransforms.js +7 -6
  238. data/app/assets/javascripts/Scene/SceneTransitioner.js +15 -14
  239. data/app/assets/javascripts/Scene/ScreenSpaceCameraController.js +19 -18
  240. data/app/assets/javascripts/Scene/SensorVolumeCollection.js +3 -2
  241. data/app/assets/javascripts/Scene/SingleTileImageryProvider.js +4 -3
  242. data/app/assets/javascripts/Scene/SkyAtmosphere.js +21 -21
  243. data/app/assets/javascripts/Scene/SkyBox.js +16 -15
  244. data/app/assets/javascripts/Scene/Sun.js +5 -4
  245. data/app/assets/javascripts/Scene/SunPostProcess.js +5 -4
  246. data/app/assets/javascripts/Scene/TerrainProvider.js +20 -9
  247. data/app/assets/javascripts/Scene/TexturePool.js +10 -9
  248. data/app/assets/javascripts/Scene/Tile.js +58 -41
  249. data/app/assets/javascripts/Scene/TileImagery.js +8 -7
  250. data/app/assets/javascripts/Scene/TileMapServiceImageryProvider.js +6 -5
  251. data/app/assets/javascripts/Scene/TileProviderError.js +6 -5
  252. data/app/assets/javascripts/Scene/TileReplacementQueue.js +9 -8
  253. data/app/assets/javascripts/Scene/TileTerrain.js +8 -7
  254. data/app/assets/javascripts/Scene/TilingScheme.js +5 -4
  255. data/app/assets/javascripts/Scene/VRTheWorldTerrainProvider.js +5 -4
  256. data/app/assets/javascripts/Scene/ViewportQuad.js +13 -16
  257. data/app/assets/javascripts/Scene/WebMapServiceImageryProvider.js +11 -10
  258. data/app/assets/javascripts/Scene/WebMercatorTilingScheme.js +7 -6
  259. data/app/assets/javascripts/Scene/createTangentSpaceDebugPrimitive.js +23 -12
  260. data/app/assets/javascripts/Scene/sampleTerrain.js +5 -4
  261. data/app/assets/javascripts/Shaders/BillboardCollectionVS.glsl +29 -0
  262. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +20 -0
  263. data/app/assets/javascripts/Shaders/Builtin/Constants.glsl +329 -0
  264. data/app/assets/javascripts/Shaders/Builtin/Constants.js +31 -0
  265. data/app/assets/javascripts/Shaders/Builtin/Functions/RGBToXYZ.glsl +30 -0
  266. data/app/assets/javascripts/Shaders/Builtin/Functions/RGBToXYZ.js +18 -0
  267. data/app/assets/javascripts/Shaders/Builtin/Functions/XYZToRGB.glsl +30 -0
  268. data/app/assets/javascripts/Shaders/Builtin/Functions/XYZToRGB.js +17 -0
  269. data/app/assets/javascripts/Shaders/Builtin/Functions/antialias.glsl +39 -0
  270. data/app/assets/javascripts/Shaders/Builtin/Functions/antialias.js +20 -0
  271. data/app/assets/javascripts/Shaders/Builtin/Functions/cellular.glsl +77 -0
  272. data/app/assets/javascripts/Shaders/Builtin/Functions/cellular.js +57 -0
  273. data/app/assets/javascripts/Shaders/Builtin/Functions/columbusViewMorph.glsl +12 -0
  274. data/app/assets/javascripts/Shaders/Builtin/Functions/columbusViewMorph.js +11 -0
  275. data/app/assets/javascripts/Shaders/Builtin/Functions/computePosition.glsl +22 -0
  276. data/app/assets/javascripts/Shaders/Builtin/Functions/computePosition.js +7 -0
  277. data/app/assets/javascripts/Shaders/Builtin/Functions/eastNorthUpToEyeCoordinates.glsl +33 -0
  278. data/app/assets/javascripts/Shaders/Builtin/Functions/eastNorthUpToEyeCoordinates.js +16 -0
  279. data/app/assets/javascripts/Shaders/Builtin/Functions/ellipsoidContainsPoint.glsl +12 -0
  280. data/app/assets/javascripts/Shaders/Builtin/Functions/ellipsoidContainsPoint.js +11 -0
  281. data/app/assets/javascripts/Shaders/Builtin/Functions/ellipsoidNew.glsl +14 -0
  282. data/app/assets/javascripts/Shaders/Builtin/Functions/ellipsoidNew.js +13 -0
  283. data/app/assets/javascripts/Shaders/Builtin/Functions/ellipsoidWgs84TextureCoordinates.glsl +10 -0
  284. data/app/assets/javascripts/Shaders/Builtin/Functions/ellipsoidWgs84TextureCoordinates.js +10 -0
  285. data/app/assets/javascripts/Shaders/Builtin/Functions/equalsEpsilon.glsl +36 -0
  286. data/app/assets/javascripts/Shaders/Builtin/Functions/equalsEpsilon.js +18 -0
  287. data/app/assets/javascripts/Shaders/Builtin/Functions/eyeOffset.glsl +20 -0
  288. data/app/assets/javascripts/Shaders/Builtin/Functions/eyeOffset.js +14 -0
  289. data/app/assets/javascripts/Shaders/Builtin/Functions/eyeToWindowCoordinates.glsl +32 -0
  290. data/app/assets/javascripts/Shaders/Builtin/Functions/eyeToWindowCoordinates.js +13 -0
  291. data/app/assets/javascripts/Shaders/Builtin/Functions/geodeticSurfaceNormal.glsl +16 -0
  292. data/app/assets/javascripts/Shaders/Builtin/Functions/geodeticSurfaceNormal.js +10 -0
  293. data/app/assets/javascripts/Shaders/Builtin/Functions/getDefaultMaterial.glsl +27 -0
  294. data/app/assets/javascripts/Shaders/Builtin/Functions/getDefaultMaterial.js +17 -0
  295. data/app/assets/javascripts/Shaders/Builtin/Functions/getWaterNoise.glsl +37 -0
  296. data/app/assets/javascripts/Shaders/Builtin/Functions/getWaterNoise.js +32 -0
  297. data/app/assets/javascripts/Shaders/Builtin/Functions/getWgs84EllipsoidEC.glsl +21 -0
  298. data/app/assets/javascripts/Shaders/Builtin/Functions/getWgs84EllipsoidEC.js +14 -0
  299. data/app/assets/javascripts/Shaders/Builtin/Functions/hue.glsl +30 -0
  300. data/app/assets/javascripts/Shaders/Builtin/Functions/hue.js +20 -0
  301. data/app/assets/javascripts/Shaders/Builtin/Functions/isEmpty.glsl +19 -0
  302. data/app/assets/javascripts/Shaders/Builtin/Functions/isEmpty.js +10 -0
  303. data/app/assets/javascripts/Shaders/Builtin/Functions/isFull.glsl +19 -0
  304. data/app/assets/javascripts/Shaders/Builtin/Functions/isFull.js +10 -0
  305. data/app/assets/javascripts/Shaders/Builtin/Functions/latitudeToWebMercatorFraction.glsl +29 -0
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@@ -1,50 +0,0 @@
1
- /*global define*/
2
- define(['Core/defaultValue', 'Core/DeveloperError'], function(
3
- defaultValue,
4
- DeveloperError) {
5
- "use strict";
6
-
7
- /**
8
- * Modifies a fragment shader for use with color-buffer picking. The returned fragment shader source
9
- * sets <code>gl_FragColor</code> to a new <code>vec4</code> uniform or varying, <code>czm_pickColor</code>,
10
- * but still discards if the original fragment shader discards or outputs an alpha of 0.0. This allows correct
11
- * picking when a material contains transparent parts.
12
- *
13
- * @exports createPickFragmentShaderSource
14
- *
15
- * @param {String} fragmentShaderSource The original fragment shader source.
16
- * @param {String} qualifier The GLSL qualifier, <code>uniform</code> or <code>varying</code>, for the input <code>czm_pickColor</code>.
17
- *
18
- * @returns {String} The modified fragment shader source.
19
- *
20
- * @exception {DeveloperError} fragmentShaderSource is required.
21
- * @exception {DeveloperError} qualifier must be 'uniform' or 'varying'.
22
- *
23
- * @example
24
- * var pickFS = createPickFragmentShaderSource('void main() { gl_FragColor = vec4(1.0); }', 'uniform');
25
- */
26
- function createPickFragmentShaderSource(fragmentShaderSource, qualifier) {
27
- if (typeof fragmentShaderSource === 'undefined') {
28
- throw new DeveloperError('fragmentShaderSource is required.');
29
- }
30
- if (qualifier !== 'uniform' && qualifier !== 'varying') {
31
- throw new DeveloperError('qualifier must be \'uniform\' or \'varying\'.');
32
- }
33
-
34
- var renamedFS = fragmentShaderSource.replace(/void\s+main\s*\(\s*(?:void)?\s*\)/g, 'void czm_old_main()');
35
- var pickMain =
36
- qualifier + ' vec4 czm_pickColor; \n' +
37
- 'void main() \n' +
38
- '{ \n' +
39
- ' czm_old_main(); \n' +
40
- ' if (gl_FragColor.a == 0.0) { \n' +
41
- ' discard; \n' +
42
- ' } \n' +
43
- ' gl_FragColor = czm_pickColor; \n' +
44
- '}';
45
-
46
- return renamedFS + '\n' + pickMain;
47
- }
48
-
49
- return createPickFragmentShaderSource;
50
- });
@@ -1,1600 +0,0 @@
1
- /**
2
- * DOC_TBA
3
- *
4
- * @name czm_infinity
5
- * @glslConstant
6
- */
7
- const float czm_infinity = 5906376272000.0; // Distance from the Sun to Pluto in meters. TODO: What is best given lowp, mediump, and highp?
8
-
9
- /**
10
- * DOC_TBA
11
- *
12
- * @name czm_epsilon1
13
- * @glslConstant
14
- */
15
- const float czm_epsilon1 = 0.1;
16
-
17
- /**
18
- * DOC_TBA
19
- *
20
- * @name czm_epsilon2
21
- * @glslConstant
22
- */
23
- const float czm_epsilon2 = 0.01;
24
-
25
- /**
26
- * DOC_TBA
27
- *
28
- * @name czm_epsilon3
29
- * @glslConstant
30
- */
31
- const float czm_epsilon3 = 0.001;
32
-
33
- /**
34
- * DOC_TBA
35
- *
36
- * @name czm_epsilon4
37
- * @glslConstant
38
- */
39
- const float czm_epsilon4 = 0.0001;
40
-
41
- /**
42
- * DOC_TBA
43
- *
44
- * @name czm_epsilon5
45
- * @glslConstant
46
- */
47
- const float czm_epsilon5 = 0.00001;
48
-
49
- /**
50
- * DOC_TBA
51
- *
52
- * @name czm_epsilon6
53
- * @glslConstant
54
- */
55
- const float czm_epsilon6 = 0.000001;
56
-
57
- /**
58
- * DOC_TBA
59
- *
60
- * @name czm_epsilon7
61
- * @glslConstant
62
- */
63
- const float czm_epsilon7 = 0.0000001;
64
-
65
- /**
66
- * Compares <code>left</code> and <code>right</code> componentwise. Returns <code>true</code>
67
- * if they are within <code>epsilon</code> and <code>false</code> otherwise. The inputs
68
- * <code>left</code> and <code>right</code> can be <code>float</code>s, <code>vec2</code>s,
69
- * <code>vec3</code>s, or <code>vec4</code>s.
70
- *
71
- * @name czm_equalsEpsilon
72
- * @glslFunction
73
- *
74
- * @param {} left The first vector.
75
- * @param {} right The second vector.
76
- * @param {float} epsilon The epsilon to use for equality testing.
77
- * @returns {bool} <code>true</code> if the components are within <code>epsilon</code> and <code>false</code> otherwise.
78
- *
79
- * @example
80
- * // GLSL declarations
81
- * bool czm_equalsEpsilon(float left, float right, float epsilon);
82
- * bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon);
83
- * bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon);
84
- * bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon);
85
- */
86
- bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon) {
87
- return all(lessThanEqual(abs(left - right), vec4(epsilon)));
88
- }
89
-
90
- bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon) {
91
- return all(lessThanEqual(abs(left - right), vec3(epsilon)));
92
- }
93
-
94
- bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon) {
95
- return all(lessThanEqual(abs(left - right), vec2(epsilon)));
96
- }
97
-
98
- bool czm_equalsEpsilon(float left, float right, float epsilon) {
99
- return (abs(left - right) <= epsilon);
100
- }
101
-
102
- bool czm_equalsEpsilon(float left, float right) {
103
- // Workaround bug in Opera Next 12. Do not delegate to the other czm_equalsEpsilon.
104
- return (abs(left - right) <= czm_epsilon7);
105
- }
106
-
107
- ///////////////////////////////////////////////////////////////////////////////
108
-
109
- /**
110
- * Returns the transpose of the matrix. The input <code>matrix</code> can be
111
- * a <code>mat2</code>, <code>mat3</code>, or <code>mat4</code>.
112
- *
113
- * @name czm_transpose
114
- * @glslFunction
115
- *
116
- * @param {} matrix The matrix to transpose.
117
- *
118
- * @returns {} The transposed matrix.
119
- *
120
- * @example
121
- * // GLSL declarations
122
- * mat2 czm_transpose(mat2 matrix);
123
- * mat3 czm_transpose(mat3 matrix);
124
- * mat4 czm_transpose(mat4 matrix);
125
- *
126
- * // Tranpose a 3x3 rotation matrix to find its inverse.
127
- * mat3 eastNorthUpToEye = czm_eastNorthUpToEyeCoordinates(
128
- * positionMC, normalEC);
129
- * mat3 eyeToEastNorthUp = czm_transpose(eastNorthUpToEye);
130
- */
131
- mat2 czm_transpose(mat2 matrix)
132
- {
133
- return mat2(
134
- matrix[0][0], matrix[1][0],
135
- matrix[0][1], matrix[1][1]);
136
- }
137
-
138
- mat3 czm_transpose(mat3 matrix)
139
- {
140
- return mat3(
141
- matrix[0][0], matrix[1][0], matrix[2][0],
142
- matrix[0][1], matrix[1][1], matrix[2][1],
143
- matrix[0][2], matrix[1][2], matrix[2][2]);
144
- }
145
-
146
- mat4 czm_transpose(mat4 matrix)
147
- {
148
- return mat4(
149
- matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
150
- matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
151
- matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
152
- matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);
153
- }
154
-
155
- ///////////////////////////////////////////////////////////////////////////////
156
-
157
- /**
158
- * Transforms a position from model to window coordinates. The transformation
159
- * from model to clip coordinates is done using {@link czm_modelViewProjection}.
160
- * The transform from normalized device coordinates to window coordinates is
161
- * done using {@link czm_viewportTransformation}, which assumes a depth range
162
- * of <code>near = 0</code> and <code>far = 1</code>.
163
- * <br /><br />
164
- * This transform is useful when there is a need to manipulate window coordinates
165
- * in a vertex shader as done by {@link BillboardCollection}.
166
- * <br /><br />
167
- * This function should not be confused with {@link czm_viewportOrthographic},
168
- * which is an orthographic projection matrix that transforms from window
169
- * coordinates to clip coordinates.
170
- *
171
- * @name czm_modelToWindowCoordinates
172
- * @glslFunction
173
- *
174
- * @param {vec4} position The position in model coordinates to transform.
175
- *
176
- * @returns {vec4} The transformed position in window coordinates.
177
- *
178
- * @see czm_eyeToWindowCoordinates
179
- * @see czm_modelViewProjection
180
- * @see czm_viewportTransformation
181
- * @see czm_viewportOrthographic
182
- * @see BillboardCollection
183
- *
184
- * @example
185
- * vec4 positionWC = czm_modelToWindowCoordinates(positionMC);
186
- */
187
- vec4 czm_modelToWindowCoordinates(vec4 position)
188
- {
189
- vec4 q = czm_modelViewProjection * position; // clip coordinates
190
- q.xyz /= q.w; // normalized device coordinates
191
- q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates
192
- return q;
193
- }
194
-
195
- /**
196
- * Transforms a position from eye to window coordinates. The transformation
197
- * from eye to clip coordinates is done using {@link czm_projection}.
198
- * The transform from normalized device coordinates to window coordinates is
199
- * done using {@link czm_viewportTransformation}, which assumes a depth range
200
- * of <code>near = 0</code> and <code>far = 1</code>.
201
- * <br /><br />
202
- * This transform is useful when there is a need to manipulate window coordinates
203
- * in a vertex shader as done by {@link BillboardCollection}.
204
- *
205
- * @name czm_eyeToWindowCoordinates
206
- * @glslFunction
207
- *
208
- * @param {vec4} position The position in eye coordinates to transform.
209
- *
210
- * @returns {vec4} The transformed position in window coordinates.
211
- *
212
- * @see czm_modelToWindowCoordinates
213
- * @see czm_projection
214
- * @see czm_viewportTransformation
215
- * @see BillboardCollection
216
- *
217
- * @example
218
- * vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);
219
- */
220
- vec4 czm_eyeToWindowCoordinates(vec4 positionEC)
221
- {
222
- vec4 q = czm_projection * positionEC; // clip coordinates
223
- q.xyz /= q.w; // normalized device coordinates
224
- q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates
225
- return q;
226
- }
227
-
228
- /**
229
- * Transforms a position from window to eye coordinates.
230
- * The transform from window to normalized device coordinates is done using components
231
- * of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating
232
- * the inverse of <code>czm_viewportTransformation</code>. The transformation from
233
- * normalized device coordinates to clip coordinates is done using <code>positionWC.w</code>,
234
- * which is expected to be the scalar used in the perspective divide. The transformation
235
- * from clip to eye coordinates is done using {@link czm_inverseProjection}.
236
- *
237
- * @name czm_windowToEyeCoordinates
238
- * @glslFunction
239
- *
240
- * @param {vec4} fragmentCoordinate The position in window coordinates to transform.
241
- *
242
- * @returns {vec4} The transformed position in eye coordinates.
243
- *
244
- * @see czm_modelToWindowCoordinates
245
- * @see czm_eyeToWindowCoordinates
246
- * @see czm_inverseProjection
247
- * @see czm_viewport
248
- * @see czm_viewportTransformation
249
- *
250
- * @example
251
- * vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord);
252
- */
253
- vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate)
254
- {
255
- float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;
256
- float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;
257
- float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];
258
- vec4 q = vec4(x, y, z, 1.0);
259
- q /= fragmentCoordinate.w;
260
- q = czm_inverseProjection * q;
261
- return q;
262
- }
263
-
264
- /**
265
- * Creates a matrix that transforms vectors from tangent space to eye space.
266
- *
267
- * @name czm_tangentToEyeSpaceMatrix
268
- * @glslFunction
269
- *
270
- * @param {vec3} normalEC The normal vector in eye coordinates.
271
- * @param {vec3} tangentEC The tangent vector in eye coordinates.
272
- * @param {vec3} binormalEC The binormal vector in eye coordinates.
273
- *
274
- * @returns {mat3} The matrix that transforms from tangent space to eye space.
275
- *
276
- * @example
277
- * mat3 tangentToEye = czm_tangentToEyeSpaceMatrix(normalEC, tangentEC, binormalEC);
278
- * vec3 normal = tangentToEye * texture2D(normalMap, st).xyz;
279
- */
280
- mat3 czm_tangentToEyeSpaceMatrix(vec3 normalEC, vec3 tangentEC, vec3 binormalEC)
281
- {
282
- vec3 normal = normalize(normalEC);
283
- vec3 tangent = normalize(tangentEC);
284
- vec3 binormal = normalize(binormalEC);
285
- return mat3(tangent.x, tangent.y, tangent.z,
286
- binormal.x, binormal.y, binormal.z,
287
- normal.x, normal.y, normal.z);
288
- }
289
-
290
- ///////////////////////////////////////////////////////////////////////////////
291
-
292
- /**
293
- * DOC_TBA
294
- *
295
- * @name czm_eyeOffset
296
- * @glslFunction
297
- *
298
- * @param {vec4} positionEC DOC_TBA.
299
- * @param {vec3} eyeOffset DOC_TBA.
300
- *
301
- * @returns {vec4} DOC_TBA.
302
- */
303
- vec4 czm_eyeOffset(vec4 positionEC, vec3 eyeOffset)
304
- {
305
- // This equation is approximate in x and y.
306
- vec4 p = positionEC;
307
- vec4 zEyeOffset = normalize(p) * eyeOffset.z;
308
- p.xy += eyeOffset.xy + zEyeOffset.xy;
309
- p.z += zEyeOffset.z;
310
- return p;
311
- }
312
-
313
- ///////////////////////////////////////////////////////////////////////////////
314
-
315
- /**
316
- * DOC_TBA
317
- *
318
- * @name czm_geodeticSurfaceNormal
319
- * @glslFunction
320
- *
321
- * @param {vec3} positionOnEllipsoid DOC_TBA
322
- * @param {vec3} ellipsoidCenter DOC_TBA
323
- * @param {vec3} oneOverEllipsoidRadiiSquared DOC_TBA
324
- *
325
- * @returns {vec3} DOC_TBA.
326
- */
327
- vec3 czm_geodeticSurfaceNormal(vec3 positionOnEllipsoid, vec3 ellipsoidCenter, vec3 oneOverEllipsoidRadiiSquared)
328
- {
329
- return normalize((positionOnEllipsoid - ellipsoidCenter) * oneOverEllipsoidRadiiSquared);
330
- }
331
-
332
- /**
333
- * DOC_TBA
334
- *
335
- * @name czm_ellipsoidWgs84TextureCoordinates
336
- * @glslFunction
337
- */
338
- vec2 czm_ellipsoidWgs84TextureCoordinates(vec3 normal)
339
- {
340
- return vec2(atan(normal.y, normal.x) * czm_oneOverTwoPi + 0.5, asin(normal.z) * czm_oneOverPi + 0.5);
341
- }
342
-
343
- /**
344
- * Computes a 3x3 rotation matrix that transforms vectors from an ellipsoid's east-north-up coordinate system
345
- * to eye coordinates. In east-north-up coordinates, x points east, y points north, and z points along the
346
- * surface normal. East-north-up can be used as an ellipsoid's tangent space for operations such as bump mapping.
347
- * <br /><br />
348
- * The ellipsoid is assumed to be centered at the model coordinate's origin.
349
- *
350
- * @name czm_eastNorthUpToEyeCoordinates
351
- * @glslFunction
352
- *
353
- * @param {vec3} positionMC The position on the ellipsoid in model coordinates.
354
- * @param {vec3} normalEC The normalized ellipsoid surface normal, at <code>positionMC</code>, in eye coordinates.
355
- *
356
- * @returns {mat3} A 3x3 rotation matrix that transforms vectors from the east-north-up coordinate system to eye coordinates.
357
- *
358
- * @example
359
- * // Transform a vector defined in the east-north-up coordinate
360
- * // system, (0, 0, 1) which is the surface normal, to eye
361
- * // coordinates.
362
- * mat3 m = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);
363
- * vec3 normalEC = m * vec3(0.0, 0.0, 1.0);
364
- */
365
- mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC)
366
- {
367
- vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0)); // normalized surface tangent in model coordinates
368
- vec3 tangentEC = normalize(czm_normal3D * tangentMC); // normalized surface tangent in eye coordiantes
369
- vec3 bitangentEC = normalize(cross(normalEC, tangentEC)); // normalized surface bitangent in eye coordinates
370
-
371
- return mat3(
372
- tangentEC.x, tangentEC.y, tangentEC.z,
373
- bitangentEC.x, bitangentEC.y, bitangentEC.z,
374
- normalEC.x, normalEC.y, normalEC.z);
375
- }
376
-
377
- ///////////////////////////////////////////////////////////////////////////////
378
-
379
- /**
380
- * Used as input to every material's czm_getMaterial function.
381
- *
382
- * @name czm_materialInput
383
- * @glslStruct
384
- *
385
- * @property {float} s 1D texture coordinates.
386
- * @property {vec2} st 2D texture coordinates.
387
- * @property {vec3} str 3D texture coordinates.
388
- * @property {vec3} normalEC Unperturbed surface normal in eye coordinates.
389
- * @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.
390
- * @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.
391
- */
392
- struct czm_materialInput
393
- {
394
- float s;
395
- vec2 st;
396
- vec3 str;
397
- vec3 normalEC;
398
- mat3 tangentToEyeMatrix;
399
- vec3 positionToEyeEC;
400
- };
401
-
402
- /**
403
- * Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.
404
- *
405
- * @name czm_material
406
- * @glslStruct
407
- *
408
- * @property {vec3} diffuse Incoming light that scatters evenly in all directions.
409
- * @property {float} specular Intensity of incoming light reflecting in a single direction.
410
- * @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.
411
- * @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.
412
- * @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
413
- * @property {float} alpha Opacity of this material. 0.0 is completely transparent; 1.0 is completely opaque.
414
- */
415
- struct czm_material
416
- {
417
- vec3 diffuse;
418
- float specular;
419
- float shininess;
420
- vec3 normal;
421
- vec3 emission;
422
- float alpha;
423
- };
424
-
425
- /**
426
- * An czm_material with default values. Every material's czm_getMaterial
427
- * should use this default material as a base for the material it returns.
428
- * The default normal value is given by materialInput.normalEC.
429
- *
430
- * @name czm_getDefaultMaterial
431
- * @glslFunction
432
- *
433
- * @param {czm_materialInput} input The input used to construct the default material.
434
- *
435
- * @returns {czm_material} The default material.
436
- *
437
- * @see czm_materialInput
438
- * @see czm_material
439
- * @see czm_getMaterial
440
- */
441
- czm_material czm_getDefaultMaterial(czm_materialInput materialInput)
442
- {
443
- czm_material material;
444
- material.diffuse = vec3(0.0);
445
- material.specular = 0.0;
446
- material.shininess = 1.0;
447
- material.normal = materialInput.normalEC;
448
- material.emission = vec3(0.0);
449
- material.alpha = 1.0;
450
- return material;
451
- }
452
-
453
- float getLambertDiffuse(vec3 lightDirectionEC, vec3 normalEC)
454
- {
455
- return max(dot(lightDirectionEC, normalEC), 0.0);
456
- }
457
-
458
- float getLambertDiffuseOfMaterial(vec3 lightDirectionEC, czm_material material)
459
- {
460
- return getLambertDiffuse(lightDirectionEC, material.normal);
461
- }
462
-
463
- float getSpecular(vec3 lightDirectionEC, vec3 toEyeEC, vec3 normalEC, float shininess)
464
- {
465
- vec3 toReflectedLight = reflect(-lightDirectionEC, normalEC);
466
- float specular = max(dot(toReflectedLight, toEyeEC), 0.0);
467
- return pow(specular, shininess);
468
- }
469
-
470
- float getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm_material material)
471
- {
472
- return getSpecular(lightDirectionEC, toEyeEC, material.normal, material.shininess);
473
- }
474
-
475
- /**
476
- * Computes a color using the Phong lighting model.
477
- *
478
- * @name czm_phong
479
- * @glslFunction
480
- *
481
- * @param {vec3} toEye A normalized vector from the fragment to the eye in eye coordinates.
482
- * @param {czm_material} material The fragment's material.
483
- *
484
- * @returns {vec4} The computed color.
485
- *
486
- * @example
487
- * vec3 positionToEyeEC = // ...
488
- * czm_material material = // ...
489
- * gl_FragColor = czm_phong(normalize(positionToEyeEC), material);
490
- *
491
- * @see czm_getMaterial
492
- */
493
- vec4 czm_phong(vec3 toEye, czm_material material)
494
- {
495
- // Diffuse from directional light sources at eye (for top-down and horizon views)
496
- float diffuse = getLambertDiffuseOfMaterial(vec3(0.0, 0.0, 1.0), material) + getLambertDiffuseOfMaterial(vec3(0.0, 1.0, 0.0), material);
497
-
498
- // Specular from sun and pseudo-moon
499
- float specular = getSpecularOfMaterial(czm_sunDirectionEC, toEye, material) + getSpecularOfMaterial(czm_moonDirectionEC, toEye, material);
500
-
501
- vec3 ambient = vec3(0.0);
502
- vec3 color = ambient + material.emission;
503
- color += material.diffuse * diffuse;
504
- color += material.specular * specular;
505
-
506
- return vec4(color, material.alpha);
507
- }
508
-
509
- /**
510
- * Computes the luminance of a color.
511
- *
512
- * @name czm_luminance
513
- * @glslFunction
514
- *
515
- * @param {vec3} rgb The color.
516
- *
517
- * @returns {float} The luminance.
518
- *
519
- * @example
520
- * float light = czm_luminance(vec3(0.0)); // 0.0
521
- * float dark = czm_luminance(vec3(1.0)); // ~1.0
522
- */
523
- float czm_luminance(vec3 rgb)
524
- {
525
- // Algorithm from Chapter 10 of Graphics Shaders.
526
- const vec3 W = vec3(0.2125, 0.7154, 0.0721);
527
- return dot(rgb, W);
528
- }
529
-
530
- /**
531
- * Adjusts the hue of a color.
532
- *
533
- * @name czm_hue
534
- * @glslFunction
535
- *
536
- * @param {vec3} rgb The color.
537
- * @param {float} adjustment The amount to adjust the hue of the color in radians.
538
- *
539
- * @returns {float} The color with the hue adjusted.
540
- *
541
- * @example
542
- * vec3 adjustHue = czm_hue(color, czm_pi); // The same as czm_hue(color, -czm_pi)
543
- */
544
- vec3 czm_hue(vec3 rgb, float adjustment)
545
- {
546
- const mat3 toYIQ = mat3(0.299, 0.587, 0.114,
547
- 0.595716, -0.274453, -0.321263,
548
- 0.211456, -0.522591, 0.311135);
549
- const mat3 toRGB = mat3(1.0, 0.9563, 0.6210,
550
- 1.0, -0.2721, -0.6474,
551
- 1.0, -1.107, 1.7046);
552
-
553
- vec3 yiq = toYIQ * rgb;
554
- float hue = atan(yiq.z, yiq.y) + adjustment;
555
- float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);
556
-
557
- vec3 color = vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));
558
- return toRGB * color;
559
- }
560
-
561
- /**
562
- * Adjusts the saturation of a color.
563
- *
564
- * @name czm_saturation
565
- * @glslFunction
566
- *
567
- * @param {vec3} rgb The color.
568
- * @param {float} adjustment The amount to adjust the saturation of the color.
569
- *
570
- * @returns {float} The color with the saturation adjusted.
571
- *
572
- * @example
573
- * vec3 greyScale = czm_saturation(color, 0.0);
574
- * vec3 doubleSaturation = czm_saturation(color, 2.0);
575
- */
576
- vec3 czm_saturation(vec3 rgb, float adjustment)
577
- {
578
- // Algorithm from Chapter 16 of OpenGL Shading Language
579
- vec3 intensity = vec3(czm_luminance(rgb));
580
- return mix(intensity, rgb, adjustment);
581
- }
582
-
583
- /**
584
- * DOC_TBA
585
- *
586
- * @name czm_multiplyWithColorBalance
587
- * @glslFunction
588
- */
589
- vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right)
590
- {
591
- // Algorithm from Chapter 10 of Graphics Shaders.
592
- const vec3 W = vec3(0.2125, 0.7154, 0.0721);
593
-
594
- vec3 target = left * right;
595
- float leftLuminance = dot(left, W);
596
- float rightLuminance = dot(right, W);
597
- float targetLuminance = dot(target, W);
598
-
599
- return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target;
600
- }
601
-
602
- /**
603
- * Procedural anti-aliasing by blurring two colors that meet at a sharp edge.
604
- *
605
- * @name czm_antialias
606
- * @glslFunction
607
- *
608
- * @param {vec4} color1 The color on one side of the edge.
609
- * @param {vec4} color2 The color on the other side of the edge.
610
- * @param {vec4} currentcolor The current color, either <code>color1</code> or <code>color2</code>.
611
- * @param {float} dist The distance to the edge in texture coordinates.
612
- * @param {float} [fuzzFactor=0.1] Controls the blurriness between the two colors.
613
- * @returns {vec4} The anti-aliased color.
614
- *
615
- * @example
616
- * // GLSL declarations
617
- * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor);
618
- * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist);
619
- *
620
- * // get the color for a material that has a sharp edge at the line y = 0.5 in texture space
621
- * float dist = abs(textureCoordinates.t - 0.5);
622
- * vec4 currentColor = mix(bottomColor, topColor, step(0.5, textureCoordinates.t));
623
- * vec4 color = czm_antialias(bottomColor, topColor, currentColor, dist, 0.1);
624
- */
625
- vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor)
626
- {
627
- float val1 = clamp(dist / fuzzFactor, 0.0, 1.0);
628
- float val2 = clamp((dist - 0.5) / fuzzFactor, 0.0, 1.0);
629
- val1 = val1 * (1.0 - val2);
630
- val1 = val1 * val1 * (3.0 - (2.0 * val1));
631
- val1 = pow(val1, 0.5); //makes the transition nicer
632
-
633
- vec4 midColor = (color1 + color2) * 0.5;
634
- return mix(midColor, currentColor, val1);
635
- }
636
-
637
- vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist)
638
- {
639
- return czm_antialias(color1, color2, currentColor, dist, 0.1);
640
- }
641
-
642
- /**
643
- * Converts an RGB color to CIE Yxy.
644
- * <p>The conversion is described in
645
- * <a href="http://content.gpwiki.org/index.php/D3DBook:High-Dynamic_Range_Rendering#Luminance_Transform">Luminance Transform</a>
646
- * </p>
647
- *
648
- * @name czm_RGBToXYZ
649
- * @glslFunction
650
- *
651
- * @param {vec3} rgb The color in RGB.
652
- *
653
- * @returns {vec3} The color in CIE Yxy.
654
- *
655
- * @example
656
- * vec3 xyz = czm_RGBToXYZ(rgb);
657
- * xyz.x = max(xyz.x - luminanceThreshold, 0.0);
658
- * rgb = czm_XYZToRGB(xyz);
659
- */
660
- vec3 czm_RGBToXYZ(vec3 rgb)
661
- {
662
- const mat3 RGB2XYZ = mat3(0.4124, 0.2126, 0.0193,
663
- 0.3576, 0.7152, 0.1192,
664
- 0.1805, 0.0722, 0.9505);
665
- vec3 xyz = RGB2XYZ * rgb;
666
- vec3 Yxy;
667
- Yxy.r = xyz.g;
668
- float temp = dot(vec3(1.0), xyz);
669
- Yxy.gb = xyz.rg / temp;
670
- return Yxy;
671
- }
672
-
673
- /**
674
- * Converts a CIE Yxy color to RGB.
675
- * <p>The conversion is described in
676
- * <a href="http://content.gpwiki.org/index.php/D3DBook:High-Dynamic_Range_Rendering#Luminance_Transform">Luminance Transform</a>
677
- * </p>
678
- *
679
- * @name czm_XYZToRGB
680
- * @glslFunction
681
- *
682
- * @param {vec3} Yxy The color in CIE Yxy.
683
- *
684
- * @returns {vec3} The color in RGB.
685
- *
686
- * @example
687
- * vec3 xyz = czm_RGBToXYZ(rgb);
688
- * xyz.x = max(xyz.x - luminanceThreshold, 0.0);
689
- * rgb = czm_XYZToRGB(xyz);
690
- */
691
- vec3 czm_XYZToRGB(vec3 Yxy)
692
- {
693
- const mat3 XYZ2RGB = mat3( 3.2405, -0.9693, 0.0556,
694
- -1.5371, 1.8760, -0.2040,
695
- -0.4985, 0.0416, 1.0572);
696
- vec3 xyz;
697
- xyz.r = Yxy.r * Yxy.g / Yxy.b;
698
- xyz.g = Yxy.r;
699
- xyz.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;
700
-
701
- return XYZ2RGB * xyz;
702
- }
703
-
704
- ///////////////////////////////////////////////////////////////////////////////
705
-
706
- /**
707
- * The maximum latitude, in radians, both North and South, supported by a Web Mercator
708
- * (EPSG:3857) projection. Technically, the Mercator projection is defined
709
- * for any latitude up to (but not including) 90 degrees, but it makes sense
710
- * to cut it off sooner because it grows exponentially with increasing latitude.
711
- * The logic behind this particular cutoff value, which is the one used by
712
- * Google Maps, Bing Maps, and Esri, is that it makes the projection
713
- * square. That is, the extent is equal in the X and Y directions.
714
- *
715
- * The constant value is computed as follows:
716
- * czm_pi * 0.5 - (2.0 * atan(exp(-czm_pi)))
717
- *
718
- * @name czm_webMercatorMaxLatitude
719
- * @glslConstant
720
- */
721
- const float czm_webMercatorMaxLatitude = 1.4844222297453323669610967939;
722
-
723
- /**
724
- * Specifies a flat, 2D map.
725
- *
726
- * @name czm_scene2D
727
- * @glslConstant
728
- */
729
- const int czm_scene2D = 0;
730
-
731
- /**
732
- * Specifies 2.D Columbus View.
733
- *
734
- * @name czm_columbusView
735
- * @glslConstant
736
- */
737
- const int czm_columbusView = 1;
738
-
739
- /**
740
- * Specifies a 3D globe.
741
- *
742
- * @name czm_scene3D
743
- * @glslConstant
744
- */
745
- const int czm_scene3D = 2;
746
-
747
- /**
748
- * Specifies that the scene is morphing between modes.
749
- *
750
- * @name czm_morphing
751
- * @glslConstant
752
- */
753
- const int czm_morphing = 3;
754
-
755
- /**
756
- * DOC_TBA
757
- *
758
- * @name czm_columbusViewMorph
759
- * @glslFunction
760
- */
761
- vec4 czm_columbusViewMorph(vec4 position2D, vec4 position3D, float time)
762
- {
763
- // Just linear for now.
764
- vec3 p = mix(position2D.xyz, position3D.xyz, time);
765
- return vec4(p, 1.0);
766
- }
767
-
768
- /**
769
- * Returns a position in model coordinates relative to eye taking into
770
- * account the current scene mode: 3D, 2D, or Columbus view.
771
- * <p>
772
- * This uses standard position attributes, <code>position3DHigh</code>,
773
- * <code>position3DLow</code>, <code>position2DHigh</code>, and <code>position2DLow</code>,
774
- * and should be used when writing a vertex shader for an {@link Appearance}.
775
- * </p>
776
- *
777
- * @name czm_computePosition
778
- * @glslFunction
779
- *
780
- * @returns {vec4} The position relative to eye.
781
- *
782
- * @example
783
- * vec4 p = czm_computePosition();
784
- * v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
785
- * gl_Position = czm_modelViewProjectionRelativeToEye * p;
786
- *
787
- * @see czm_translateRelativeToEye
788
- */
789
- vec4 czm_computePosition();
790
-
791
- ///////////////////////////////////////////////////////////////////////////////
792
-
793
- /**
794
- * DOC_TBA
795
- *
796
- * @name czm_ray
797
- * @glslStruct
798
- */
799
- struct czm_ray
800
- {
801
- vec3 origin;
802
- vec3 direction;
803
- };
804
-
805
- /**
806
- * Computes the point along a ray at the given time. <code>time</code> can be positive, negative, or zero.
807
- *
808
- * @name czm_pointAlongRay
809
- * @glslFunction
810
- *
811
- * @param {czm_ray} ray The ray to compute the point along.
812
- * @param {float} time The time along the ray.
813
- *
814
- * @returns {vec3} The point along the ray at the given time.
815
- *
816
- * @example
817
- * czm_ray ray = czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)); // origin, direction
818
- * vec3 v = czm_pointAlongRay(ray, 2.0); // (2.0, 0.0, 0.0)
819
- */
820
- vec3 czm_pointAlongRay(czm_ray ray, float time)
821
- {
822
- return ray.origin + (time * ray.direction);
823
- }
824
-
825
- ///////////////////////////////////////////////////////////////////////////////
826
-
827
- /**
828
- * DOC_TBA
829
- *
830
- * @name czm_raySegment
831
- * @glslStruct
832
- */
833
- struct czm_raySegment
834
- {
835
- float start;
836
- float stop;
837
- };
838
-
839
- /**
840
- * DOC_TBA
841
- *
842
- * @name czm_emptyRaySegment
843
- * @glslConstant
844
- */
845
- const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);
846
-
847
- /**
848
- * DOC_TBA
849
- *
850
- * @name czm_fullRaySegment
851
- * @glslConstant
852
- */
853
- const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);
854
-
855
- /**
856
- * Determines if a time interval is empty.
857
- *
858
- * @name czm_isEmpty
859
- * @glslFunction
860
- *
861
- * @param {czm_raySegment} interval The interval to test.
862
- *
863
- * @returns {bool} <code>true</code> if the time interval is empty; otherwise, <code>false</code>.
864
- *
865
- * @example
866
- * bool b0 = czm_isEmpty(czm_emptyRaySegment); // true
867
- * bool b1 = czm_isEmpty(czm_raySegment(0.0, 1.0)); // false
868
- * bool b2 = czm_isEmpty(czm_raySegment(1.0, 1.0)); // false, contains 1.0.
869
- */
870
- bool czm_isEmpty(czm_raySegment interval)
871
- {
872
- return (interval.stop < 0.0);
873
- }
874
-
875
- /**
876
- * Determines if a time interval is empty.
877
- *
878
- * @name czm_isFull
879
- * @glslFunction
880
- *
881
- * @param {czm_raySegment} interval The interval to test.
882
- *
883
- * @returns {bool} <code>true</code> if the time interval is empty; otherwise, <code>false</code>.
884
- *
885
- * @example
886
- * bool b0 = czm_isEmpty(czm_emptyRaySegment); // true
887
- * bool b1 = czm_isEmpty(czm_raySegment(0.0, 1.0)); // false
888
- * bool b2 = czm_isEmpty(czm_raySegment(1.0, 1.0)); // false, contains 1.0.
889
- */
890
- bool czm_isFull(czm_raySegment interval)
891
- {
892
- return (interval.start == 0.0 && interval.stop == czm_infinity);
893
- }
894
-
895
- ///////////////////////////////////////////////////////////////////////////////
896
-
897
- /**
898
- * DOC_TBA
899
- *
900
- * @name czm_ellipsoid
901
- * @glslStruct
902
- */
903
- struct czm_ellipsoid
904
- {
905
- vec3 center;
906
- vec3 radii;
907
- vec3 inverseRadii;
908
- vec3 inverseRadiiSquared;
909
- };
910
-
911
- /**
912
- * DOC_TBA
913
- *
914
- * @name czm_ellipsoidNew
915
- * @glslFunction
916
- *
917
- */
918
- czm_ellipsoid czm_ellipsoidNew(vec3 center, vec3 radii)
919
- {
920
- vec3 inverseRadii = vec3(1.0 / radii.x, 1.0 / radii.y, 1.0 / radii.z);
921
- vec3 inverseRadiiSquared = inverseRadii * inverseRadii;
922
- czm_ellipsoid temp = czm_ellipsoid(center, radii, inverseRadii, inverseRadiiSquared);
923
- return temp;
924
- }
925
-
926
- /**
927
- * DOC_TBA
928
- *
929
- * @name czm_ellipsoidContainsPoint
930
- * @glslFunction
931
- *
932
- */
933
- bool czm_ellipsoidContainsPoint(czm_ellipsoid ellipsoid, vec3 point)
934
- {
935
- vec3 scaled = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(point, 1.0)).xyz;
936
- return (dot(scaled, scaled) <= 1.0);
937
- }
938
-
939
- /**
940
- * DOC_TBA
941
- *
942
- *
943
- * @name czm_rayEllipsoidIntersectionInterval
944
- * @glslFunction
945
- */
946
- czm_raySegment czm_rayEllipsoidIntersectionInterval(czm_ray ray, czm_ellipsoid ellipsoid)
947
- {
948
- // ray and ellipsoid center in eye coordinates. radii in model coordinates.
949
- vec3 q = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(ray.origin, 1.0)).xyz;
950
- vec3 w = ellipsoid.inverseRadii * (czm_inverseModelView * vec4(ray.direction, 0.0)).xyz;
951
-
952
- q = q - ellipsoid.inverseRadii * (czm_inverseModelView * vec4(ellipsoid.center, 1.0)).xyz;
953
-
954
- float q2 = dot(q, q);
955
- float qw = dot(q, w);
956
-
957
- if (q2 > 1.0) // Outside ellipsoid.
958
- {
959
- if (qw >= 0.0) // Looking outward or tangent (0 intersections).
960
- {
961
- return czm_emptyRaySegment;
962
- }
963
- else // qw < 0.0.
964
- {
965
- float qw2 = qw * qw;
966
- float difference = q2 - 1.0; // Positively valued.
967
- float w2 = dot(w, w);
968
- float product = w2 * difference;
969
-
970
- if (qw2 < product) // Imaginary roots (0 intersections).
971
- {
972
- return czm_emptyRaySegment;
973
- }
974
- else if (qw2 > product) // Distinct roots (2 intersections).
975
- {
976
- float discriminant = qw * qw - product;
977
- float temp = -qw + sqrt(discriminant); // Avoid cancellation.
978
- float root0 = temp / w2;
979
- float root1 = difference / temp;
980
- if (root0 < root1)
981
- {
982
- czm_raySegment i = czm_raySegment(root0, root1);
983
- return i;
984
- }
985
- else
986
- {
987
- czm_raySegment i = czm_raySegment(root1, root0);
988
- return i;
989
- }
990
- }
991
- else // qw2 == product. Repeated roots (2 intersections).
992
- {
993
- float root = sqrt(difference / w2);
994
- czm_raySegment i = czm_raySegment(root, root);
995
- return i;
996
- }
997
- }
998
- }
999
- else if (q2 < 1.0) // Inside ellipsoid (2 intersections).
1000
- {
1001
- float difference = q2 - 1.0; // Negatively valued.
1002
- float w2 = dot(w, w);
1003
- float product = w2 * difference; // Negatively valued.
1004
- float discriminant = qw * qw - product;
1005
- float temp = -qw + sqrt(discriminant); // Positively valued.
1006
- czm_raySegment i = czm_raySegment(0.0, temp / w2);
1007
- return i;
1008
- }
1009
- else // q2 == 1.0. On ellipsoid.
1010
- {
1011
- if (qw < 0.0) // Looking inward.
1012
- {
1013
- float w2 = dot(w, w);
1014
- czm_raySegment i = czm_raySegment(0.0, -qw / w2);
1015
- return i;
1016
- }
1017
- else // qw >= 0.0. Looking outward or tangent.
1018
- {
1019
- return czm_emptyRaySegment;
1020
- }
1021
- }
1022
- }
1023
-
1024
- /**
1025
- * Returns the WGS84 ellipsoid, with its center at the origin of world coordinates, in eye coordinates.
1026
- *
1027
- * @name czm_getWgs84EllipsoidEC
1028
- * @glslFunction
1029
- *
1030
- * @returns {czm_ellipsoid} The WGS84 ellipsoid, with its center at the origin of world coordinates, in eye coordinates.
1031
- *
1032
- * @see Ellipsoid.getWgs84
1033
- *
1034
- * @example
1035
- * czm_ellipsoid ellipsoid = czm_getWgs84EllipsoidEC();
1036
- */
1037
- czm_ellipsoid czm_getWgs84EllipsoidEC()
1038
- {
1039
- return czm_ellipsoidNew(
1040
- czm_view[3].xyz, // center
1041
- vec3(6378137.0, 6378137.0, 6356752.314245)); // radii
1042
- }
1043
-
1044
- /**
1045
- * Computes the fraction of a Web Wercator extent at which a given geodetic latitude is located.
1046
- *
1047
- * @name czm_latitudeToWebMercatorFraction
1048
- * @glslFunction
1049
- *
1050
- * @param {float} The geodetic latitude, in radians.
1051
- * @param {float} The low portion of the Web Mercator coordinate of the southern boundary of the extent.
1052
- * @param {float} The high portion of the Web Mercator coordinate of the southern boundary of the extent.
1053
- * @param {float} The total height of the extent in Web Mercator coordinates.
1054
- *
1055
- * @returns {float} The fraction of the extent at which the latitude occurs. If the latitude is the southern
1056
- * boundary of the extent, the return value will be zero. If it is the northern boundary, the return
1057
- * value will be 1.0. Latitudes in between are mapped according to the Web Mercator projection.
1058
- */
1059
- float czm_latitudeToWebMercatorFraction(float latitude, float southMercatorYLow, float southMercatorYHigh, float oneOverMercatorHeight)
1060
- {
1061
- float sinLatitude = sin(latitude);
1062
- float mercatorY = 0.5 * log((1.0 + sinLatitude) / (1.0 - sinLatitude));
1063
-
1064
- // mercatorY - southMercatorY in simulated double precision.
1065
- float t1 = 0.0 - southMercatorYLow;
1066
- float e = t1 - 0.0;
1067
- float t2 = ((-southMercatorYLow - e) + (0.0 - (t1 - e))) + mercatorY - southMercatorYHigh;
1068
- float highDifference = t1 + t2;
1069
- float lowDifference = t2 - (highDifference - t1);
1070
-
1071
- return highDifference * oneOverMercatorHeight + lowDifference * oneOverMercatorHeight;
1072
- }
1073
-
1074
- /**
1075
- * Translates a position (or any <code>vec3</code>) that was encoded with {@link EncodedCartesian3},
1076
- * and then provided to the shader as separate <code>high</code> and <code>low</code> bits to
1077
- * be relative to the eye. As shown in the example, the position can then be transformed in eye
1078
- * or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye},
1079
- * respectively.
1080
- * <p>
1081
- * This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as
1082
- * described in <a href="http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/">Precisions, Precisions</a>.
1083
- * </p>
1084
- *
1085
- * @name czm_translateRelativeToEye
1086
- * @glslFunction
1087
- *
1088
- * @param {vec3} high The position's high bits.
1089
- * @param {vec3} low The position's low bits.
1090
- * @returns {vec3} The position translated to be relative to the camera's position.
1091
- *
1092
- * @example
1093
- * attribute vec3 positionHigh;
1094
- * attribute vec3 positionLow;
1095
- *
1096
- * void main()
1097
- * {
1098
- * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
1099
- * gl_Position = czm_modelViewProjectionRelativeToEye * p;
1100
- * }
1101
- *
1102
- * @see czm_modelViewRelativeToEye
1103
- * @see czm_modelViewProjectionRelativeToEye
1104
- * @see czm_computePosition
1105
- * @see EncodedCartesian3
1106
- */
1107
- vec4 czm_translateRelativeToEye(vec3 high, vec3 low)
1108
- {
1109
- vec3 highDifference = high - czm_encodedCameraPositionMCHigh;
1110
- vec3 lowDifference = low - czm_encodedCameraPositionMCLow;
1111
-
1112
- return vec4(highDifference + lowDifference, 1.0);
1113
- }
1114
-
1115
- /**
1116
- * @private
1117
- */
1118
- vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRadians)
1119
- {
1120
- float cosAngle = cos(angleInRadians);
1121
- float sinAngle = sin(angleInRadians);
1122
-
1123
- // time dependent sampling directions
1124
- vec2 s0 = vec2(1.0/17.0, 0.0);
1125
- vec2 s1 = vec2(-1.0/29.0, 0.0);
1126
- vec2 s2 = vec2(1.0/101.0, 1.0/59.0);
1127
- vec2 s3 = vec2(-1.0/109.0, -1.0/57.0);
1128
-
1129
- // rotate sampling direction by specified angle
1130
- s0 = vec2((cosAngle * s0.x) - (sinAngle * s0.y), (sinAngle * s0.x) + (cosAngle * s0.y));
1131
- s1 = vec2((cosAngle * s1.x) - (sinAngle * s1.y), (sinAngle * s1.x) + (cosAngle * s1.y));
1132
- s2 = vec2((cosAngle * s2.x) - (sinAngle * s2.y), (sinAngle * s2.x) + (cosAngle * s2.y));
1133
- s3 = vec2((cosAngle * s3.x) - (sinAngle * s3.y), (sinAngle * s3.x) + (cosAngle * s3.y));
1134
-
1135
- vec2 uv0 = (uv/103.0) + (time * s0);
1136
- vec2 uv1 = uv/107.0 + (time * s1) + vec2(0.23);
1137
- vec2 uv2 = uv/vec2(897.0, 983.0) + (time * s2) + vec2(0.51);
1138
- vec2 uv3 = uv/vec2(991.0, 877.0) + (time * s3) + vec2(0.71);
1139
-
1140
- uv0 = fract(uv0);
1141
- uv1 = fract(uv1);
1142
- uv2 = fract(uv2);
1143
- uv3 = fract(uv3);
1144
- vec4 noise = (texture2D(normalMap, uv0)) +
1145
- (texture2D(normalMap, uv1)) +
1146
- (texture2D(normalMap, uv2)) +
1147
- (texture2D(normalMap, uv3));
1148
-
1149
- // average and scale to between -1 and 1
1150
- return ((noise / 4.0) - 0.5) * 2.0;
1151
- }
1152
-
1153
- /**
1154
- * @license
1155
- * Description : Array and textureless GLSL 2D/3D/4D simplex
1156
- * noise functions.
1157
- * Author : Ian McEwan, Ashima Arts.
1158
- * Maintainer : ijm
1159
- * Lastmod : 20110822 (ijm)
1160
- * License : Copyright (C) 2011 Ashima Arts. All rights reserved.
1161
- * Distributed under the MIT License. See LICENSE file.
1162
- * https://github.com/ashima/webgl-noise
1163
- */
1164
-
1165
- vec4 _czm_mod289(vec4 x)
1166
- {
1167
- return x - floor(x * (1.0 / 289.0)) * 289.0;
1168
- }
1169
-
1170
- vec3 _czm_mod289(vec3 x)
1171
- {
1172
- return x - floor(x * (1.0 / 289.0)) * 289.0;
1173
- }
1174
-
1175
- vec2 _czm_mod289(vec2 x)
1176
- {
1177
- return x - floor(x * (1.0 / 289.0)) * 289.0;
1178
- }
1179
-
1180
- float _czm_mod289(float x)
1181
- {
1182
- return x - floor(x * (1.0 / 289.0)) * 289.0;
1183
- }
1184
-
1185
- vec4 _czm_permute(vec4 x)
1186
- {
1187
- return _czm_mod289(((x*34.0)+1.0)*x);
1188
- }
1189
-
1190
- vec3 _czm_permute(vec3 x)
1191
- {
1192
- return _czm_mod289(((x*34.0)+1.0)*x);
1193
- }
1194
-
1195
- float _czm_permute(float x)
1196
- {
1197
- return _czm_mod289(((x*34.0)+1.0)*x);
1198
- }
1199
-
1200
- vec4 _czm_taylorInvSqrt(vec4 r)
1201
- {
1202
- return 1.79284291400159 - 0.85373472095314 * r;
1203
- }
1204
-
1205
- float _czm_taylorInvSqrt(float r)
1206
- {
1207
- return 1.79284291400159 - 0.85373472095314 * r;
1208
- }
1209
-
1210
- vec4 _czm_grad4(float j, vec4 ip)
1211
- {
1212
- const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
1213
- vec4 p,s;
1214
-
1215
- p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
1216
- p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
1217
- s = vec4(lessThan(p, vec4(0.0)));
1218
- p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
1219
-
1220
- return p;
1221
- }
1222
-
1223
- /**
1224
- * DOC_TBA
1225
- *
1226
- * Implemented by Ian McEwan, Ashima Arts, and distributed under the MIT License. {@link https://github.com/ashima/webgl-noise}
1227
- *
1228
- * @name czm_snoise
1229
- * @glslFunction
1230
- *
1231
- * @see <a href="https://github.com/ashima/webgl-noise">https://github.com/ashima/webgl-noise</a>
1232
- * @see Stefan Gustavson's paper <a href="http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf">Simplex noise demystified</a>
1233
- */
1234
- float czm_snoise(vec2 v)
1235
- {
1236
- const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
1237
- 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
1238
- -0.577350269189626, // -1.0 + 2.0 * C.x
1239
- 0.024390243902439); // 1.0 / 41.0
1240
- // First corner
1241
- vec2 i = floor(v + dot(v, C.yy) );
1242
- vec2 x0 = v - i + dot(i, C.xx);
1243
-
1244
- // Other corners
1245
- vec2 i1;
1246
- //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
1247
- //i1.y = 1.0 - i1.x;
1248
- i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
1249
- // x0 = x0 - 0.0 + 0.0 * C.xx ;
1250
- // x1 = x0 - i1 + 1.0 * C.xx ;
1251
- // x2 = x0 - 1.0 + 2.0 * C.xx ;
1252
- vec4 x12 = x0.xyxy + C.xxzz;
1253
- x12.xy -= i1;
1254
-
1255
- // Permutations
1256
- i = _czm_mod289(i); // Avoid truncation effects in permutation
1257
- vec3 p = _czm_permute( _czm_permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 ));
1258
-
1259
- vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
1260
- m = m*m ;
1261
- m = m*m ;
1262
-
1263
- // Gradients: 41 points uniformly over a line, mapped onto a diamond.
1264
- // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
1265
- vec3 x = 2.0 * fract(p * C.www) - 1.0;
1266
- vec3 h = abs(x) - 0.5;
1267
- vec3 ox = floor(x + 0.5);
1268
- vec3 a0 = x - ox;
1269
-
1270
- // Normalise gradients implicitly by scaling m
1271
- // Approximation of: m *= inversesqrt( a0*a0 + h*h );
1272
- m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
1273
-
1274
- // Compute final noise value at P
1275
- vec3 g;
1276
- g.x = a0.x * x0.x + h.x * x0.y;
1277
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
1278
- return 130.0 * dot(m, g);
1279
- }
1280
-
1281
- float czm_snoise(vec3 v)
1282
- {
1283
- const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
1284
- const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
1285
-
1286
- // First corner
1287
- vec3 i = floor(v + dot(v, C.yyy) );
1288
- vec3 x0 = v - i + dot(i, C.xxx) ;
1289
-
1290
- // Other corners
1291
- vec3 g = step(x0.yzx, x0.xyz);
1292
- vec3 l = 1.0 - g;
1293
- vec3 i1 = min( g.xyz, l.zxy );
1294
- vec3 i2 = max( g.xyz, l.zxy );
1295
-
1296
- // x0 = x0 - 0.0 + 0.0 * C.xxx;
1297
- // x1 = x0 - i1 + 1.0 * C.xxx;
1298
- // x2 = x0 - i2 + 2.0 * C.xxx;
1299
- // x3 = x0 - 1.0 + 3.0 * C.xxx;
1300
- vec3 x1 = x0 - i1 + C.xxx;
1301
- vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
1302
- vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
1303
-
1304
- // Permutations
1305
- i = _czm_mod289(i);
1306
- vec4 p = _czm_permute( _czm_permute( _czm_permute(
1307
- i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
1308
- + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
1309
- + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
1310
-
1311
- // Gradients: 7x7 points over a square, mapped onto an octahedron.
1312
- // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
1313
- float n_ = 0.142857142857; // 1.0/7.0
1314
- vec3 ns = n_ * D.wyz - D.xzx;
1315
-
1316
- vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
1317
-
1318
- vec4 x_ = floor(j * ns.z);
1319
- vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
1320
-
1321
- vec4 x = x_ *ns.x + ns.yyyy;
1322
- vec4 y = y_ *ns.x + ns.yyyy;
1323
- vec4 h = 1.0 - abs(x) - abs(y);
1324
-
1325
- vec4 b0 = vec4( x.xy, y.xy );
1326
- vec4 b1 = vec4( x.zw, y.zw );
1327
-
1328
- //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
1329
- //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
1330
- vec4 s0 = floor(b0)*2.0 + 1.0;
1331
- vec4 s1 = floor(b1)*2.0 + 1.0;
1332
- vec4 sh = -step(h, vec4(0.0));
1333
-
1334
- vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
1335
- vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
1336
-
1337
- vec3 p0 = vec3(a0.xy,h.x);
1338
- vec3 p1 = vec3(a0.zw,h.y);
1339
- vec3 p2 = vec3(a1.xy,h.z);
1340
- vec3 p3 = vec3(a1.zw,h.w);
1341
-
1342
- //Normalise gradients
1343
- vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
1344
- p0 *= norm.x;
1345
- p1 *= norm.y;
1346
- p2 *= norm.z;
1347
- p3 *= norm.w;
1348
-
1349
- // Mix final noise value
1350
- vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
1351
- m = m * m;
1352
- return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
1353
- dot(p2,x2), dot(p3,x3) ) );
1354
- }
1355
-
1356
- float czm_snoise(vec4 v)
1357
- {
1358
- const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
1359
- 0.276393202250021, // 2 * G4
1360
- 0.414589803375032, // 3 * G4
1361
- -0.447213595499958); // -1 + 4 * G4
1362
-
1363
- // (sqrt(5) - 1)/4 = F4, used once below
1364
- #define F4 0.309016994374947451
1365
-
1366
- // First corner
1367
- vec4 i = floor(v + dot(v, vec4(F4)) );
1368
- vec4 x0 = v - i + dot(i, C.xxxx);
1369
-
1370
- // Other corners
1371
-
1372
- // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
1373
- vec4 i0;
1374
- vec3 isX = step( x0.yzw, x0.xxx );
1375
- vec3 isYZ = step( x0.zww, x0.yyz );
1376
- // i0.x = dot( isX, vec3( 1.0 ) );
1377
- i0.x = isX.x + isX.y + isX.z;
1378
- i0.yzw = 1.0 - isX;
1379
- // i0.y += dot( isYZ.xy, vec2( 1.0 ) );
1380
- i0.y += isYZ.x + isYZ.y;
1381
- i0.zw += 1.0 - isYZ.xy;
1382
- i0.z += isYZ.z;
1383
- i0.w += 1.0 - isYZ.z;
1384
-
1385
- // i0 now contains the unique values 0,1,2,3 in each channel
1386
- vec4 i3 = clamp( i0, 0.0, 1.0 );
1387
- vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
1388
- vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
1389
-
1390
- // x0 = x0 - 0.0 + 0.0 * C.xxxx
1391
- // x1 = x0 - i1 + 1.0 * C.xxxx
1392
- // x2 = x0 - i2 + 2.0 * C.xxxx
1393
- // x3 = x0 - i3 + 3.0 * C.xxxx
1394
- // x4 = x0 - 1.0 + 4.0 * C.xxxx
1395
- vec4 x1 = x0 - i1 + C.xxxx;
1396
- vec4 x2 = x0 - i2 + C.yyyy;
1397
- vec4 x3 = x0 - i3 + C.zzzz;
1398
- vec4 x4 = x0 + C.wwww;
1399
-
1400
- // Permutations
1401
- i = _czm_mod289(i);
1402
- float j0 = _czm_permute( _czm_permute( _czm_permute( _czm_permute(i.w) + i.z) + i.y) + i.x);
1403
- vec4 j1 = _czm_permute( _czm_permute( _czm_permute( _czm_permute (
1404
- i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
1405
- + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
1406
- + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
1407
- + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
1408
-
1409
- // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
1410
- // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
1411
- vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
1412
-
1413
- vec4 p0 = _czm_grad4(j0, ip);
1414
- vec4 p1 = _czm_grad4(j1.x, ip);
1415
- vec4 p2 = _czm_grad4(j1.y, ip);
1416
- vec4 p3 = _czm_grad4(j1.z, ip);
1417
- vec4 p4 = _czm_grad4(j1.w, ip);
1418
-
1419
- // Normalise gradients
1420
- vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
1421
- p0 *= norm.x;
1422
- p1 *= norm.y;
1423
- p2 *= norm.z;
1424
- p3 *= norm.w;
1425
- p4 *= _czm_taylorInvSqrt(dot(p4,p4));
1426
-
1427
- // Mix contributions from the five corners
1428
- vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
1429
- vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
1430
- m0 = m0 * m0;
1431
- m1 = m1 * m1;
1432
- return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
1433
- + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
1434
- }
1435
-
1436
- ///////////////////////////////////////////////////////////////////////////////
1437
-
1438
- /**
1439
- * @license
1440
- * Cellular noise ("Worley noise") in 2D in GLSL.
1441
- * Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
1442
- * This code is released under the conditions of the MIT license.
1443
- * See LICENSE file for details.
1444
- */
1445
-
1446
- //#ifdef GL_OES_standard_derivatives
1447
- // #extension GL_OES_standard_derivatives : enable
1448
- //#endif
1449
- //
1450
- //float aastep (float threshold , float value)
1451
- //{
1452
- // float afwidth = 0.7 * length ( vec2 ( dFdx ( value ), dFdy ( value )));
1453
- // return smoothstep ( threshold - afwidth , threshold + afwidth , value );
1454
- //}
1455
-
1456
- // Permutation polynomial: (34x^2 + x) mod 289
1457
- vec3 _czm_permute289(vec3 x)
1458
- {
1459
- return mod((34.0 * x + 1.0) * x, 289.0);
1460
- }
1461
-
1462
- /**
1463
- * DOC_TBA
1464
- *
1465
- * 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}
1466
- *
1467
- * @name czm_cellular
1468
- * @glslFunction
1469
- *
1470
- * @see Stefan Gustavson's chapter, <i>Procedural Textures in GLSL</i>, in <a href="http://www.openglinsights.com/">OpenGL Insights</a>.
1471
- */
1472
- vec2 czm_cellular(vec2 P)
1473
- // Cellular noise, returning F1 and F2 in a vec2.
1474
- // Standard 3x3 search window for good F1 and F2 values
1475
- {
1476
- #define K 0.142857142857 // 1/7
1477
- #define Ko 0.428571428571 // 3/7
1478
- #define jitter 1.0 // Less gives more regular pattern
1479
- vec2 Pi = mod(floor(P), 289.0);
1480
- vec2 Pf = fract(P);
1481
- vec3 oi = vec3(-1.0, 0.0, 1.0);
1482
- vec3 of = vec3(-0.5, 0.5, 1.5);
1483
- vec3 px = _czm_permute289(Pi.x + oi);
1484
- vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13
1485
- vec3 ox = fract(p*K) - Ko;
1486
- vec3 oy = mod(floor(p*K),7.0)*K - Ko;
1487
- vec3 dx = Pf.x + 0.5 + jitter*ox;
1488
- vec3 dy = Pf.y - of + jitter*oy;
1489
- vec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared
1490
- p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23
1491
- ox = fract(p*K) - Ko;
1492
- oy = mod(floor(p*K),7.0)*K - Ko;
1493
- dx = Pf.x - 0.5 + jitter*ox;
1494
- dy = Pf.y - of + jitter*oy;
1495
- vec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared
1496
- p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33
1497
- ox = fract(p*K) - Ko;
1498
- oy = mod(floor(p*K),7.0)*K - Ko;
1499
- dx = Pf.x - 1.5 + jitter*ox;
1500
- dy = Pf.y - of + jitter*oy;
1501
- vec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared
1502
- // Sort out the two smallest distances (F1, F2)
1503
- vec3 d1a = min(d1, d2);
1504
- d2 = max(d1, d2); // Swap to keep candidates for F2
1505
- d2 = min(d2, d3); // neither F1 nor F2 are now in d3
1506
- d1 = min(d1a, d2); // F1 is now in d1
1507
- d2 = max(d1a, d2); // Swap to keep candidates for F2
1508
- d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
1509
- d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
1510
- d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
1511
- d1.y = min(d1.y, d1.z); // nor in d1.z
1512
- d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
1513
- return sqrt(d1.xy);
1514
- }
1515
-
1516
- /*
1517
-
1518
- // Cellular noise, returning F1 and F2 in a vec2 and the
1519
- // 2D vectors to each of the two closest points in a vec4.
1520
- // Standard 3x3 search window for good F1 and F2 values.
1521
- void czm_cellular(in vec2 P, out vec2 F, out vec4 d1d2)
1522
- {
1523
- #define K 0.142857142857 // 1/7
1524
- #define Ko 0.428571428571 // 3/7
1525
- #define jitter 1.0 // Less gives more regular pattern
1526
- vec2 Pi = mod(floor(P), 289.0);
1527
- vec2 Pf = fract(P);
1528
- vec3 oi = vec3(-1.0, 0.0, 1.0);
1529
- vec3 of = vec3(-0.5, 0.5, 1.5);
1530
- vec3 px = _czm_permute289(Pi.x + oi);
1531
- vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13
1532
- vec3 ox = fract(p*K) - Ko;
1533
- vec3 oy = mod(floor(p*K),7.0)*K - Ko;
1534
- vec3 d1x = Pf.x + 0.5 + jitter*ox;
1535
- vec3 d1y = Pf.y - of + jitter*oy;
1536
- vec3 d1 = d1x * d1x + d1y * d1y; // d11, d12 and d13, squared
1537
- p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23
1538
- ox = fract(p*K) - Ko;
1539
- oy = mod(floor(p*K),7.0)*K - Ko;
1540
- vec3 d2x = Pf.x - 0.5 + jitter*ox;
1541
- vec3 d2y = Pf.y - of + jitter*oy;
1542
- vec3 d2 = d2x * d2x + d2y * d2y; // d21, d22 and d23, squared
1543
- p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33
1544
- ox = fract(p*K) - Ko;
1545
- oy = mod(floor(p*K),7.0)*K - Ko;
1546
- vec3 d3x = Pf.x - 1.5 + jitter*ox;
1547
- vec3 d3y = Pf.y - of + jitter*oy;
1548
- vec3 d3 = d3x * d3x + d3y * d3y; // d31, d32 and d33, squared
1549
- // Sort out the two smallest distances (F1, F2)
1550
- // While also swapping dx and dy accordingly
1551
- vec3 comp3 = step(d2, d1);
1552
- vec3 d1a = mix(d1, d2, comp3);
1553
- vec3 d1xa = mix(d1x, d2x, comp3);
1554
- vec3 d1ya = mix(d1y, d2y, comp3);
1555
- d2 = mix(d2, d1, comp3); // Swap to keep candidates for F2
1556
- d2x = mix(d2x, d1x, comp3);
1557
- d2y = mix(d2y, d1y, comp3);
1558
-
1559
- comp3 = step(d3, d2);
1560
- d2 = mix(d2, d3, comp3); // neither F1 nor F2 are now in d3
1561
- d2x = mix(d2x, d3x, comp3);
1562
- d2y = mix(d2y, d3y, comp3);
1563
-
1564
- comp3 = step(d2, d1a);
1565
- d1 = mix(d1a, d2, comp3); // F1 is now in d1
1566
- d1x = mix(d1xa, d2x, comp3);
1567
- d1y = mix(d1ya, d2y, comp3);
1568
- d2 = mix(d2, d1a, comp3); // Swap to keep candidates for F2
1569
- d2x = mix(d2x, d1xa, comp3);
1570
- d2y = mix(d2y, d1ya, comp3);
1571
-
1572
- float comp1 = step(d1.y, d1.x);
1573
- d1.xy = mix(d1.xy, d1.yx, comp1); // Swap if smaller
1574
- d1x.xy = mix(d1x.xy, d1x.yx, comp1);
1575
- d1y.xy = mix(d1y.xy, d1y.yx, comp1);
1576
-
1577
- comp1 = step(d1.z, d1.x);
1578
- d1.xz = mix(d1.xz, d1.zx, comp1); // F1 is in d1.x
1579
- d1x.xz = mix(d1x.xz, d1x.zx, comp1);
1580
- d1y.xz = mix(d1y.xz, d1y.zx, comp1);
1581
-
1582
- vec2 comp2 = step(d2.yz, d1.yz);
1583
- d1.yz = mix(d1.yz, d2.yz, comp2); // F2 is now not in d2.yz
1584
- d1x.yz = mix(d1x.yz, d2x.yz, comp2);
1585
- d1y.yz = mix(d1y.yz, d2y.yz, comp2);
1586
-
1587
- comp1 = step(d1.z, d1.y);
1588
- d1.y = mix(d1.y, d1.z, comp1); // nor in d1.z
1589
- d1x.y = mix(d1x.y, d1x.z, comp1);
1590
- d1y.y = mix(d1y.y, d1y.z, comp1);
1591
-
1592
- comp1 = step(d2.x, d1.y);
1593
- d1.y = mix(d1.y, d2.x, comp1); // F2 is in d1.y, we're done.
1594
- d1x.y = mix(d1x.y, d2x.x, comp1);
1595
- d1y.y = mix(d1y.y, d2y.x, comp1);
1596
- F = sqrt(d1.xy);
1597
- d1d2 = vec4(d1x.x, d1y.x, d1x.y, d1y.y);
1598
- }
1599
-
1600
- */