@arcgis/core 4.23.0-next.20220123 → 4.23.0-next.20220128

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (624) hide show
  1. package/Graphic.js +1 -1
  2. package/arcade/featureset/sources/FeatureLayerDynamic.js +1 -1
  3. package/assets/esri/core/workers/RemoteClient.js +1 -1
  4. package/assets/esri/core/workers/chunks/02fbc76dfdc20e628c61.js +1 -0
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  106. package/assets/esri/libs/vxl/vxlLayer.wasm +0 -0
  107. package/assets/esri/themes/base/_mixins.scss +4 -1
  108. package/assets/esri/themes/base/icons/style.scss +11 -2
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  119. package/assets/esri/themes/base/widgets/_Search.scss +4 -2
  120. package/assets/esri/themes/base/widgets/_TableList.scss +9 -7
  121. package/assets/esri/themes/base/widgets/_Weather.scss +12 -0
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@@ -2,27 +2,27 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as i}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexColor as o}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as l}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as g}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as u}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function c(c){const m=new g,h=c.output===e.Depth;return m.include(i,{linearDepth:h}),m.include(o,c),m.vertex.uniforms.add("proj","mat4").add("view","mat4"),m.attributes.add(u.POSITION,"vec3"),m.varyings.add("vpos","vec3"),c.multipassTerrainEnabled&&m.varyings.add("depth","float"),h&&(m.include(t,c),m.vertex.uniforms.add("cameraNearFar","vec2"),m.varyings.add("linearDepth","float")),m.vertex.code.add(p`
5
+ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as i}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexColor as o}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as l}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as g}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as u}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function m(m){const h=new g,v=m.output===e.Depth;return h.include(i,{linearDepth:v}),h.include(o,m),h.vertex.uniforms.add("proj","mat4").add("view","mat4"),h.attributes.add(u.POSITION,"vec3"),h.varyings.add("vpos","vec3"),m.multipassTerrainEnabled&&h.varyings.add("depth","float"),v&&(h.include(t,m),h.vertex.uniforms.add("nearFar","vec2"),h.varyings.add("linearDepth","float")),h.vertex.code.add(p`
6
6
  void main(void) {
7
7
  vpos = position;
8
8
  forwardNormalizedVertexColor();
9
- ${c.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
10
- gl_Position = ${h?p`transformPositionWithDepth(proj, view, vpos, cameraNearFar, linearDepth);`:p`transformPosition(proj, view, vpos);`}
9
+ ${m.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
10
+ gl_Position = ${v?p`transformPositionWithDepth(proj, view, vpos, nearFar, linearDepth);`:p`transformPosition(proj, view, vpos);`}
11
11
  }
12
- `),m.include(r,c),m.fragment.include(n),c.multipassTerrainEnabled&&(m.fragment.include(l),m.include(s,c)),m.fragment.uniforms.add("eColor","vec4"),c.output===e.Highlight&&m.include(a),m.fragment.code.add(p`
12
+ `),h.include(r,m),h.fragment.include(d),m.multipassTerrainEnabled&&(h.fragment.include(a),h.include(s,m)),h.fragment.uniforms.add("eColor","vec4"),m.output===e.Highlight&&h.include(l),h.fragment.code.add(p`
13
13
  void main() {
14
14
  discardBySlice(vpos);
15
- ${c.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
16
- vec4 color = ${c.attributeColor?"vColor * eColor;":"eColor;"}
15
+ ${m.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
16
+ vec4 fColor = ${m.attributeColor?"vColor * eColor;":"eColor;"}
17
17
 
18
- if (color.a < ${p.float(d)}) {
18
+ if (fColor.a < ${p.float(n)}) {
19
19
  discard;
20
20
  }
21
21
 
22
- ${c.output===e.Alpha?p`gl_FragColor = vec4(color.a);`:""}
22
+ ${m.output===e.Alpha?p`gl_FragColor = vec4(fColor.a);`:""}
23
23
 
24
- ${c.output===e.Color?p`gl_FragColor = highlightSlice(color, vpos); ${c.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
25
- ${c.output===e.Highlight?p`outputHighlight();`:""};
26
- ${c.output===e.Depth?p`outputDepth(linearDepth);`:""};
24
+ ${m.output===e.Color?p`gl_FragColor = highlightSlice(fColor, vpos); ${m.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
25
+ ${m.output===e.Highlight?p`outputHighlight();`:""};
26
+ ${m.output===e.Depth?p`outputDepth(linearDepth);`:""};
27
27
  }
28
- `),m}const m=Object.freeze({__proto__:null,build:c});export{m as C,c as b};
28
+ `),h}const h=Object.freeze({__proto__:null,build:m});export{h as C,m as b};
@@ -2,12 +2,12 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";import{ViewingMode as a}from"../views/ViewingMode.js";import{ComponentData as l,ComponentDataType as i}from"../views/3d/webgl-engine/collections/Component/Material/shader/ComponentData.glsl.js";import{VertexDiscardByOpacity as t}from"../views/3d/webgl-engine/collections/Component/Material/shader/VertexDiscardByOpacity.glsl.js";import{ForwardLinearDepth as d}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as n}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as s}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{NormalAttribute as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{TextureCoordinateAttribute as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VertexPosition as u}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexPosition.glsl.js";import{OutputDepth as p}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as h}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as C}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeMaterialColor as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeMaterialColor.glsl.js";import{ComputeNormalTexture as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{ComputeShadingNormal as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeShadingNormal.glsl.js";import{EvaluateSceneLighting as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PBRMode as M,PhysicallyBasedRenderingParameters as O}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadBaseColorTexture as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadBaseColorTexture.glsl.js";import{ReadShadowMap as S}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{Overlay as T}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{DiscardOrAdjustAlpha as N,symbolAlphaCutoff as j}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{EllipsoidMode as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/EllipsoidMode.js";import{glsl as E}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as P}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as R}from"../views/3d/webgl-engine/lib/basicInterfaces.js";const D=new Map([[R.POSITION,0],[R.NORMAL,1],[R.NORMALCOMPRESSED,1],[R.COLOR,2],[R.UV0,3],[R.UVREGION,4],[R.COMPONENTINDEX,5]]);function W(R){const D=new P;D.include(u,R),D.include(v,R),D.include(m,R),D.include(g,R),D.include(d,R),D.include(l,R),D.include(N,R),D.include(s,R),D.include(L,R),D.include(t,R),D.fragment.uniforms.add("view","mat4"),R.pbrMode!==M.Normal&&R.pbrMode!==M.Schematic||(D.include(O,R),R.hasNormalTexture&&D.include(b,R)),R.output===n.Shadow&&R.componentData===i.Varying?D.vertex.code.add(E`#define discardShadows(castShadows) { if(!castShadows) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; } }`):D.vertex.code.add(E`#define discardShadows(castShadows) {}`);const W=R.overlayEnabled&&R.output===n.Color&&R.pbrMode===M.WaterOnIntegratedMesh;return R.overlayEnabled&&(D.include(T,R),R.viewingMode===a.Global?D.vertex.code.add(E`
5
+ import{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";import{ViewingMode as a}from"../views/ViewingMode.js";import{ComponentData as i,ComponentDataType as l}from"../views/3d/webgl-engine/collections/Component/Material/shader/ComponentData.glsl.js";import{VertexDiscardByOpacity as t}from"../views/3d/webgl-engine/collections/Component/Material/shader/VertexDiscardByOpacity.glsl.js";import{ForwardLinearDepth as d}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as n}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as s}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{NormalAttributeType as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{TextureCoordinateAttribute as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VertexPosition as u}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexPosition.glsl.js";import{OutputDepth as p}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as h}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as C}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeMaterialColor as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeMaterialColor.glsl.js";import{ComputeNormalTexture as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{ComputeShadingNormal as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeShadingNormal.glsl.js";import{EvaluateSceneLighting as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PBRMode as M,PhysicallyBasedRenderingParameters as O}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadBaseColorTexture as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadBaseColorTexture.glsl.js";import{ReadShadowMap as S}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{Overlay as N}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{DiscardOrAdjustAlpha as T,symbolAlphaCutoff as j}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{EllipsoidMode as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/EllipsoidMode.js";import{glsl as E}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as P}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as R}from"../views/3d/webgl-engine/lib/VertexAttribute.js";const W=new Map([[R.POSITION,0],[R.NORMAL,1],[R.NORMALCOMPRESSED,1],[R.COLOR,2],[R.UV0,3],[R.UVREGION,4],[R.COMPONENTINDEX,5]]);function D(R){const W=new P;W.include(u,R),W.include(v,R),W.include(m,R),W.include(g,R),W.include(d,R),W.include(i,R),W.include(T,R),W.include(s,R),W.include(L,R),W.include(t,R),W.fragment.uniforms.add("view","mat4"),R.pbrMode!==M.Normal&&R.pbrMode!==M.Schematic||(W.include(O,R),R.hasNormalTexture&&W.include(b,R)),R.output===n.Shadow&&R.componentData===l.Varying?W.vertex.code.add(E`#define discardShadows(castShadows) { if(!castShadows) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; } }`):W.vertex.code.add(E`#define discardShadows(castShadows) {}`);const D=R.overlayEnabled&&R.output===n.Color&&R.pbrMode===M.WaterOnIntegratedMesh;return R.overlayEnabled&&(W.include(f,R),W.include(N,R),R.viewingMode===a.Global?W.vertex.code.add(E`
6
6
  const float invEllipsoidRadius = ${E.float(1/(R.ellipsoidMode===A.Earth?e.radius:R.ellipsoidMode===A.Mars?r.radius:o.radius))};
7
7
  vec2 projectOverlay(vec3 pos) {
8
8
  return pos.xy / (1.0 + invEllipsoidRadius * pos.z);
9
9
  }
10
- `):D.vertex.code.add(E`vec2 projectOverlay(vec3 pos) { return pos.xy; }`)),W&&(D.varyings.add("tbnTangent","vec3"),D.varyings.add("tbnBiTangent","vec3"),D.varyings.add("groundNormal","vec3"),D.varyings.add("positionView","vec3")),D.vertex.code.add(E`
10
+ `):W.vertex.code.add(E`vec2 projectOverlay(vec3 pos) { return pos.xy; }`)),D&&(W.varyings.add("tbnTangent","vec3"),W.varyings.add("tbnBiTangent","vec3"),W.varyings.add("groundNormal","vec3"),W.varyings.add("positionView","vec3")),W.vertex.code.add(E`
11
11
  void main() {
12
12
  bool castShadows;
13
13
  vec4 externalColor = forwardExternalColor(castShadows);
@@ -22,7 +22,7 @@ import{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";imp
22
22
  }
23
23
  forwardPosition();
24
24
  forwardNormal();
25
- ${W?E`
25
+ ${D?E`
26
26
  positionView = position_view();
27
27
  ${R.viewingMode===a.Global?E`
28
28
  groundNormal = normalize(positionWorld());
@@ -38,7 +38,7 @@ import{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";imp
38
38
  forwardVertexColor();
39
39
  forwardLinearDepth(); // depends on forwardPosition()
40
40
  }
41
- `),R.output===n.Alpha&&(D.fragment.include(C),R.multipassTerrainEnabled&&D.include(x,R),D.include(w,R),D.fragment.code.add(E`
41
+ `),R.output===n.Alpha&&(W.fragment.include(C),R.multipassTerrainEnabled&&W.include(x,R),W.include(w,R),W.fragment.code.add(E`
42
42
  void main() {
43
43
  discardBySlice(vPositionWorldCameraRelative);
44
44
  ${R.multipassTerrainEnabled?E`terrainDepthTest(gl_FragCoord, vPosition_view.z);`:""}
@@ -62,9 +62,9 @@ import{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";imp
62
62
 
63
63
  gl_FragColor = vec4(materialColor.a);
64
64
  }
65
- `)),R.output===n.Color&&(D.fragment.include(C),R.multipassTerrainEnabled&&D.include(x,R),D.include(w,R),D.include(y,R),D.include(f,R),W&&D.fragment.uniforms.add("ovNormalTex","sampler2D"),R.receiveShadows?(D.include(S,R),D.fragment.code.add(E`float evaluateShadow() {
65
+ `)),R.output===n.Color&&(W.fragment.include(C),R.multipassTerrainEnabled&&W.include(x,R),W.include(w,R),W.include(y,R),W.include(f,R),D&&W.fragment.uniforms.add("ovNormalTex","sampler2D"),R.receiveShadows?(W.include(S,R),W.fragment.code.add(E`float evaluateShadow() {
66
66
  return readShadowMap(vPositionWorldCameraRelative, linearDepth);
67
- }`)):D.fragment.code.add(E`float evaluateShadow() { return 0.0; }`),D.fragment.code.add(E`
67
+ }`)):W.fragment.code.add(E`float evaluateShadow() { return 0.0; }`),W.fragment.code.add(E`
68
68
  void main() {
69
69
  discardBySlice(vPositionWorldCameraRelative);
70
70
  ${R.multipassTerrainEnabled?E`terrainDepthTest(gl_FragCoord, vPosition_view.z);`:""}
@@ -85,7 +85,7 @@ return readShadowMap(vPositionWorldCameraRelative, linearDepth);
85
85
  vec4 overlayColorOpaque = getOverlayColor(ovColorTex, vtcOverlay);
86
86
  vec4 overlayColor = overlayOpacity * overlayColorOpaque;
87
87
  materialColor = materialColor * (1.0 - overlayColor.a) + overlayColor;`:""}
88
- `),R.pbrMode===M.Normal||R.pbrMode===M.Schematic?(D.fragment.code.add(E`
88
+ `),R.pbrMode===M.Normal||R.pbrMode===M.Schematic?(W.fragment.code.add(E`
89
89
  ${R.pbrMode===M.Normal?E`
90
90
  applyPBRFactors();
91
91
  if (int(externalColorMixMode) == 3) {
@@ -93,38 +93,38 @@ return readShadowMap(vPositionWorldCameraRelative, linearDepth);
93
93
  }`:""}
94
94
  vec3 normalVertex = shadingNormalWorld();
95
95
  float additionalIrradiance = 0.02 * lightingMainIntensity[2];
96
- `),R.hasNormalTexture?D.fragment.code.add(E`mat3 tangentSpace = computeTangentSpace(normalVertex, vPositionWorldCameraRelative, vuv0);
97
- vec3 shadingNormal = computeTextureNormal(tangentSpace, vuv0);`):D.fragment.code.add(E`vec3 shadingNormal = normalVertex;`),D.fragment.code.add(E`${R.viewingMode===a.Global?E`vec3 normalGround = normalize(positionWorld());`:E`vec3 normalGround = vec3(0.0, 0.0, 1.0);`}
98
- `),D.fragment.code.add(E`vec3 viewDir = normalize(vPositionWorldCameraRelative);
96
+ `),R.hasNormalTexture?W.fragment.code.add(E`mat3 tangentSpace = computeTangentSpace(normalVertex, vPositionWorldCameraRelative, vuv0);
97
+ vec3 shadingNormal = computeTextureNormal(tangentSpace, vuv0);`):W.fragment.code.add(E`vec3 shadingNormal = normalVertex;`),W.fragment.code.add(E`${R.viewingMode===a.Global?E`vec3 normalGround = normalize(positionWorld());`:E`vec3 normalGround = vec3(0.0, 0.0, 1.0);`}
98
+ `),W.fragment.code.add(E`vec3 viewDir = normalize(vPositionWorldCameraRelative);
99
99
  float ssao = 1.0 - occlusion * (1.0 - evaluateAmbientOcclusion());
100
100
  vec3 additionalLight = evaluateAdditionalLighting(ssao, positionWorld());
101
- vec4 shadedColor = vec4(evaluateSceneLightingPBR(shadingNormal, materialColor.rgb, evaluateShadow(), ssao, additionalLight, viewDir, normalGround, mrr, emission, additionalIrradiance), materialColor.a);`)):(R.receiveShadows?D.fragment.code.add(E`float shadow = evaluateShadow();`):R.viewingMode===a.Global?D.fragment.code.add(E`float additionalAmbientScale = additionalDirectedAmbientLight(positionWorld());
102
- float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);`):D.fragment.code.add(E`float shadow = 0.0;`),D.fragment.code.add(E`
101
+ vec4 shadedColor = vec4(evaluateSceneLightingPBR(shadingNormal, materialColor.rgb, evaluateShadow(), ssao, additionalLight, viewDir, normalGround, mrr, emission, additionalIrradiance), materialColor.a);`)):(R.receiveShadows?W.fragment.code.add(E`float shadow = evaluateShadow();`):R.viewingMode===a.Global?W.fragment.code.add(E`float additionalAmbientScale = additionalDirectedAmbientLight(positionWorld());
102
+ float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);`):W.fragment.code.add(E`float shadow = 0.0;`),W.fragment.code.add(E`
103
103
  float ambientOcclusion = evaluateAmbientOcclusion();
104
104
  // At global scale we create some additional ambient light based on the main light to simulate global illumination
105
105
  vec3 additionalLight = evaluateAdditionalLighting(ambientOcclusion, positionWorld());
106
106
  vec4 shadedColor = vec4(evaluateSceneLighting(shadingNormalWorld(), materialColor.rgb, shadow, ambientOcclusion, additionalLight), materialColor.a);
107
- ${W?E`
107
+ ${D?E`
108
108
  vec4 overlayWaterMask = getOverlayColor(ovNormalTex, vtcOverlay);
109
109
  float waterNormalLength = length(overlayWaterMask);
110
110
  if (waterNormalLength > 0.95) {
111
111
  mat3 tbnMatrix = mat3(tbnTangent, tbnBiTangent, groundNormal);
112
112
  vec4 waterOverlayColor = vec4(overlayColorOpaque.xyz, overlayColor.w);
113
- vec4 waterColorLinear = getOverlayWaterColor(overlayWaterMask, waterOverlayColor, -normalize(vPositionWorldCameraRelative), shadow, groundNormal, tbnMatrix, positionView);
113
+ vec4 waterColorLinear = getOverlayWaterColor(overlayWaterMask, waterOverlayColor, -normalize(vPositionWorldCameraRelative), shadow, groundNormal, tbnMatrix, positionView, positionWorld());
114
114
  vec4 waterColorNonLinear = delinearizeGamma(vec4(waterColorLinear.xyz, 1.0));
115
115
  // un-gamma the ground color to mix in linear space
116
116
  shadedColor = mix(shadedColor, waterColorNonLinear, waterColorLinear.w);
117
117
  }`:""}
118
- `)),D.fragment.code.add(E`
118
+ `)),W.fragment.code.add(E`
119
119
  gl_FragColor = highlightSlice(shadedColor, vPositionWorldCameraRelative);
120
- ${R.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
120
+ ${R.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
121
121
  }
122
- `)),R.output!==n.Depth&&R.output!==n.Shadow||(D.include(p,R),D.fragment.code.add(E`void main() {
122
+ `)),R.output!==n.Depth&&R.output!==n.Shadow||(W.include(p,R),W.fragment.code.add(E`void main() {
123
123
  discardBySlice(vPositionWorldCameraRelative);
124
124
  vec4 textureColor = readBaseColorTexture();
125
125
  discardOrAdjustAlpha(textureColor);
126
126
  outputDepth(linearDepth);
127
- }`)),R.output===n.Normal&&(D.include(y,R),D.fragment.code.add(E`
127
+ }`)),R.output===n.Normal&&(W.include(y,R),W.fragment.code.add(E`
128
128
  void main() {
129
129
  discardBySlice(vPositionWorldCameraRelative);
130
130
 
@@ -133,10 +133,10 @@ outputDepth(linearDepth);
133
133
 
134
134
  // note: the alpha component needs to be 1.0 in order for this material
135
135
  // to influence ambient occlusion, see the ssao fragment shader
136
- float alpha = ${R.normalType===c.Type.Ground?"0.0":"1.0"};
136
+ float alpha = ${R.normalType===c.Ground?"0.0":"1.0"};
137
137
  gl_FragColor = vec4(vec3(.5) + .5 * shadingNormal_view(), alpha);
138
138
  }
139
- `)),R.output===n.Highlight&&(D.include(h),D.fragment.code.add(E`
139
+ `)),R.output===n.Highlight&&(W.include(h),W.fragment.code.add(E`
140
140
  void main() {
141
141
  discardBySlice(vPositionWorldCameraRelative);
142
142
 
@@ -153,4 +153,4 @@ outputDepth(linearDepth);
153
153
 
154
154
  outputHighlight();
155
155
  }
156
- `)),D}const B=Object.freeze({__proto__:null,attributeLocations:D,build:W});export{B as C,D as a,W as b};
156
+ `)),W}const B=Object.freeze({__proto__:null,attributeLocations:W,build:D});export{B as C,W as a,D as b};
@@ -8,7 +8,7 @@ gl_FragColor = texture2D(tex, uv) * opacity;
8
8
  gl_FragColor = texture2D(tex, uv);
9
9
  }`)),o.function===t.OverlayWithTransparency&&(n.fragment.uniforms.add("overlayIdx","int"),o.hasOpacityFactor&&n.fragment.uniforms.add("opacity","float"),n.fragment.code.add(e`
10
10
  void main() {
11
- vec2 overlayUV = overlayIdx == 0 ? vec2(uv.x * 0.5, uv.y) : vec2(uv.x * 0.5+ 0.5, uv.y);
11
+ vec2 overlayUV = overlayIdx == 0 ? vec2(uv.x * 0.5, uv.y) : vec2(uv.x * 0.5 + 0.5, uv.y);
12
12
  gl_FragColor = texture2D(tex, overlayUV) ${o.hasOpacityFactor?"* opacity":""};
13
13
  }`)),o.function===t.TransparentToHUDVisibility&&n.fragment.code.add(e`void main() {
14
14
  gl_FragColor = vec4(1.0 - texture2D(tex, uv).a);
@@ -2,83 +2,83 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{Offset as o}from"../views/3d/webgl-engine/core/shaderLibrary/Offset.glsl.js";import{ShaderOutput as a}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as l}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{InstancedDoublePrecision as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/InstancedDoublePrecision.glsl.js";import{NormalAttribute as n}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{PositionAttribute as s}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js";import{SymbolColor as d}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/SymbolColor.glsl.js";import{TextureCoordinateAttribute as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VerticalOffset as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js";import{DefaultMaterialAuxiliaryPasses as p}from"../views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js";import{ReadLinearDepth as u}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeNormalTexture as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{EvaluateAmbientOcclusion as h}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{PhysicallyBasedRendering as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRendering.glsl.js";import{PhysicallyBasedRenderingParameters as C,PBRMode as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMap as T}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{VisualVariables as j}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as M,DiscardOrAdjustAlpha as O}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{HeaderComment as E}from"../views/3d/webgl-engine/core/shaderLibrary/util/HeaderComment.glsl.js";import{MixExternalColor as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/MixExternalColor.glsl.js";import{glsl as S}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as P}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as _}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function N(N){const $=new P,D=$.vertex.code,B=$.fragment.code;$.include(E,{name:"Default Material Shader",output:N.output}),$.vertex.uniforms.add("proj","mat4").add("view","mat4").add("camPos","vec3").add("localOrigin","vec3");const F=N.hasModelTransformation;return F&&$.vertex.uniforms.add("model","mat4"),$.include(s),$.varyings.add("vpos","vec3"),$.include(j,N),$.include(t,N),$.include(v,N),N.output!==a.Color&&N.output!==a.Alpha||($.include(n,N),$.include(l,{linearDepth:!1,hasModelTransformation:F}),N.normalType===n.Type.Attribute&&N.offsetBackfaces&&$.include(o),$.include(b,N),$.include(g,N),N.instancedColor&&$.attributes.add(_.INSTANCECOLOR,"vec4"),$.varyings.add("localvpos","vec3"),$.include(c,N),$.include(r,N),$.include(d,N),$.include(m,N),$.vertex.uniforms.add("externalColor","vec4"),$.varyings.add("vcolorExt","vec4"),N.multipassTerrainEnabled&&$.varyings.add("depth","float"),D.add(S`
5
+ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{Offset as o}from"../views/3d/webgl-engine/core/shaderLibrary/Offset.glsl.js";import{ShaderOutput as a}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as l}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{InstancedDoublePrecision as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/InstancedDoublePrecision.glsl.js";import{NormalAttribute as n,NormalAttributeType as s}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{PositionAttribute as d}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js";import{SymbolColor as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/SymbolColor.glsl.js";import{TextureCoordinateAttribute as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VerticalOffset as p}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js";import{DefaultMaterialAuxiliaryPasses as u}from"../views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js";import{ReadLinearDepth as b}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeNormalTexture as h}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{EvaluateAmbientOcclusion as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{PhysicallyBasedRendering as C}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRendering.glsl.js";import{PhysicallyBasedRenderingParameters as L,PBRMode as j}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMap as M}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{VisualVariables as T}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as O,DiscardOrAdjustAlpha as E}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{HeaderComment as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/HeaderComment.glsl.js";import{MixExternalColor as S}from"../views/3d/webgl-engine/core/shaderLibrary/util/MixExternalColor.glsl.js";import{glsl as P}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as _}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as N}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function $($){const D=new _,B=D.vertex.code,F=D.fragment.code;D.include(A,{name:"Default Material Shader",output:$.output}),D.vertex.uniforms.add("proj","mat4").add("view","mat4").add("cameraPosition","vec3").add("localOrigin","vec3");const V=$.hasModelTransformation;return V&&D.vertex.uniforms.add("model","mat4"),D.include(d),D.varyings.add("vpos","vec3"),D.include(T,$),D.include(t,$),D.include(p,$),$.output!==a.Color&&$.output!==a.Alpha||(D.include(n,$),D.include(l,{linearDepth:!1,hasModelTransformation:V}),$.normalType===s.Attribute&&$.offsetBackfaces&&D.include(o),D.include(h,$),D.include(v,$),$.instancedColor&&D.attributes.add(N.INSTANCECOLOR,"vec4"),D.varyings.add("localvpos","vec3"),D.include(m,$),D.include(r,$),D.include(c,$),D.include(g,$),D.vertex.uniforms.add("externalColor","vec4"),D.varyings.add("vcolorExt","vec4"),$.multipassTerrainEnabled&&D.varyings.add("depth","float"),B.add(P`
6
6
  void main(void) {
7
7
  forwardNormalizedVertexColor();
8
8
  vcolorExt = externalColor;
9
- ${N.instancedColor?"vcolorExt *= instanceColor;":""}
9
+ ${$.instancedColor?"vcolorExt *= instanceColor;":""}
10
10
  vcolorExt *= vvColor();
11
11
  vcolorExt *= getSymbolColor();
12
12
  forwardColorMixMode();
13
13
 
14
- if (vcolorExt.a < ${S.float(M)}) {
14
+ if (vcolorExt.a < ${P.float(O)}) {
15
15
  gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
16
16
  }
17
17
  else {
18
18
  vpos = calculateVPos();
19
19
  localvpos = vpos - view[3].xyz;
20
20
  vpos = subtractOrigin(vpos);
21
- ${N.normalType===n.Type.Attribute?S`
21
+ ${$.normalType===s.Attribute?P`
22
22
  vNormalWorld = dpNormal(vvLocalNormal(normalModel()));`:""}
23
23
  vpos = addVerticalOffset(vpos, localOrigin);
24
- ${N.vertexTangents?"vTangent = dpTransformVertexTangent(tangent);":""}
25
- gl_Position = transformPosition(proj, view, ${F?"model,":""} vpos);
26
- ${N.normalType===n.Type.Attribute&&N.offsetBackfaces?"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);":""}
24
+ ${$.vertexTangents?"vTangent = dpTransformVertexTangent(tangent);":""}
25
+ gl_Position = transformPosition(proj, view, ${V?"model,":""} vpos);
26
+ ${$.normalType===s.Attribute&&$.offsetBackfaces?"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, cameraPosition);":""}
27
27
  }
28
28
 
29
- ${N.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
29
+ ${$.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
30
30
  forwardLinearDepth();
31
31
  forwardTextureCoordinates();
32
32
  }
33
- `)),N.output===a.Alpha&&($.include(i,N),$.include(O,N),N.multipassTerrainEnabled&&($.fragment.include(u),$.include(w,N)),$.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("opacity","float").add("layerOpacity","float"),N.hasColorTexture&&$.fragment.uniforms.add("tex","sampler2D"),$.fragment.include(A),B.add(S`
33
+ `)),$.output===a.Alpha&&(D.include(i,$),D.include(E,$),$.multipassTerrainEnabled&&(D.fragment.include(b),D.include(x,$)),D.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("opacity","float").add("layerOpacity","float"),$.hasColorTexture&&D.fragment.uniforms.add("tex","sampler2D"),D.fragment.include(S),F.add(P`
34
34
  void main() {
35
35
  discardBySlice(vpos);
36
- ${N.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
37
- ${N.hasColorTexture?S`
36
+ ${$.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
37
+ ${$.hasColorTexture?P`
38
38
  vec4 texColor = texture2D(tex, vuv0);
39
- ${N.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
40
- discardOrAdjustAlpha(texColor);`:S`vec4 texColor = vec4(1.0);`}
41
- ${N.attributeColor?S`
42
- float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:S`
39
+ ${$.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
40
+ discardOrAdjustAlpha(texColor);`:P`vec4 texColor = vec4(1.0);`}
41
+ ${$.attributeColor?P`
42
+ float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:P`
43
43
  float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));
44
44
  `}
45
45
  gl_FragColor = vec4(opacity_);
46
46
  }
47
- `)),N.output===a.Color&&($.include(i,N),$.include(f,N),$.include(h,N),$.include(O,N),N.receiveShadows&&$.include(T,N),N.multipassTerrainEnabled&&($.fragment.include(u),$.include(w,N)),$.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("opacity","float").add("layerOpacity","float"),N.hasColorTexture&&$.fragment.uniforms.add("tex","sampler2D"),$.include(C,N),$.include(y,N),$.fragment.include(A),$.include(x,N),B.add(S`
47
+ `)),$.output===a.Color&&(D.include(i,$),D.include(w,$),D.include(f,$),D.include(E,$),$.receiveShadows&&D.include(M,$),$.multipassTerrainEnabled&&(D.fragment.include(b),D.include(x,$)),D.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("opacity","float").add("layerOpacity","float"),$.hasColorTexture&&D.fragment.uniforms.add("tex","sampler2D"),D.include(L,$),D.include(C,$),D.fragment.include(S),D.include(y,$),F.add(P`
48
48
  void main() {
49
49
  discardBySlice(vpos);
50
- ${N.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
51
- ${N.hasColorTexture?S`
50
+ ${$.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
51
+ ${$.hasColorTexture?P`
52
52
  vec4 texColor = texture2D(tex, vuv0);
53
- ${N.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
54
- discardOrAdjustAlpha(texColor);`:S`vec4 texColor = vec4(1.0);`}
55
- shadingParams.viewDirection = normalize(vpos - camPos);
56
- ${N.normalType===n.Type.ScreenDerivative?S`
57
- vec3 normal = screenDerivativeNormal(localvpos);`:S`
53
+ ${$.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
54
+ discardOrAdjustAlpha(texColor);`:P`vec4 texColor = vec4(1.0);`}
55
+ shadingParams.viewDirection = normalize(vpos - cameraPosition);
56
+ ${$.normalType===s.ScreenDerivative?P`
57
+ vec3 normal = screenDerivativeNormal(localvpos);`:P`
58
58
  shadingParams.normalView = vNormalWorld;
59
59
  vec3 normal = shadingNormal(shadingParams);`}
60
- ${N.pbrMode===L.Normal?"applyPBRFactors();":""}
60
+ ${$.pbrMode===j.Normal?"applyPBRFactors();":""}
61
61
  float ssao = evaluateAmbientOcclusionInverse();
62
62
  ssao *= getBakedOcclusion();
63
63
 
64
64
  float additionalAmbientScale = additionalDirectedAmbientLight(vpos + localOrigin);
65
65
  vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;
66
- ${N.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":N.viewingMode===e.Global?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
66
+ ${$.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":$.viewingMode===e.Global?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
67
67
  vec3 matColor = max(ambient, diffuse);
68
- ${N.attributeColor?S`
68
+ ${$.attributeColor?P`
69
69
  vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));
70
- float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:S`
70
+ float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:P`
71
71
  vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));
72
72
  float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));
73
73
  `}
74
- ${N.hasNormalTexture?S`
75
- mat3 tangentSpace = ${N.vertexTangents?"computeTangentSpace(normal);":"computeTangentSpace(normal, vpos, vuv0);"}
74
+ ${$.hasNormalTexture?P`
75
+ mat3 tangentSpace = ${$.vertexTangents?"computeTangentSpace(normal);":"computeTangentSpace(normal, vpos, vuv0);"}
76
76
  vec3 shadedNormal = computeTextureNormal(tangentSpace, vuv0);`:"vec3 shadedNormal = normal;"}
77
- ${N.pbrMode===L.Normal||N.pbrMode===L.Schematic?N.viewingMode===e.Global?S`vec3 normalGround = normalize(vpos + localOrigin);`:S`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:S``}
78
- ${N.pbrMode===L.Normal||N.pbrMode===L.Schematic?S`
77
+ ${$.pbrMode===j.Normal||$.pbrMode===j.Schematic?$.viewingMode===e.Global?P`vec3 normalGround = normalize(vpos + localOrigin);`:P`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:P``}
78
+ ${$.pbrMode===j.Normal||$.pbrMode===j.Schematic?P`
79
79
  float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];
80
80
  vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, shadingParams.viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);"}
81
81
  gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);
82
- ${N.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
82
+ ${$.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
83
83
  }
84
- `)),$.include(p,N),$}const $=Object.freeze({__proto__:null,build:N});export{$ as D,N as b};
84
+ `)),D.include(u,$),D}const D=Object.freeze({__proto__:null,build:$});export{D,$ as b};
@@ -2,7 +2,7 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ReadLinearDepth as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as n}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as d}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{AdjustProjectedPosition as t}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl.js";import{DiscardByCoverage as a}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardByCoverage.glsl.js";import{DiscardNonSilhouetteEdges as l}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardNonSilhouetteEdges.glsl.js";import{DiscardShortEdges as r}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardShortEdges.glsl.js";import{EdgeUtil as c}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl.js";import{LineAmplitude as P}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl.js";import{LineOffset as u}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl.js";import{UnpackAttributes as p}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl.js";function g(g){const v=new n,f=v.vertex,x=v.fragment;return g.legacy&&f.uniforms.add("uModel","mat4"),g.antialiasing&&(f.code.add(s`#define ANTIALIASING 1`),x.code.add(s`#define ANTIALIASING 1`)),v.include(t,g),v.include(P,g),v.include(c,g),v.include(p,g),v.include(u,g),v.include(e,g),v.include(l,g),v.include(a,g),v.include(r,g),v.varyings.add("vColor","vec4"),v.varyings.add("vRadius","float"),v.varyings.add("vPosition","vec3"),v.varyings.add("vWorldPosition","vec3"),v.varyings.add("vViewPos","vec3"),v.varyings.add("vLineLengthPixels","float"),v.varyings.add("vSizeFalloffFactor","float"),f.uniforms.add("uPixelToNDC","vec2"),f.uniforms.add("uNDCToPixel","vec2"),f.uniforms.add("uPixelRatio","float"),v.attributes.add(d.POSITION0,"vec3"),v.attributes.add(d.POSITION1,"vec3"),v.attributes.add(d.VARIANTOFFSET,"float"),v.attributes.add(d.VARIANTSTROKE,"float"),v.attributes.add(d.VARIANTEXTENSION,"float"),f.code.add(s`const float opaqueCutoff = 1.0 / 255.0;
5
+ import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ReadLinearDepth as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as n}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as d}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{AdjustProjectedPosition as t}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl.js";import{DiscardByCoverage as a}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardByCoverage.glsl.js";import{DiscardNonSilhouetteEdges as l}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardNonSilhouetteEdges.glsl.js";import{DiscardShortEdges as r}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardShortEdges.glsl.js";import{EdgeUtil as c}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl.js";import{LineAmplitude as p}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl.js";import{LineOffset as P}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl.js";import{UnpackAttributes as u}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl.js";function g(g){const v=new n,f=v.vertex,x=v.fragment;return g.legacy&&f.uniforms.add("model","mat4"),g.antialiasing&&(f.code.add(s`#define ANTIALIASING 1`),x.code.add(s`#define ANTIALIASING 1`)),v.include(t,g),v.include(p,g),v.include(c,g),v.include(u,g),v.include(P,g),v.include(e,g),v.include(l,g),v.include(a,g),v.include(r,g),v.varyings.add("vColor","vec4"),v.varyings.add("vRadius","float"),v.varyings.add("vPosition","vec3"),v.varyings.add("vWorldPosition","vec3"),v.varyings.add("vViewPos","vec3"),v.varyings.add("vLineLengthPixels","float"),v.varyings.add("vSizeFalloffFactor","float"),f.uniforms.add("pixelToNDC","vec2"),f.uniforms.add("ndcToPixel","vec2"),f.uniforms.add("pixelRatio","float"),v.attributes.add(d.POSITION0,"vec3"),v.attributes.add(d.POSITION1,"vec3"),v.attributes.add(d.VARIANTOFFSET,"float"),v.attributes.add(d.VARIANTSTROKE,"float"),v.attributes.add(d.VARIANTEXTENSION,"float"),f.code.add(s`const float opaqueCutoff = 1.0 / 255.0;
6
6
  void calculateGeometricOutputs(vec3 viewPosV0, vec3 viewPosV1, vec3 worldPosV0, vec3 worldPosV1, vec3 worldNormal, UnpackedAttributes unpackedAttributes) {
7
7
  vec2 sideness = unpackedAttributes.sideness;
8
8
  vec2 sidenessNorm = unpackedAttributes.sidenessNorm;
@@ -13,15 +13,15 @@ vec4 projPosV0 = projFromViewPosition(viewPosV0);
13
13
  vec4 projPosV1 = projFromViewPosition(viewPosV1);
14
14
  vec4 projPos = projFromViewPosition(viewPos);
15
15
  vec3 screenSpaceLineNDC = (projPosV1.xyz / projPosV1.w - projPosV0.xyz / projPosV0.w);
16
- vec2 screenSpaceLinePixels = screenSpaceLineNDC.xy * uNDCToPixel;
16
+ vec2 screenSpaceLinePixels = screenSpaceLineNDC.xy * ndcToPixel;
17
17
  float lineLengthPixels = length(screenSpaceLinePixels);
18
18
  float dzPerPixel = screenSpaceLineNDC.z / lineLengthPixels;
19
19
  vec2 screenSpaceDirection = screenSpaceLinePixels / lineLengthPixels;
20
20
  vec2 perpendicularScreenSpaceDirection = vec2(screenSpaceDirection.y, -screenSpaceDirection.x) * sideness.x;
21
- float falloffFactor = distanceBasedPerspectiveFactor(-viewPos.z) * uPixelRatio;
21
+ float falloffFactor = distanceBasedPerspectiveFactor(-viewPos.z) * pixelRatio;
22
22
  float lineWidthPixels = unpackedAttributes.lineWidthPixels * falloffFactor;
23
23
  float extensionLengthPixels = calculateExtensionLength(unpackedAttributes.extensionLengthPixels, lineLengthPixels) * falloffFactor;
24
- float lineAmplitudePixels = calculateLineAmplitude(unpackedAttributes) * uPixelRatio;
24
+ float lineAmplitudePixels = calculateLineAmplitude(unpackedAttributes) * pixelRatio;
25
25
  vSizeFalloffFactor = falloffFactor;
26
26
  float lineWidthAndAmplitudePixels = lineWidthPixels + lineAmplitudePixels + lineAmplitudePixels;
27
27
  float extendedLineLengthPixels = lineLengthPixels + extensionLengthPixels + extensionLengthPixels;
@@ -33,9 +33,9 @@ float aaPaddedRoundedCapSizePixels = lineWidthPixels * 0.5 + aaPaddingPixels;
33
33
  float halfAAPaddedLineWidthAndAmplitudePixels = max(lineWidthAndAmplitudePixels, 1.0) * 0.5;
34
34
  float aaPaddedRoundedCapSizePixels = max(lineWidthPixels, 1.0) * 0.5;
35
35
  #endif
36
- vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * uPixelToNDC;
37
- vec2 aaPaddedRoundedCapSizeNDC = aaPaddedRoundedCapSizePixels * uPixelToNDC;
38
- vec2 extensionLengthNDC = extensionLengthPixels * uPixelToNDC;
36
+ vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * pixelToNDC;
37
+ vec2 aaPaddedRoundedCapSizeNDC = aaPaddedRoundedCapSizePixels * pixelToNDC;
38
+ vec2 extensionLengthNDC = extensionLengthPixels * pixelToNDC;
39
39
  vec2 ndcOffset = (
40
40
  screenSpaceDirection * sideness.y * (aaPaddedRoundedCapSizeNDC + extensionLengthNDC)
41
41
  + perpendicularScreenSpaceDirection * halfAAPaddedLineWidthAndAmplitudeNDC
@@ -2,13 +2,13 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{TextureCoordinateAttribute as e}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{glsl as t}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as i}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function n(n){const d=new o;return d.attributes.add(i.POSITION,"vec2"),d.include(e,{attributeTextureCoordinates:e.AttributeType.Default}),d.varyings.add("worldRay","vec3"),d.varyings.add("eyeDir","vec3"),d.vertex.uniforms.add("projectionInverse","mat4"),d.vertex.uniforms.add("viewInverse","mat4"),d.vertex.code.add(t`void main(void) {
6
- vec3 posViewNear = (projectionInverse * vec4(position, -1, 1)).xyz;
5
+ import{TextureCoordinateAttribute as e,TextureCoordinateAttributeType as r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{glsl as o}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function d(d){const l=new i;return l.attributes.add(n.POSITION,"vec2"),l.include(e,{attributeTextureCoordinates:r.Default}),l.varyings.add("worldRay","vec3"),l.varyings.add("eyeDir","vec3"),l.vertex.uniforms.add("inverseProjectionMatrix","mat4"),l.vertex.uniforms.add("inverseViewMatrix","mat4"),l.vertex.code.add(o`void main(void) {
6
+ vec3 posViewNear = (inverseProjectionMatrix * vec4(position, -1, 1)).xyz;
7
7
  eyeDir = posViewNear;
8
- worldRay = (viewInverse * vec4(posViewNear, 0)).xyz;
8
+ worldRay = (inverseViewMatrix * vec4(posViewNear, 0)).xyz;
9
9
  forwardTextureCoordinates();
10
10
  gl_Position = vec4(position, 1, 1);
11
- }`),d.fragment.uniforms.add("lightingMainDirection","vec3").add("atmosphereC","float").add("cameraPosition","vec3").add("nearFar","vec2").add("depthTex","sampler2D").add("strength","float").add("fogAmount","float"),d.include(a),d.fragment.include(r),d.fragment.code.add(t`vec2 sphereIntersect(vec3 start, vec3 dir) {
11
+ }`),l.fragment.uniforms.add("lightingMainDirection","vec3").add("atmosphereC","float").add("cameraPosition","vec3").add("nearFar","vec2").add("depthTex","sampler2D").add("fogStrength","float").add("fogAmount","float"),l.include(t),l.fragment.include(a),l.fragment.code.add(o`vec2 sphereIntersect(vec3 start, vec3 dir) {
12
12
  float a = dot(dir, dir);
13
13
  float b = 2.0 * dot(dir, start);
14
14
  float d = (b * b) - 4.0 * a * atmosphereC;
@@ -16,7 +16,7 @@ if (d < 0.0) {
16
16
  return vec2(1e5, -1e5);
17
17
  }
18
18
  return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
19
- }`),d.fragment.code.add(t`
19
+ }`),l.fragment.code.add(o`
20
20
  vec4 applyFog(float dist, vec3 rayDir){
21
21
  bool sky = false;
22
22
 
@@ -26,18 +26,16 @@ return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
26
26
  sky = true;
27
27
  }
28
28
 
29
- float fogAmount = fogAmount * (1.0 - exp(-dist * strength));
30
-
29
+ float fogAmount = fogAmount * (1.0 - exp(-dist * fogStrength));
31
30
  float sunAmount = max(0.0, dot(rayDir, lightingMainDirection));
32
-
33
31
  float lightAngle = max(0.0, dot(normalize(cameraPosition + dist * rayDir), lightingMainDirection));
34
- ${n.haze?t`vec3 fogColor = mix(vec3(0.0), vec3(0.24, 0.44, 0.8), lightAngle);`:t`vec3 fogColor = mix(vec3(0.1), vec3(1.5), lightAngle);`}
32
+ ${d.haze?o`vec3 fogColor = mix(vec3(0.0), vec3(0.24, 0.44, 0.8), lightAngle);`:o`vec3 fogColor = mix(vec3(0.1), vec3(1.5), lightAngle);`}
35
33
 
36
34
  float phase = sky ? pow(sunAmount, 16.0) : 0.0;
37
35
  vec3 col = (lightAngle * vec3(1.0, 0.6, 0.3) * phase + fogColor) * fogAmount;
38
36
  return vec4(col, fogAmount);
39
37
  }
40
- `),d.fragment.code.add(t`
38
+ `),l.fragment.code.add(o`
41
39
  vec3 tonemapACES(vec3 x) {
42
40
  return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
43
41
  }
@@ -56,7 +54,7 @@ return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
56
54
  terrainDepth = max(0.0, length(cameraSpaceRay));
57
55
  }
58
56
 
59
- ${n.haze?t`
57
+ ${d.haze?o`
60
58
  if(terrainDepth == -1.0){
61
59
  gl_FragColor = vec4(0);
62
60
  return;
@@ -66,4 +64,4 @@ return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
66
64
 
67
65
  gl_FragColor = delinearizeGamma(vec4(tonemapACES(fog.rgb), fog.a));
68
66
  }
69
- `),d}const d=Object.freeze({__proto__:null,build:n});export{d as F,n as b};
67
+ `),l}const l=Object.freeze({__proto__:null,build:d});export{l as F,d as b};
@@ -2,7 +2,7 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{c as e}from"./vec2.js";import{a as o}from"./vec2f64.js";import{Z as i}from"./vec4f64.js";import{ShaderOutput as r}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as l}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as t}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as a}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{HUDOcclusionPass as s}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUDOcclusionPass.glsl.js";import{OutputHighlight as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{VisualVariables as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as d,defaultMaskAlphaCutoff as u}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{RgbaFloatEncoding as g}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{ScreenSizePerspective as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{glsl as f}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as m}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as b}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function h(e){const o=new m,i=e.signedDistanceFieldEnabled;if(o.include(t),o.include(a,e),o.include(l,e),e.output===r.Occlusion)return o.include(s,e),o;o.include(p),o.fragment.include(g),o.fragment.include(v),o.include(c,e),o.varyings.add("vcolor","vec4"),o.varyings.add("vtc","vec2"),o.varyings.add("vsize","vec2"),e.binaryHighlightOcclusionEnabled&&o.varyings.add("voccluded","float"),o.vertex.uniforms.add("screenOffset","vec2").add("anchorPos","vec2").add("textureCoordinateScaleFactor","vec2").add("materialColor","vec4"),i&&o.vertex.uniforms.add("outlineColor","vec4"),e.screenSizePerspectiveEnabled&&o.vertex.uniforms.add("screenSizePerspective","vec4"),(e.debugDrawLabelBorder||e.binaryHighlightOcclusionEnabled)&&o.varyings.add("debugBorderCoords","vec4"),o.attributes.add(b.UV0,"vec2"),o.attributes.add(b.COLOR,"vec4"),o.attributes.add(b.SIZE,"vec2"),o.attributes.add(b.AUXPOS2,"vec4"),o.vertex.code.add(f`
5
+ import{c as e}from"./vec2.js";import{a as o}from"./vec2f64.js";import{Z as i}from"./vec4f64.js";import{ShaderOutput as r}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as l}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as t}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as a}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{HUDOcclusionPass as s}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUDOcclusionPass.glsl.js";import{OutputHighlight as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{VisualVariables as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as d,defaultMaskAlphaCutoff as u}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{RgbaFloatEncoding as g}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{ScreenSizePerspective as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{glsl as f}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as m}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as b}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function h(e){const o=new m,i=e.signedDistanceFieldEnabled;if(o.include(t),o.include(a,e),o.include(l,e),e.output===r.Occlusion)return o.include(s,e),o;o.include(p),o.fragment.include(g),o.fragment.include(v),o.include(c,e),o.varyings.add("vcolor","vec4"),o.varyings.add("vtc","vec2"),o.varyings.add("vsize","vec2"),e.binaryHighlightOcclusionEnabled&&o.varyings.add("voccluded","float"),o.vertex.uniforms.add("screenOffset","vec2").add("anchorPos","vec2").add("textureCoordinateScaleFactor","vec2").add("materialColor","vec4"),i&&o.vertex.uniforms.add("outlineColor","vec4"),e.screenSizePerspectiveEnabled&&o.vertex.uniforms.add("screenSizePerspective","vec4"),(e.debugDrawLabelBorder||e.binaryHighlightOcclusionEnabled)&&o.varyings.add("debugBorderCoords","vec4"),o.attributes.add(b.UV0,"vec2"),o.attributes.add(b.COLOR,"vec4"),o.attributes.add(b.SIZE,"vec2"),o.attributes.add(b.AUXPOS2,"vec4"),o.vertex.code.add(f`
6
6
  void main(void) {
7
7
  ProjectHUDAux projectAux;
8
8
  vec4 posProj = projectPositionHUD(projectAux);
@@ -131,7 +131,7 @@ posProj = alignToPixelOrigin(posProj, viewport.zw);
131
131
  `),e.output===r.Color&&o.fragment.code.add(f`
132
132
  void main() {
133
133
  ${S}
134
- ${e.FrontFacePass?"gl_FragColor.rgb /= gl_FragColor.a;":""}
134
+ ${e.frontFacePass?"gl_FragColor.rgb /= gl_FragColor.a;":""}
135
135
  }
136
136
  `),e.output===r.Highlight&&(o.include(n),o.fragment.code.add(f`
137
137
  void main() {
@@ -2,7 +2,7 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{glsl as e}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as t}from"../views/3d/webgl-engine/lib/basicInterfaces.js";var o;function r(r){const l=new i,a=l.vertex.code,n=l.fragment.code;return l.attributes.add(t.POSITION,"vec2"),r.highlightStage===o.Downsample&&(a.add(e`void main() {
5
+ import{glsl as e}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as t}from"../views/3d/webgl-engine/lib/VertexAttribute.js";var o;function r(r){const l=new i,a=l.vertex.code,n=l.fragment.code;return l.attributes.add(t.POSITION,"vec2"),r.highlightStage===o.Downsample&&(a.add(e`void main() {
6
6
  gl_Position = vec4(vec2(1.0) - position * 2.0, 0.0, 1.0);
7
7
  }`),l.fragment.uniforms.add("tex","sampler2D"),l.fragment.uniforms.add("invFramebufferDim","vec2"),n.add(e`void main() {
8
8
  vec2 coord = gl_FragCoord.xy * invFramebufferDim;
@@ -62,7 +62,7 @@ gl_FragColor = vec4(ceil(value.r), mx, mx, 1.0);
62
62
  }`:""}
63
63
  gl_Position = vec4(position, 0.0, 1.0);
64
64
  uv = position.xy * 0.5 + vec2(0.5);
65
- }`),l.fragment.uniforms.add("tex","sampler2D"),l.fragment.uniforms.add("origin","sampler2D"),l.fragment.uniforms.add("color","vec4"),l.fragment.uniforms.add("haloColor","vec4"),l.fragment.uniforms.add("outlineSize","float"),l.fragment.uniforms.add("blurSize","float"),l.fragment.uniforms.add("opacities","vec4"),n.add(e`void main() {
65
+ }`),l.fragment.uniforms.add("tex","sampler2D"),l.fragment.uniforms.add("origin","sampler2D"),l.fragment.uniforms.add("uColor","vec4"),l.fragment.uniforms.add("haloColor","vec4"),l.fragment.uniforms.add("outlineSize","float"),l.fragment.uniforms.add("blurSize","float"),l.fragment.uniforms.add("opacities","vec4"),n.add(e`void main() {
66
66
  vec4 blurredHighlightValue = texture2D(tex, uv);
67
67
  float highlightIntensity = blurredHighlightValue.a;
68
68
  if (highlightIntensity == 0.0) {
@@ -73,16 +73,16 @@ float outlineIntensity;
73
73
  float fillIntensity;
74
74
  if (blurredHighlightValue.g > blurredHighlightValue.b) {
75
75
  outlineIntensity = haloColor.w * opacities[1];
76
- fillIntensity = color.w * opacities[3];
76
+ fillIntensity = uColor.w * opacities[3];
77
77
  }
78
78
  else {
79
79
  outlineIntensity = haloColor.w * opacities[0];
80
- fillIntensity = color.w * opacities[2];
80
+ fillIntensity = uColor.w * opacities[2];
81
81
  }
82
82
  float inner = 1.0 - outlineSize / 9.0;
83
83
  float outer = 1.0 - (outlineSize + blurSize) / 9.0;
84
84
  float outlineFactor = smoothstep(outer, inner, highlightIntensity);
85
85
  float fillFactor = any(notEqual(origin_color, vec4(0.0, 0.0, 0.0, 0.0))) ? 1.0 : 0.0;
86
86
  float intensity = outlineIntensity * outlineFactor * (1.0 - fillFactor) + fillIntensity * fillFactor;
87
- gl_FragColor = vec4(mix(haloColor.rgb, color.rgb, fillFactor), intensity);
87
+ gl_FragColor = vec4(mix(haloColor.rgb, uColor.rgb, fillFactor), intensity);
88
88
  }`)),l}!function(e){e[e.Blur=0]="Blur",e[e.Apply=1]="Apply",e[e.Downsample=2]="Downsample",e[e.COUNT=3]="COUNT"}(o||(o={}));const l=Object.freeze({__proto__:null,get HighlightCompositionPass(){return o},build:r});export{o as H,l as a,r as b};