@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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  614. package/assets/esri/core/workers/chunks/de03439ca2c9782bf325.js +0 -1
  615. package/assets/esri/core/workers/chunks/de6cff7b6cbbf99b20d1.js +0 -981
  616. package/assets/esri/core/workers/chunks/e079cb1d53aca15b7df2.js +0 -1
  617. package/assets/esri/core/workers/chunks/e59764ee8cf25d4f74e2.js +0 -1
  618. package/assets/esri/core/workers/chunks/e6df9839b551569fbc62.js +0 -1
  619. package/assets/esri/core/workers/chunks/e97e986120aaadad7d4c.js +0 -1
  620. package/assets/esri/core/workers/chunks/f467c8f1fce22f6f599c.js +0 -1
  621. package/assets/esri/core/workers/chunks/f678293de9a6d8f5b5db.js +0 -1
  622. package/assets/esri/core/workers/chunks/f8e7755240a94b499e1f.js +0 -1
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  624. package/assets/esri/core/workers/chunks/ffaf091c6023225cf5aa.js +0 -1
@@ -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{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as t}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{RibbonVertexPosition as i}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputDepth as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{ReadLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{LineStipple as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{multipassTerrainTest as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PiUtils as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{symbolAlphaCutoff as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as d}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as c}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as m}from"../views/3d/webgl-engine/lib/basicInterfaces.js";const g=1;var v;function f(f){const h=new c,D=f.capType!==v.BUTT,u=f.capType===v.ROUND,x=f.stippleEnabled&&u,S=f.falloffEnabled||x,b=f.innerColorEnabled||u,L=f.stippleEnabled&&f.stippleScaleWithLineWidth||u,y=f.stippleEnabled&&f.stippleScaleWithLineWidth,C=f.stippleEnabled||u;return h.include(s),h.include(i,f),h.include(o,{...f,stippleRequiresStretchMeasure:!0}),f.output===e.Depth&&h.include(n,f),h.vertex.uniforms.add("proj","mat4").add("view","mat4").add("cameraNearFar","vec2").add("pixelRatio","float").add("miterLimit","float").add("screenSize","vec2"),h.attributes.add(m.POSITION,"vec3"),h.attributes.add(m.SUBDIVISIONFACTOR,"float"),h.attributes.add(m.UV0,"vec2"),h.attributes.add(m.AUXPOS1,"vec3"),h.attributes.add(m.AUXPOS2,"vec3"),h.varyings.add("vColor","vec4"),h.varyings.add("vpos","vec3"),h.varyings.add("linearDepth","float"),f.multipassTerrainEnabled&&h.varyings.add("depth","float"),L&&h.varyings.add("vLineWidth","float"),y&&h.varyings.add("vLineSizeInv","float"),b&&h.varyings.add("vLineDistance","float"),S&&h.varyings.add("vLineDistanceNorm","float"),f.falloffEnabled&&h.fragment.uniforms.add("falloff","float"),f.innerColorEnabled&&(h.fragment.uniforms.add("innerColor","vec4"),h.fragment.uniforms.add("innerWidth","float")),u&&h.varyings.add("vSegmentSDF","float"),h.vertex.code.add(d`#define PERPENDICULAR(v) vec2(v.y, -v.x);
5
+ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as t}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{RibbonVertexPosition as i}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputDepth as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{ReadLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{LineStipple as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{multipassTerrainTest as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PiUtils as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{symbolAlphaCutoff as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as d}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as c}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as g}from"../views/3d/webgl-engine/lib/VertexAttribute.js";const v=1;var m;function f(f){const h=new c,D=f.capType!==m.BUTT,u=f.capType===m.ROUND,x=f.stippleEnabled&&u,S=f.falloffEnabled||x,b=f.innerColorEnabled||u,L=f.stippleEnabled&&f.stippleScaleWithLineWidth||u,y=f.stippleEnabled&&f.stippleScaleWithLineWidth,C=f.stippleEnabled||u;return h.include(s),h.include(i,f),h.include(o,{...f,stippleRequiresStretchMeasure:!0}),f.output===e.Depth&&h.include(n,f),h.vertex.uniforms.add("proj","mat4").add("view","mat4").add("nearFar","vec2").add("pixelRatio","float").add("miterLimit","float").add("screenSize","vec2"),h.attributes.add(g.POSITION,"vec3"),h.attributes.add(g.SUBDIVISIONFACTOR,"float"),h.attributes.add(g.UV0,"vec2"),h.attributes.add(g.AUXPOS1,"vec3"),h.attributes.add(g.AUXPOS2,"vec3"),h.varyings.add("vColor","vec4"),h.varyings.add("vpos","vec3"),h.varyings.add("linearDepth","float"),f.multipassTerrainEnabled&&h.varyings.add("depth","float"),L&&h.varyings.add("vLineWidth","float"),y&&h.varyings.add("vLineSizeInv","float"),b&&h.varyings.add("vLineDistance","float"),S&&h.varyings.add("vLineDistanceNorm","float"),f.falloffEnabled&&h.fragment.uniforms.add("falloff","float"),f.innerColorEnabled&&(h.fragment.uniforms.add("innerColor","vec4"),h.fragment.uniforms.add("innerWidth","float")),u&&h.varyings.add("vSegmentSDF","float"),h.vertex.code.add(d`#define PERPENDICULAR(v) vec2(v.y, -v.x);
6
6
  float interp(float ncp, vec4 a, vec4 b) {
7
7
  return (-ncp - a.z) / (b.z - a.z);
8
8
  }
@@ -17,13 +17,13 @@ posNdc.xy *= screenSize / posNdc.w;
17
17
  return posNdc;
18
18
  }`),h.vertex.code.add(d`
19
19
  void clipAndTransform(inout vec4 pos, inout vec4 prev, inout vec4 next, in bool isStartVertex) {
20
- float vnp = cameraNearFar[0] * 0.99;
20
+ float vnp = nearFar[0] * 0.99;
21
21
 
22
22
  //current pos behind ncp --> we need to clip
23
- if(pos.z > -cameraNearFar[0]) {
23
+ if(pos.z > -nearFar[0]) {
24
24
  if (!isStartVertex) {
25
25
  //previous in front of ncp
26
- if(prev.z < -cameraNearFar[0]) {
26
+ if(prev.z < -nearFar[0]) {
27
27
  pos = mix(prev, pos, interp(vnp, prev, pos));
28
28
  next = pos;
29
29
  } else {
@@ -32,7 +32,7 @@ return posNdc;
32
32
  }
33
33
  //next in front of ncp
34
34
  if(isStartVertex) {
35
- if(next.z < -cameraNearFar[0]) {
35
+ if(next.z < -nearFar[0]) {
36
36
  pos = mix(pos, next, interp(vnp, pos, next));
37
37
  prev = pos;
38
38
  } else {
@@ -42,17 +42,17 @@ return posNdc;
42
42
  } else {
43
43
  //current position visible
44
44
  //previous behind ncp
45
- if (prev.z > -cameraNearFar[0]) {
45
+ if (prev.z > -nearFar[0]) {
46
46
  prev = mix(pos, prev, interp(vnp, pos, prev));
47
47
  }
48
48
  //next behind ncp
49
- if (next.z > -cameraNearFar[0]) {
49
+ if (next.z > -nearFar[0]) {
50
50
  next = mix(next, pos, interp(vnp, next, pos));
51
51
  }
52
52
  }
53
53
 
54
54
  ${f.multipassTerrainEnabled?"depth = pos.z;":""}
55
- linearDepth = (-pos.z - cameraNearFar[0]) / (cameraNearFar[1] - cameraNearFar[0]);
55
+ linearDepth = (-pos.z - nearFar[0]) / (nearFar[1] - nearFar[0]);
56
56
 
57
57
  pos = projectAndScale(pos);
58
58
  next = projectAndScale(next);
@@ -147,7 +147,7 @@ if (isOutside && (displacementLen > miterLimit * lineWidth)) {`),f.roundJoins?h.
147
147
  endDir = normalize(endDir);
148
148
  endDir = PERPENDICULAR(endDir);
149
149
 
150
- float factor = ${f.stippleEnabled?d`min(1.0, subdivisionFactor * ${d.float((g+2)/(g+1))})`:d`subdivisionFactor`};
150
+ float factor = ${f.stippleEnabled?d`min(1.0, subdivisionFactor * ${d.float((v+2)/(v+1))})`:d`subdivisionFactor`};
151
151
 
152
152
  float rotationAngle = acos(clamp(dot(startDir, endDir), -1.0, 1.0));
153
153
  joinDisplacementDir = rotate(startDir, -sign(uv0.y) * factor * rotationAngle);
@@ -280,8 +280,8 @@ color = mix(color, vec4(innerColor.rgb, innerAlpha), innerAA);`),h.fragment.code
280
280
 
281
281
  ${f.output===e.Alpha?d`gl_FragColor = vec4(finalColor.a);`:""}
282
282
  ${f.output===e.Color?d`gl_FragColor = highlightSlice(finalColor, vpos);`:""}
283
- ${f.output===e.Color&&f.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
283
+ ${f.output===e.Color&&f.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
284
284
  ${f.output===e.Highlight?d`gl_FragColor = vec4(1.0);`:""}
285
285
  ${f.output===e.Depth?d`outputDepth(linearDepth);`:""}
286
286
  }
287
- `),h}!function(e){e[e.BUTT=0]="BUTT",e[e.SQUARE=1]="SQUARE",e[e.ROUND=2]="ROUND",e[e.COUNT=3]="COUNT"}(v||(v={}));const h=Object.freeze({__proto__:null,NUM_ROUND_JOIN_SUBDIVISIONS:g,get CapType(){return v},build:f});export{v as C,g as N,h as R,f as b};
287
+ `),h}!function(e){e[e.BUTT=0]="BUTT",e[e.SQUARE=1]="SQUARE",e[e.ROUND=2]="ROUND",e[e.COUNT=3]="COUNT"}(m||(m={}));const h=Object.freeze({__proto__:null,NUM_ROUND_JOIN_SUBDIVISIONS:v,get CapType(){return m},build:f});export{m as C,v as N,h as R,f as b};
@@ -2,10 +2,10 @@
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 o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as t}from"../views/3d/webgl-engine/lib/basicInterfaces.js";var r;function d(d){const s=new o;return d.output===r.EdgeDetector&&(s.attributes.add(t.POSITION,"vec2"),s.vertex.uniforms.add("uResolution","vec4"),s.varyings.add("fTexCoord","vec2"),s.varyings.add("fOffset[3]","vec4"),s.vertex.code.add(e`void SMAAEdgeDetectionVS( vec2 texcoord ) {
6
- fOffset[0] = texcoord.xyxy + uResolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );
7
- fOffset[1] = texcoord.xyxy + uResolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );
8
- fOffset[2] = texcoord.xyxy + uResolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );
5
+ import{glsl as e}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 t}from"../views/3d/webgl-engine/lib/VertexAttribute.js";var r;function d(d){const s=new o;return d.output===r.EdgeDetector&&(s.attributes.add(t.POSITION,"vec2"),s.vertex.uniforms.add("resolution","vec4"),s.varyings.add("fTexCoord","vec2"),s.varyings.add("fOffset[3]","vec4"),s.vertex.code.add(e`void SMAAEdgeDetectionVS( vec2 texcoord ) {
6
+ fOffset[0] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );
7
+ fOffset[1] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );
8
+ fOffset[2] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 );
9
9
  }
10
10
  void main() {
11
11
  fTexCoord = (position + 1.0 ) * 0.5;
@@ -67,12 +67,12 @@ SMAAEdgeDetectionVS( fTexCoord );
67
67
  void main() {
68
68
  gl_FragColor = SMAAColorEdgeDetectionPS( fTexCoord, fOffset, tColor );
69
69
  }
70
- `)),d.output===r.BlendWeight&&(s.attributes.add(t.POSITION,"vec2"),s.vertex.uniforms.add("uResolution","vec4"),s.varyings.add("fTexCoord","vec2"),s.varyings.add("fOffset[3]","vec4"),s.varyings.add("fPixCoord","vec2"),s.vertex.code.add(e`
70
+ `)),d.output===r.BlendWeight&&(s.attributes.add(t.POSITION,"vec2"),s.vertex.uniforms.add("resolution","vec4"),s.varyings.add("fTexCoord","vec2"),s.varyings.add("fOffset[3]","vec4"),s.varyings.add("fPixCoord","vec2"),s.vertex.code.add(e`
71
71
  void SMAABlendingWeightCalculationVS( vec2 texcoord ) {
72
- fPixCoord = texcoord * uResolution.zw;
73
- fOffset[0] = texcoord.xyxy + uResolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );
74
- fOffset[1] = texcoord.xyxy + uResolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );
75
- fOffset[2] = vec4( fOffset[0].xz, fOffset[1].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * uResolution.xxyy * float( ${e.int(d.maxSearchSteps)} );
72
+ fPixCoord = texcoord * resolution.zw;
73
+ fOffset[0] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );
74
+ fOffset[1] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );
75
+ fOffset[2] = vec4( fOffset[0].xz, fOffset[1].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( ${e.int(d.maxSearchSteps)} );
76
76
  }
77
77
 
78
78
  void main() {
@@ -80,12 +80,12 @@ SMAAEdgeDetectionVS( fTexCoord );
80
80
  gl_Position = vec4(position, 0, 1);
81
81
  SMAABlendingWeightCalculationVS( fTexCoord );
82
82
  }
83
- `),s.fragment.uniforms.add("tEdges","sampler2D").add("tArea","sampler2D").add("tSearch","sampler2D").add("tColor","sampler2D").add("uResolution","vec4"),s.fragment.code.add(e`
83
+ `),s.fragment.uniforms.add("tEdges","sampler2D").add("tArea","sampler2D").add("tSearch","sampler2D").add("tColor","sampler2D").add("resolution","vec4"),s.fragment.code.add(e`
84
84
  #define SMAA_AREATEX_PIXEL_SIZE ( 1.0 / vec2( 160.0, 560.0 ) )
85
85
  #define SMAA_AREATEX_SUBTEX_SIZE ( 1.0 / 7.0 )
86
86
 
87
87
  vec4 SMAASampleLevelZeroOffset(sampler2D tex, vec2 coord, vec2 offset) {
88
- return texture2D( tex, coord + offset.x * uResolution.xy, 0.0 );
88
+ return texture2D( tex, coord + offset.x * resolution.xy, 0.0 );
89
89
  }
90
90
 
91
91
  vec2 round( vec2 x ) {
@@ -101,13 +101,13 @@ SMAAEdgeDetectionVS( fTexCoord );
101
101
  vec2 e = vec2( 0.0, 1.0 );
102
102
  for ( int i = 0; i < ${e.int(d.maxSearchSteps)}; i ++ ) {
103
103
  e = texture2D( edgesTex, texcoord, 0.0 ).rg;
104
- texcoord -= vec2( 2.0, 0.0 ) * uResolution.xy;
104
+ texcoord -= vec2( 2.0, 0.0 ) * resolution.xy;
105
105
  if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
106
106
  }
107
- texcoord.x += 0.25 * uResolution.x;
108
- texcoord.x += uResolution.x;
109
- texcoord.x += 2.0 * uResolution.x;
110
- texcoord.x -= uResolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
107
+ texcoord.x += 0.25 * resolution.x;
108
+ texcoord.x += resolution.x;
109
+ texcoord.x += 2.0 * resolution.x;
110
+ texcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
111
111
  return texcoord.x;
112
112
  }
113
113
 
@@ -115,13 +115,13 @@ SMAAEdgeDetectionVS( fTexCoord );
115
115
  vec2 e = vec2( 0.0, 1.0 );
116
116
  for ( int i = 0; i < ${e.int(d.maxSearchSteps)}; i ++ ) {
117
117
  e = texture2D( edgesTex, texcoord, 0.0 ).rg;
118
- texcoord += vec2( 2.0, 0.0 ) * uResolution.xy;
118
+ texcoord += vec2( 2.0, 0.0 ) * resolution.xy;
119
119
  if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
120
120
  }
121
- texcoord.x -= 0.25 * uResolution.x;
122
- texcoord.x -= uResolution.x;
123
- texcoord.x -= 2.0 * uResolution.x;
124
- texcoord.x += uResolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
121
+ texcoord.x -= 0.25 * resolution.x;
122
+ texcoord.x -= resolution.x;
123
+ texcoord.x -= 2.0 * resolution.x;
124
+ texcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
125
125
  return texcoord.x;
126
126
  }
127
127
 
@@ -129,13 +129,13 @@ SMAAEdgeDetectionVS( fTexCoord );
129
129
  vec2 e = vec2( 1.0, 0.0 );
130
130
  for ( int i = 0; i < ${e.int(d.maxSearchSteps)}; i ++ ) {
131
131
  e = texture2D( edgesTex, texcoord, 0.0 ).rg;
132
- texcoord += vec2( 0.0, 2.0 ) * uResolution.xy;
132
+ texcoord += vec2( 0.0, 2.0 ) * resolution.xy;
133
133
  if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
134
134
  }
135
- texcoord.y -= 0.25 * uResolution.y;
136
- texcoord.y -= uResolution.y;
137
- texcoord.y -= 2.0 * uResolution.y;
138
- texcoord.y += uResolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );
135
+ texcoord.y -= 0.25 * resolution.y;
136
+ texcoord.y -= resolution.y;
137
+ texcoord.y -= 2.0 * resolution.y;
138
+ texcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 );
139
139
  return texcoord.y;
140
140
  }
141
141
 
@@ -143,13 +143,13 @@ SMAAEdgeDetectionVS( fTexCoord );
143
143
  vec2 e = vec2( 1.0, 0.0 );
144
144
  for ( int i = 0; i < ${e.int(d.maxSearchSteps)}; i ++ ) {
145
145
  e = texture2D( edgesTex, texcoord, 0.0 ).rg;
146
- texcoord -= vec2( 0.0, 2.0 ) * uResolution.xy;
146
+ texcoord -= vec2( 0.0, 2.0 ) * resolution.xy;
147
147
  if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
148
148
  }
149
- texcoord.y += 0.25 * uResolution.y;
150
- texcoord.y += uResolution.y;
151
- texcoord.y += 2.0 * uResolution.y;
152
- texcoord.y -= uResolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );
149
+ texcoord.y += 0.25 * resolution.y;
150
+ texcoord.y += resolution.y;
151
+ texcoord.y += 2.0 * resolution.y;
152
+ texcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 );
153
153
  return texcoord.y;
154
154
  }
155
155
 
@@ -172,9 +172,9 @@ SMAAEdgeDetectionVS( fTexCoord );
172
172
  float e1 = texture2D( edgesTex, coords, 0.0 ).r;
173
173
  coords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );
174
174
  d.y = coords.x;
175
- d = d * uResolution.z - pixcoord.x;
175
+ d = d * resolution.z - pixcoord.x;
176
176
  vec2 sqrt_d = sqrt( abs( d ) );
177
- coords.y -= 1.0 * uResolution.y;
177
+ coords.y -= 1.0 * resolution.y;
178
178
  float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, vec2( 1.0, 0.0 ) ).r;
179
179
  weights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );
180
180
  }
@@ -188,9 +188,9 @@ SMAAEdgeDetectionVS( fTexCoord );
188
188
  float e1 = texture2D( edgesTex, coords, 0.0 ).g;
189
189
  coords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );
190
190
  d.y = coords.y;
191
- d = d * uResolution.w - pixcoord.y;
191
+ d = d * resolution.w - pixcoord.y;
192
192
  vec2 sqrt_d = sqrt( abs( d ) );
193
- coords.y -= 1.0 * uResolution.y;
193
+ coords.y -= 1.0 * resolution.y;
194
194
  float e2 = SMAASampleLevelZeroOffset( edgesTex, coords, vec2( 0.0, 1.0 ) ).g;
195
195
  weights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );
196
196
 
@@ -205,15 +205,15 @@ SMAAEdgeDetectionVS( fTexCoord );
205
205
  void main() {
206
206
  gl_FragColor = SMAABlendingWeightCalculationPS( fTexCoord, fPixCoord, fOffset, tEdges, tArea, tSearch, ivec4( 0.0 ) );
207
207
  }
208
- `)),d.output===r.Blur&&(s.attributes.add(t.POSITION,"vec2"),s.vertex.uniforms.add("uResolution","vec4"),s.varyings.add("fTexCoord","vec2"),s.varyings.add("fOffset[2]","vec4"),s.vertex.code.add(e`void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
209
- fOffset[0] = texcoord.xyxy + uResolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );
210
- fOffset[1] = texcoord.xyxy + uResolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );
208
+ `)),d.output===r.Blur&&(s.attributes.add(t.POSITION,"vec2"),s.vertex.uniforms.add("resolution","vec4"),s.varyings.add("fTexCoord","vec2"),s.varyings.add("fOffset[2]","vec4"),s.vertex.code.add(e`void SMAANeighborhoodBlendingVS( vec2 texcoord ) {
209
+ fOffset[0] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 );
210
+ fOffset[1] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 );
211
211
  }
212
212
  void main() {
213
213
  fTexCoord = (position + 1.0 ) * 0.5;
214
214
  gl_Position = vec4(position, 0, 1);
215
215
  SMAANeighborhoodBlendingVS(fTexCoord);
216
- }`),s.fragment.uniforms.add("tBlendWeights","sampler2D"),s.fragment.uniforms.add("tColor","sampler2D"),s.fragment.uniforms.add("uResolution","vec4"),s.fragment.code.add(e`vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
216
+ }`),s.fragment.uniforms.add("tBlendWeights","sampler2D"),s.fragment.uniforms.add("tColor","sampler2D"),s.fragment.uniforms.add("resolution","vec4"),s.fragment.code.add(e`vec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {
217
217
  vec4 a;
218
218
  a.xz = texture2D( blendTex, texcoord ).xz;
219
219
  a.y = texture2D( blendTex, offset[ 1 ].zw ).g;
@@ -230,7 +230,7 @@ offset.y = 0.0;
230
230
  offset.x = 0.0;
231
231
  }
232
232
  vec4 C = texture2D( colorTex, texcoord, 0.0 );
233
- texcoord += sign( offset ) * uResolution.xy;
233
+ texcoord += sign( offset ) * resolution.xy;
234
234
  vec4 Cop = texture2D( colorTex, texcoord, 0.0 );
235
235
  float s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );
236
236
  vec4 mixed = mix(C, Cop, s);
@@ -2,26 +2,26 @@
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{ScreenSizeScaling as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSizeScaling.glsl.js";import{ShaderOutput as r}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 o}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as l}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 s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as t}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as c}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function g(g){const m=new t;return m.include(o,{linearDepth:!1}),m.include(e,{}),m.include(i,g),m.fragment.include(n),m.vertex.uniforms.add("proj","mat4").add("view","mat4"),m.fragment.uniforms.add("color","vec4"),m.attributes.add(c.POSITION,"vec3"),m.varyings.add("vWorldPosition","vec3"),g.multipassTerrainEnabled&&m.varyings.add("depth","float"),g.screenSizeEnabled&&m.attributes.add(c.OFFSET,"vec3"),g.shadingEnabled&&(m.vertex.uniforms.add("viewNormal","mat4"),m.fragment.uniforms.add("shadedColor","vec4").add("shadingDirection","vec3"),m.attributes.add(c.NORMAL,"vec3"),m.varyings.add("vViewNormal","vec3")),m.vertex.code.add(s`
5
+ import{ScreenSizeScaling as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSizeScaling.glsl.js";import{ShaderOutput as r}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 o}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as l}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 s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as t}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as g}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function m(m){const c=new t;return c.include(o,{linearDepth:!1}),c.include(e,{}),c.include(i,m),c.fragment.include(n),c.vertex.uniforms.add("proj","mat4").add("view","mat4"),c.fragment.uniforms.add("uColor","vec4"),c.attributes.add(g.POSITION,"vec3"),c.varyings.add("vWorldPosition","vec3"),m.multipassTerrainEnabled&&c.varyings.add("depth","float"),m.screenSizeEnabled&&c.attributes.add(g.OFFSET,"vec3"),m.shadingEnabled&&(c.vertex.uniforms.add("viewNormal","mat4"),c.fragment.uniforms.add("shadedColor","vec4").add("shadingDirection","vec3"),c.attributes.add(g.NORMAL,"vec3"),c.varyings.add("vViewNormal","vec3")),c.vertex.code.add(s`
6
6
  void main(void) {
7
- vWorldPosition = ${g.screenSizeEnabled?"screenSizeScaling(offset, position)":"position"};
8
- `),g.shadingEnabled&&m.vertex.code.add(s`vec3 worldNormal = normal;
9
- vViewNormal = (viewNormal * vec4(worldNormal, 1)).xyz;`),m.vertex.code.add(s`
10
- ${g.multipassTerrainEnabled?"depth = (view * vec4(vWorldPosition, 1.0)).z;":""}
7
+ vWorldPosition = ${m.screenSizeEnabled?"screenSizeScaling(offset, position)":"position"};
8
+ `),m.shadingEnabled&&c.vertex.code.add(s`vec3 worldNormal = normal;
9
+ vViewNormal = (viewNormal * vec4(worldNormal, 1)).xyz;`),c.vertex.code.add(s`
10
+ ${m.multipassTerrainEnabled?"depth = (view * vec4(vWorldPosition, 1.0)).z;":""}
11
11
  gl_Position = transformPosition(proj, view, vWorldPosition);
12
12
  }
13
- `),g.multipassTerrainEnabled&&(m.fragment.include(a),m.include(d,g)),m.fragment.code.add(s`
13
+ `),m.multipassTerrainEnabled&&(c.fragment.include(a),c.include(d,m)),c.fragment.code.add(s`
14
14
  void main() {
15
15
  discardBySlice(vWorldPosition);
16
- ${g.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
17
- `),g.shadingEnabled?m.fragment.code.add(s`vec3 viewNormalNorm = normalize(vViewNormal);
16
+ ${m.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
17
+ `),m.shadingEnabled?c.fragment.code.add(s`vec3 viewNormalNorm = normalize(vViewNormal);
18
18
  float shadingFactor = 1.0 - clamp(-dot(viewNormalNorm, shadingDirection), 0.0, 1.0);
19
- vec4 finalColor = mix(color, shadedColor, shadingFactor);`):m.fragment.code.add(s`vec4 finalColor = color;`),m.fragment.code.add(s`
19
+ vec4 finalColor = mix(uColor, shadedColor, shadingFactor);`):c.fragment.code.add(s`vec4 finalColor = uColor;`),c.fragment.code.add(s`
20
20
  if (finalColor.a < ${s.float(l)}) {
21
21
  discard;
22
22
  }
23
- ${g.output===r.Alpha?s`gl_FragColor = vec4(finalColor.a);`:""}
23
+ ${m.output===r.Alpha?s`gl_FragColor = vec4(finalColor.a);`:""}
24
24
 
25
- ${g.output===r.Color?s`gl_FragColor = highlightSlice(finalColor, vWorldPosition); ${g.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
25
+ ${m.output===r.Color?s`gl_FragColor = highlightSlice(finalColor, vWorldPosition); ${m.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
26
26
  }
27
- `),m}const m=Object.freeze({__proto__:null,build:g});export{m as S,g as b};
27
+ `),c}const c=Object.freeze({__proto__:null,build:m});export{c as S,m 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{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ReadShadowMap as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{CameraSpace as o}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{RgbaFloatEncoding as t}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";var d,n;!function(e){e[e.Accumulate=0]="Accumulate",e[e.Visualize=1]="Visualize",e[e.VisualizeCurrent=2]="VisualizeCurrent",e[e.COUNT=3]="COUNT"}(d||(d={})),function(e){e[e.Gradient=0]="Gradient",e[e.Threshold=1]="Threshold"}(n||(n={}));const l=255,c=1/l;function u(u){const h=new i;h.fragment.include(t),h.fragment.include(a),h.include(o),h.include(e);const{pass:p}=u;if(p===d.Visualize){const{visualization:e,bandsEnabled:a}=u;h.fragment.constants.add("inverseSampleValue","float",l),h.fragment.uniforms.add("shadowCastMap","sampler2D"),h.fragment.uniforms.add("sampleScale","float"),h.fragment.uniforms.add("opacityFromElevation","float");const r=e===n.Gradient,o=e===n.Threshold;h.fragment.uniforms.add("color","vec4"),r?a&&h.fragment.uniforms.add("bandSize","float"):o&&h.fragment.uniforms.add("threshold","float"),h.fragment.code.add(s`
5
+ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ReadShadowMap as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{CameraSpace as o}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{RgbaFloatEncoding as t}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";var d,n;!function(e){e[e.Accumulate=0]="Accumulate",e[e.Visualize=1]="Visualize",e[e.VisualizeCurrent=2]="VisualizeCurrent",e[e.COUNT=3]="COUNT"}(d||(d={})),function(e){e[e.Gradient=0]="Gradient",e[e.Threshold=1]="Threshold"}(n||(n={}));const l=255,c=1/l;function u(u){const h=new i;h.fragment.include(t),h.fragment.include(a),h.include(o),h.include(e);const{pass:p}=u;if(p===d.Visualize){const{visualization:e,bandsEnabled:a}=u;h.fragment.constants.add("inverseSampleValue","float",l),h.fragment.uniforms.add("shadowCastMap","sampler2D"),h.fragment.uniforms.add("sampleScale","float"),h.fragment.uniforms.add("opacityFromElevation","float");const r=e===n.Gradient,o=e===n.Threshold;h.fragment.uniforms.add("uColor","vec4"),r?a&&h.fragment.uniforms.add("bandSize","float"):o&&h.fragment.uniforms.add("threshold","float"),h.fragment.code.add(s`
6
6
  void main(void) {
7
7
  vec4 record = texture2D(shadowCastMap, uv);
8
8
  float pixelSamples = record.r * inverseSampleValue;
@@ -20,9 +20,9 @@ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/Scr
20
20
 
21
21
  ${r&&a?s`strength = ceil(strength / bandSize) * bandSize;`:""}
22
22
 
23
- gl_FragColor = vec4(color.xyz, color.a * opacityFromElevation ${r?s`* strength`:""});
23
+ gl_FragColor = vec4(uColor.xyz, uColor.a * opacityFromElevation ${r?s`* strength`:""});
24
24
  }
25
- `)}else p!==d.Accumulate&&p!==d.VisualizeCurrent||(h.include(r),h.fragment.uniforms.add("depthMap","sampler2D"),h.fragment.uniforms.add("inverseView","mat4"),h.fragment.uniforms.add("nearFar","vec2"),p===d.Accumulate?h.fragment.constants.add("sampleValue","float",c):h.fragment.constants.add("shadowColor","vec4",[0,0,0,.8]),h.fragment.code.add(s`
25
+ `)}else p!==d.Accumulate&&p!==d.VisualizeCurrent||(h.include(r),h.fragment.uniforms.add("depthMap","sampler2D"),h.fragment.uniforms.add("inverseViewMatrix","mat4"),h.fragment.uniforms.add("nearFar","vec2"),p===d.Accumulate?h.fragment.constants.add("sampleValue","float",c):h.fragment.constants.add("shadowColor","vec4",[0,0,0,.8]),h.fragment.code.add(s`
26
26
  void main(void) {
27
27
 
28
28
  float depth = rgba2float(texture2D(depthMap, uv));
@@ -38,13 +38,13 @@ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/Scr
38
38
  }
39
39
 
40
40
  vec4 currentPixelPos = vec4(reconstructPosition(gl_FragCoord.xy, currentPixelDepth), 1.0);
41
- vec4 worldSpacePos = inverseView * currentPixelPos;
41
+ vec4 worldSpacePos = inverseViewMatrix * currentPixelPos;
42
42
 
43
43
  mat4 shadowMatrix;
44
44
  float linearDepth = -currentPixelDepth;
45
45
  int i = chooseCascade(linearDepth, shadowMatrix);
46
46
 
47
- if (i >= uShadowMapNum) {
47
+ if (i >= numCascades) {
48
48
  discard;
49
49
  }
50
50
 
@@ -57,7 +57,7 @@ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/Scr
57
57
 
58
58
  vec2 uvShadow = cascadeCoordinates(i, lvpos);
59
59
 
60
- float depthShadow = readShadowMapDepth(uvShadow, uShadowMapTex);
60
+ float depthShadow = readShadowMapDepth(uvShadow, shadowMapTex);
61
61
  bool shadow = depthShadow < lvpos.z;
62
62
 
63
63
  if (!shadow) {
@@ -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{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{unoccludedHighlightFlag as o}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{ReadShadowMap as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{CameraSpace as r}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{RgbaFloatEncoding as i}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{glsl as l}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as d}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";function h(h){const c=new d;return c.include(t),c.fragment.include(i),c.fragment.include(a),c.include(r),c.include(e),c.fragment.uniforms.add("defaultDepthTex","sampler2D").add("highlightDepthTex","sampler2D").add("depthMap","sampler2D").add("highlightMap","sampler2D").add("color","vec4").add("nearFar","vec2").add("opacity","float").add("occludedOpacity","float").add("terminationFactor","float").add("inverseView","mat4").add("lightingMainDirectionView","vec3").add("texelSize","vec2"),c.fragment.constants.add("unoccludedHighlightFlag","vec4",o).add("highlightedThreshold","float",h.highlightedThreshold).add("selfShadowThreshold","float",h.selfShadowThreshold),c.fragment.code.add(l`vec3 normalFromDepth(vec3 pixelPos, vec2 fragCoord, vec2 uv, vec2 texelSize, sampler2D depthMap, vec2 nearFar) {
5
+ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{unoccludedHighlightFlag as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as o}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ReadShadowMap as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{CameraSpace as r}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{RgbaFloatEncoding as i}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{glsl as l}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as d}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";function h(h){const c=new d;return c.include(t),c.fragment.include(i),c.fragment.include(o),c.include(r),c.include(e),c.fragment.uniforms.add("defaultDepthTex","sampler2D").add("highlightDepthTex","sampler2D").add("depthMap","sampler2D").add("highlightMap","sampler2D").add("uColor","vec4").add("nearFar","vec2").add("opacity","float").add("occludedOpacity","float").add("terminationFactor","float").add("inverseViewMatrix","mat4").add("lightingMainDirectionView","vec3").add("texelSize","vec2"),c.fragment.constants.add("unoccludedHighlightFlag","vec4",a).add("highlightedThreshold","float",h.highlightedThreshold).add("selfShadowThreshold","float",h.selfShadowThreshold),c.fragment.code.add(l`vec3 normalFromDepth(vec3 pixelPos, vec2 fragCoord, vec2 uv, vec2 texelSize, sampler2D depthMap, vec2 nearFar) {
6
6
  float leftPixelDepth = linearDepthFromTexture(depthMap, uv + vec2(-1.0, 0.0) * texelSize, nearFar);
7
7
  float rightPixelDepth = linearDepthFromTexture(depthMap, uv + vec2(1.0, 0.0) * texelSize, nearFar);
8
8
  float bottomPixelDepth = linearDepthFromTexture(depthMap, uv + vec2(0.0, -1.0) * texelSize, nearFar);
@@ -34,11 +34,11 @@ if (-currentPixelDepth>nearFar.y || -currentPixelDepth<nearFar.x) {
34
34
  discard;
35
35
  }
36
36
  vec4 currentPixelPos = vec4(reconstructPosition(gl_FragCoord.xy, currentPixelDepth), 1.0);
37
- vec4 worldSpacePos = inverseView * currentPixelPos;
37
+ vec4 worldSpacePos = inverseViewMatrix * currentPixelPos;
38
38
  mat4 shadowMatrix;
39
39
  float linearDepth = -currentPixelDepth;
40
40
  int i = chooseCascade(linearDepth, shadowMatrix);
41
- if (i >= uShadowMapNum) {
41
+ if (i >= numCascades) {
42
42
  discard;
43
43
  }
44
44
  vec3 lvpos = lightSpacePosition(worldSpacePos.xyz, shadowMatrix);
@@ -58,5 +58,5 @@ bool shaded = dot(normal, lightingMainDirectionView) < selfShadowThreshold;
58
58
  float differenceOpacity = opacity;
59
59
  float bothOpacity = occludedOpacity;
60
60
  float fragOpacity = (shadowDefault || shaded) ? bothOpacity : differenceOpacity;
61
- gl_FragColor = vec4(color.rgb, color.a * fragOpacity * terminationFactor);
61
+ gl_FragColor = vec4(uColor.rgb, uColor.a * fragOpacity * terminationFactor);
62
62
  }`),c}const c=Object.freeze({__proto__:null,build:h});export{c as S,h as b};
@@ -2,14 +2,14 @@
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{Transform as e}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.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 r}from"../views/3d/webgl-engine/lib/basicInterfaces.js";var t;function n(n){const a=new i;if(n.geometry===t.Underground)a.attributes.add(r.POSITION,"vec2"),a.varyings.add("color","vec4"),a.vertex.uniforms.add("lightingMainDirection","vec3").add("cameraPosition","vec3").add("undergroundFadeAlpha","float"),a.vertex.code.add(o`void main(void) {
5
+ import{Transform as e}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.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 t}from"../views/3d/webgl-engine/lib/VertexAttribute.js";var r;function n(n){const a=new i;if(n.geometry===r.Underground)a.attributes.add(t.POSITION,"vec2"),a.varyings.add("color","vec4"),a.vertex.uniforms.add("lightingMainDirection","vec3").add("cameraPosition","vec3").add("undergroundFadeAlpha","float"),a.vertex.code.add(o`void main(void) {
6
6
  float ndotl = dot(normalize(cameraPosition), lightingMainDirection);
7
7
  float lighting = max(0.0, smoothstep(-1.0, 0.8, 2.0 * ndotl));
8
8
  color = vec4(vec3(lighting), undergroundFadeAlpha);
9
9
  gl_Position = vec4(position.xy, 1.0, 1.0);
10
10
  }`),a.fragment.code.add(o`void main() {
11
11
  gl_FragColor = color;
12
- }`);else{a.include(e,{linearDepth:!1}),a.attributes.add(r.POSITION,"vec3"),a.varyings.add("vtc","vec2"),a.varyings.add("falloff","float");const i=n.geometry===t.Cylinder;a.vertex.uniforms.add("proj","mat4").add("view","mat4").add("lightingMainDirection","vec3"),i||(a.varyings.add("innerFactor","float"),a.vertex.uniforms.add("silCircleCenter","vec3").add("silCircleV1","vec3").add("silCircleV2","vec3").add("texV","vec2").add("innerScale","float"));const l=6.2831853,d=1/128;a.vertex.code.add(o`
12
+ }`);else{a.include(e,{linearDepth:!1}),a.attributes.add(t.POSITION,"vec3"),a.varyings.add("vtc","vec2"),a.varyings.add("falloff","float");const i=n.geometry===r.Cylinder;a.vertex.uniforms.add("proj","mat4").add("view","mat4").add("lightingMainDirection","vec3"),i||(a.varyings.add("innerFactor","float"),a.vertex.uniforms.add("silCircleCenter","vec3").add("silCircleV1","vec3").add("silCircleV2","vec3").add("texV","vec2").add("innerScale","float"));const l=6.2831853,d=1/128;a.vertex.code.add(o`
13
13
  void main(void) {
14
14
  ${i?o`
15
15
  vec3 pos = position;
@@ -35,4 +35,4 @@ gl_FragColor = color;
35
35
  vec4 innerColor = vec4(atmosphereColor.rgb, 1.0 - altitudeFade);
36
36
  gl_FragColor = mix(atmosphereColor, innerColor, smoothstep(0.0, 1.0, innerFactor));
37
37
  `}
38
- }`)}return a}!function(e){e[e.Cone=0]="Cone",e[e.Cylinder=1]="Cylinder",e[e.Underground=2]="Underground",e[e.COUNT=3]="COUNT"}(t||(t={}));const a=Object.freeze({__proto__:null,get SimpleAtmosphereGeometry(){return t},build:n});export{t as S,a,n as b};
38
+ }`)}return a}!function(e){e[e.Cone=0]="Cone",e[e.Cylinder=1]="Cylinder",e[e.Underground=2]="Underground",e[e.COUNT=3]="COUNT"}(r||(r={}));const a=Object.freeze({__proto__:null,get SimpleAtmosphereGeometry(){return r},build:n});export{r as S,a,n as b};
@@ -2,10 +2,10 @@
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 d}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as e}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as r}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function a(){const a=new e;return a.extensions.add("GL_OES_standard_derivatives"),a.vertex.uniforms.add("proj","mat4").add("view","mat4"),a.attributes.add(r.POSITION,"vec3"),a.attributes.add(r.UV0,"vec2"),a.varyings.add("vUV","vec2"),a.vertex.code.add(d`void main(void) {
5
+ import{glsl as d}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as e}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as r}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function i(){const i=new e;return i.extensions.add("GL_OES_standard_derivatives"),i.vertex.uniforms.add("proj","mat4").add("view","mat4"),i.attributes.add(r.POSITION,"vec3"),i.attributes.add(r.UV0,"vec2"),i.varyings.add("vUV","vec2"),i.vertex.code.add(d`void main(void) {
6
6
  vUV = uv0;
7
7
  gl_Position = proj * view * vec4(position, 1.0);
8
- }`),a.fragment.uniforms.add("backgroundColor","vec4").add("gridColor","vec4").add("ratio","float").add("gridWidth","float"),a.fragment.code.add(d`void main() {
8
+ }`),i.fragment.uniforms.add("backgroundColor","vec4").add("gridColor","vec4").add("ratio","float").add("gridWidth","float"),i.fragment.code.add(d`void main() {
9
9
  const float LINE_WIDTH = 1.0;
10
10
  vec2 uvScaled = vUV * gridWidth;
11
11
  vec2 gridUV = (fract(uvScaled + 0.5) - 0.5) / (LINE_WIDTH * fwidth(uvScaled));
@@ -17,4 +17,4 @@ float gridAlpha = gridColor.a * gridFade;
17
17
  gl_FragColor =
18
18
  vec4(backgroundColor.rgb * backgroundColor.a, backgroundColor.a) * (1.0 - gridAlpha) +
19
19
  vec4(gridColor.rgb, 1.0) * gridAlpha;
20
- }`),a}const i=Object.freeze({__proto__:null,build:a});export{i as S,a as b};
20
+ }`),i}const a=Object.freeze({__proto__:null,build:i});export{a as S,i as b};
@@ -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{AlignPixel as e}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{glsl as o}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as a}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as i}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function r(){const r=new a;return r.attributes.add(i.POSITION,"vec3"),r.attributes.add(i.COLOR,"vec4"),r.attributes.add(i.SIZE,"float"),r.varyings.add("vcolor","vec4"),r.varyings.add("vsize","float"),r.vertex.uniforms.add("transform","mat4").add("viewport","vec4").add("pixelRatio","float"),r.include(e),r.vertex.code.add(o`void main(void) {
5
+ import{AlignPixel as e}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.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 a}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function t(){const t=new i;return t.attributes.add(a.POSITION,"vec3"),t.attributes.add(a.COLOR,"vec4"),t.attributes.add(a.SIZE,"float"),t.varyings.add("vcolor","vec4"),t.varyings.add("vsize","float"),t.vertex.uniforms.add("transform","mat4").add("viewport","vec4").add("pixelRatio","float"),t.include(e),t.vertex.code.add(o`void main(void) {
6
6
  vec4 posProj = transform * vec4(position, 0);
7
7
  gl_Position = alignToPixelCenter(posProj, viewport.zw);
8
8
  vcolor = color / 1.2;
9
9
  vsize = size * 5.0 * pixelRatio;
10
10
  gl_PointSize = vsize;
11
- }`),r.fragment.code.add(o`void main() {
11
+ }`),t.fragment.code.add(o`void main() {
12
12
  float cap = 0.7;
13
13
  float scale = 1.0 / cap;
14
14
  float helper = clamp(length(abs(gl_PointCoord - vec2(0.5))), 0.0, cap);
@@ -18,4 +18,4 @@ if (vsize < 3.0) {
18
18
  intensity *= 0.5;
19
19
  }
20
20
  gl_FragColor = vec4(vcolor.xyz, intensity);
21
- }`),r}const t=Object.freeze({__proto__:null,build:r});export{t as S,r as b};
21
+ }`),t}const r=Object.freeze({__proto__:null,build:t});export{r as S,t 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{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 o}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexTangent as a}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexTangent.glsl.js";import{OutputDepth as i}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{EvaluateSceneLighting as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{NormalUtils as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{PBRMode as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{OverlayMode as v,Overlay as d}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{Skirts as c}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Skirts.glsl.js";import{TerrainTexture as g}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/TerrainTexture.glsl.js";import{HeaderComment as m}from"../views/3d/webgl-engine/core/shaderLibrary/util/HeaderComment.glsl.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as u}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as h}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function w(w){const y=new u;if(y.include(m,{name:"Terrain Shader",output:w.output}),y.include(c),y.attributes.add(h.POSITION,"vec3"),y.attributes.add(h.UV0,"vec2"),y.vertex.uniforms.add("proj","mat4").add("view","mat4").add("origin","vec3").add("skirtScale","float"),w.output===e.Color){y.include(o,{linearDepth:!1}),y.include(n,w),y.include(g,w);const e=w.overlayMode!==v.Disabled,i=w.overlayMode===v.EnabledWithWater;e&&y.include(d,{pbrMode:s.Water,useCustomDTRExponentForWater:!1,ssrEnabled:w.ssrEnabled,highStepCount:w.highStepCount}),i&&y.include(a,w),y.varyings.add("vnormal","vec3"),y.varyings.add("vpos","vec3"),y.vertex.uniforms.add("viewNormal","mat4"),w.receiveShadows&&y.varyings.add("linearDepth","float"),w.tileBorders&&y.varyings.add("vuv","vec2"),w.atmosphere&&(y.vertex.uniforms.add("lightingMainDirection","vec3"),y.varyings.add("wnormal","vec3"),y.varyings.add("wlight","vec3")),w.screenSizePerspective&&(y.vertex.uniforms.add("screenSizePerspective","vec4"),y.varyings.add("screenSizeDistanceToCamera","float"),y.varyings.add("screenSizeCosAngle","float")),y.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 o}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexTangent as a}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexTangent.glsl.js";import{OutputDepth as i}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{EvaluateSceneLighting as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{NormalUtils as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{PBRMode as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{OverlayMode as v,Overlay as d}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{Skirts as c}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Skirts.glsl.js";import{TerrainTexture as g}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/TerrainTexture.glsl.js";import{HeaderComment as m}from"../views/3d/webgl-engine/core/shaderLibrary/util/HeaderComment.glsl.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as u}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as h}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function w(w){const y=new u;if(y.include(m,{name:"Terrain Shader",output:w.output}),y.include(c),y.attributes.add(h.POSITION,"vec3"),y.attributes.add(h.UV0,"vec2"),y.vertex.uniforms.add("proj","mat4").add("view","mat4").add("origin","vec3").add("skirtScale","float"),y.fragment.uniforms.add("origin","vec3"),w.output===e.Color){y.include(o,{linearDepth:!1}),y.include(n,w),y.include(g,w),y.include(t,w);const e=w.overlayMode!==v.Disabled,i=w.overlayMode===v.EnabledWithWater;e&&y.include(d,{pbrMode:s.Water,useCustomDTRExponentForWater:!1,ssrEnabled:w.ssrEnabled,highStepCount:w.highStepCount}),i&&y.include(a,w),y.varyings.add("vnormal","vec3"),y.varyings.add("vpos","vec3"),y.vertex.uniforms.add("viewNormal","mat4"),w.receiveShadows&&y.varyings.add("linearDepth","float"),w.tileBorders&&y.varyings.add("vuv","vec2"),w.atmosphere&&(y.vertex.uniforms.add("lightingMainDirection","vec3"),y.varyings.add("wnormal","vec3"),y.varyings.add("wlight","vec3")),w.screenSizePerspective&&(y.vertex.uniforms.add("screenSizePerspective","vec4"),y.varyings.add("screenSizeDistanceToCamera","float"),y.varyings.add("screenSizeCosAngle","float")),y.vertex.code.add(p`
6
6
  void main(void) {
7
7
  vpos = position;
8
8
  vnormal = getLocalUp(vpos, origin);
@@ -24,7 +24,7 @@ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/Shader
24
24
  ${e?p`setOverlayVTC(uv);`:""}
25
25
  ${i?p`forwardVertexTangent(vnormal);`:p``}
26
26
  }
27
- `),y.extensions.add("GL_OES_standard_derivatives"),y.extensions.add("GL_EXT_shader_texture_lod"),y.include(r,w),y.include(t,w),y.fragment.uniforms.add("camPos","vec3").add("viewDirection","vec3").add("ssaoTex","sampler2D").add("viewportPixelSz","vec4"),w.screenSizePerspective&&y.fragment.uniforms.add("screenSizePerspective","vec4"),i&&(y.fragment.uniforms.add("ovWaterTex","sampler2D"),y.fragment.uniforms.add("view","mat4")),y.fragment.code.add(p`const float sliceOpacity = 0.2;
27
+ `),y.extensions.add("GL_OES_standard_derivatives"),y.extensions.add("GL_EXT_shader_texture_lod"),y.include(r,w),y.include(t,w),y.fragment.uniforms.add("cameraPosition","vec3").add("viewDirection","vec3").add("ssaoTex","sampler2D").add("viewportPixelSz","vec4"),w.screenSizePerspective&&y.fragment.uniforms.add("screenSizePerspective","vec4"),i&&(y.fragment.uniforms.add("ovWaterTex","sampler2D"),y.fragment.uniforms.add("view","mat4")),y.fragment.code.add(p`const float sliceOpacity = 0.2;
28
28
  float lum(vec3 c) {
29
29
  return (min(min(c.r, c.g), c.b) + max(max(c.r, c.g), c.b)) * 0.5;
30
30
  }`),y.fragment.code.add(p`
@@ -64,7 +64,7 @@ return (min(min(c.r, c.g), c.b) + max(max(c.r, c.g), c.b)) * 0.5;
64
64
  mat3 tbnMatrix = mat3(tbnTangent, tbnBiTangent, vnormal);
65
65
  vec4 waterOverlayColor = vec4(overlayColor.w > 0.0 ? overlayColorOpaque.xyz/overlayColor.w : vec3(1.0), overlayColor.w);
66
66
  vec4 viewPosition = view*vec4(vpos, 1.0);
67
- vec4 waterColorLinear = getOverlayWaterColor(overlayWaterMask, waterOverlayColor, -normalize(vpos - camPos), shadow, vnormal, tbnMatrix, viewPosition.xyz);
67
+ vec4 waterColorLinear = getOverlayWaterColor(overlayWaterMask, waterOverlayColor, -normalize(vpos - cameraPosition), shadow, vnormal, tbnMatrix, viewPosition.xyz, vpos + origin);
68
68
  vec4 waterColorNonLinear = delinearizeGamma(vec4(waterColorLinear.xyz, 1.0));
69
69
  // un-gamma the ground color to mix in linear space
70
70
  gl_FragColor = mix(groundColor, waterColorNonLinear, waterColorLinear.w);
@@ -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{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{glsl as r}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";function n(){const n=new o;return n.include(e),n.fragment.uniforms.add("tex","sampler2D"),n.fragment.uniforms.add("color","vec4"),n.fragment.code.add(r`void main() {
5
+ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{glsl as r}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";function n(){const n=new o;return n.include(e),n.fragment.uniforms.add("tex","sampler2D"),n.fragment.uniforms.add("uColor","vec4"),n.fragment.code.add(r`void main() {
6
6
  vec4 texColor = texture2D(tex, uv);
7
- gl_FragColor = texColor * color;
7
+ gl_FragColor = texColor * uColor;
8
8
  }`),n}const s=Object.freeze({__proto__:null,build:n});export{s as T,n as b};