@arcgis/core 4.23.0-next.20220124 → 4.23.0-next.20220129

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 (623) 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/_TableList.scss +9 -7
  120. package/assets/esri/themes/base/widgets/_Weather.scss +12 -0
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@@ -2,36 +2,36 @@
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 a}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.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{defaultMaskAlphaCutoff as t}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 s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as l}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function g(g){const p=new l;return p.include(a,{linearDepth:!1}),p.vertex.uniforms.add("proj","mat4").add("view","mat4"),p.attributes.add(n.POSITION,"vec3"),p.attributes.add(n.UV0,"vec2"),p.varyings.add("vpos","vec3"),g.multipassTerrainEnabled&&p.varyings.add("depth","float"),p.vertex.uniforms.add("textureCoordinateScaleFactor","vec2"),p.vertex.code.add(s`
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 a}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.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{defaultMaskAlphaCutoff as t}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 l}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as s}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function g(g){const p=new s;return p.include(a,{linearDepth:!1}),p.vertex.uniforms.add("proj","mat4").add("view","mat4"),p.attributes.add(n.POSITION,"vec3"),p.attributes.add(n.UV0,"vec2"),p.varyings.add("vpos","vec3"),g.multipassTerrainEnabled&&p.varyings.add("depth","float"),p.vertex.uniforms.add("textureCoordinateScaleFactor","vec2"),p.vertex.code.add(l`
6
6
  void main(void) {
7
7
  vpos = position;
8
8
  ${g.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
9
9
  vTexCoord = uv0 * textureCoordinateScaleFactor;
10
10
  gl_Position = transformPosition(proj, view, vpos);
11
11
  }
12
- `),p.include(r,g),g.multipassTerrainEnabled&&(p.fragment.include(i),p.include(o,g)),p.fragment.uniforms.add("tex","sampler2D"),p.fragment.uniforms.add("opacity","float"),p.varyings.add("vTexCoord","vec2"),g.output===e.Alpha?p.fragment.code.add(s`
12
+ `),p.include(r,g),g.multipassTerrainEnabled&&(p.fragment.include(i),p.include(o,g)),p.fragment.uniforms.add("tex","sampler2D"),p.fragment.uniforms.add("opacity","float"),p.varyings.add("vTexCoord","vec2"),g.output===e.Alpha?p.fragment.code.add(l`
13
13
  void main() {
14
14
  discardBySlice(vpos);
15
15
  ${g.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
16
16
 
17
17
  float alpha = texture2D(tex, vTexCoord).a * opacity;
18
- if (alpha < ${s.float(t)}) {
18
+ if (alpha < ${l.float(t)}) {
19
19
  discard;
20
20
  }
21
21
 
22
22
  gl_FragColor = vec4(alpha);
23
23
  }
24
- `):(p.fragment.include(d),p.fragment.code.add(s`
24
+ `):(p.fragment.include(d),p.fragment.code.add(l`
25
25
  void main() {
26
26
  discardBySlice(vpos);
27
27
  ${g.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
28
28
  gl_FragColor = texture2D(tex, vTexCoord) * opacity;
29
29
 
30
- if (gl_FragColor.a < ${s.float(t)}) {
30
+ if (gl_FragColor.a < ${l.float(t)}) {
31
31
  discard;
32
32
  }
33
33
 
34
34
  gl_FragColor = highlightSlice(gl_FragColor, vpos);
35
- ${g.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
35
+ ${g.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
36
36
  }
37
37
  `)),p}const p=Object.freeze({__proto__:null,build:g});export{p as I,g as b};
@@ -2,20 +2,20 @@
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{Laserline as e}from"../views/3d/webgl-engine/core/shaderLibrary/Laserline.glsl.js";import{glsl as i}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 a}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function t(t){const r=new o;return r.include(e,t),r.vertex.uniforms.add("uModelViewMatrix","mat4"),r.vertex.uniforms.add("uProjectionMatrix","mat4"),r.attributes.add(a.START,"vec3"),r.attributes.add(a.END,"vec3"),r.attributes.add(a.UP,"vec3"),r.attributes.add(a.EXTRUDE,"vec2"),r.varyings.add("uv","vec2"),r.varyings.add("vViewStart","vec3"),r.varyings.add("vViewEnd","vec3"),r.varyings.add("vViewPlane","vec4"),r.vertex.uniforms.add("glowWidth","float"),r.vertex.uniforms.add("pixelToNDC","vec2"),r.vertex.code.add(i`void main() {
5
+ import{Laserline as e}from"../views/3d/webgl-engine/core/shaderLibrary/Laserline.glsl.js";import{glsl as i}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 a}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function t(t){const r=new o;return r.include(e,t),r.vertex.uniforms.add("modelView","mat4"),r.vertex.uniforms.add("proj","mat4"),r.attributes.add(a.START,"vec3"),r.attributes.add(a.END,"vec3"),r.attributes.add(a.UP,"vec3"),r.attributes.add(a.EXTRUDE,"vec2"),r.varyings.add("uv","vec2"),r.varyings.add("vViewStart","vec3"),r.varyings.add("vViewEnd","vec3"),r.varyings.add("vViewPlane","vec4"),r.vertex.uniforms.add("glowWidth","float"),r.vertex.uniforms.add("pixelToNDC","vec2"),r.vertex.code.add(i`void main() {
6
6
  vec3 pos = mix(start, end, extrude.x);
7
- vec4 viewPos = uModelViewMatrix * vec4(pos, 1);
8
- vec4 projPos = uProjectionMatrix * viewPos;
7
+ vec4 viewPos = modelView * vec4(pos, 1);
8
+ vec4 projPos = proj * viewPos;
9
9
  vec2 ndcPos = projPos.xy / projPos.w;
10
- vec3 viewUp = (uModelViewMatrix * vec4(extrude.y * up, 0)).xyz;
11
- vec4 projPosUp = uProjectionMatrix * vec4(viewPos.xyz + viewUp, 1);
10
+ vec3 viewUp = (modelView * vec4(extrude.y * up, 0)).xyz;
11
+ vec4 projPosUp = proj * vec4(viewPos.xyz + viewUp, 1);
12
12
  vec2 projExtrudeDir = normalize(projPosUp.xy / projPosUp.w - ndcPos);
13
13
  vec2 lxy = abs(sign(projExtrudeDir) - ndcPos);
14
14
  ndcPos += length(lxy) * projExtrudeDir;
15
15
  vec3 worldPlaneNormal = normalize(cross(up, normalize(end - start)));
16
- vec3 viewPlaneNormal = (uModelViewMatrix * vec4(worldPlaneNormal, 0)).xyz;
17
- vViewStart = (uModelViewMatrix * vec4(start, 1)).xyz;
18
- vViewEnd = (uModelViewMatrix * vec4(end, 1)).xyz;
16
+ vec3 viewPlaneNormal = (modelView * vec4(worldPlaneNormal, 0)).xyz;
17
+ vViewStart = (modelView * vec4(start, 1)).xyz;
18
+ vViewEnd = (modelView * vec4(end, 1)).xyz;
19
19
  vViewPlane = vec4(viewPlaneNormal, -dot(viewPlaneNormal, vViewStart));
20
20
  float xPaddingPixels = sign(dot(viewPlaneNormal, viewPos.xyz)) * (extrude.x * 2.0 - 1.0) * glowWidth;
21
21
  ndcPos.x += xPaddingPixels * pixelToNDC.x;
@@ -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{AlignPixel as i}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as o}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{multipassGeometryTest as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassGeometryTest.glsl.js";import{glsl as t}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 l}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function a(a){const d=new n;return d.include(i),d.include(o,a),d.include(e,a),d.attributes.add(l.UV0,"vec2"),d.vertex.uniforms.add("lineSize","float").add("pixelToNDC","vec2").add("borderSize","float").add("screenOffset","vec2"),d.varyings.add("coverageSampling","vec4"),d.varyings.add("lineSizes","vec2"),a.multipassGeometryEnabled&&d.varyings.add("depth","float"),d.vertex.code.add(t`
5
+ import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as i}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as o}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{multipassGeometryTest as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassGeometryTest.glsl.js";import{glsl as t}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 l}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function a(a){const d=new n;return d.include(i),d.include(o,a),d.include(e,a),d.attributes.add(l.UV0,"vec2"),d.vertex.uniforms.add("lineSize","float").add("pixelToNDC","vec2").add("borderSize","float").add("screenOffset","vec2"),d.varyings.add("coverageSampling","vec4"),d.varyings.add("lineSizes","vec2"),a.multipassGeometryEnabled&&d.varyings.add("depth","float"),d.vertex.code.add(t`
6
6
  void main(void) {
7
7
  ProjectHUDAux projectAux;
8
8
  vec4 endPoint = projectPositionHUD(projectAux);
@@ -101,7 +101,7 @@ import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js
101
101
 
102
102
  gl_Position = projectedPosition;
103
103
  }
104
- `),d.fragment.uniforms.add("color","vec4"),d.fragment.uniforms.add("borderColor","vec4"),a.multipassGeometryEnabled&&(d.fragment.include(r,a),d.fragment.uniforms.add("inverseViewport","vec2")),d.fragment.code.add(t`
104
+ `),d.fragment.uniforms.add("uColor","vec4"),d.fragment.uniforms.add("borderColor","vec4"),a.multipassGeometryEnabled&&(d.fragment.include(r,a),d.fragment.uniforms.add("inverseViewport","vec2")),d.fragment.code.add(t`
105
105
  void main() {
106
106
  ${a.multipassGeometryEnabled?"if( geometryDepthTest(gl_FragCoord.xy * inverseViewport, depth) ){ discard; }":""}
107
107
 
@@ -114,8 +114,8 @@ import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js
114
114
  //
115
115
  // Anti-alias by blending final result using the full (including optional border) coverage
116
116
  // and the color alpha
117
- float borderAlpha = color.a * borderColor.a * coverage.y;
118
- float colorAlpha = color.a * coverage.x;
117
+ float borderAlpha = uColor.a * borderColor.a * coverage.y;
118
+ float colorAlpha = uColor.a * coverage.x;
119
119
 
120
120
  float finalAlpha = mix(borderAlpha, 1.0, colorAlpha);
121
121
 
@@ -127,8 +127,8 @@ import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js
127
127
  // Compute the finalRgb, but keep it pre-multiplied (for unpre-multiplied you
128
128
  // need to divide by finalAlpha). We avoid the division here by setting the
129
129
  // appropriate blending function in the material.
130
- vec3 finalRgb = mix(borderColor.rgb * borderAlpha, color.rgb, colorAlpha);
130
+ vec3 finalRgb = mix(borderColor.rgb * borderAlpha, uColor.rgb, colorAlpha);
131
131
  gl_FragColor = vec4(finalRgb, finalAlpha);
132
132
  `}
133
133
  }
134
- `),d}var d;function s(e,i,o){3===o.length?e.setUniform4f(i,o[0],o[1],o[2],1):e.setUniform4fv(i,o)}!function(e){function i(e,i,o){s(e,"color",i.color),e.setUniform1f("pixelRatio",o),e.setUniform2f("screenOffset",i.screenOffset[0]*o,i.screenOffset[1]*o),null!==i.borderColor?(s(e,"borderColor",i.borderColor),e.setUniform1f("borderSize",o)):(e.setUniform4f("borderColor",0,0,0,0),e.setUniform1f("borderSize",0))}e.bindUniforms=i}(d||(d={}));const c=Object.freeze({__proto__:null,build:a,get LineCallout(){return d}});export{d as L,c as a,a as b};
134
+ `),d}function d(e,i,o){s(e,"uColor",i.color),e.setUniform1f("pixelRatio",o),e.setUniform2f("screenOffset",i.screenOffset[0]*o,i.screenOffset[1]*o),null!==i.borderColor?(s(e,"borderColor",i.borderColor),e.setUniform1f("borderSize",o)):(e.setUniform4f("borderColor",0,0,0,0),e.setUniform1f("borderSize",0))}function s(e,i,o){3===o.length?e.setUniform4f(i,o[0],o[1],o[2],1):e.setUniform4fv(i,o)}const c=Object.freeze({__proto__:null,build:a,bindLineCalloutUniforms:d});export{c as L,a,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{glsl as e}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 o}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function r(){const r=new t;r.vertex.uniforms.add("proj","mat4").add("view","mat4").add("width","float"),r.attributes.add(o.POSITION,"vec3"),r.attributes.add(o.NORMAL,"vec3"),r.attributes.add(o.UV0,"vec2"),r.attributes.add(o.AUXPOS1,"float"),r.varyings.add("vtc","vec2"),r.varyings.add("vlength","float"),r.varyings.add("vradius","float"),r.vertex.code.add(e`void main(void) {
5
+ import{glsl as e}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 o}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function r(){const r=new t;r.vertex.uniforms.add("proj","mat4").add("view","mat4").add("width","float"),r.attributes.add(o.POSITION,"vec3"),r.attributes.add(o.NORMAL,"vec3"),r.attributes.add(o.UV0,"vec2"),r.attributes.add(o.AUXPOS1,"float"),r.varyings.add("vtc","vec2"),r.varyings.add("vlength","float"),r.varyings.add("vradius","float"),r.vertex.code.add(e`void main(void) {
6
6
  vec3 bitangent = normal;
7
7
  vtc = uv0;
8
8
  vlength = auxpos1;
@@ -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 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{VertexColor as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputHighlight as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{LineStipple as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{symbolAlphaCutoff as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{glsl as a}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as d}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function p(p){const c=new d;return c.include(o,{linearDepth:!1}),c.include(t,p),c.include(l,{...p,stippleRequiresStretchMeasure:!1}),c.vertex.uniforms.add("proj","mat4").add("view","mat4"),p.stippleEnabled&&(c.vertex.uniforms.add("ndcToPixel","vec2"),c.attributes.add(n.UV0,"vec2"),c.attributes.add(n.AUXPOS1,"vec3")),c.attributes.add(n.POSITION,"vec3"),c.varyings.add("vpos","vec3"),c.vertex.code.add(a`void main(void) {
5
+ import{ShaderOutput as e}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 t}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{OutputHighlight as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{LineStipple as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{symbolAlphaCutoff as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{glsl as a}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as d}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function p(p){const c=new d;return c.include(t,{linearDepth:!1}),c.include(o,p),c.include(l,{...p,stippleRequiresStretchMeasure:!1}),c.vertex.uniforms.add("proj","mat4").add("view","mat4"),p.stippleEnabled&&(c.vertex.uniforms.add("ndcToPixel","vec2"),c.attributes.add(n.UV0,"vec2"),c.attributes.add(n.AUXPOS1,"vec3")),c.attributes.add(n.POSITION,"vec3"),c.varyings.add("vpos","vec3"),c.vertex.code.add(a`void main(void) {
6
6
  vpos = position;
7
7
  forwardNormalizedVertexColor();
8
8
  gl_Position = transformPosition(proj, view, vpos);`),p.stippleEnabled&&(c.vertex.code.add(a`vec4 vpos2 = transformPosition(proj, view, auxpos1);
@@ -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{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as o}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 r}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{PathVertexPosition as l}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PathVertexPosition.glsl.js";import{OutputDepth as d}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{EvaluateAmbientOcclusion as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as m}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as g}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{NormalUtils as v}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{ReadShadowMap as p}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{ColorConversion as u}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as h}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as f}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";function b(b){const w=new f;return w.vertex.uniforms.add("proj","mat4").add("view","mat4").add("camPos","vec3").add("localOrigin","vec3"),w.varyings.add("vpos","vec3"),w.include(l,b),b.output!==o.Color&&b.output!==o.Alpha||(w.include(r,{linearDepth:!1}),b.receiveShadows&&w.include(p,b),w.include(a,b),w.varyings.add("vnormal","vec3"),w.varyings.add("vcolor","vec4"),b.multipassTerrainEnabled&&w.varyings.add("depth","float"),w.vertex.code.add(h`
5
+ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as o}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 r}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{PathVertexPosition as l}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PathVertexPosition.glsl.js";import{OutputDepth as d}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{EvaluateAmbientOcclusion as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as m}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as g}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{NormalUtils as v}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{ReadShadowMap as p}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{ColorConversion as u}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as h}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as f}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";function b(b){const w=new f;return w.vertex.uniforms.add("proj","mat4").add("view","mat4").add("cameraPosition","vec3").add("localOrigin","vec3"),w.varyings.add("vpos","vec3"),w.include(l,b),b.output!==o.Color&&b.output!==o.Alpha||(w.include(r,{linearDepth:!1}),b.receiveShadows&&w.include(p,b),w.include(a,b),w.varyings.add("vnormal","vec3"),w.varyings.add("vcolor","vec4"),b.multipassTerrainEnabled&&w.varyings.add("depth","float"),w.vertex.code.add(h`
6
6
  void main() {
7
7
  vpos = calculateVPos();
8
8
  vnormal = normalize(localNormal());
@@ -14,19 +14,19 @@ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth
14
14
 
15
15
  vcolor = getColor();
16
16
  }
17
- `)),b.multipassTerrainEnabled&&(w.fragment.include(t),w.include(m,b)),b.output===o.Alpha&&(w.include(i,b),w.fragment.uniforms.add("camPos","vec3"),w.fragment.uniforms.add("localOrigin","vec3"),w.fragment.uniforms.add("opacity","float"),w.fragment.code.add(h`
17
+ `)),b.multipassTerrainEnabled&&(w.fragment.include(t),w.include(m,b)),b.output===o.Alpha&&(w.include(i,b),w.fragment.uniforms.add("cameraPosition","vec3"),w.fragment.uniforms.add("localOrigin","vec3"),w.fragment.uniforms.add("opacity","float"),w.fragment.code.add(h`
18
18
  void main() {
19
19
  discardBySlice(vpos);
20
20
  ${b.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
21
21
  float combinedOpacity = vcolor.a * opacity;
22
22
  gl_FragColor = vec4(combinedOpacity);
23
23
  }
24
- `)),b.output===o.Color&&(w.include(i,b),w.include(c,b),w.include(s,b),b.receiveShadows&&w.include(p,b),w.include(g,b),w.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("specular","vec3").add("opacity","float"),w.fragment.include(u),w.fragment.code.add(h`
24
+ `)),b.output===o.Color&&(w.include(i,b),w.include(c,b),w.include(s,b),b.receiveShadows&&w.include(p,b),w.include(g,b),w.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("specular","vec3").add("opacity","float"),w.fragment.include(u),w.fragment.code.add(h`
25
25
  void main() {
26
26
  discardBySlice(vpos);
27
27
  ${b.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
28
28
 
29
- shadingParams.viewDirection = normalize(vpos - camPos);
29
+ shadingParams.viewDirection = normalize(vpos - cameraPosition);
30
30
  shadingParams.normalView = vnormal;
31
31
  vec3 normal = shadingNormal(shadingParams);
32
32
  float ssao = evaluateAmbientOcclusionInverse();
@@ -41,7 +41,7 @@ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth
41
41
  vec3 shadedColor = evaluateSceneLighting(normal, albedo, shadow, 1.0 - ssao, additionalLight);
42
42
  gl_FragColor = vec4(shadedColor, combinedOpacity);
43
43
  gl_FragColor = highlightSlice(gl_FragColor, vpos);
44
- ${b.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
44
+ ${b.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
45
45
  }
46
46
  `)),b.output!==o.Depth&&b.output!==o.Shadow||(w.include(r,{linearDepth:!0}),w.vertex.uniforms.add("nearFar","vec2"),w.varyings.add("depth","float"),w.vertex.code.add(h`void main() {
47
47
  vpos = calculateVPos();
@@ -2,9 +2,9 @@
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{Transform as a}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 r}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as l}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 c}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 p}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as v}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{Style as g}from"../views/3d/webgl-engine/materials/PatternStyle.js";const m=.70710678118,u=m,f=.08715574274;function h(h){const b=new p;h.draped||b.extensions.add("GL_OES_standard_derivatives");const y=h.output===e.Depth;b.include(a,{linearDepth:y}),b.include(o,h),b.vertex.uniforms.add("proj","mat4"),b.vertex.uniforms.add("view","mat4"),y&&(b.include(r,h),b.vertex.uniforms.add("cameraNearFar","vec2"),b.varyings.add("linearDepth","float")),h.draped?b.vertex.uniforms.add("worldToScreenRatio","float"):(b.vertex.uniforms.add("worldToScreenPerDistanceRatio","float"),b.vertex.uniforms.add("camPos","vec3"),b.attributes.add(v.BOUNDINGRECT,"mat3")),b.attributes.add(v.POSITION,"vec3"),b.attributes.add(v.UVMAPSPACE,"vec4"),b.varyings.add("vpos","vec3"),b.varyings.add("vuv","vec2"),h.multipassTerrainEnabled&&b.varyings.add("depth","float");const x=h.style===g.ForwardDiagonal||h.style===g.BackwardDiagonal||h.style===g.DiagonalCross;return x&&b.vertex.code.add(s`
6
- const mat2 rotate45 = mat2(${s.float(m)}, ${s.float(-u)},
7
- ${s.float(u)}, ${s.float(m)});
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{Transform as o}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexColor as r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as l}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 c}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 p}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as v}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{Style as g}from"../views/3d/webgl-engine/materials/PatternStyle.js";const u=.70710678118,m=u,f=.08715574274;function h(h){const b=new p;h.draped||b.extensions.add("GL_OES_standard_derivatives");const y=h.output===e.Depth;b.include(o,{linearDepth:y}),b.include(r,h),b.vertex.uniforms.add("proj","mat4"),b.vertex.uniforms.add("view","mat4"),y&&(b.include(a,h),b.vertex.uniforms.add("nearFar","vec2"),b.varyings.add("linearDepth","float")),h.draped?b.vertex.uniforms.add("worldToScreenRatio","float"):(b.vertex.uniforms.add("worldToScreenPerDistanceRatio","float"),b.vertex.uniforms.add("cameraPosition","vec3"),b.attributes.add(v.BOUNDINGRECT,"mat3")),b.attributes.add(v.POSITION,"vec3"),b.attributes.add(v.UVMAPSPACE,"vec4"),b.varyings.add("vpos","vec3"),b.varyings.add("vuv","vec2"),h.multipassTerrainEnabled&&b.varyings.add("depth","float");const x=h.style===g.ForwardDiagonal||h.style===g.BackwardDiagonal||h.style===g.DiagonalCross;return x&&b.vertex.code.add(s`
6
+ const mat2 rotate45 = mat2(${s.float(u)}, ${s.float(-m)},
7
+ ${s.float(m)}, ${s.float(u)});
8
8
  `),h.draped||(b.vertex.code.add(s`vec3 projectPointToLineSegment(vec3 center, vec3 halfVector, vec3 point) {
9
9
  float projectedLength = dot(halfVector, point - center) / dot(halfVector, halfVector);
10
10
  return center + halfVector * clamp(projectedLength, -1.0, 1.0);
@@ -31,7 +31,7 @@ return rayOrigin + t * rayDir;
31
31
  }
32
32
 
33
33
  // intersect view direction with infinite plane that contains bounding rect
34
- vec3 planeProjected = intersectRayPlane(viewDir, camPos, n, center);
34
+ vec3 planeProjected = intersectRayPlane(viewDir, cameraPosition, n, center);
35
35
 
36
36
  // clip to bounds by projecting to u and v line segments individually
37
37
  vec3 uProjected = projectPointToLineSegment(center, halfU, planeProjected);
@@ -40,7 +40,7 @@ return rayOrigin + t * rayDir;
40
40
  // use to calculate the closest point to camera on bounding rect
41
41
  vec3 closestPoint = uProjected + vProjected - center;
42
42
 
43
- return length(closestPoint - camPos);
43
+ return length(closestPoint - cameraPosition);
44
44
  }
45
45
  `)),b.vertex.code.add(s`
46
46
  vec2 scaledUV() {
@@ -67,9 +67,9 @@ return rayOrigin + t * rayDir;
67
67
  vpos = position;
68
68
  ${h.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
69
69
  forwardNormalizedVertexColor();
70
- gl_Position = ${y?s`transformPositionWithDepth(proj, view, vpos, cameraNearFar, linearDepth);`:s`transformPosition(proj, view, vpos);`}
70
+ gl_Position = ${y?s`transformPositionWithDepth(proj, view, vpos, nearFar, linearDepth);`:s`transformPosition(proj, view, vpos);`}
71
71
  }
72
- `),b.include(t,h),b.fragment.include(c),b.fragment.uniforms.add("matColor","vec4"),h.draped&&b.fragment.uniforms.add("texelSize","float"),h.output===e.Highlight&&b.include(i),h.multipassTerrainEnabled&&(b.fragment.include(n),b.include(l,h)),h.output!==e.Highlight&&(b.fragment.code.add(s`
72
+ `),b.include(t,h),b.fragment.include(c),b.fragment.uniforms.add("uColor","vec4"),h.draped&&b.fragment.uniforms.add("texelSize","float"),h.output===e.Highlight&&b.include(i),h.multipassTerrainEnabled&&(b.fragment.include(n),b.include(l,h)),h.output!==e.Highlight&&(b.fragment.code.add(s`
73
73
  const float lineWidth = ${s.float(h.lineWidth)};
74
74
  const float spacing = ${s.float(h.patternSpacing)};
75
75
  const float spacingINV = ${s.float(1/h.patternSpacing)};
@@ -113,7 +113,7 @@ return accumulator;
113
113
  void main() {
114
114
  discardBySlice(vpos);
115
115
  ${h.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
116
- vec4 color = ${h.attributeColor?"vColor * matColor;":"matColor;"}
116
+ vec4 color = ${h.attributeColor?"vColor * uColor;":"uColor;"}
117
117
  color = highlightSlice(color, vpos);
118
118
 
119
119
  ${h.output!==e.Highlight?s`color.a *= ${w(h)};`:""}
@@ -124,7 +124,7 @@ return accumulator;
124
124
 
125
125
  ${h.output===e.Alpha?s`gl_FragColor = vec4(color.a);`:""}
126
126
 
127
- ${h.output===e.Color?s`gl_FragColor = color; ${h.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
127
+ ${h.output===e.Color?s`gl_FragColor = color; ${h.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
128
128
  ${h.output===e.Highlight?s`outputHighlight();`:""}
129
129
  ${h.output===e.Depth?s`outputDepth(linearDepth);`:""};
130
130
  }
@@ -2,11 +2,11 @@
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 i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{OutputHighlight as o}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{RgbaFloatEncoding as t}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{glsl as r}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 n}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function s(s){const d=new a,c=s.output===e.Color,l=s.output===e.Depth,p=s.output===e.Highlight;return d.extensions.add("GL_OES_standard_derivatives"),d.include(i,s),d.attributes.add(n.POSITION,"vec3"),d.attributes.add(n.COLOR,"vec3"),d.vertex.uniforms.add("uModelViewMatrix","mat4").add("uProjectionMatrix","mat4").add("uScreenMinMaxSize","vec2").add("uPointScale","vec2").add("uClipMin","vec3").add("uClipMax","vec3"),l?(d.vertex.uniforms.add("nearFar","vec2"),d.varyings.add("depth","float")):s.output!==e.Highlight&&d.varyings.add("vColor","vec3"),d.vertex.code.add(r`
5
+ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{OutputHighlight as o}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{RgbaFloatEncoding as t}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{glsl as r}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 n}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function s(s){const c=new a,d=s.output===e.Color,l=s.output===e.Depth,p=s.output===e.Highlight;return c.extensions.add("GL_OES_standard_derivatives"),c.include(i,s),c.attributes.add(n.POSITION,"vec3"),c.attributes.add(n.COLOR,"vec3"),c.vertex.uniforms.add("modelView","mat4").add("proj","mat4").add("screenMinMaxSize","vec2").add("pointScale","vec2").add("clipMin","vec3").add("clipMax","vec3"),l?(c.vertex.uniforms.add("nearFar","vec2"),c.varyings.add("depth","float")):s.output!==e.Highlight&&c.varyings.add("vColor","vec3"),c.vertex.code.add(r`
6
6
  void main(void) {
7
7
  // Move clipped points outside of clipspace
8
- if (position.x < uClipMin.x || position.y < uClipMin.y || position.z < uClipMin.z ||
9
- position.x > uClipMax.x || position.y > uClipMax.y || position.z > uClipMax.z) {
8
+ if (position.x < clipMin.x || position.y < clipMin.y || position.z < clipMin.z ||
9
+ position.x > clipMax.x || position.y > clipMax.y || position.z > clipMax.z) {
10
10
  gl_Position = vec4(0.0,0.0,0.0,2.0);
11
11
  gl_PointSize = 0.0;
12
12
  return;
@@ -19,33 +19,33 @@ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/Shader
19
19
  }
20
20
 
21
21
  // Position in camera space
22
- vec4 camera = uModelViewMatrix * vec4(position, 1.0);
22
+ vec4 camera = modelView * vec4(position, 1.0);
23
23
 
24
- float pointSize = uPointScale.x;
25
- vec4 position = uProjectionMatrix * camera;
24
+ float pointSize = pointScale.x;
25
+ vec4 position = proj * camera;
26
26
  ${s.drawScreenSize?r`
27
27
  float clampedScreenSize = pointSize;`:r`
28
28
  float pointRadius = 0.5 * pointSize;
29
29
  vec4 cameraOffset = camera + vec4(0.0, pointRadius, 0.0, 0.0);
30
- vec4 positionOffset = uProjectionMatrix * cameraOffset;
30
+ vec4 positionOffset = proj * cameraOffset;
31
31
  float radius = abs(positionOffset.y - position.y);
32
- float viewHeight = uPointScale.y;
32
+ float viewHeight = pointScale.y;
33
33
  // screen diameter = (2 * r / w) * (h / 2)
34
34
  float screenPointSize = (radius / position.w) * viewHeight;
35
- float clampedScreenSize = clamp(screenPointSize, uScreenMinMaxSize.x, uScreenMinMaxSize.y);
35
+ float clampedScreenSize = clamp(screenPointSize, screenMinMaxSize.x, screenMinMaxSize.y);
36
36
  // Shift towards camera, to move rendered point out of terrain i.e. to
37
37
  // the camera-facing end of the virtual point when considering it as a
38
38
  // 3D sphere.
39
39
  camera.xyz -= normalize(camera.xyz) * pointRadius * clampedScreenSize / screenPointSize;
40
- position = uProjectionMatrix * camera;`}
40
+ position = proj * camera;`}
41
41
 
42
42
  gl_PointSize = clampedScreenSize;
43
43
  gl_Position = position;
44
44
 
45
45
  ${l?r`depth = (-camera.z - nearFar[0]) / (nearFar[1] - nearFar[0]);`:""}
46
- ${c?r`vColor = color;`:""}
46
+ ${d?r`vColor = color;`:""}
47
47
  }
48
- `),d.fragment.include(t,s),p&&d.include(o),d.fragment.code.add(r`
48
+ `),c.fragment.include(t,s),p&&c.include(o),c.fragment.code.add(r`
49
49
  void main(void) {
50
50
  vec2 vOffset = gl_PointCoord - vec2(0.5, 0.5);
51
51
  float r2 = dot(vOffset, vOffset);
@@ -55,6 +55,6 @@ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/Shader
55
55
  }
56
56
  ${l?r`gl_FragColor = float2rgba(depth);`:""}
57
57
  ${p?r`outputHighlight();`:""}
58
- ${c?r`gl_FragColor = vec4(vColor, 1.0);`:""}
58
+ ${d?r`gl_FragColor = vec4(vColor, 1.0);`:""}
59
59
  }
60
- `),d}const d=Object.freeze({__proto__:null,build:s});export{d as P,s as b};
60
+ `),c}const c=Object.freeze({__proto__:null,build:s});export{c as P,s as b};
@@ -0,0 +1,91 @@
1
+ /*
2
+ All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
+ See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
+ */
5
+ import{glsl as t}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 o}from"../views/3d/webgl-engine/lib/VertexAttribute.js";var a;function i(i){const r=new e;return r.attributes.add(o.POSITION,"vec3"),r.attributes.add(o.INSTANCEFEATUREATTRIBUTE,"float"),r.vertex.uniforms.add("cameraPosition","vec3").add("offset","vec3").add("width","float").add("proj","mat4").add("view","mat4").add("time","float"),r.varyings.add("vUv","vec2"),r.vertex.code.add(t`
6
+ //https://www.shadertoy.com/view/4djSRW
7
+ vec3 hash31(float p){
8
+ vec3 p3 = fract(vec3(p) * vec3(0.1031, 0.1030, 0.0973));
9
+ p3 += dot(p3, p3.yzx + 33.33);
10
+ return fract((p3.xxy + p3.yzz) * p3.zyx);
11
+ }
12
+
13
+ float hash11(float p){
14
+ p = fract(p * 0.1031);
15
+ p *= p + 33.33;
16
+ p *= p + p;
17
+ return fract(p);
18
+ }
19
+
20
+ //https://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/
21
+ vec3 rotateVectorByQuaternion(vec3 v, vec4 q){
22
+ return 2.0 * cross(q.xyz, v * q.w + cross(q.xyz, v)) + v;
23
+ }
24
+
25
+ void main(void) {
26
+
27
+ vUv = position.xz;
28
+
29
+ vec3 rand = hash31(instanceFeatureAttribute);
30
+
31
+ // Set random position for all particles
32
+ // The hash function space is not high resolution so offset particles by an additional random value
33
+ // This creates grids of 1000 particles which are shifted by random hundreths of the tile width
34
+ // overlaying multiple identical but offset grids
35
+ vec3 randomPosition = 2.0 * (rand + (0.01 + 0.01 * rand) * floor(0.001 * instanceFeatureAttribute)) - 1.0;
36
+
37
+ // Random orientation of rain drops
38
+ float angle = 3.1415 * hash11(instanceFeatureAttribute);
39
+
40
+ vec3 up = vec3(0, 0, 1);
41
+
42
+ // Gravity and wind direction
43
+ vec3 direction = normalize(cameraPosition);
44
+
45
+ vec3 tangent = normalize(cross(direction, up));
46
+
47
+ // Gravity
48
+ vec3 animatedPos = randomPosition + direction * -time;
49
+
50
+ // Rain particles fall straight down and are randomly oriented
51
+ // Snow particles have random sinusoid trajectories and are rotated to face the camera
52
+ ${i.type===a.RAIN?t`
53
+
54
+ // Random rotation for particle
55
+ vec3 rotationAxis = up;
56
+ vec4 quat = vec4(rotationAxis * sin(angle), cos(angle));
57
+ vec3 transformedPos = rotateVectorByQuaternion(vec3(0.2, 0.2, 4.0) * (position - vec3(0.5, 0.0, 0.5)), quat);
58
+
59
+ // Rotate particle to planetary position
60
+ rotationAxis = tangent;
61
+ angle = 0.5 * -acos(dot(direction, up));
62
+ quat = vec4(rotationAxis * sin(angle), cos(angle));
63
+ transformedPos = rotateVectorByQuaternion(transformedPos, quat);
64
+
65
+ vec4 pos = mat4(mat3(view)) * vec4(transformedPos + (mod(width * animatedPos - offset, width) - 0.5 * width), 1.0);
66
+ gl_Position = proj * pos;
67
+ `:t`
68
+ vec3 rotationAxis = direction;
69
+ vec4 quat = vec4(rotationAxis * sin(angle), cos(angle));
70
+
71
+ tangent = rotateVectorByQuaternion(tangent, quat);
72
+ // Random sinusoid from friction
73
+ animatedPos += tangent * 0.25 * sin(dot(animatedPos, direction));
74
+ vec4 pos = mat4(mat3(view)) * vec4((mod(width * animatedPos - offset, width) - 0.5 * width), 1.0);
75
+ gl_Position = proj * (0.5 * vec4(position.xzy, 0.0) + pos);
76
+ `}
77
+ }
78
+ `),r.fragment.uniforms.add("heightFade","float"),r.fragment.code.add(t`
79
+ void main() {
80
+
81
+ // Cut off corners of the triangle
82
+ if(vUv.x < 0.0 || vUv.y < 0.0){
83
+ discard;
84
+ }
85
+
86
+ float d = length(vUv - vec2(0.5));
87
+
88
+ ${i.type===a.RAIN?t`d = 0.5 * smoothstep(0.5, 0.0, d);`:t`d = smoothstep(0.5, 0.1, d);`}
89
+ gl_FragColor = vec4(heightFade * d);
90
+ }
91
+ `),r}!function(t){t[t.RAIN=0]="RAIN",t[t.SNOW=1]="SNOW"}(a||(a={}));const r=Object.freeze({__proto__:null,get PrecipitationType(){return a},build:i});export{a as P,r as a,i as b};
@@ -2,11 +2,11 @@
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 o}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{Offset as r}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 d}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 n}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 g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VerticalOffset as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js";import{DefaultMaterialAuxiliaryPasses as v}from"../views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js";import{ReadLinearDepth as p}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{EvaluateAmbientOcclusion as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as u}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PhysicallyBasedRendering as h}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRendering.glsl.js";import{PhysicallyBasedRenderingParameters as w,PBRMode as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMap as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{VisualVariables as C}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as L,DiscardOrAdjustAlpha as M}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{MixExternalColor as j}from"../views/3d/webgl-engine/core/shaderLibrary/util/MixExternalColor.glsl.js";import{glsl as O}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 _}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function A(A){const P=new E,S=P.vertex.code,F=P.fragment.code;return P.vertex.uniforms.add("proj","mat4").add("view","mat4").add("camPos","vec3").add("localOrigin","vec3"),P.include(s),P.varyings.add("vpos","vec3"),P.include(C,A),P.include(t,A),P.include(m,A),A.output!==a.Color&&A.output!==a.Alpha||(P.include(d,A),P.include(l,{linearDepth:!1}),A.offsetBackfaces&&P.include(r),A.instancedColor&&P.attributes.add(_.INSTANCECOLOR,"vec4"),P.varyings.add("vNormalWorld","vec3"),P.varyings.add("localvpos","vec3"),A.multipassTerrainEnabled&&P.varyings.add("depth","float"),P.include(c,A),P.include(o,A),P.include(n,A),P.include(g,A),P.vertex.uniforms.add("externalColor","vec4"),P.varyings.add("vcolorExt","vec4"),S.add(O`
5
+ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as o}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{Offset as r}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 d}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{PositionAttribute as n}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js";import{SymbolColor as s}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 g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VerticalOffset as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js";import{DefaultMaterialAuxiliaryPasses as v}from"../views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js";import{ReadLinearDepth as p}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{EvaluateAmbientOcclusion as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as u}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PhysicallyBasedRendering as h}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRendering.glsl.js";import{PhysicallyBasedRenderingParameters as w,PBRMode as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMap as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{VisualVariables as C}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as L,DiscardOrAdjustAlpha as M}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{MixExternalColor as j}from"../views/3d/webgl-engine/core/shaderLibrary/util/MixExternalColor.glsl.js";import{glsl as O}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 A}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function _(_){const P=new E,S=P.vertex.code,F=P.fragment.code;return P.vertex.uniforms.add("proj","mat4").add("view","mat4").add("cameraPosition","vec3").add("localOrigin","vec3"),P.include(n),P.varyings.add("vpos","vec3"),P.include(C,_),P.include(t,_),P.include(m,_),_.output!==a.Color&&_.output!==a.Alpha||(P.include(d,_),P.include(l,{linearDepth:!1}),_.offsetBackfaces&&P.include(r),_.instancedColor&&P.attributes.add(A.INSTANCECOLOR,"vec4"),P.varyings.add("vNormalWorld","vec3"),P.varyings.add("localvpos","vec3"),_.multipassTerrainEnabled&&P.varyings.add("depth","float"),P.include(c,_),P.include(o,_),P.include(s,_),P.include(g,_),P.vertex.uniforms.add("externalColor","vec4"),P.varyings.add("vcolorExt","vec4"),S.add(O`
6
6
  void main(void) {
7
7
  forwardNormalizedVertexColor();
8
8
  vcolorExt = externalColor;
9
- ${A.instancedColor?"vcolorExt *= instanceColor;":""}
9
+ ${_.instancedColor?"vcolorExt *= instanceColor;":""}
10
10
  vcolorExt *= vvColor();
11
11
  vcolorExt *= getSymbolColor();
12
12
  forwardColorMixMode();
@@ -21,45 +21,45 @@ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth
21
21
  vNormalWorld = dpNormal(vvLocalNormal(normalModel()));
22
22
  vpos = addVerticalOffset(vpos, localOrigin);
23
23
  gl_Position = transformPosition(proj, view, vpos);
24
- ${A.offsetBackfaces?"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);":""}
24
+ ${_.offsetBackfaces?"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, cameraPosition);":""}
25
25
  }
26
- ${A.multipassTerrainEnabled?O`depth = (view * vec4(vpos, 1.0)).z;`:""}
26
+ ${_.multipassTerrainEnabled?O`depth = (view * vec4(vpos, 1.0)).z;`:""}
27
27
  forwardLinearDepth();
28
28
  forwardTextureCoordinates();
29
29
  }
30
- `)),A.output===a.Alpha&&(P.include(i,A),P.include(M,A),A.multipassTerrainEnabled&&(P.fragment.include(p),P.include(f,A)),P.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("opacity","float").add("layerOpacity","float"),P.fragment.uniforms.add("view","mat4"),A.hasColorTexture&&P.fragment.uniforms.add("tex","sampler2D"),P.fragment.include(j),F.add(O`
30
+ `)),_.output===a.Alpha&&(P.include(i,_),P.include(M,_),_.multipassTerrainEnabled&&(P.fragment.include(p),P.include(f,_)),P.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("opacity","float").add("layerOpacity","float"),P.fragment.uniforms.add("view","mat4"),_.hasColorTexture&&P.fragment.uniforms.add("tex","sampler2D"),P.fragment.include(j),F.add(O`
31
31
  void main() {
32
32
  discardBySlice(vpos);
33
- ${A.multipassTerrainEnabled?O`terrainDepthTest(gl_FragCoord, depth);`:""}
34
- ${A.hasColorTexture?O`
33
+ ${_.multipassTerrainEnabled?O`terrainDepthTest(gl_FragCoord, depth);`:""}
34
+ ${_.hasColorTexture?O`
35
35
  vec4 texColor = texture2D(tex, vuv0);
36
- ${A.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
36
+ ${_.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
37
37
  discardOrAdjustAlpha(texColor);`:O`vec4 texColor = vec4(1.0);`}
38
- ${A.attributeColor?O`
38
+ ${_.attributeColor?O`
39
39
  float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:O`
40
40
  float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));
41
41
  `}
42
42
 
43
43
  gl_FragColor = vec4(opacity_);
44
44
  }
45
- `)),A.output===a.Color&&(P.include(i,A),P.include(u,A),P.include(b,A),P.include(M,A),A.receiveShadows&&P.include(y,A),A.multipassTerrainEnabled&&(P.fragment.include(p),P.include(f,A)),P.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("opacity","float").add("layerOpacity","float"),P.fragment.uniforms.add("view","mat4"),A.hasColorTexture&&P.fragment.uniforms.add("tex","sampler2D"),P.include(w,A),P.include(h,A),P.fragment.include(j),F.add(O`
45
+ `)),_.output===a.Color&&(P.include(i,_),P.include(u,_),P.include(b,_),P.include(M,_),_.receiveShadows&&P.include(y,_),_.multipassTerrainEnabled&&(P.fragment.include(p),P.include(f,_)),P.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("opacity","float").add("layerOpacity","float"),P.fragment.uniforms.add("view","mat4"),_.hasColorTexture&&P.fragment.uniforms.add("tex","sampler2D"),P.include(w,_),P.include(h,_),P.fragment.include(j),F.add(O`
46
46
  void main() {
47
47
  discardBySlice(vpos);
48
- ${A.multipassTerrainEnabled?O`terrainDepthTest(gl_FragCoord, depth);`:""}
49
- ${A.hasColorTexture?O`
48
+ ${_.multipassTerrainEnabled?O`terrainDepthTest(gl_FragCoord, depth);`:""}
49
+ ${_.hasColorTexture?O`
50
50
  vec4 texColor = texture2D(tex, vuv0);
51
- ${A.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
51
+ ${_.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
52
52
  discardOrAdjustAlpha(texColor);`:O`vec4 texColor = vec4(1.0);`}
53
- vec3 viewDirection = normalize(vpos - camPos);
54
- ${A.pbrMode===x.Normal?"applyPBRFactors();":""}
53
+ vec3 viewDirection = normalize(vpos - cameraPosition);
54
+ ${_.pbrMode===x.Normal?"applyPBRFactors();":""}
55
55
  float ssao = evaluateAmbientOcclusionInverse();
56
56
  ssao *= getBakedOcclusion();
57
57
 
58
58
  float additionalAmbientScale = additionalDirectedAmbientLight(vpos + localOrigin);
59
59
  vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;
60
- ${A.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":A.viewingMode===e.Global?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
60
+ ${_.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":_.viewingMode===e.Global?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
61
61
  vec3 matColor = max(ambient, diffuse);
62
- ${A.attributeColor?O`
62
+ ${_.attributeColor?O`
63
63
  vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));
64
64
  float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:O`
65
65
  vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));
@@ -74,11 +74,11 @@ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth
74
74
  float treeRadialFalloff = vColor.r;
75
75
  float backLightFactor = 0.5 * treeRadialFalloff * alignmentLightView * transmittance * (1.0 - shadow);
76
76
  additionalLight += backLightFactor * lightingMainIntensity;`}
77
- ${A.pbrMode===x.Normal||A.pbrMode===x.Schematic?A.viewingMode===e.Global?O`vec3 normalGround = normalize(vpos + localOrigin);`:O`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:O``}
78
- ${A.pbrMode===x.Normal||A.pbrMode===x.Schematic?O`
77
+ ${_.pbrMode===x.Normal||_.pbrMode===x.Schematic?_.viewingMode===e.Global?O`vec3 normalGround = normalize(vpos + localOrigin);`:O`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:O``}
78
+ ${_.pbrMode===x.Normal||_.pbrMode===x.Schematic?O`
79
79
  float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];
80
80
  vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, 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
- ${A.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
82
+ ${_.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
83
83
  }
84
- `)),P.include(v,A),P}const P=Object.freeze({__proto__:null,build:A});export{P as R,A as b};
84
+ `)),P.include(v,_),P}const P=Object.freeze({__proto__:null,build:_});export{P as R,_ as b};