@arcgis/core 4.23.0-next.20220127 → 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 (312) hide show
  1. package/assets/esri/core/workers/RemoteClient.js +1 -1
  2. package/assets/esri/core/workers/chunks/0463ba46df855a92b9c0.js +1 -0
  3. package/assets/esri/core/workers/chunks/{e657ba0cab29f05d02da.js → 0cd0a6eef51fc5b9ea61.js} +1 -1
  4. package/assets/esri/core/workers/chunks/{e4896cf85fb2da8a9cc7.js → 17de7a324dfa7f57ad5d.js} +1 -1
  5. package/assets/esri/core/workers/chunks/{c36f84daa7736878418d.js → 197ec52641aed20029c6.js} +1 -1
  6. package/assets/esri/core/workers/chunks/{0317f37b6c8705b363fd.js → 1c733b7db092a2a88ef3.js} +1 -1
  7. package/assets/esri/core/workers/chunks/{9387db408f496e7dd003.js → 214910032945dd2d86b0.js} +1 -1
  8. package/assets/esri/core/workers/chunks/{d835b2a683fcd8aeeed8.js → 27474b007988855bea9d.js} +1 -1
  9. package/assets/esri/core/workers/chunks/{8001b0e514bfffe9d7f8.js → 357033117dfe61eb81ea.js} +1 -1
  10. package/assets/esri/core/workers/chunks/{5948923e07bd1662c24a.js → 37c03cfc19086ce631c6.js} +1 -1
  11. package/assets/esri/core/workers/chunks/3c673495e5f507c4a9e5.js +1 -0
  12. package/assets/esri/core/workers/chunks/44f0c3663b293afbd172.js +1 -0
  13. package/assets/esri/core/workers/chunks/483d5d8593d96d0f0b15.js +1 -0
  14. package/assets/esri/core/workers/chunks/49a1a633bb0d93764aae.js +1 -0
  15. package/assets/esri/core/workers/chunks/{5f1dcb6556820cd0aa31.js → 4be35af7d6babbfe9d84.js} +1 -1
  16. package/assets/esri/core/workers/chunks/{f9ff3eaf4eb324429fbd.js → 5457962a70bd3c557a75.js} +1 -1
  17. package/assets/esri/core/workers/chunks/57856b4a9b8784a69844.js +1 -0
  18. package/assets/esri/core/workers/chunks/{56274b37ff74ca0d68a6.js → 5d11b97b667921d67ae7.js} +1 -1
  19. package/assets/esri/core/workers/chunks/{ba5eb394f098968c22d2.js → 655b55ac0cd533d7e9d7.js} +1 -1
  20. package/assets/esri/core/workers/chunks/7903a3e2e0faff0f86c0.js +1 -0
  21. package/assets/esri/core/workers/chunks/918bb7a7d901544a7367.js +1 -0
  22. package/assets/esri/core/workers/chunks/949b2269457302ffc64b.js +1 -0
  23. package/assets/esri/core/workers/chunks/{601e697dc7414bda128a.js → 952980635afc7ec81804.js} +1 -1
  24. package/assets/esri/core/workers/chunks/{e8741bf421f80213f1d3.js → 9876a1bae350795fab36.js} +1 -1
  25. package/assets/esri/core/workers/chunks/99619fcb772807c74f3b.js +1 -0
  26. package/assets/esri/core/workers/chunks/{3f343f792fd9f44d6f25.js → b3f5e91116112b0b612a.js} +1 -1
  27. package/assets/esri/core/workers/chunks/{4c76146014dc15143ba3.js → be588873c16770ceb9ef.js} +1 -1
  28. package/assets/esri/core/workers/chunks/d1fe53b597351dc58305.js +1 -0
  29. package/assets/esri/core/workers/chunks/{b62e3dccd9f662c0afeb.js → db3c729ce0c0b2690dc9.js} +1 -1
  30. package/assets/esri/core/workers/chunks/{199670a3a564ebe3bd79.js → e218bde41ffbcc5194f5.js} +1 -1
  31. package/assets/esri/core/workers/chunks/e21b211913aefde47e30.js +1 -0
  32. package/assets/esri/core/workers/chunks/{c9cbf8135e95f0f42cd9.js → e287f49184d076af17e2.js} +1 -1
  33. package/assets/esri/core/workers/chunks/{bde1d5b0a7717350986e.js → e4019b63a1fe74e2c842.js} +1 -1
  34. package/assets/esri/core/workers/chunks/{6e6a3c5866e8d8820457.js → eb82ff10cef2bde6e57f.js} +1 -1
  35. package/assets/esri/core/workers/chunks/ebc6f4764b82d4104c65.js +1 -0
  36. package/assets/esri/core/workers/chunks/{842db82733635dbf25cb.js → ee6e0db58dc64410e687.js} +1 -1
  37. package/assets/esri/core/workers/chunks/f0a9f161805fc7a30fc5.js +1 -0
  38. package/assets/esri/core/workers/chunks/ff6abdc72076f3994659.js +981 -0
  39. package/chunks/BlendLayers.glsl.js +2 -2
  40. package/chunks/ChapmanAtmosphere.glsl.js +17 -17
  41. package/chunks/CheckerBoard.glsl.js +3 -3
  42. package/chunks/Clouds.glsl.js +2 -2
  43. package/chunks/CloudsComposition.glsl.js +1 -1
  44. package/chunks/ColorMaterial.glsl.js +12 -12
  45. package/chunks/ComponentShader.glsl.js +3 -3
  46. package/chunks/Compositing.glsl.js +1 -1
  47. package/chunks/DefaultMaterial.glsl.js +33 -33
  48. package/chunks/EdgeShaderProgram.glsl.js +7 -7
  49. package/chunks/Fog.glsl.js +10 -12
  50. package/chunks/HUDMaterial.glsl.js +2 -2
  51. package/chunks/HighlightComposition.glsl.js +5 -5
  52. package/chunks/ImageMaterial.glsl.js +6 -6
  53. package/chunks/LaserlinePath.glsl.js +8 -8
  54. package/chunks/LineCallout.glsl.js +6 -6
  55. package/chunks/MeasurementArrow.glsl.js +1 -1
  56. package/chunks/NativeLine.glsl.js +1 -1
  57. package/chunks/Path.glsl.js +5 -5
  58. package/chunks/Pattern.glsl.js +9 -9
  59. package/chunks/PointRenderer.glsl.js +14 -14
  60. package/chunks/Precipitation.glsl.js +2 -2
  61. package/chunks/RealisticTree.glsl.js +21 -21
  62. package/chunks/RibbonLine.glsl.js +11 -11
  63. package/chunks/SMAA.glsl.js +40 -40
  64. package/chunks/ShadedColorMaterial.glsl.js +12 -12
  65. package/chunks/ShadowCast.glsl.js +6 -6
  66. package/chunks/ShadowHighlight.glsl.js +4 -4
  67. package/chunks/SimpleAtmosphere.glsl.js +3 -3
  68. package/chunks/SlicePlaneMaterial.glsl.js +3 -3
  69. package/chunks/Stars.glsl.js +3 -3
  70. package/chunks/Terrain.glsl.js +11 -11
  71. package/chunks/TextureOnly.glsl.js +2 -2
  72. package/chunks/WaterSurface.glsl.js +5 -5
  73. package/chunks/boundedPlane.js +1 -1
  74. package/core/accessorSupport/watch.js +1 -1
  75. package/core/loadAll.js +1 -1
  76. package/geometry/support/frustum.js +1 -1
  77. package/geometry/support/plane.js +1 -1
  78. package/interfaces.d.ts +204 -10
  79. package/layers/VectorTileLayer.js +1 -1
  80. package/layers/graphics/controllers/I3SOnDemandController.js +1 -1
  81. package/layers/graphics/featureConversionUtils.js +1 -1
  82. package/layers/support/LayerContingentValuesCache.js +1 -1
  83. package/layers/support/TileInfo.js +1 -1
  84. package/package.json +1 -1
  85. package/smartMapping/statistics/support/predominanceUtils.d.ts +4 -0
  86. package/support/revision.js +1 -1
  87. package/symbols/FillSymbol3DLayer.js +1 -1
  88. package/symbols/IconSymbol3DLayer.js +1 -1
  89. package/symbols/ObjectSymbol3DLayer.js +1 -1
  90. package/symbols/Symbol3D.js +1 -1
  91. package/symbols/WebStyleSymbol.js +1 -1
  92. package/symbols/cim/CIMSymbolRasterizer.js +1 -1
  93. package/symbols/support/IconSymbol3DLayerResource.js +1 -1
  94. package/symbols/support/ObjectSymbol3DLayerResource.js +1 -1
  95. package/symbols/support/Symbol3DAnchorPosition2D.js +1 -1
  96. package/symbols/support/Symbol3DAnchorPosition3D.js +1 -1
  97. package/symbols/support/Symbol3DFillMaterial.js +1 -1
  98. package/symbols/support/Symbol3DIconOutline.js +1 -1
  99. package/symbols/support/Symbol3DOutline.js +1 -1
  100. package/symbols/support/Thumbnail.js +1 -1
  101. package/symbols/support/webStyleSymbolUtils.js +1 -1
  102. package/views/2d/engine/vectorTiles/SchemaHelper.js +1 -1
  103. package/views/3d/environment/ChapmanAtmosphere.glsl.js +1 -1
  104. package/views/3d/environment/ChapmanAtmosphere.js +1 -1
  105. package/views/3d/environment/CloudsComposition.glsl.js +1 -1
  106. package/views/3d/environment/CloudsGenerator.js +1 -1
  107. package/views/3d/environment/Fog.glsl.js +1 -1
  108. package/views/3d/environment/Fog.js +1 -1
  109. package/views/3d/environment/PanoramicAtmosphere.js +1 -1
  110. package/views/3d/environment/Precipitation.glsl.js +1 -1
  111. package/views/3d/environment/Precipitation.js +1 -1
  112. package/views/3d/environment/PrecipitationTechnique.js +1 -1
  113. package/views/3d/environment/SimpleAtmosphere.glsl.js +1 -1
  114. package/views/3d/environment/SimpleAtmosphere.js +1 -1
  115. package/views/3d/environment/Stars.glsl.js +1 -1
  116. package/views/3d/environment/Stars.js +1 -1
  117. package/views/3d/interactive/analysisTools/slice/sliceToolUtils.js +1 -1
  118. package/views/3d/interactive/visualElements/ExtendedLineVisualElement.js +1 -1
  119. package/views/3d/interactive/visualElements/MeasurementAreaVisualElement.js +1 -1
  120. package/views/3d/interactive/visualElements/OutlineVisualElement.js +1 -1
  121. package/views/3d/interactive/visualElements/ParallelLineVisualElement.js +1 -1
  122. package/views/3d/interactive/visualElements/PointVisualElement.js +1 -1
  123. package/views/3d/interactive/visualElements/RightAngleQuadVisualElement.js +1 -1
  124. package/views/3d/layers/FeatureLayerViewBase3D.js +1 -1
  125. package/views/3d/layers/FeatureLikeLayerView3D.js +1 -1
  126. package/views/3d/layers/I3SMeshView3D.js +1 -1
  127. package/views/3d/layers/VectorTileLayerView3D.js +1 -1
  128. package/views/3d/layers/graphics/Deconflictor.js +1 -1
  129. package/views/3d/layers/graphics/ElevationAligners.js +1 -1
  130. package/views/3d/layers/graphics/Graphics3DExtrudeSymbolLayer.js +1 -1
  131. package/views/3d/layers/graphics/Graphics3DFeatureProcessor.js +1 -1
  132. package/views/3d/layers/graphics/Graphics3DLineCalloutSymbolLayer.js +1 -1
  133. package/views/3d/layers/graphics/Graphics3DMeshFillSymbolLayer.js +1 -1
  134. package/views/3d/layers/graphics/Graphics3DObjectSymbolLayer.js +1 -1
  135. package/views/3d/layers/graphics/Graphics3DPolygonFillSymbolLayer.js +1 -1
  136. package/views/3d/layers/graphics/graphicUtils.js +1 -1
  137. package/views/3d/layers/graphics/lineUtils.js +1 -1
  138. package/views/3d/layers/graphics/objectResourceUtils.js +1 -1
  139. package/views/3d/layers/graphics/polygonUtils.js +1 -1
  140. package/views/3d/layers/graphics/symbolComplexity.js +1 -1
  141. package/views/3d/layers/i3s/I3SBinaryReader.js +1 -1
  142. package/views/3d/layers/i3s/PointRenderer.js +1 -1
  143. package/views/3d/layers/support/HeatmapFeatureProcessor.js +5 -0
  144. package/views/3d/layers/support/overlayImageUtils.js +1 -1
  145. package/views/3d/layers/support/patternUtils.js +1 -1
  146. package/views/3d/state/controllers/local/PinchAndPanController.js +1 -1
  147. package/views/3d/support/FrustumExtentIntersection.js +1 -1
  148. package/views/3d/support/LaserLineRenderer.js +1 -1
  149. package/views/3d/support/LaserlinePathData.js +1 -1
  150. package/views/3d/terrain/OverlayRenderer.js +1 -1
  151. package/views/3d/terrain/PatchGeometryFactory.js +1 -1
  152. package/views/3d/terrain/TerrainRenderer.js +1 -1
  153. package/views/3d/terrain/TerrainSurface.js +1 -1
  154. package/views/3d/terrain/Tile.js +1 -1
  155. package/views/3d/terrain/terrainUtils.js +1 -1
  156. package/views/3d/terrain/tileUtils.js +1 -1
  157. package/views/3d/webgl-engine/collections/Component/ComponentObjectCollection.js +1 -1
  158. package/views/3d/webgl-engine/collections/Component/Material/ComponentMaterial.js +1 -1
  159. package/views/3d/webgl-engine/collections/Component/Material/ComponentTechnique.js +1 -1
  160. package/views/3d/webgl-engine/collections/Component/Material/shader/ComponentData.glsl.js +10 -10
  161. package/views/3d/webgl-engine/collections/Component/Material/shader/ComponentShader.glsl.js +1 -1
  162. package/views/3d/webgl-engine/collections/Component/SourceGeometry.js +1 -1
  163. package/views/3d/webgl-engine/core/renderPasses/AllRenderPasses.js +1 -1
  164. package/views/3d/webgl-engine/core/renderPasses/RenderPassManager.js +1 -1
  165. package/views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js +2 -2
  166. package/views/3d/webgl-engine/core/shaderLibrary/ScreenSizeScaling.glsl.js +2 -2
  167. package/views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js +2 -2
  168. package/views/3d/webgl-engine/core/shaderLibrary/attributes/InstancedDoublePrecision.glsl.js +2 -2
  169. package/views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js +4 -4
  170. package/views/3d/webgl-engine/core/shaderLibrary/attributes/PathVertexPosition.glsl.js +1 -1
  171. package/views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js +1 -1
  172. package/views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js +1 -1
  173. package/views/3d/webgl-engine/core/shaderLibrary/attributes/SymbolColor.glsl.js +1 -1
  174. package/views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js +3 -3
  175. package/views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js +1 -1
  176. package/views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js +6 -6
  177. package/views/3d/webgl-engine/core/shaderLibrary/attributes/VertexPosition.glsl.js +12 -12
  178. package/views/3d/webgl-engine/core/shaderLibrary/attributes/VertexTextureCoordinates.glsl.js +4 -4
  179. package/views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js +1 -1
  180. package/views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js +16 -16
  181. package/views/3d/webgl-engine/core/shaderLibrary/default/RealisticTree.glsl.js +1 -1
  182. package/views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js +5 -5
  183. package/views/3d/webgl-engine/core/shaderLibrary/hud/HUDOcclusionPass.glsl.js +3 -3
  184. package/views/3d/webgl-engine/core/shaderLibrary/raster/BasicGrid.glsl.js +2 -2
  185. package/views/3d/webgl-engine/core/shaderLibrary/shading/ComputeMaterialColor.glsl.js +6 -6
  186. package/views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js +2 -2
  187. package/views/3d/webgl-engine/core/shaderLibrary/shading/ComputeShadingNormal.glsl.js +10 -11
  188. package/views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js +2 -2
  189. package/views/3d/webgl-engine/core/shaderLibrary/shading/MultipassGeometryTest.glsl.js +2 -2
  190. package/views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js +2 -2
  191. package/views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js +6 -6
  192. package/views/3d/webgl-engine/core/shaderLibrary/shading/ReadBaseColorTexture.glsl.js +4 -4
  193. package/views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js +6 -6
  194. package/views/3d/webgl-engine/core/shaderLibrary/shading/Reprojection.glsl.js +4 -4
  195. package/views/3d/webgl-engine/core/shaderLibrary/shading/ScreenSpaceReflections.glsl.js +5 -5
  196. package/views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js +1 -1
  197. package/views/3d/webgl-engine/core/shaderLibrary/shading/Water.glsl.js +10 -10
  198. package/views/3d/webgl-engine/core/shaderLibrary/terrain/Terrain.glsl.js +1 -1
  199. package/views/3d/webgl-engine/core/shaderLibrary/util/BlendLayers.glsl.js +1 -1
  200. package/views/3d/webgl-engine/core/shaderLibrary/util/CloudsParallaxShading.glsl.js +4 -4
  201. package/views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js +1 -1
  202. package/views/3d/webgl-engine/lib/Camera.js +1 -1
  203. package/views/3d/webgl-engine/lib/DefaultVertexAttributeLocations.js +1 -1
  204. package/views/3d/webgl-engine/lib/DefaultVertexBufferLayouts.js +1 -1
  205. package/views/3d/webgl-engine/lib/Geometry.js +1 -1
  206. package/views/3d/webgl-engine/lib/GeometryUtil.js +1 -1
  207. package/views/3d/webgl-engine/lib/GridLocalOriginFactory.js +1 -1
  208. package/views/3d/webgl-engine/lib/MagnifierHelper.js +1 -1
  209. package/views/3d/webgl-engine/lib/Material.js +1 -1
  210. package/views/3d/webgl-engine/lib/RenderGeometry.js +1 -1
  211. package/views/3d/webgl-engine/lib/SSAOHelper.js +1 -1
  212. package/views/3d/webgl-engine/lib/ShadowAccumulator.js +1 -1
  213. package/views/3d/webgl-engine/lib/ShadowMap.js +1 -1
  214. package/views/3d/webgl-engine/lib/SmaaRenderPass.js +1 -1
  215. package/views/3d/webgl-engine/lib/TextTextureAtlas.js +1 -1
  216. package/views/3d/webgl-engine/lib/Texture.js +1 -1
  217. package/views/3d/webgl-engine/lib/TextureUniformName.js +4 -0
  218. package/views/3d/webgl-engine/lib/UniformName.js +4 -0
  219. package/views/3d/webgl-engine/lib/VertexAttribute.js +5 -0
  220. package/views/3d/webgl-engine/lib/basicInterfaces.js +1 -1
  221. package/views/3d/webgl-engine/lib/depthRangeUtils.js +1 -1
  222. package/views/3d/webgl-engine/lib/edgeRendering/EdgeRenderer.js +1 -1
  223. package/views/3d/webgl-engine/lib/edgeRendering/EdgeShaderTechnique.js +1 -1
  224. package/views/3d/webgl-engine/lib/edgeRendering/EdgeView.js +1 -1
  225. package/views/3d/webgl-engine/lib/edgeRendering/bufferLayouts.js +1 -1
  226. package/views/3d/webgl-engine/lib/lodRendering/InstanceData.js +1 -1
  227. package/views/3d/webgl-engine/lib/lodRendering/RenderInstanceData.js +1 -1
  228. package/views/3d/webgl-engine/lib/pathGeometryUtils.js +1 -1
  229. package/views/3d/webgl-engine/materials/CheckerBoardMaterial.js +1 -1
  230. package/views/3d/webgl-engine/materials/ColorMaterial.js +1 -1
  231. package/views/3d/webgl-engine/materials/DefaultMaterial.js +1 -1
  232. package/views/3d/webgl-engine/materials/HUDMaterial.js +1 -1
  233. package/views/3d/webgl-engine/materials/ImageMaterial.js +1 -1
  234. package/views/3d/webgl-engine/materials/LineCalloutMaterial.js +1 -1
  235. package/views/3d/webgl-engine/materials/MeasurementArrowMaterial.js +1 -1
  236. package/views/3d/webgl-engine/materials/NativeLineMaterial.js +1 -1
  237. package/views/3d/webgl-engine/materials/PathMaterial.js +1 -1
  238. package/views/3d/webgl-engine/materials/PathTechnique.js +1 -1
  239. package/views/3d/webgl-engine/materials/PatternMaterial.js +1 -1
  240. package/views/3d/webgl-engine/materials/RibbonLineMaterial.js +1 -1
  241. package/views/3d/webgl-engine/materials/ShadedColorMaterial.js +1 -1
  242. package/views/3d/webgl-engine/materials/SlicePlaneMaterial.js +1 -1
  243. package/views/3d/webgl-engine/materials/VisualVariableMaterialParameters.js +1 -1
  244. package/views/3d/webgl-engine/materials/WaterTechnique.js +1 -1
  245. package/views/3d/webgl-engine/materials/internal/DefaultBufferWriter.js +1 -1
  246. package/views/3d/webgl-engine/materials/internal/MaterialUtil.js +1 -1
  247. package/views/3d/webgl-engine/materials/internal/bufferWriterUtils.js +1 -1
  248. package/views/3d/webgl-engine/materials/internal/waterMaterialUtils.js +1 -1
  249. package/views/3d/webgl-engine/shaders/CheckerBoard.glsl.js +1 -1
  250. package/views/3d/webgl-engine/shaders/CheckerBoardTechnique.js +1 -1
  251. package/views/3d/webgl-engine/shaders/ColorMaterial.glsl.js +1 -1
  252. package/views/3d/webgl-engine/shaders/ColorMaterialTechnique.js +1 -1
  253. package/views/3d/webgl-engine/shaders/DefaultMaterial.glsl.js +1 -1
  254. package/views/3d/webgl-engine/shaders/DefaultMaterialTechnique.js +1 -1
  255. package/views/3d/webgl-engine/shaders/HUDMaterial.glsl.js +1 -1
  256. package/views/3d/webgl-engine/shaders/HUDMaterialTechnique.js +1 -1
  257. package/views/3d/webgl-engine/shaders/HighlightComposition.glsl.js +1 -1
  258. package/views/3d/webgl-engine/shaders/HighlightTechnique.js +1 -1
  259. package/views/3d/webgl-engine/shaders/ImageMaterial.glsl.js +1 -1
  260. package/views/3d/webgl-engine/shaders/ImageMaterialTechnique.js +1 -1
  261. package/views/3d/webgl-engine/shaders/LaserlinePath.glsl.js +1 -1
  262. package/views/3d/webgl-engine/shaders/LaserlinePathTechnique.js +1 -1
  263. package/views/3d/webgl-engine/shaders/LineCallout.glsl.js +1 -1
  264. package/views/3d/webgl-engine/shaders/LineCalloutTechnique.js +1 -1
  265. package/views/3d/webgl-engine/shaders/Magnifier.glsl.js +1 -1
  266. package/views/3d/webgl-engine/shaders/MeasurementArrow.glsl.js +1 -1
  267. package/views/3d/webgl-engine/shaders/NativeLine.glsl.js +1 -1
  268. package/views/3d/webgl-engine/shaders/Pattern.glsl.js +1 -1
  269. package/views/3d/webgl-engine/shaders/PatternTechnique.js +1 -1
  270. package/views/3d/webgl-engine/shaders/PointRenderer.glsl.js +1 -1
  271. package/views/3d/webgl-engine/shaders/RealisticTreeTechnique.js +1 -1
  272. package/views/3d/webgl-engine/shaders/RibbonLine.glsl.js +1 -1
  273. package/views/3d/webgl-engine/shaders/RibbonLineTechnique.js +1 -1
  274. package/views/3d/webgl-engine/shaders/SMAA.glsl.js +1 -1
  275. package/views/3d/webgl-engine/shaders/ShadedColorMaterial.glsl.js +1 -1
  276. package/views/3d/webgl-engine/shaders/ShadedColorMaterialTechnique.js +1 -1
  277. package/views/3d/webgl-engine/shaders/ShadowCastTechnique.js +1 -1
  278. package/views/3d/webgl-engine/shaders/ShadowHighlightTechnique.js +1 -1
  279. package/views/3d/webgl-engine/shaders/SlicePlaneMaterial.glsl.js +1 -1
  280. package/views/3d/webgl-engine/shaders/WaterSurface.glsl.js +1 -1
  281. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl.js +10 -10
  282. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardShortEdges.glsl.js +1 -1
  283. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeShaderProgram.glsl.js +1 -1
  284. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl.js +21 -21
  285. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl.js +6 -6
  286. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl.js +13 -13
  287. package/views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl.js +6 -6
  288. package/views/SceneView.js +1 -1
  289. package/views/interactive/editGeometry/operations/OffsetEdgeVertex.js +1 -1
  290. package/views/support/WatchUpdatingTracking.js +1 -1
  291. package/views/webgl/BufferObject.js +1 -1
  292. package/views/webgl/InstanceCounter.js +1 -1
  293. package/views/webgl/Program.js +1 -1
  294. package/widgets/BasemapGallery/support/basemapCompatibilityUtils.js +1 -1
  295. package/widgets/FeatureTemplates/FeatureTemplatesViewModel.js +1 -1
  296. package/widgets/Search/support/locatorUtils.js +1 -1
  297. package/widgets/Search.js +1 -1
  298. package/assets/esri/core/workers/chunks/12c0cabb6c59e65d8546.js +0 -1
  299. package/assets/esri/core/workers/chunks/322d917e8cb398816a93.js +0 -1
  300. package/assets/esri/core/workers/chunks/392b6382e06652dd4c80.js +0 -1
  301. package/assets/esri/core/workers/chunks/3aa73119b055e05bbbeb.js +0 -1
  302. package/assets/esri/core/workers/chunks/52ea678ba1da0e349919.js +0 -1
  303. package/assets/esri/core/workers/chunks/5ee497d5d7b0e580526a.js +0 -1
  304. package/assets/esri/core/workers/chunks/663ad15b86936eb06b69.js +0 -1
  305. package/assets/esri/core/workers/chunks/83b8fec1650e061aaa56.js +0 -1
  306. package/assets/esri/core/workers/chunks/9796d54ff12b6429164a.js +0 -1
  307. package/assets/esri/core/workers/chunks/d07440469fe7d181c4fd.js +0 -1
  308. package/assets/esri/core/workers/chunks/dbf192b4ce7e608610f6.js +0 -1
  309. package/assets/esri/core/workers/chunks/de6cff7b6cbbf99b20d1.js +0 -981
  310. package/assets/esri/core/workers/chunks/dee9929d95e9fe26929c.js +0 -1
  311. package/assets/esri/core/workers/chunks/e12d91ef44d6f879a02a.js +0 -1
  312. package/assets/esri/core/workers/chunks/e59764ee8cf25d4f74e2.js +0 -1
@@ -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 r}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function t(){const t=new o;return t.attributes.add(r.POSITION,"vec2"),t.attributes.add(r.UV0,"vec2"),t.vertex.uniforms.add("scale","float"),t.vertex.uniforms.add("offset","vec2"),t.varyings.add("uv","vec2"),t.vertex.code.add(e`void main(void) {
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 r}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function t(){const t=new o;return t.attributes.add(r.POSITION,"vec2"),t.attributes.add(r.UV0,"vec2"),t.vertex.uniforms.add("scale","float"),t.vertex.uniforms.add("offset","vec2"),t.varyings.add("uv","vec2"),t.vertex.code.add(e`void main(void) {
6
6
  gl_Position = vec4(position, 0.0, 1.0);
7
7
  uv = uv0 * scale + offset;
8
8
  }`),t.fragment.uniforms.add("tex","sampler2D"),t.fragment.uniforms.add("opacity","float"),t.fragment.code.add(e`void main() {
9
9
  vec4 color = texture2D(tex, uv);
10
10
  gl_FragColor = vec4(color.xyz, 1.0) * color.a * opacity;
11
- }`),t}const a=Object.freeze({__proto__:null,build:t});export{a as B,t as b};
11
+ }`),t}const d=Object.freeze({__proto__:null,build:t});export{d as B,t 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{TextureCoordinateAttribute as e}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{glsl as r}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 o}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function l(l){const n=new i;return n.attributes.add(o.POSITION,"vec2"),n.include(e,{attributeTextureCoordinates:e.AttributeType.Default}),n.varyings.add("worldRay","vec3"),n.varyings.add("eyeDir","vec3"),n.vertex.uniforms.add("projectionInverse","mat4"),n.vertex.uniforms.add("viewInverse","mat4"),n.vertex.code.add(r`void main(void) {
6
- vec3 posViewNear = (projectionInverse * vec4(position, -1, 1)).xyz;
5
+ import{TextureCoordinateAttribute as e,TextureCoordinateAttributeType as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.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 l}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function n(n){const s=new o;return s.attributes.add(l.POSITION,"vec2"),s.include(e,{attributeTextureCoordinates:t.Default}),s.varyings.add("worldRay","vec3"),s.varyings.add("eyeDir","vec3"),s.vertex.uniforms.add("inverseProjectionMatrix","mat4"),s.vertex.uniforms.add("inverseViewMatrix","mat4"),s.vertex.code.add(i`void main(void) {
6
+ vec3 posViewNear = (inverseProjectionMatrix * vec4(position, -1, 1)).xyz;
7
7
  eyeDir = posViewNear;
8
- worldRay = (viewInverse * vec4(posViewNear, 0)).xyz;
8
+ worldRay = (inverseViewMatrix * vec4(posViewNear, 0)).xyz;
9
9
  forwardTextureCoordinates();
10
10
  gl_Position = vec4(position, 1, 1);
11
- }`),n.fragment.uniforms.add("lightingMainDirection","vec3").add("radii","vec2").add("scaleHeight","float").add("cameraPosition","vec3").add("nearFar","vec2").add("heightParameters","vec4").add("innerFadeDistance","float").add("altitudeFade","float").add("depthTex","sampler2D").add("betaRayleigh","vec3").add("betaCombined","vec3").add("betaMie","float").add("hazeStrength","float"),n.include(a),l.haze&&n.fragment.include(t),n.fragment.code.add(r`vec2 sphereIntersect(vec3 start, vec3 dir, float radius, bool planet) {
11
+ }`),s.fragment.uniforms.add("lightingMainDirection","vec3").add("radii","vec2").add("scaleHeight","float").add("cameraPosition","vec3").add("nearFar","vec2").add("heightParameters","vec4").add("innerFadeDistance","float").add("altitudeFade","float").add("depthTex","sampler2D").add("betaRayleigh","vec3").add("betaCombined","vec3").add("betaMie","float").add("hazeStrength","float"),s.include(r),n.haze&&s.fragment.include(a),s.fragment.code.add(i`vec2 sphereIntersect(vec3 start, vec3 dir, float radius, bool planet) {
12
12
  float a = dot(dir, dir);
13
13
  float b = 2.0 * dot(dir, start);
14
14
  float c = planet ? heightParameters[1] - radius * radius : heightParameters[2];
@@ -17,7 +17,7 @@ if (d < 0.0) {
17
17
  return vec2(1e5, -1e5);
18
18
  }
19
19
  return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
20
- }`),n.fragment.code.add(r`float chapmanApproximation(float X, float h, float cosZenith) {
20
+ }`),s.fragment.code.add(i`float chapmanApproximation(float X, float h, float cosZenith) {
21
21
  float c = sqrt(X + h);
22
22
  float cExpH = c * exp(-h);
23
23
  if (cosZenith >= 0.0) {
@@ -27,9 +27,9 @@ float x0 = sqrt(1.0 - cosZenith * cosZenith) * (X + h);
27
27
  float c0 = sqrt(x0);
28
28
  return 2.0 * c0 * exp(X - x0) - cExpH / (1.0 - c * cosZenith);
29
29
  }
30
- }`),n.fragment.code.add(r`float getOpticalDepth(vec3 position, vec3 dir, float h) {
30
+ }`),s.fragment.code.add(i`float getOpticalDepth(vec3 position, vec3 dir, float h) {
31
31
  return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normalize(position), dir));
32
- }`),n.fragment.code.add(r`
32
+ }`),s.fragment.code.add(i`
33
33
  const int STEPS = 6;
34
34
 
35
35
  float getGlow(float dist, float radius, float intensity) {
@@ -63,7 +63,7 @@ return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normali
63
63
  float end = hitsPlanet ? rayPlanetIntersect.x : rayAtmosphereIntersect.y;
64
64
  float maxEnd = end;
65
65
 
66
- ${l.haze?r`if (terrainDepth != -1.0) { end = terrainDepth; }`:""}
66
+ ${n.haze?i`if (terrainDepth != -1.0) { end = terrainDepth; }`:""}
67
67
 
68
68
  vec3 samplePoint = cameraPos + rayDir * end;
69
69
  float multiplier = hitsPlanet ? -1.0 : 1.0;
@@ -78,7 +78,7 @@ return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normali
78
78
  float opticalDepth = multiplier * getOpticalDepth(samplePoint, rayDir * multiplier, scaleFract);
79
79
 
80
80
  if (i > 0) {
81
- scattering *= ${l.haze?r``:" mix(2.5, 1.0, clamp((length(cameraPos) - radii[0]) / 50e3, 0.0, 1.0)) * "} exp(-(mix(betaCombined, betaRayleigh, 0.5) + betaMie) * max(0.0, (opticalDepth - lastOpticalDepth)));
81
+ scattering *= ${n.haze?i``:" mix(2.5, 1.0, clamp((length(cameraPos) - radii[0]) / 50e3, 0.0, 1.0)) * "} exp(-(mix(betaCombined, betaRayleigh, 0.5) + betaMie) * max(0.0, (opticalDepth - lastOpticalDepth)));
82
82
  }
83
83
 
84
84
  if (dot(normalize(samplePoint), lightDir) > -0.3) {
@@ -87,7 +87,7 @@ return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normali
87
87
  float lightDepth = getOpticalDepth(samplePoint, lightDir, scaleFract);
88
88
 
89
89
  scattering += scale * exp(-(betaCombined + betaMie) * lightDepth);
90
- ${l.haze?"":r`scattering += scale * exp(-(0.25 * betaCombined ) * lightDepth);`}
90
+ ${n.haze?"":i`scattering += scale * exp(-(0.25 * betaCombined ) * lightDepth);`}
91
91
  }
92
92
 
93
93
  lastOpticalDepth = opticalDepth;
@@ -99,7 +99,7 @@ return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normali
99
99
 
100
100
  float phaseRayleigh = 0.05968310365 * mumu;
101
101
 
102
- ${l.haze?r`return 3.0 * scattering * stepSize * phaseRayleigh * betaRayleigh;`:r`
102
+ ${n.haze?i`return 3.0 * scattering * stepSize * phaseRayleigh * betaRayleigh;`:i`
103
103
  const float g = 0.8;
104
104
  const float gg = g * g;
105
105
  float phaseMie = end == maxEnd ? 0.11936620731 * ((1.0 - gg) * mumu) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg)) : 0.0;
@@ -131,34 +131,34 @@ return scaleHeight * chapmanApproximation(radii[0] / scaleHeight, h, dot(normali
131
131
  void main() {
132
132
  vec3 rayDir = normalize(worldRay);
133
133
  float terrainDepth = -1.0;
134
- ${l.haze?r`
134
+ ${n.haze?i`
135
135
  vec4 depthSample = texture2D(depthTex, vuv0).rgba;
136
136
  if (depthSample != vec4(0)) {
137
137
  vec3 cameraSpaceRay = normalize(eyeDir);
138
138
  cameraSpaceRay /= cameraSpaceRay.z;
139
139
  cameraSpaceRay *= -linearDepthFromTexture(depthTex, vuv0, nearFar);
140
140
  terrainDepth = max(0.0, length(cameraSpaceRay));
141
- }`:r`
141
+ }`:i`
142
142
  float depthSample = texture2D(depthTex, vuv0).r;
143
143
  if (depthSample != 1.0) {
144
144
  gl_FragColor = vec4(0);
145
145
  return;
146
146
  }`}
147
147
 
148
- ${l.haze?r`
148
+ ${n.haze?i`
149
149
  vec3 col = vec3(0);
150
150
  float fadeOut = smoothstep(-10000.0, -15000.0, heightParameters[0] - radii[0]);
151
151
  if(depthSample != vec4(0)){
152
152
  col = (1.0 - fadeOut) * hazeStrength * getAtmosphereColour(cameraPosition, rayDir, lightingMainDirection, terrainDepth);
153
153
  }
154
- float alpha = 1.0 - fadeOut;`:r`
154
+ float alpha = 1.0 - fadeOut;`:i`
155
155
  vec3 col = getAtmosphereColour(cameraPosition, rayDir, lightingMainDirection, terrainDepth);;
156
156
  float alpha = smoothstep(0.0, mix(0.15, 0.01, heightParameters[3]), length(col));`}
157
157
  col = tonemapACES(col);
158
158
  gl_FragColor = delinearizeGamma(vec4(col, alpha));
159
- ${l.haze?"":r`
159
+ ${n.haze?"":i`
160
160
  if (depthSample == 1.0) {
161
161
  gl_FragColor = applyUndergroundAtmosphere(rayDir, lightingMainDirection, gl_FragColor);
162
162
  }`}
163
163
  }
164
- `),n}const n=Object.freeze({__proto__:null,build:l});export{n as C,l as b};
164
+ `),s}const s=Object.freeze({__proto__:null,build:n});export{s as C,n 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{ReadLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{ColorConversion as r}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as i}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 o}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function t(t){const s=new d;return s.extensions.add("GL_OES_standard_derivatives"),s.attributes.add(o.POSITION,"vec3"),s.attributes.add(o.UV0,"vec2"),s.vertex.uniforms.add("proj","mat4").add("view","mat4"),s.varyings.add("vUV","vec2"),t.multipassTerrainEnabled&&s.varyings.add("depth","float"),s.vertex.code.add(i`
5
+ import{ReadLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{ColorConversion as a}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as i}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 o}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function t(t){const s=new d;return s.extensions.add("GL_OES_standard_derivatives"),s.attributes.add(o.POSITION,"vec3"),s.attributes.add(o.UV0,"vec2"),s.vertex.uniforms.add("proj","mat4").add("view","mat4"),s.varyings.add("vUV","vec2"),t.multipassTerrainEnabled&&s.varyings.add("depth","float"),s.vertex.code.add(i`
6
6
  void main(void) {
7
7
  vUV = uv0;
8
8
  ${t.multipassTerrainEnabled?"depth = (view * vec4(position, 1.0)).z;":""}
9
9
  gl_Position = proj * view * vec4(position, 1.0);
10
10
  }
11
- `),t.multipassTerrainEnabled&&(s.fragment.include(e),s.include(a,t)),s.fragment.uniforms.add("size","vec2").add("color1","vec4").add("color2","vec4"),s.fragment.include(r),s.fragment.code.add(i`
11
+ `),t.multipassTerrainEnabled&&(s.fragment.include(e),s.include(r,t)),s.fragment.uniforms.add("size","vec2").add("color1","vec4").add("color2","vec4"),s.fragment.include(a),s.fragment.code.add(i`
12
12
  void main() {
13
13
  ${t.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
14
14
  vec2 uvScaled = vUV / (2.0 * size);
@@ -19,6 +19,6 @@ import{ReadLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/out
19
19
  float t = mix(abs(ab.x + ab.y), 0.5, fade);
20
20
 
21
21
  gl_FragColor = mix(color2, color1, t);
22
- ${t.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
22
+ ${t.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
23
23
  }
24
24
  `),s}const s=Object.freeze({__proto__:null,build:t});export{s as C,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{ATLAS_SIZE as t,TILE_ROWS as e,TILE_SIZE as a,TEXTURE_SCALE as o}from"../views/3d/environment/NoiseTextureAtlas.js";import{ScreenSpacePass as i}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{glsl as n}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as r}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";var l;function s(s){const c=new r;return c.include(i,!1),c.fragment.uniforms.add("cloudRadius","float").add("halfCubeMapSize","float").add("power","float").add("sigmaE","float").add("density","float").add("cloudSize","float").add("detailSize","float").add("smoothness","float").add("cloudHeight","float").add("coverage","float").add("viewMatrix","mat3").add("cloudShapeTexture","sampler2D"),c.fragment.code.add(n`
5
+ import{ATLAS_SIZE as t,TILE_ROWS as e,TILE_SIZE as a,TEXTURE_SCALE as o}from"../views/3d/environment/NoiseTextureAtlas.js";import{ScreenSpacePass as i}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{glsl as n}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as r}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";var l;function s(s){const c=new r;return c.include(i,!1),c.fragment.uniforms.add("cloudRadius","float").add("halfCubeMapSize","float").add("power","float").add("sigmaE","float").add("density","float").add("cloudSize","float").add("detailSize","float").add("smoothness","float").add("cloudHeight","float").add("coverage","float").add("view","mat3").add("cloudShapeTexture","sampler2D"),c.fragment.code.add(n`
6
6
  const int STEPS = ${s.steps===l.SIXTEEN?n`16`:s.steps===l.HUNDRED?n`100`:n`200`};
7
7
  const int STEPS_LIGHT = 6;
8
8
  const float stepL = 300.0 / float(STEPS_LIGHT);
@@ -109,7 +109,7 @@ p = org + dir * dist;
109
109
  return color;
110
110
  }`),c.fragment.code.add(n`void main() {
111
111
  vec3 rayDir = rayDirection(gl_FragCoord.xy);
112
- rayDir = normalize(viewMatrix * rayDir);
112
+ rayDir = normalize(view * rayDir);
113
113
  vec3 viewPos = vec3(0, 0, cloudRadius + 1.0);
114
114
  bool hitsPlanet = rayDir.z < 0.0;
115
115
  if (hitsPlanet) {
@@ -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{EvaluateAmbientLighting as e}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientLighting.glsl.js";import{EvaluateMainLighting as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateMainLighting.glsl.js";import{Gamma as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{PBRMode as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{PiUtils as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{CloudsParallaxShading as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/CloudsParallaxShading.glsl.js";import{ColorConversion as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{RgbaFloatEncoding as d}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 t}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as g}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function c(){const c=new t;return c.attributes.add(g.POSITION,"vec2"),c.varyings.add("worldRay","vec3"),c.vertex.uniforms.add("inverseProjectionMatrix","mat4"),c.vertex.uniforms.add("inverseViewMatrix","mat4"),c.vertex.code.add(l`void main(void) {
5
+ import{EvaluateAmbientLighting as e}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientLighting.glsl.js";import{EvaluateMainLighting as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateMainLighting.glsl.js";import{Gamma as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{PBRMode as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{PiUtils as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{CloudsParallaxShading as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/CloudsParallaxShading.glsl.js";import{ColorConversion as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{RgbaFloatEncoding as d}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 t}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as g}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function c(){const c=new t;return c.attributes.add(g.POSITION,"vec2"),c.varyings.add("worldRay","vec3"),c.vertex.uniforms.add("inverseProjectionMatrix","mat4"),c.vertex.uniforms.add("inverseViewMatrix","mat4"),c.vertex.code.add(l`void main(void) {
6
6
  vec3 posViewNear = (inverseProjectionMatrix * vec4(position, -1.0, 1.0)).xyz;
7
7
  worldRay = (inverseViewMatrix * vec4(posViewNear, 0.0)).xyz;
8
8
  gl_Position = vec4(position, 1.0, 1.0);
@@ -2,27 +2,27 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as i}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexColor as o}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as l}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as g}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as u}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function c(c){const m=new g,h=c.output===e.Depth;return m.include(i,{linearDepth:h}),m.include(o,c),m.vertex.uniforms.add("proj","mat4").add("view","mat4"),m.attributes.add(u.POSITION,"vec3"),m.varyings.add("vpos","vec3"),c.multipassTerrainEnabled&&m.varyings.add("depth","float"),h&&(m.include(t,c),m.vertex.uniforms.add("cameraNearFar","vec2"),m.varyings.add("linearDepth","float")),m.vertex.code.add(p`
5
+ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as i}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexColor as o}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as l}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{ColorConversion as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as g}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as u}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function m(m){const h=new g,v=m.output===e.Depth;return h.include(i,{linearDepth:v}),h.include(o,m),h.vertex.uniforms.add("proj","mat4").add("view","mat4"),h.attributes.add(u.POSITION,"vec3"),h.varyings.add("vpos","vec3"),m.multipassTerrainEnabled&&h.varyings.add("depth","float"),v&&(h.include(t,m),h.vertex.uniforms.add("nearFar","vec2"),h.varyings.add("linearDepth","float")),h.vertex.code.add(p`
6
6
  void main(void) {
7
7
  vpos = position;
8
8
  forwardNormalizedVertexColor();
9
- ${c.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
10
- gl_Position = ${h?p`transformPositionWithDepth(proj, view, vpos, cameraNearFar, linearDepth);`:p`transformPosition(proj, view, vpos);`}
9
+ ${m.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
10
+ gl_Position = ${v?p`transformPositionWithDepth(proj, view, vpos, nearFar, linearDepth);`:p`transformPosition(proj, view, vpos);`}
11
11
  }
12
- `),m.include(r,c),m.fragment.include(n),c.multipassTerrainEnabled&&(m.fragment.include(l),m.include(s,c)),m.fragment.uniforms.add("eColor","vec4"),c.output===e.Highlight&&m.include(a),m.fragment.code.add(p`
12
+ `),h.include(r,m),h.fragment.include(d),m.multipassTerrainEnabled&&(h.fragment.include(a),h.include(s,m)),h.fragment.uniforms.add("eColor","vec4"),m.output===e.Highlight&&h.include(l),h.fragment.code.add(p`
13
13
  void main() {
14
14
  discardBySlice(vpos);
15
- ${c.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
16
- vec4 color = ${c.attributeColor?"vColor * eColor;":"eColor;"}
15
+ ${m.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
16
+ vec4 fColor = ${m.attributeColor?"vColor * eColor;":"eColor;"}
17
17
 
18
- if (color.a < ${p.float(d)}) {
18
+ if (fColor.a < ${p.float(n)}) {
19
19
  discard;
20
20
  }
21
21
 
22
- ${c.output===e.Alpha?p`gl_FragColor = vec4(color.a);`:""}
22
+ ${m.output===e.Alpha?p`gl_FragColor = vec4(fColor.a);`:""}
23
23
 
24
- ${c.output===e.Color?p`gl_FragColor = highlightSlice(color, vpos); ${c.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
25
- ${c.output===e.Highlight?p`outputHighlight();`:""};
26
- ${c.output===e.Depth?p`outputDepth(linearDepth);`:""};
24
+ ${m.output===e.Color?p`gl_FragColor = highlightSlice(fColor, vpos); ${m.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
25
+ ${m.output===e.Highlight?p`outputHighlight();`:""};
26
+ ${m.output===e.Depth?p`outputDepth(linearDepth);`:""};
27
27
  }
28
- `),m}const m=Object.freeze({__proto__:null,build:c});export{m as C,c as b};
28
+ `),h}const h=Object.freeze({__proto__:null,build:m});export{h as C,m as b};
@@ -2,7 +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{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";import{ViewingMode as a}from"../views/ViewingMode.js";import{ComponentData as l,ComponentDataType as i}from"../views/3d/webgl-engine/collections/Component/Material/shader/ComponentData.glsl.js";import{VertexDiscardByOpacity as t}from"../views/3d/webgl-engine/collections/Component/Material/shader/VertexDiscardByOpacity.glsl.js";import{ForwardLinearDepth as d}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as n}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as s}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{NormalAttribute as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{TextureCoordinateAttribute as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VertexPosition as u}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexPosition.glsl.js";import{OutputDepth as p}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as h}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as C}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeMaterialColor as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeMaterialColor.glsl.js";import{ComputeNormalTexture as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{ComputeShadingNormal as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeShadingNormal.glsl.js";import{EvaluateSceneLighting as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PBRMode as M,PhysicallyBasedRenderingParameters as O}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadBaseColorTexture as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadBaseColorTexture.glsl.js";import{ReadShadowMap as S}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{Overlay as T}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{DiscardOrAdjustAlpha as N,symbolAlphaCutoff as j}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{EllipsoidMode as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/EllipsoidMode.js";import{glsl as E}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as P}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as R}from"../views/3d/webgl-engine/lib/basicInterfaces.js";const W=new Map([[R.POSITION,0],[R.NORMAL,1],[R.NORMALCOMPRESSED,1],[R.COLOR,2],[R.UV0,3],[R.UVREGION,4],[R.COMPONENTINDEX,5]]);function D(R){const W=new P;W.include(u,R),W.include(v,R),W.include(m,R),W.include(g,R),W.include(d,R),W.include(l,R),W.include(N,R),W.include(s,R),W.include(L,R),W.include(t,R),W.fragment.uniforms.add("view","mat4"),R.pbrMode!==M.Normal&&R.pbrMode!==M.Schematic||(W.include(O,R),R.hasNormalTexture&&W.include(b,R)),R.output===n.Shadow&&R.componentData===i.Varying?W.vertex.code.add(E`#define discardShadows(castShadows) { if(!castShadows) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; } }`):W.vertex.code.add(E`#define discardShadows(castShadows) {}`);const D=R.overlayEnabled&&R.output===n.Color&&R.pbrMode===M.WaterOnIntegratedMesh;return R.overlayEnabled&&(W.include(f,R),W.include(T,R),R.viewingMode===a.Global?W.vertex.code.add(E`
5
+ import{earth as e,mars as r,moon as o}from"../geometry/support/Ellipsoid.js";import{ViewingMode as a}from"../views/ViewingMode.js";import{ComponentData as i,ComponentDataType as l}from"../views/3d/webgl-engine/collections/Component/Material/shader/ComponentData.glsl.js";import{VertexDiscardByOpacity as t}from"../views/3d/webgl-engine/collections/Component/Material/shader/VertexDiscardByOpacity.glsl.js";import{ForwardLinearDepth as d}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as n}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as s}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{NormalAttributeType as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{TextureCoordinateAttribute as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VertexPosition as u}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexPosition.glsl.js";import{OutputDepth as p}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as h}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as C}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeMaterialColor as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeMaterialColor.glsl.js";import{ComputeNormalTexture as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{ComputeShadingNormal as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeShadingNormal.glsl.js";import{EvaluateSceneLighting as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PBRMode as M,PhysicallyBasedRenderingParameters as O}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadBaseColorTexture as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadBaseColorTexture.glsl.js";import{ReadShadowMap as S}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{Overlay as N}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{DiscardOrAdjustAlpha as T,symbolAlphaCutoff as j}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{EllipsoidMode as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/EllipsoidMode.js";import{glsl as E}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as P}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as R}from"../views/3d/webgl-engine/lib/VertexAttribute.js";const W=new Map([[R.POSITION,0],[R.NORMAL,1],[R.NORMALCOMPRESSED,1],[R.COLOR,2],[R.UV0,3],[R.UVREGION,4],[R.COMPONENTINDEX,5]]);function D(R){const W=new P;W.include(u,R),W.include(v,R),W.include(m,R),W.include(g,R),W.include(d,R),W.include(i,R),W.include(T,R),W.include(s,R),W.include(L,R),W.include(t,R),W.fragment.uniforms.add("view","mat4"),R.pbrMode!==M.Normal&&R.pbrMode!==M.Schematic||(W.include(O,R),R.hasNormalTexture&&W.include(b,R)),R.output===n.Shadow&&R.componentData===l.Varying?W.vertex.code.add(E`#define discardShadows(castShadows) { if(!castShadows) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; } }`):W.vertex.code.add(E`#define discardShadows(castShadows) {}`);const D=R.overlayEnabled&&R.output===n.Color&&R.pbrMode===M.WaterOnIntegratedMesh;return R.overlayEnabled&&(W.include(f,R),W.include(N,R),R.viewingMode===a.Global?W.vertex.code.add(E`
6
6
  const float invEllipsoidRadius = ${E.float(1/(R.ellipsoidMode===A.Earth?e.radius:R.ellipsoidMode===A.Mars?r.radius:o.radius))};
7
7
  vec2 projectOverlay(vec3 pos) {
8
8
  return pos.xy / (1.0 + invEllipsoidRadius * pos.z);
@@ -117,7 +117,7 @@ float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);`):W.fragme
117
117
  }`:""}
118
118
  `)),W.fragment.code.add(E`
119
119
  gl_FragColor = highlightSlice(shadedColor, vPositionWorldCameraRelative);
120
- ${R.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
120
+ ${R.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
121
121
  }
122
122
  `)),R.output!==n.Depth&&R.output!==n.Shadow||(W.include(p,R),W.fragment.code.add(E`void main() {
123
123
  discardBySlice(vPositionWorldCameraRelative);
@@ -133,7 +133,7 @@ outputDepth(linearDepth);
133
133
 
134
134
  // note: the alpha component needs to be 1.0 in order for this material
135
135
  // to influence ambient occlusion, see the ssao fragment shader
136
- float alpha = ${R.normalType===c.Type.Ground?"0.0":"1.0"};
136
+ float alpha = ${R.normalType===c.Ground?"0.0":"1.0"};
137
137
  gl_FragColor = vec4(vec3(.5) + .5 * shadingNormal_view(), alpha);
138
138
  }
139
139
  `)),R.output===n.Highlight&&(W.include(h),W.fragment.code.add(E`
@@ -8,7 +8,7 @@ gl_FragColor = texture2D(tex, uv) * opacity;
8
8
  gl_FragColor = texture2D(tex, uv);
9
9
  }`)),o.function===t.OverlayWithTransparency&&(n.fragment.uniforms.add("overlayIdx","int"),o.hasOpacityFactor&&n.fragment.uniforms.add("opacity","float"),n.fragment.code.add(e`
10
10
  void main() {
11
- vec2 overlayUV = overlayIdx == 0 ? vec2(uv.x * 0.5, uv.y) : vec2(uv.x * 0.5+ 0.5, uv.y);
11
+ vec2 overlayUV = overlayIdx == 0 ? vec2(uv.x * 0.5, uv.y) : vec2(uv.x * 0.5 + 0.5, uv.y);
12
12
  gl_FragColor = texture2D(tex, overlayUV) ${o.hasOpacityFactor?"* opacity":""};
13
13
  }`)),o.function===t.TransparentToHUDVisibility&&n.fragment.code.add(e`void main() {
14
14
  gl_FragColor = vec4(1.0 - texture2D(tex, uv).a);
@@ -2,83 +2,83 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{Offset as o}from"../views/3d/webgl-engine/core/shaderLibrary/Offset.glsl.js";import{ShaderOutput as a}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as l}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{InstancedDoublePrecision as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/InstancedDoublePrecision.glsl.js";import{NormalAttribute as n}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{PositionAttribute as s}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js";import{SymbolColor as d}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/SymbolColor.glsl.js";import{TextureCoordinateAttribute as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VerticalOffset as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js";import{DefaultMaterialAuxiliaryPasses as p}from"../views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js";import{ReadLinearDepth as u}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeNormalTexture as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{EvaluateAmbientOcclusion as h}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{PhysicallyBasedRendering as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRendering.glsl.js";import{PhysicallyBasedRenderingParameters as C,PBRMode as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMap as T}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{VisualVariables as j}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as M,DiscardOrAdjustAlpha as O}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{HeaderComment as E}from"../views/3d/webgl-engine/core/shaderLibrary/util/HeaderComment.glsl.js";import{MixExternalColor as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/MixExternalColor.glsl.js";import{glsl as S}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as P}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as _}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function N(N){const $=new P,D=$.vertex.code,B=$.fragment.code;$.include(E,{name:"Default Material Shader",output:N.output}),$.vertex.uniforms.add("proj","mat4").add("view","mat4").add("camPos","vec3").add("localOrigin","vec3");const F=N.hasModelTransformation;return F&&$.vertex.uniforms.add("model","mat4"),$.include(s),$.varyings.add("vpos","vec3"),$.include(j,N),$.include(t,N),$.include(v,N),N.output!==a.Color&&N.output!==a.Alpha||($.include(n,N),$.include(l,{linearDepth:!1,hasModelTransformation:F}),N.normalType===n.Type.Attribute&&N.offsetBackfaces&&$.include(o),$.include(b,N),$.include(g,N),N.instancedColor&&$.attributes.add(_.INSTANCECOLOR,"vec4"),$.varyings.add("localvpos","vec3"),$.include(c,N),$.include(r,N),$.include(d,N),$.include(m,N),$.vertex.uniforms.add("externalColor","vec4"),$.varyings.add("vcolorExt","vec4"),N.multipassTerrainEnabled&&$.varyings.add("depth","float"),D.add(S`
5
+ import{ViewingMode as e}from"../views/ViewingMode.js";import{ForwardLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{Offset as o}from"../views/3d/webgl-engine/core/shaderLibrary/Offset.glsl.js";import{ShaderOutput as a}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{Slice as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as l}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{InstancedDoublePrecision as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/InstancedDoublePrecision.glsl.js";import{NormalAttribute as n,NormalAttributeType as s}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{PositionAttribute as d}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js";import{SymbolColor as c}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/SymbolColor.glsl.js";import{TextureCoordinateAttribute as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VerticalOffset as p}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VerticalOffset.glsl.js";import{DefaultMaterialAuxiliaryPasses as u}from"../views/3d/webgl-engine/core/shaderLibrary/default/DefaultMaterialAuxiliaryPasses.glsl.js";import{ReadLinearDepth as b}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeNormalTexture as h}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{EvaluateAmbientOcclusion as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as w}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{PhysicallyBasedRendering as C}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRendering.glsl.js";import{PhysicallyBasedRenderingParameters as L,PBRMode as j}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMap as M}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{VisualVariables as T}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{symbolAlphaCutoff as O,DiscardOrAdjustAlpha as E}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{HeaderComment as A}from"../views/3d/webgl-engine/core/shaderLibrary/util/HeaderComment.glsl.js";import{MixExternalColor as S}from"../views/3d/webgl-engine/core/shaderLibrary/util/MixExternalColor.glsl.js";import{glsl as P}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as _}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as N}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function $($){const D=new _,B=D.vertex.code,F=D.fragment.code;D.include(A,{name:"Default Material Shader",output:$.output}),D.vertex.uniforms.add("proj","mat4").add("view","mat4").add("cameraPosition","vec3").add("localOrigin","vec3");const V=$.hasModelTransformation;return V&&D.vertex.uniforms.add("model","mat4"),D.include(d),D.varyings.add("vpos","vec3"),D.include(T,$),D.include(t,$),D.include(p,$),$.output!==a.Color&&$.output!==a.Alpha||(D.include(n,$),D.include(l,{linearDepth:!1,hasModelTransformation:V}),$.normalType===s.Attribute&&$.offsetBackfaces&&D.include(o),D.include(h,$),D.include(v,$),$.instancedColor&&D.attributes.add(N.INSTANCECOLOR,"vec4"),D.varyings.add("localvpos","vec3"),D.include(m,$),D.include(r,$),D.include(c,$),D.include(g,$),D.vertex.uniforms.add("externalColor","vec4"),D.varyings.add("vcolorExt","vec4"),$.multipassTerrainEnabled&&D.varyings.add("depth","float"),B.add(P`
6
6
  void main(void) {
7
7
  forwardNormalizedVertexColor();
8
8
  vcolorExt = externalColor;
9
- ${N.instancedColor?"vcolorExt *= instanceColor;":""}
9
+ ${$.instancedColor?"vcolorExt *= instanceColor;":""}
10
10
  vcolorExt *= vvColor();
11
11
  vcolorExt *= getSymbolColor();
12
12
  forwardColorMixMode();
13
13
 
14
- if (vcolorExt.a < ${S.float(M)}) {
14
+ if (vcolorExt.a < ${P.float(O)}) {
15
15
  gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
16
16
  }
17
17
  else {
18
18
  vpos = calculateVPos();
19
19
  localvpos = vpos - view[3].xyz;
20
20
  vpos = subtractOrigin(vpos);
21
- ${N.normalType===n.Type.Attribute?S`
21
+ ${$.normalType===s.Attribute?P`
22
22
  vNormalWorld = dpNormal(vvLocalNormal(normalModel()));`:""}
23
23
  vpos = addVerticalOffset(vpos, localOrigin);
24
- ${N.vertexTangents?"vTangent = dpTransformVertexTangent(tangent);":""}
25
- gl_Position = transformPosition(proj, view, ${F?"model,":""} vpos);
26
- ${N.normalType===n.Type.Attribute&&N.offsetBackfaces?"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);":""}
24
+ ${$.vertexTangents?"vTangent = dpTransformVertexTangent(tangent);":""}
25
+ gl_Position = transformPosition(proj, view, ${V?"model,":""} vpos);
26
+ ${$.normalType===s.Attribute&&$.offsetBackfaces?"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, cameraPosition);":""}
27
27
  }
28
28
 
29
- ${N.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
29
+ ${$.multipassTerrainEnabled?"depth = (view * vec4(vpos, 1.0)).z;":""}
30
30
  forwardLinearDepth();
31
31
  forwardTextureCoordinates();
32
32
  }
33
- `)),N.output===a.Alpha&&($.include(i,N),$.include(O,N),N.multipassTerrainEnabled&&($.fragment.include(u),$.include(w,N)),$.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("opacity","float").add("layerOpacity","float"),N.hasColorTexture&&$.fragment.uniforms.add("tex","sampler2D"),$.fragment.include(A),B.add(S`
33
+ `)),$.output===a.Alpha&&(D.include(i,$),D.include(E,$),$.multipassTerrainEnabled&&(D.fragment.include(b),D.include(x,$)),D.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("opacity","float").add("layerOpacity","float"),$.hasColorTexture&&D.fragment.uniforms.add("tex","sampler2D"),D.fragment.include(S),F.add(P`
34
34
  void main() {
35
35
  discardBySlice(vpos);
36
- ${N.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
37
- ${N.hasColorTexture?S`
36
+ ${$.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
37
+ ${$.hasColorTexture?P`
38
38
  vec4 texColor = texture2D(tex, vuv0);
39
- ${N.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
40
- discardOrAdjustAlpha(texColor);`:S`vec4 texColor = vec4(1.0);`}
41
- ${N.attributeColor?S`
42
- float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:S`
39
+ ${$.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
40
+ discardOrAdjustAlpha(texColor);`:P`vec4 texColor = vec4(1.0);`}
41
+ ${$.attributeColor?P`
42
+ float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:P`
43
43
  float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));
44
44
  `}
45
45
  gl_FragColor = vec4(opacity_);
46
46
  }
47
- `)),N.output===a.Color&&($.include(i,N),$.include(f,N),$.include(h,N),$.include(O,N),N.receiveShadows&&$.include(T,N),N.multipassTerrainEnabled&&($.fragment.include(u),$.include(w,N)),$.fragment.uniforms.add("camPos","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("opacity","float").add("layerOpacity","float"),N.hasColorTexture&&$.fragment.uniforms.add("tex","sampler2D"),$.include(C,N),$.include(y,N),$.fragment.include(A),$.include(x,N),B.add(S`
47
+ `)),$.output===a.Color&&(D.include(i,$),D.include(w,$),D.include(f,$),D.include(E,$),$.receiveShadows&&D.include(M,$),$.multipassTerrainEnabled&&(D.fragment.include(b),D.include(x,$)),D.fragment.uniforms.add("cameraPosition","vec3").add("localOrigin","vec3").add("ambient","vec3").add("diffuse","vec3").add("opacity","float").add("layerOpacity","float"),$.hasColorTexture&&D.fragment.uniforms.add("tex","sampler2D"),D.include(L,$),D.include(C,$),D.fragment.include(S),D.include(y,$),F.add(P`
48
48
  void main() {
49
49
  discardBySlice(vpos);
50
- ${N.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
51
- ${N.hasColorTexture?S`
50
+ ${$.multipassTerrainEnabled?"terrainDepthTest(gl_FragCoord, depth);":""}
51
+ ${$.hasColorTexture?P`
52
52
  vec4 texColor = texture2D(tex, vuv0);
53
- ${N.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
54
- discardOrAdjustAlpha(texColor);`:S`vec4 texColor = vec4(1.0);`}
55
- shadingParams.viewDirection = normalize(vpos - camPos);
56
- ${N.normalType===n.Type.ScreenDerivative?S`
57
- vec3 normal = screenDerivativeNormal(localvpos);`:S`
53
+ ${$.textureAlphaPremultiplied?"texColor.rgb /= texColor.a;":""}
54
+ discardOrAdjustAlpha(texColor);`:P`vec4 texColor = vec4(1.0);`}
55
+ shadingParams.viewDirection = normalize(vpos - cameraPosition);
56
+ ${$.normalType===s.ScreenDerivative?P`
57
+ vec3 normal = screenDerivativeNormal(localvpos);`:P`
58
58
  shadingParams.normalView = vNormalWorld;
59
59
  vec3 normal = shadingNormal(shadingParams);`}
60
- ${N.pbrMode===L.Normal?"applyPBRFactors();":""}
60
+ ${$.pbrMode===j.Normal?"applyPBRFactors();":""}
61
61
  float ssao = evaluateAmbientOcclusionInverse();
62
62
  ssao *= getBakedOcclusion();
63
63
 
64
64
  float additionalAmbientScale = additionalDirectedAmbientLight(vpos + localOrigin);
65
65
  vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;
66
- ${N.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":N.viewingMode===e.Global?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
66
+ ${$.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":$.viewingMode===e.Global?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
67
67
  vec3 matColor = max(ambient, diffuse);
68
- ${N.attributeColor?S`
68
+ ${$.attributeColor?P`
69
69
  vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));
70
- float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:S`
70
+ float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:P`
71
71
  vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));
72
72
  float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));
73
73
  `}
74
- ${N.hasNormalTexture?S`
75
- mat3 tangentSpace = ${N.vertexTangents?"computeTangentSpace(normal);":"computeTangentSpace(normal, vpos, vuv0);"}
74
+ ${$.hasNormalTexture?P`
75
+ mat3 tangentSpace = ${$.vertexTangents?"computeTangentSpace(normal);":"computeTangentSpace(normal, vpos, vuv0);"}
76
76
  vec3 shadedNormal = computeTextureNormal(tangentSpace, vuv0);`:"vec3 shadedNormal = normal;"}
77
- ${N.pbrMode===L.Normal||N.pbrMode===L.Schematic?N.viewingMode===e.Global?S`vec3 normalGround = normalize(vpos + localOrigin);`:S`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:S``}
78
- ${N.pbrMode===L.Normal||N.pbrMode===L.Schematic?S`
77
+ ${$.pbrMode===j.Normal||$.pbrMode===j.Schematic?$.viewingMode===e.Global?P`vec3 normalGround = normalize(vpos + localOrigin);`:P`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:P``}
78
+ ${$.pbrMode===j.Normal||$.pbrMode===j.Schematic?P`
79
79
  float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];
80
80
  vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, shadingParams.viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);"}
81
81
  gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);
82
- ${N.OITEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
82
+ ${$.oitEnabled?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
83
83
  }
84
- `)),$.include(p,N),$}const $=Object.freeze({__proto__:null,build:N});export{$ as D,N as b};
84
+ `)),D.include(u,$),D}const D=Object.freeze({__proto__:null,build:$});export{D,$ as b};
@@ -2,7 +2,7 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ReadLinearDepth as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as n}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as d}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{AdjustProjectedPosition as t}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl.js";import{DiscardByCoverage as a}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardByCoverage.glsl.js";import{DiscardNonSilhouetteEdges as l}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardNonSilhouetteEdges.glsl.js";import{DiscardShortEdges as r}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardShortEdges.glsl.js";import{EdgeUtil as c}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl.js";import{LineAmplitude as P}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl.js";import{LineOffset as u}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl.js";import{UnpackAttributes as p}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl.js";function g(g){const v=new n,f=v.vertex,x=v.fragment;return g.legacy&&f.uniforms.add("uModel","mat4"),g.antialiasing&&(f.code.add(s`#define ANTIALIASING 1`),x.code.add(s`#define ANTIALIASING 1`)),v.include(t,g),v.include(P,g),v.include(c,g),v.include(p,g),v.include(u,g),v.include(e,g),v.include(l,g),v.include(a,g),v.include(r,g),v.varyings.add("vColor","vec4"),v.varyings.add("vRadius","float"),v.varyings.add("vPosition","vec3"),v.varyings.add("vWorldPosition","vec3"),v.varyings.add("vViewPos","vec3"),v.varyings.add("vLineLengthPixels","float"),v.varyings.add("vSizeFalloffFactor","float"),f.uniforms.add("uPixelToNDC","vec2"),f.uniforms.add("uNDCToPixel","vec2"),f.uniforms.add("uPixelRatio","float"),v.attributes.add(d.POSITION0,"vec3"),v.attributes.add(d.POSITION1,"vec3"),v.attributes.add(d.VARIANTOFFSET,"float"),v.attributes.add(d.VARIANTSTROKE,"float"),v.attributes.add(d.VARIANTEXTENSION,"float"),f.code.add(s`const float opaqueCutoff = 1.0 / 255.0;
5
+ import{Slice as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ReadLinearDepth as i}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{multipassTerrainTest as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as n}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as d}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{AdjustProjectedPosition as t}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl.js";import{DiscardByCoverage as a}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardByCoverage.glsl.js";import{DiscardNonSilhouetteEdges as l}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardNonSilhouetteEdges.glsl.js";import{DiscardShortEdges as r}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardShortEdges.glsl.js";import{EdgeUtil as c}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl.js";import{LineAmplitude as p}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl.js";import{LineOffset as P}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl.js";import{UnpackAttributes as u}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl.js";function g(g){const v=new n,f=v.vertex,x=v.fragment;return g.legacy&&f.uniforms.add("model","mat4"),g.antialiasing&&(f.code.add(s`#define ANTIALIASING 1`),x.code.add(s`#define ANTIALIASING 1`)),v.include(t,g),v.include(p,g),v.include(c,g),v.include(u,g),v.include(P,g),v.include(e,g),v.include(l,g),v.include(a,g),v.include(r,g),v.varyings.add("vColor","vec4"),v.varyings.add("vRadius","float"),v.varyings.add("vPosition","vec3"),v.varyings.add("vWorldPosition","vec3"),v.varyings.add("vViewPos","vec3"),v.varyings.add("vLineLengthPixels","float"),v.varyings.add("vSizeFalloffFactor","float"),f.uniforms.add("pixelToNDC","vec2"),f.uniforms.add("ndcToPixel","vec2"),f.uniforms.add("pixelRatio","float"),v.attributes.add(d.POSITION0,"vec3"),v.attributes.add(d.POSITION1,"vec3"),v.attributes.add(d.VARIANTOFFSET,"float"),v.attributes.add(d.VARIANTSTROKE,"float"),v.attributes.add(d.VARIANTEXTENSION,"float"),f.code.add(s`const float opaqueCutoff = 1.0 / 255.0;
6
6
  void calculateGeometricOutputs(vec3 viewPosV0, vec3 viewPosV1, vec3 worldPosV0, vec3 worldPosV1, vec3 worldNormal, UnpackedAttributes unpackedAttributes) {
7
7
  vec2 sideness = unpackedAttributes.sideness;
8
8
  vec2 sidenessNorm = unpackedAttributes.sidenessNorm;
@@ -13,15 +13,15 @@ vec4 projPosV0 = projFromViewPosition(viewPosV0);
13
13
  vec4 projPosV1 = projFromViewPosition(viewPosV1);
14
14
  vec4 projPos = projFromViewPosition(viewPos);
15
15
  vec3 screenSpaceLineNDC = (projPosV1.xyz / projPosV1.w - projPosV0.xyz / projPosV0.w);
16
- vec2 screenSpaceLinePixels = screenSpaceLineNDC.xy * uNDCToPixel;
16
+ vec2 screenSpaceLinePixels = screenSpaceLineNDC.xy * ndcToPixel;
17
17
  float lineLengthPixels = length(screenSpaceLinePixels);
18
18
  float dzPerPixel = screenSpaceLineNDC.z / lineLengthPixels;
19
19
  vec2 screenSpaceDirection = screenSpaceLinePixels / lineLengthPixels;
20
20
  vec2 perpendicularScreenSpaceDirection = vec2(screenSpaceDirection.y, -screenSpaceDirection.x) * sideness.x;
21
- float falloffFactor = distanceBasedPerspectiveFactor(-viewPos.z) * uPixelRatio;
21
+ float falloffFactor = distanceBasedPerspectiveFactor(-viewPos.z) * pixelRatio;
22
22
  float lineWidthPixels = unpackedAttributes.lineWidthPixels * falloffFactor;
23
23
  float extensionLengthPixels = calculateExtensionLength(unpackedAttributes.extensionLengthPixels, lineLengthPixels) * falloffFactor;
24
- float lineAmplitudePixels = calculateLineAmplitude(unpackedAttributes) * uPixelRatio;
24
+ float lineAmplitudePixels = calculateLineAmplitude(unpackedAttributes) * pixelRatio;
25
25
  vSizeFalloffFactor = falloffFactor;
26
26
  float lineWidthAndAmplitudePixels = lineWidthPixels + lineAmplitudePixels + lineAmplitudePixels;
27
27
  float extendedLineLengthPixels = lineLengthPixels + extensionLengthPixels + extensionLengthPixels;
@@ -33,9 +33,9 @@ float aaPaddedRoundedCapSizePixels = lineWidthPixels * 0.5 + aaPaddingPixels;
33
33
  float halfAAPaddedLineWidthAndAmplitudePixels = max(lineWidthAndAmplitudePixels, 1.0) * 0.5;
34
34
  float aaPaddedRoundedCapSizePixels = max(lineWidthPixels, 1.0) * 0.5;
35
35
  #endif
36
- vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * uPixelToNDC;
37
- vec2 aaPaddedRoundedCapSizeNDC = aaPaddedRoundedCapSizePixels * uPixelToNDC;
38
- vec2 extensionLengthNDC = extensionLengthPixels * uPixelToNDC;
36
+ vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * pixelToNDC;
37
+ vec2 aaPaddedRoundedCapSizeNDC = aaPaddedRoundedCapSizePixels * pixelToNDC;
38
+ vec2 extensionLengthNDC = extensionLengthPixels * pixelToNDC;
39
39
  vec2 ndcOffset = (
40
40
  screenSpaceDirection * sideness.y * (aaPaddedRoundedCapSizeNDC + extensionLengthNDC)
41
41
  + perpendicularScreenSpaceDirection * halfAAPaddedLineWidthAndAmplitudeNDC
@@ -2,13 +2,13 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.23/esri/copyright.txt for details.
4
4
  */
5
- import{TextureCoordinateAttribute as e}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{glsl as t}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as o}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as i}from"../views/3d/webgl-engine/lib/basicInterfaces.js";function n(n){const d=new o;return d.attributes.add(i.POSITION,"vec2"),d.include(e,{attributeTextureCoordinates:e.AttributeType.Default}),d.varyings.add("worldRay","vec3"),d.varyings.add("eyeDir","vec3"),d.vertex.uniforms.add("projectionInverse","mat4"),d.vertex.uniforms.add("viewInverse","mat4"),d.vertex.code.add(t`void main(void) {
6
- vec3 posViewNear = (projectionInverse * vec4(position, -1, 1)).xyz;
5
+ import{TextureCoordinateAttribute as e,TextureCoordinateAttributeType as r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{ReadLinearDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{Gamma as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{glsl as o}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function d(d){const l=new i;return l.attributes.add(n.POSITION,"vec2"),l.include(e,{attributeTextureCoordinates:r.Default}),l.varyings.add("worldRay","vec3"),l.varyings.add("eyeDir","vec3"),l.vertex.uniforms.add("inverseProjectionMatrix","mat4"),l.vertex.uniforms.add("inverseViewMatrix","mat4"),l.vertex.code.add(o`void main(void) {
6
+ vec3 posViewNear = (inverseProjectionMatrix * vec4(position, -1, 1)).xyz;
7
7
  eyeDir = posViewNear;
8
- worldRay = (viewInverse * vec4(posViewNear, 0)).xyz;
8
+ worldRay = (inverseViewMatrix * vec4(posViewNear, 0)).xyz;
9
9
  forwardTextureCoordinates();
10
10
  gl_Position = vec4(position, 1, 1);
11
- }`),d.fragment.uniforms.add("lightingMainDirection","vec3").add("atmosphereC","float").add("cameraPosition","vec3").add("nearFar","vec2").add("depthTex","sampler2D").add("strength","float").add("fogAmount","float"),d.include(a),d.fragment.include(r),d.fragment.code.add(t`vec2 sphereIntersect(vec3 start, vec3 dir) {
11
+ }`),l.fragment.uniforms.add("lightingMainDirection","vec3").add("atmosphereC","float").add("cameraPosition","vec3").add("nearFar","vec2").add("depthTex","sampler2D").add("fogStrength","float").add("fogAmount","float"),l.include(t),l.fragment.include(a),l.fragment.code.add(o`vec2 sphereIntersect(vec3 start, vec3 dir) {
12
12
  float a = dot(dir, dir);
13
13
  float b = 2.0 * dot(dir, start);
14
14
  float d = (b * b) - 4.0 * a * atmosphereC;
@@ -16,7 +16,7 @@ if (d < 0.0) {
16
16
  return vec2(1e5, -1e5);
17
17
  }
18
18
  return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
19
- }`),d.fragment.code.add(t`
19
+ }`),l.fragment.code.add(o`
20
20
  vec4 applyFog(float dist, vec3 rayDir){
21
21
  bool sky = false;
22
22
 
@@ -26,18 +26,16 @@ return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
26
26
  sky = true;
27
27
  }
28
28
 
29
- float fogAmount = fogAmount * (1.0 - exp(-dist * strength));
30
-
29
+ float fogAmount = fogAmount * (1.0 - exp(-dist * fogStrength));
31
30
  float sunAmount = max(0.0, dot(rayDir, lightingMainDirection));
32
-
33
31
  float lightAngle = max(0.0, dot(normalize(cameraPosition + dist * rayDir), lightingMainDirection));
34
- ${n.haze?t`vec3 fogColor = mix(vec3(0.0), vec3(0.24, 0.44, 0.8), lightAngle);`:t`vec3 fogColor = mix(vec3(0.1), vec3(1.5), lightAngle);`}
32
+ ${d.haze?o`vec3 fogColor = mix(vec3(0.0), vec3(0.24, 0.44, 0.8), lightAngle);`:o`vec3 fogColor = mix(vec3(0.1), vec3(1.5), lightAngle);`}
35
33
 
36
34
  float phase = sky ? pow(sunAmount, 16.0) : 0.0;
37
35
  vec3 col = (lightAngle * vec3(1.0, 0.6, 0.3) * phase + fogColor) * fogAmount;
38
36
  return vec4(col, fogAmount);
39
37
  }
40
- `),d.fragment.code.add(t`
38
+ `),l.fragment.code.add(o`
41
39
  vec3 tonemapACES(vec3 x) {
42
40
  return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
43
41
  }
@@ -56,7 +54,7 @@ return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
56
54
  terrainDepth = max(0.0, length(cameraSpaceRay));
57
55
  }
58
56
 
59
- ${n.haze?t`
57
+ ${d.haze?o`
60
58
  if(terrainDepth == -1.0){
61
59
  gl_FragColor = vec4(0);
62
60
  return;
@@ -66,4 +64,4 @@ return vec2((-b - sqrt(d)) / (2.0 * a), (-b + sqrt(d)) / (2.0 * a));
66
64
 
67
65
  gl_FragColor = delinearizeGamma(vec4(tonemapACES(fog.rgb), fog.a));
68
66
  }
69
- `),d}const d=Object.freeze({__proto__:null,build:n});export{d as F,n as b};
67
+ `),l}const l=Object.freeze({__proto__:null,build:d});export{l as F,d as b};