@arcgis/core 4.24.0-next.20220430 → 4.24.0-next.20220503

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 (998) hide show
  1. package/Basemap.js +1 -1
  2. package/Color.js +1 -1
  3. package/Ground.js +1 -1
  4. package/Map.js +1 -1
  5. package/PopupTemplate.js +1 -1
  6. package/WebMap.js +1 -1
  7. package/WebScene.js +1 -1
  8. package/analysis/LinearDimension.js +1 -1
  9. package/analysis/SliceAnalysis.js +1 -1
  10. package/applications/SceneViewer/sceneViewerUtils.js +1 -1
  11. package/arcade/Dictionary.js +1 -1
  12. package/arcade/Feature.js +1 -1
  13. package/arcade/featureset/sources/FeatureLayerDynamic.js +1 -1
  14. package/arcade/featureset/support/FeatureSet.js +1 -1
  15. package/assets/esri/core/workers/RemoteClient.js +1 -1
  16. package/assets/esri/core/workers/chunks/{e06461703e6f1acfcfdc.js → 076d1b1101b59af0d389.js} +1 -1
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  110. package/assets/esri/core/workers/chunks/f0e462f5a16852f33225.js +1 -0
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  116. package/assets/esri/core/workers/chunks/fdf80a371b7b2a45f1ff.js +1 -0
  117. package/assets/esri/libs/vxl/vxlLayer.wasm +0 -0
  118. package/chunks/ChapmanAtmosphere.glsl.js +15 -15
  119. package/chunks/CheckerBoard.glsl.js +3 -3
  120. package/chunks/Clouds.glsl.js +2 -3
  121. package/chunks/CloudsComposition.glsl.js +3 -3
  122. package/chunks/ColorMaterial.glsl.js +11 -11
  123. package/chunks/DefaultMaterial.glsl.js +26 -26
  124. package/chunks/EdgeShader.glsl.js +3 -3
  125. package/chunks/Fog.glsl.js +6 -6
  126. package/chunks/HUDMaterial.glsl.js +48 -48
  127. package/chunks/HeatmapDensity.glsl.js +7 -7
  128. package/chunks/HighlightApply.glsl.js +3 -3
  129. package/chunks/LineCallout.glsl.js +3 -3
  130. package/chunks/LineMarker.glsl.js +22 -22
  131. package/chunks/MeasurementArrow.glsl.js +4 -4
  132. package/chunks/NativeLine.glsl.js +11 -11
  133. package/chunks/Path.glsl.js +16 -16
  134. package/chunks/Pattern.glsl.js +30 -30
  135. package/chunks/RasterColorizer.glsl.js +4 -4
  136. package/chunks/RealisticTree.glsl.js +20 -20
  137. package/chunks/RibbonLine.glsl.js +39 -39
  138. package/chunks/ShadedColorMaterial.glsl.js +10 -10
  139. package/chunks/ShadowCastVisualize.glsl.js +5 -5
  140. package/chunks/ShadowHighlight.glsl.js +2 -2
  141. package/chunks/SlicePlaneMaterial.glsl.js +3 -3
  142. package/chunks/Stars.glsl.js +2 -2
  143. package/chunks/WaterSurface.glsl.js +20 -20
  144. package/chunks/languageUtils.js +1 -1
  145. package/chunks/persistableUrlUtils.js +1 -1
  146. package/chunks/vec22.js +1 -1
  147. package/chunks/vec2f64.js +1 -1
  148. package/chunks/vec3.js +1 -1
  149. package/chunks/vec33.js +1 -1
  150. package/chunks/vec43.js +1 -1
  151. package/colorUtils.js +1 -1
  152. package/config.js +1 -1
  153. package/core/Accessor.js +1 -1
  154. package/core/AsyncUpdate.js +1 -1
  155. package/core/Clonable.js +1 -1
  156. package/core/Collection.js +1 -1
  157. package/core/HandleOwner.js +1 -1
  158. package/core/Loadable.js +1 -1
  159. package/core/NestedMap.js +1 -1
  160. package/core/accessorSupport/DefaultsStore.js +1 -1
  161. package/core/accessorSupport/Properties.js +1 -1
  162. package/core/accessorSupport/decorators/enumeration.js +1 -1
  163. package/core/accessorSupport/extensions/serializableProperty/reader.js +1 -1
  164. package/core/accessorSupport/extensions/serializableProperty/writePolicyUtils.js +1 -1
  165. package/core/accessorSupport/extensions/serializableProperty/writer.js +1 -1
  166. package/core/accessorSupport/read.js +1 -1
  167. package/core/accessorSupport/tracking.js +1 -1
  168. package/core/accessorSupport/write.js +1 -1
  169. package/core/devEnvironmentUtils.js +1 -1
  170. package/core/has.js +1 -1
  171. package/core/libs/gl-matrix-2/factories/vec2f64.js +1 -1
  172. package/core/libs/gl-matrix-2/math/vec3.js +1 -1
  173. package/core/libs/rbush/PooledRBush.js +1 -1
  174. package/core/promiseUtils.js +1 -1
  175. package/core/reactiveUtils.js +1 -1
  176. package/core/scheduling.js +1 -1
  177. package/core/throttle.js +1 -1
  178. package/core/urlUtils.js +1 -1
  179. package/core/watchUtils.js +1 -1
  180. package/core/workers/RemoteClient.js +1 -1
  181. package/core/workers/WorkerOwner.js +1 -1
  182. package/core/workers/loaderConfig.js +1 -1
  183. package/core/workers/workerFactory.js +1 -1
  184. package/geometry/Mesh.js +1 -1
  185. package/geometry/geometryEngine.js +1 -1
  186. package/geometry/geometryEngineAsync.js +1 -1
  187. package/geometry/projection.js +1 -1
  188. package/geometry/support/axisAngleDegrees.js +1 -1
  189. package/geometry/support/meshUtils/centerAt.js +1 -1
  190. package/geometry/support/meshUtils/deduplicate.js +1 -1
  191. package/geometry/support/meshUtils/elevation.js +1 -1
  192. package/geometry/support/meshUtils/geographicUtils.js +1 -1
  193. package/geometry/support/meshUtils/georeference.js +1 -1
  194. package/geometry/support/meshUtils/loadExternal.js +1 -1
  195. package/geometry/support/meshUtils/loadGLTFMesh.js +1 -1
  196. package/geometry/support/meshUtils/offset.js +1 -1
  197. package/geometry/support/meshUtils/rotate.js +1 -1
  198. package/geometry/support/meshUtils/scale.js +1 -1
  199. package/geometry/support/normalizeUtils.js +1 -1
  200. package/geometry/support/normalizeUtilsCommon.js +1 -1
  201. package/geometry/support/offset.js +1 -1
  202. package/geometry/support/rotate.js +1 -1
  203. package/identity/IdentityManagerBase.js +1 -1
  204. package/identity/IdentityModal.js +1 -1
  205. package/interfaces.d.ts +109 -2
  206. package/intl/locale.js +1 -1
  207. package/intl/messages.js +1 -1
  208. package/kernel.js +1 -1
  209. package/layers/AnalysisLayer.js +1 -1
  210. package/layers/CSVLayer.js +1 -1
  211. package/layers/FeatureLayer.js +1 -1
  212. package/layers/GeoJSONLayer.js +1 -1
  213. package/layers/GeoRSSLayer.js +1 -1
  214. package/layers/ImageryLayer.js +1 -1
  215. package/layers/ImageryTileLayer.js +1 -1
  216. package/layers/Layer.js +1 -1
  217. package/layers/MapImageLayer.js +1 -1
  218. package/layers/MapNotesLayer.js +1 -1
  219. package/layers/OGCFeatureLayer.js +1 -1
  220. package/layers/RouteLayer.js +1 -1
  221. package/layers/SceneLayer.js +1 -1
  222. package/layers/StreamLayer.js +1 -1
  223. package/layers/SubtypeGroupLayer.js +1 -1
  224. package/layers/TileLayer.js +1 -1
  225. package/layers/VectorTileLayer.js +1 -1
  226. package/layers/VoxelLayer.js +1 -1
  227. package/layers/VoxelWasmPerScene.js +1 -1
  228. package/layers/WCSLayer.js +1 -1
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  230. package/layers/WMSLayer.js +1 -1
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  238. package/layers/graphics/controllers/FeatureTileController3D.js +1 -1
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  291. package/layers/support/layerUtils.js +1 -1
  292. package/layers/support/layersCreator.js +1 -1
  293. package/layers/support/rasterDatasets/BaseRaster.js +1 -1
  294. package/layers/support/rasterDatasets/CloudRaster.js +1 -1
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  998. package/views/3d/webgl-engine/core/shaderModules/BooleanUniform.js +0 -5
@@ -2,17 +2,17 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{addProjViewLocalOrigin as e}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{FloatUniform as i}from"../views/3d/webgl-engine/core/shaderModules/FloatUniform.js";import{glsl as r}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as t}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DUniform as a}from"../views/3d/webgl-engine/core/shaderModules/Texture2DUniform.js";import{VertexAttribute as o}from"../views/3d/webgl-engine/lib/VertexAttribute.js";var s;function u(u){const d=new t;e(d,u);const{mode:n,isAttributeDriven:l}=u;return d.attributes.add(o.POSITION,"vec3"),d.attributes.add(o.UV0,"vec2"),l&&(d.attributes.add(o.FEATUREATTRIBUTE,"float"),d.varyings.add("attributeValue","float")),d.varyings.add("unitCirclePos","vec2"),d.vertex.uniforms.add(new i("radius")),d.vertex.code.add(r`
5
+ import"../core/has.js";import{addProjViewLocalOrigin as e}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{FloatPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as i}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as a}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as t}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{VertexAttribute as o}from"../views/3d/webgl-engine/lib/VertexAttribute.js";var s;function u(u){const n=new a;e(n,u);const{mode:d,isAttributeDriven:l}=u;switch(n.attributes.add(o.POSITION,"vec3"),n.attributes.add(o.UV0,"vec2"),l&&(n.attributes.add(o.FEATUREATTRIBUTE,"float"),n.varyings.add("attributeValue","float")),n.varyings.add("unitCirclePos","vec2"),d){case s.KernelDensity:n.vertex.uniforms.add(new r("radius",(({resolutionForScale:e,searchRadius:r},{camera:i,screenToWorldRatio:a})=>0===e?r*i.pixelRatio/i.fullViewport[2]:r/a/e*i.pixelRatio/i.fullViewport[2])));break;case s.GaussianBlur:n.vertex.uniforms.add(new r("radius",(({resolutionForScale:e,searchRadius:r},{camera:i,screenToWorldRatio:a})=>{const t=Math.round(r);return 2*(3*(0===e?t:t*e/a))*i.pixelRatio/i.fullViewport[2]})));case s.COUNT:}return n.vertex.code.add(i`
6
6
  void main() {
7
7
  unitCirclePos = uv0;
8
8
 
9
9
  vec4 posProj = proj * (view * vec4(${o.POSITION}, 1.0));
10
10
  vec4 quadOffset = vec4(unitCirclePos * radius, 0.0, 0.0);
11
11
 
12
- ${l?r`attributeValue = ${o.FEATUREATTRIBUTE};`:""}
12
+ ${l?i`attributeValue = ${o.FEATUREATTRIBUTE};`:""}
13
13
  gl_Position = posProj + quadOffset;
14
14
  }
15
- `),n===s.KernelDensity?d.fragment.code.add(r`
15
+ `),d===s.KernelDensity?n.fragment.code.add(i`
16
16
  void main() {
17
17
  float radiusRatioSquared = dot(unitCirclePos, unitCirclePos);
18
18
  if (radiusRatioSquared > 1.0) {
@@ -20,10 +20,10 @@ import{addProjViewLocalOrigin as e}from"../views/3d/webgl-engine/core/shaderLibr
20
20
  }
21
21
 
22
22
  float oneMinusRadiusRatioSquared = 1.0 - radiusRatioSquared;
23
- float density = oneMinusRadiusRatioSquared * oneMinusRadiusRatioSquared ${l?r` * attributeValue`:""};
23
+ float density = oneMinusRadiusRatioSquared * oneMinusRadiusRatioSquared ${l?i` * attributeValue`:""};
24
24
  gl_FragColor = vec4(density);
25
25
  }
26
- `):n===s.GaussianBlur&&(d.fragment.uniforms.add(new a("kernel")),d.fragment.code.add(r`
26
+ `):d===s.GaussianBlur&&(n.fragment.uniforms.add(new t("kernel",(e=>e.kernel))),n.fragment.code.add(i`
27
27
  void main() {
28
28
  float radiusRatioSquared = dot(unitCirclePos, unitCirclePos);
29
29
  if (radiusRatioSquared > 1.0) {
@@ -33,7 +33,7 @@ import{addProjViewLocalOrigin as e}from"../views/3d/webgl-engine/core/shaderLibr
33
33
  vec2 uv = abs(unitCirclePos);
34
34
  vec2 uvX = vec2(uv.x, 0.5);
35
35
  vec2 uvY = vec2(uv.y, 0.5);
36
- float intensity = texture2D(kernel, uvX).r * texture2D(kernel, uvY).r${l?r` * attributeValue`:""};
36
+ float intensity = texture2D(kernel, uvX).r * texture2D(kernel, uvY).r${l?i` * attributeValue`:""};
37
37
  gl_FragColor = vec4(intensity);
38
38
  }
39
- `)),d}!function(e){e[e.GaussianBlur=0]="GaussianBlur",e[e.KernelDensity=1]="KernelDensity",e[e.COUNT=2]="COUNT"}(s||(s={}));const d=Object.freeze(Object.defineProperty({__proto__:null,get HeatmapMode(){return s},build:u},Symbol.toStringTag,{value:"Module"}));export{s as H,d as a,u as b};
39
+ `)),n}!function(e){e[e.GaussianBlur=0]="GaussianBlur",e[e.KernelDensity=1]="KernelDensity",e[e.COUNT=2]="COUNT"}(s||(s={}));const n=Object.freeze(Object.defineProperty({__proto__:null,get HeatmapMode(){return s},build:u},Symbol.toStringTag,{value:"Module"}));export{s as H,n as a,u 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/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{s as e}from"./vec4.js";import{c as o}from"./vec4f64.js";import{Float4Uniform as i}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{glsl as t}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as r}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as l}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{BindType as n}from"../views/3d/webgl-engine/core/shaderTechnique/BindType.js";import{VertexAttribute as a}from"../views/3d/webgl-engine/lib/VertexAttribute.js";const s=8.6,u=.4;function d(){const o=new r,{vertex:d,fragment:g}=o,f=d.code,h=g.code;return o.attributes.add(a.POSITION,"vec2"),o.varyings.add("uv","vec2"),o.attributes.add(a.UV0,"vec2"),d.uniforms.add(new l("coverageTex",(e=>e.coverageTexture))),f.add(t`void main() {
5
+ import{s as e}from"./vec4.js";import{c as o}from"./vec4f64.js";import{Float4PassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{glsl as t}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as l}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{VertexAttribute as n}from"../views/3d/webgl-engine/lib/VertexAttribute.js";const a=8.6,s=.4;function u(){const o=new l,{vertex:u,fragment:c}=o,f=u.code,g=c.code;return o.attributes.add(n.POSITION,"vec2"),o.varyings.add("uv","vec2"),o.attributes.add(n.UV0,"vec2"),u.uniforms.add(new r("coverageTex",(e=>e.coverageTexture))),f.add(t`void main() {
6
6
  vec4 cov = texture2D(coverageTex, uv0);
7
7
  if (cov.r == 0.0) {
8
8
  gl_Position = vec4(0.0);
@@ -10,7 +10,7 @@ return;
10
10
  }
11
11
  gl_Position = vec4(position, 0.0, 1.0);
12
12
  uv = position.xy * 0.5 + vec2(0.5);
13
- }`),g.uniforms.add(new l("tex",(e=>e.blurColorTexture))),g.uniforms.add(new l("origin",(e=>e.highlightColorTexture))),g.uniforms.add(new i("uColor",n.Pass,(e=>e.color))),g.uniforms.add(new i("haloColor",n.Pass,(e=>e.haloColor))),g.uniforms.add(new i("opacities",n.Pass,(o=>e(c,o.haloOpacity,o.haloOpacityOccluded,o.fillOpacity,o.fillOpacityOccluded)))),g.constants.add("outlineSize","float",s),g.constants.add("blurSize","float",u),h.add(t`void main() {
13
+ }`),c.uniforms.add(new r("tex",(e=>e.blurColorTexture))),c.uniforms.add(new r("origin",(e=>e.highlightColorTexture))),c.uniforms.add(new i("uColor",(e=>e.color))),c.uniforms.add(new i("haloColor",(e=>e.haloColor))),c.uniforms.add(new i("opacities",(o=>e(d,o.haloOpacity,o.haloOpacityOccluded,o.fillOpacity,o.fillOpacityOccluded)))),c.constants.add("outlineSize","float",a),c.constants.add("blurSize","float",s),g.add(t`void main() {
14
14
  vec4 blurredHighlightValue = texture2D(tex, uv);
15
15
  float highlightIntensity = blurredHighlightValue.a;
16
16
  if (highlightIntensity == 0.0) {
@@ -33,4 +33,4 @@ float outlineFactor = smoothstep(outer, inner, highlightIntensity);
33
33
  float fillFactor = any(notEqual(origin_color, vec4(0.0, 0.0, 0.0, 0.0))) ? 1.0 : 0.0;
34
34
  float intensity = outlineIntensity * outlineFactor * (1.0 - fillFactor) + fillIntensity * fillFactor;
35
35
  gl_FragColor = vec4(mix(haloColor.rgb, uColor.rgb, fillFactor), intensity);
36
- }`),o}const c=o(),g=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));export{g as H,d as b};
36
+ }`),o}const d=o(),c=Object.freeze(Object.defineProperty({__proto__:null,build:u},Symbol.toStringTag,{value:"Module"}));export{c as H,u 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/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{isSome as e}from"../core/maybe.js";import{b as i}from"./vec2.js";import{a as o}from"./vec2f64.js";import{Z as r}from"./vec4f64.js";import{SliceDraw as t}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as a}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as l}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{multipassGeometryTest as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassGeometryTest.glsl.js";import{addScreenSizePerspectiveAlignment as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{Float2PassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4Uniform as c}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.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{BindType as h}from"../views/3d/webgl-engine/core/shaderTechnique/BindType.js";import{VertexAttribute as S}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function v(o){const r=new g;r.include(a),r.include(l,o),r.include(t,o),r.attributes.add(S.UV0,"vec2");const{vertex:v,fragment:b}=r;return v.uniforms.add([new c("viewport",h.Pass,((e,i)=>i.camera.fullViewport)),new f("lineSize",((e,i)=>Math.ceil(e.size)*i.camera.pixelRatio)),new d("pixelToNDC",((e,o)=>i(u,2/o.camera.fullViewport[2],2/o.camera.fullViewport[3]))),new f("borderSize",((i,o)=>e(i.borderColor)?o.camera.pixelRatio:0)),new d("screenOffset",((e,o)=>i(u,e.screenOffset[0]*o.camera.pixelRatio,e.screenOffset[1]*o.camera.pixelRatio)))]),r.varyings.add("coverageSampling","vec4"),r.varyings.add("lineSizes","vec2"),o.hasMultipassGeometry&&r.varyings.add("depth","float"),o.hasScreenSizePerspective&&s(v),v.code.add(p`
5
+ import{isSome as e}from"../core/maybe.js";import{b as i}from"./vec2.js";import{a as o}from"./vec2f64.js";import{Z as r}from"./vec4f64.js";import{SliceDraw as t}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as a}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as l}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{multipassGeometryTest as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassGeometryTest.glsl.js";import{addScreenSizePerspectiveAlignment as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{Float2PassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.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 h}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function S(o){const r=new g;r.include(a),r.include(l,o),r.include(t,o),r.attributes.add(h.UV0,"vec2");const{vertex:S,fragment:u}=r;return S.uniforms.add([new c("viewport",((e,i)=>i.camera.fullViewport)),new f("lineSize",((e,i)=>Math.ceil(e.size)*i.camera.pixelRatio)),new d("pixelToNDC",((e,o)=>i(m,2/o.camera.fullViewport[2],2/o.camera.fullViewport[3]))),new f("borderSize",((i,o)=>e(i.borderColor)?o.camera.pixelRatio:0)),new d("screenOffset",((e,o)=>i(m,e.screenOffset[0]*o.camera.pixelRatio,e.screenOffset[1]*o.camera.pixelRatio)))]),r.varyings.add("coverageSampling","vec4"),r.varyings.add("lineSizes","vec2"),o.hasMultipassGeometry&&r.varyings.add("depth","float"),o.hasScreenSizePerspective&&s(S),S.code.add(p`
6
6
  void main(void) {
7
7
  ProjectHUDAux projectAux;
8
8
  vec4 endPoint = projectPositionHUD(projectAux);
@@ -101,7 +101,7 @@ import{isSome as e}from"../core/maybe.js";import{b as i}from"./vec2.js";import{a
101
101
 
102
102
  gl_Position = projectedPosition;
103
103
  }
104
- `),b.uniforms.add([new c("uColor",h.Pass,(e=>m(e.color))),new c("borderColor",h.Pass,(e=>m(e.borderColor)))]),o.hasMultipassGeometry&&(b.include(n,o),b.uniforms.add(new d("inverseViewport",((e,i)=>i.inverseViewport)))),b.code.add(p`
104
+ `),u.uniforms.add([new c("uColor",(e=>v(e.color))),new c("borderColor",(e=>v(e.borderColor)))]),o.hasMultipassGeometry&&(u.include(n,o),u.uniforms.add(new d("inverseViewport",((e,i)=>i.inverseViewport)))),u.code.add(p`
105
105
  void main() {
106
106
  ${o.hasMultipassGeometry?"if( geometryDepthTest(gl_FragCoord.xy * inverseViewport, depth) ){ discard; }":""}
107
107
 
@@ -128,4 +128,4 @@ import{isSome as e}from"../core/maybe.js";import{b as i}from"./vec2.js";import{a
128
128
  gl_FragColor = vec4(finalRgb, finalAlpha);
129
129
  `}
130
130
  }
131
- `),r}function m(i){return e(i)?i:r}const u=o(),b=Object.freeze(Object.defineProperty({__proto__:null,build:v},Symbol.toStringTag,{value:"Module"}));export{b as L,v as b};
131
+ `),r}function v(i){return e(i)?i:r}const m=o(),u=Object.freeze(Object.defineProperty({__proto__:null,build:S},Symbol.toStringTag,{value:"Module"}));export{u as L,S as b};
@@ -2,27 +2,27 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{MARKER_TEXTURE_SIZE as e,MARKER_THICKNESS as r}from"../views/3d/layers/support/markerUtils.js";import{ShaderOutput as o}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{RibbonVertexPosition as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.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/AlphaCutoff.js";import{ColorConversion as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{RgbaFloatEncoding as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{addProjViewLocalOrigin as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4Uniform as v}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as g}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as m}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as h}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{BindType as w}from"../views/3d/webgl-engine/core/shaderTechnique/BindType.js";import{TransparencyPassType as y}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{VertexAttribute as b}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function x(x){const P=new h,S=x.hasMultipassTerrain&&(x.output===o.Color||x.output===o.Alpha);P.include(t,x),x.output===o.Depth&&P.include(a,x);const{vertex:j,fragment:z}=P;return z.include(c),p(P,x),P.attributes.add(b.POSITION,"vec3"),P.attributes.add(b.UV0,"vec2"),P.attributes.add(b.AUXPOS1,"vec3"),P.varyings.add("vColor","vec4"),P.varyings.add("vpos","vec3"),P.varyings.add("vUV","vec2"),P.varyings.add("vSize","float"),P.varyings.add("linearDepth","float"),S&&P.varyings.add("depth","float"),j.code.add(m`#define PERPENDICULAR(v) vec2(v.y, -v.x)
5
+ import{MARKER_TEXTURE_SIZE as e,MARKER_THICKNESS as r}from"../views/3d/layers/support/markerUtils.js";import{ShaderOutput as o}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{RibbonVertexPosition as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputDepth as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.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/AlphaCutoff.js";import{ColorConversion as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{RgbaFloatEncoding as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl.js";import{addProjViewLocalOrigin as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as v}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as g}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as f}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as m}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as h}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{TransparencyPassType as w}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{VertexAttribute as y}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function b(b){const x=new h,P=b.hasMultipassTerrain&&(b.output===o.Color||b.output===o.Alpha);x.include(t,b),b.output===o.Depth&&x.include(a,b);const{vertex:S,fragment:j}=x;return j.include(c),p(x,b),x.attributes.add(y.POSITION,"vec3"),x.attributes.add(y.UV0,"vec2"),x.attributes.add(y.AUXPOS1,"vec3"),x.varyings.add("vColor","vec4"),x.varyings.add("vpos","vec3"),x.varyings.add("vUV","vec2"),x.varyings.add("vSize","float"),x.varyings.add("linearDepth","float"),P&&x.varyings.add("depth","float"),S.code.add(f`#define PERPENDICULAR(v) vec2(v.y, -v.x)
6
6
  float interp(float ncp, vec4 a, vec4 b) {
7
7
  return (-ncp - a.z) / (b.z - a.z);
8
- }`),j.uniforms.add([new d("nearFar",((e,r)=>r.camera.nearFar)),new v("viewport",w.Pass,((e,r)=>r.camera.fullViewport))]),j.code.add(m`vec4 projectAndScale(vec4 pos) {
8
+ }`),S.uniforms.add([new d("nearFar",((e,r)=>r.camera.nearFar)),new v("viewport",((e,r)=>r.camera.fullViewport))]),S.code.add(f`vec4 projectAndScale(vec4 pos) {
9
9
  vec4 posNdc = proj * pos;
10
10
  posNdc.xy *= viewport.zw / posNdc.w;
11
11
  return posNdc;
12
- }`),j.code.add(m`void clip(vec4 pos, inout vec4 prev) {
12
+ }`),S.code.add(f`void clip(vec4 pos, inout vec4 prev) {
13
13
  float vnp = nearFar[0] * 0.99;
14
14
  if (prev.z > -nearFar[0]) {
15
15
  prev = mix(pos, prev, interp(vnp, pos, prev));
16
16
  }
17
- }`),x.draped||(j.uniforms.add(new f("inverseProjectionMatrix",((e,r)=>r.camera.inverseProjectionMatrix))),j.code.add(m`vec3 inverseProject(vec4 posScreen) {
17
+ }`),b.draped||(S.uniforms.add(new m("inverseProjectionMatrix",((e,r)=>r.camera.inverseProjectionMatrix))),S.code.add(f`vec3 inverseProject(vec4 posScreen) {
18
18
  posScreen.xy = (posScreen.xy / viewport.zw) * posScreen.w;
19
19
  return (inverseProjectionMatrix * posScreen).xyz;
20
- }`),j.code.add(m`bool rayIntersectPlane(vec3 rayDir, vec3 planeOrigin, vec3 planeNormal, out vec3 intersection) {
20
+ }`),S.code.add(f`bool rayIntersectPlane(vec3 rayDir, vec3 planeOrigin, vec3 planeNormal, out vec3 intersection) {
21
21
  float cos = dot(rayDir, planeNormal);
22
22
  float t = dot(planeOrigin, planeNormal) / cos;
23
23
  intersection = t * rayDir;
24
24
  return abs(cos) > 0.001 && t > 0.0;
25
- }`),j.uniforms.add(new g("perScreenPixelRatio",((e,r)=>r.camera.perScreenPixelRatio))),j.code.add(m`
25
+ }`),S.uniforms.add(new g("perScreenPixelRatio",((e,r)=>r.camera.perScreenPixelRatio))),S.code.add(f`
26
26
  vec4 toFront(vec4 displacedPosScreen, vec3 posLeft, vec3 posRight, vec3 prev, float lineWidth) {
27
27
  // Project displaced position back to camera space
28
28
  vec3 displacedPos = inverseProject(displacedPosScreen);
@@ -32,7 +32,7 @@ return abs(cos) > 0.001 && t > 0.0;
32
32
  vec3 planeNormal = normalize(cross(posLeft - posRight, posLeft - prev));
33
33
  vec3 planeOrigin = posLeft;
34
34
 
35
- ${x.hasCap?"\n if(prev.z > posLeft.z) {\n vec2 diff = posLeft.xy - posRight.xy;\n planeOrigin.xy += PERPENDICULAR(diff) / 2.0;\n }\n ":""};
35
+ ${b.hasCap?"\n if(prev.z > posLeft.z) {\n vec2 diff = posLeft.xy - posRight.xy;\n planeOrigin.xy += PERPENDICULAR(diff) / 2.0;\n }\n ":""};
36
36
 
37
37
  // Move the plane towards the camera by a margin dependent on the line width (approximated in world space). This tolerance corrects for the
38
38
  // non-planarity in most cases, but sharp joins can place the prev vertices at arbitrary positions so markers can still clip.
@@ -51,7 +51,7 @@ return abs(cos) > 0.001 && t > 0.0;
51
51
  displacedPos *= minDepth / length(displacedPos);
52
52
  return vec4(displacedPos.xyz, 1.0);
53
53
  }
54
- `)),j.uniforms.add(new g("pixelRatio",((e,r)=>r.camera.pixelRatio))),j.code.add(m`
54
+ `)),S.uniforms.add(new g("pixelRatio",((e,r)=>r.camera.pixelRatio))),S.code.add(f`
55
55
  void main(void) {
56
56
  float coverage = 1.0;
57
57
 
@@ -83,15 +83,15 @@ return abs(cos) > 0.001 && t > 0.0;
83
83
  vec2 displacementDirU = PERPENDICULAR(segment);
84
84
  vec2 displacementDirV = segment;
85
85
 
86
- float displacementLen = ${m.float(e/r)} * lineWidth;
86
+ float displacementLen = ${f.float(e/r)} * lineWidth;
87
87
 
88
88
  vec4 displacedPosScreen = posScreen;
89
89
  displacedPosScreen.xy += uv0.x * displacementDirU * displacementLen + uv0.y * displacementDirV * displacementLen;
90
- `),x.draped||j.code.add(m`vec3 posRight = inverseProject(posScreen + vec4(displacementDirU.xy, 0.0, 0.0) * lineWidth);
90
+ `),b.draped||S.code.add(f`vec3 posRight = inverseProject(posScreen + vec4(displacementDirU.xy, 0.0, 0.0) * lineWidth);
91
91
  vec3 posLeft = pos.xyz + (pos.xyz - posRight);
92
92
  pos = toFront(displacedPosScreen, posLeft, posRight, prev.xyz, lineWidth);
93
- displacedPosScreen = projectAndScale(pos);`),j.code.add(m`
94
- ${S?"depth = pos.z;":""}
93
+ displacedPosScreen = projectAndScale(pos);`),S.code.add(f`
94
+ ${P?"depth = pos.z;":""}
95
95
  linearDepth = (-pos.z - nearFar[0]) / (nearFar[1] - nearFar[0]);
96
96
 
97
97
  // Convert back into NDC
@@ -112,15 +112,15 @@ displacedPosScreen = projectAndScale(pos);`),j.code.add(m`
112
112
  gl_Position = displacedPosScreen;
113
113
  }
114
114
  }
115
- `),S&&P.include(s,x),P.include(i,x),z.uniforms.add([new v("intrinsicColor",w.Pass,(e=>e.color)),new u("tex",(e=>e.texture))]),z.include(l),z.code.add(m`
115
+ `),P&&x.include(s,b),x.include(i,b),j.uniforms.add([new v("intrinsicColor",(e=>e.color)),new u("tex",(e=>e.texture))]),j.include(l),j.code.add(f`
116
116
  void main() {
117
117
  discardBySlice(vpos);
118
- ${S?"terrainDepthTest(gl_FragCoord, depth);":""}
118
+ ${P?"terrainDepthTest(gl_FragCoord, depth);":""}
119
119
 
120
120
  vec4 finalColor = intrinsicColor * vColor;
121
121
 
122
122
  // Offset texture coordinate s.t. we sample texel centers
123
- float texelSize = ${m.float(1/e)};
123
+ float texelSize = ${f.float(1/e)};
124
124
  vec2 samplePos = vUV * gl_FragCoord.w + vec2(0.5, -0.5) * texelSize;
125
125
 
126
126
  // Evaluate sdf
@@ -133,14 +133,14 @@ displacedPosScreen = projectAndScale(pos);`),j.code.add(m`
133
133
 
134
134
  finalColor.a *= clamp(0.5 - distance, 0.0, 1.0);
135
135
 
136
- if (finalColor.a < ${m.float(n)}) {
136
+ if (finalColor.a < ${f.float(n)}) {
137
137
  discard;
138
138
  }
139
139
 
140
- ${x.output===o.Alpha?m`gl_FragColor = vec4(finalColor.a);`:""}
141
- ${x.output===o.Color?m`gl_FragColor = highlightSlice(finalColor, vpos);`:""}
142
- ${x.output===o.Color&&x.transparencyPassType===y.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
143
- ${x.output===o.Highlight?m`gl_FragColor = vec4(1.0);`:""}
144
- ${x.output===o.Depth?m`outputDepth(linearDepth);`:""}
140
+ ${b.output===o.Alpha?f`gl_FragColor = vec4(finalColor.a);`:""}
141
+ ${b.output===o.Color?f`gl_FragColor = highlightSlice(finalColor, vpos);`:""}
142
+ ${b.output===o.Color&&b.transparencyPassType===w.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
143
+ ${b.output===o.Highlight?f`gl_FragColor = vec4(1.0);`:""}
144
+ ${b.output===o.Depth?f`outputDepth(linearDepth);`:""}
145
145
  }
146
- `),P}const P=Object.freeze(Object.defineProperty({__proto__:null,build:x},Symbol.toStringTag,{value:"Module"}));export{P as L,x as b};
146
+ `),x}const x=Object.freeze(Object.defineProperty({__proto__:null,build:b},Symbol.toStringTag,{value:"Module"}));export{x as L,b};
@@ -2,15 +2,15 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{addProjViewLocalOrigin as e}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4Uniform as o}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as t}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as i}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{BindType as n}from"../views/3d/webgl-engine/core/shaderTechnique/BindType.js";import{VertexAttribute as s}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function d(d){const a=new i;e(a,d),a.vertex.uniforms.add(new r("width",(e=>e.width))),a.attributes.add(s.POSITION,"vec3"),a.attributes.add(s.NORMAL,"vec3"),a.attributes.add(s.UV0,"vec2"),a.attributes.add(s.AUXPOS1,"float"),a.varyings.add("vtc","vec2"),a.varyings.add("vlength","float"),a.varyings.add("vradius","float"),a.vertex.code.add(t`void main(void) {
5
+ import{addProjViewLocalOrigin as e}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as o}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as t}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.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 d}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function n(n){const s=new i;e(s,n),s.vertex.uniforms.add(new t("width",(e=>e.width))),s.attributes.add(d.POSITION,"vec3"),s.attributes.add(d.NORMAL,"vec3"),s.attributes.add(d.UV0,"vec2"),s.attributes.add(d.AUXPOS1,"float"),s.varyings.add("vtc","vec2"),s.varyings.add("vlength","float"),s.varyings.add("vradius","float"),s.vertex.code.add(r`void main(void) {
6
6
  vec3 bitangent = normal;
7
7
  vtc = uv0;
8
8
  vlength = auxpos1;
9
9
  vradius = 0.5 * width;
10
10
  vec4 pos = view * vec4(position + vradius * bitangent * uv0.y, 1.0);
11
11
  gl_Position = proj * pos;
12
- }`),a.fragment.uniforms.add([new r("outlineSize",(e=>e.outlineSize)),new o("outlineColor",n.Pass,(e=>e.outlineColor)),new r("stripeLength",(e=>e.stripeLength)),new o("stripeEvenColor",n.Pass,(e=>e.stripeEvenColor)),new o("stripeOddColor",n.Pass,(e=>e.stripeOddColor))]);const l=1/Math.sqrt(2);return a.fragment.code.add(t`
13
- const float INV_SQRT2 = ${t.float(l)};
12
+ }`),s.fragment.uniforms.add([new t("outlineSize",(e=>e.outlineSize)),new o("outlineColor",(e=>e.outlineColor)),new t("stripeLength",(e=>e.stripeLength)),new o("stripeEvenColor",(e=>e.stripeEvenColor)),new o("stripeOddColor",(e=>e.stripeOddColor))]);const a=1/Math.sqrt(2);return s.fragment.code.add(r`
13
+ const float INV_SQRT2 = ${r.float(a)};
14
14
 
15
15
  vec4 arrowColor(vec2 tc, float len) {
16
16
  float d = INV_SQRT2 * (tc.x - abs(tc.y));
@@ -34,4 +34,4 @@ gl_Position = proj * pos;
34
34
  }
35
35
  gl_FragColor = color;
36
36
  }
37
- `),a}const a=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));export{a as M,d as b};
37
+ `),s}const s=Object.freeze(Object.defineProperty({__proto__:null,build:n},Symbol.toStringTag,{value:"Module"}));export{s as M,n as b};
@@ -2,22 +2,22 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as o}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 r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputHighlight as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{LineStipple as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{symbolAlphaCutoff as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{addProjViewLocalOrigin as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4Uniform as a}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as c}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{BindType as g}from"../views/3d/webgl-engine/core/shaderTechnique/BindType.js";import{VertexAttribute as m}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function u(u){const v=new c;v.include(i),v.include(r,u),v.include(s,u),n(v,u);const{vertex:h,fragment:w}=v;return u.stippleEnabled&&(v.attributes.add(m.UV0,"vec2"),v.attributes.add(m.AUXPOS1,"vec3"),h.uniforms.add(new a("viewport",g.Pass,((e,o)=>o.camera.fullViewport)))),v.attributes.add(m.POSITION,"vec3"),v.varyings.add("vpos","vec3"),h.code.add(p`void main(void) {
5
+ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as o}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 r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputHighlight as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{LineStipple as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{symbolAlphaCutoff as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{addProjViewLocalOrigin as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as a}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as c}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as g}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function m(m){const u=new c;u.include(i),u.include(r,m),u.include(s,m),n(u,m);const{vertex:v,fragment:h}=u;return m.stippleEnabled&&(u.attributes.add(g.UV0,"vec2"),u.attributes.add(g.AUXPOS1,"vec3"),v.uniforms.add(new a("viewport",((e,o)=>o.camera.fullViewport)))),u.attributes.add(g.POSITION,"vec3"),u.varyings.add("vpos","vec3"),v.code.add(p`void main(void) {
6
6
  vpos = position;
7
7
  forwardNormalizedVertexColor();
8
- gl_Position = transformPosition(proj, view, vpos);`),u.stippleEnabled&&(h.code.add(p`vec4 vpos2 = transformPosition(proj, view, auxpos1);
8
+ gl_Position = transformPosition(proj, view, vpos);`),m.stippleEnabled&&(v.code.add(p`vec4 vpos2 = transformPosition(proj, view, auxpos1);
9
9
  vec2 ndcToPixel = viewport.zw * 0.5;
10
- float lineSegmentPixelSize = length((vpos2.xy / vpos2.w - gl_Position.xy / gl_Position.w) * ndcToPixel);`),u.draped?h.uniforms.add(new d("worldToScreenRatio",((e,o)=>1/o.screenToPCSRatio))):h.code.add(p`vec3 segmentCenter = (position + auxpos1) * 0.5;
11
- float worldToScreenRatio = computeWorldToScreenRatio(segmentCenter);`),h.code.add(p`float discreteWorldToScreenRatio = discretizeWorldToScreenRatio(worldToScreenRatio);`),u.draped?h.code.add(p`float startPseudoScreen = uv0.y * discreteWorldToScreenRatio - mix(0.0, lineSegmentPixelSize, uv0.x);
12
- float segmentLengthPseudoScreen = lineSegmentPixelSize;`):h.code.add(p`float segmentLengthRender = length(position - auxpos1);
10
+ float lineSegmentPixelSize = length((vpos2.xy / vpos2.w - gl_Position.xy / gl_Position.w) * ndcToPixel);`),m.draped?v.uniforms.add(new d("worldToScreenRatio",((e,o)=>1/o.screenToPCSRatio))):v.code.add(p`vec3 segmentCenter = (position + auxpos1) * 0.5;
11
+ float worldToScreenRatio = computeWorldToScreenRatio(segmentCenter);`),v.code.add(p`float discreteWorldToScreenRatio = discretizeWorldToScreenRatio(worldToScreenRatio);`),m.draped?v.code.add(p`float startPseudoScreen = uv0.y * discreteWorldToScreenRatio - mix(0.0, lineSegmentPixelSize, uv0.x);
12
+ float segmentLengthPseudoScreen = lineSegmentPixelSize;`):v.code.add(p`float segmentLengthRender = length(position - auxpos1);
13
13
  float startPseudoScreen = mix(uv0.y, uv0.y - segmentLengthRender, uv0.x) * discreteWorldToScreenRatio;
14
- float segmentLengthPseudoScreen = segmentLengthRender * discreteWorldToScreenRatio;`),h.code.add(p`vec2 stippleDistanceLimits = computeStippleDistanceLimits(startPseudoScreen, segmentLengthPseudoScreen, lineSegmentPixelSize, stipplePatternPixelSize);
14
+ float segmentLengthPseudoScreen = segmentLengthRender * discreteWorldToScreenRatio;`),v.code.add(p`vec2 stippleDistanceLimits = computeStippleDistanceLimits(startPseudoScreen, segmentLengthPseudoScreen, lineSegmentPixelSize, stipplePatternPixelSize);
15
15
  vStippleDistance = mix(stippleDistanceLimits.x, stippleDistanceLimits.y, uv0.x);
16
- vStippleDistance *= gl_Position.w;`)),h.code.add(p`}`),u.output===e.Highlight&&v.include(t),v.include(o,u),w.uniforms.add(new d("alphaCoverage",((e,o)=>Math.min(1,e.width*o.camera.pixelRatio)))),u.hasVertexColors||w.uniforms.add(new a("constantColor",g.Pass,(e=>e.color))),w.code.add(p`
16
+ vStippleDistance *= gl_Position.w;`)),v.code.add(p`}`),m.output===e.Highlight&&u.include(t),u.include(o,m),h.uniforms.add(new d("alphaCoverage",((e,o)=>Math.min(1,e.width*o.camera.pixelRatio)))),m.hasVertexColors||h.uniforms.add(new a("constantColor",(e=>e.color))),h.code.add(p`
17
17
  void main() {
18
18
  discardBySlice(vpos);
19
19
 
20
- vec4 color = ${u.hasVertexColors?"vColor":"constantColor"};
20
+ vec4 color = ${m.hasVertexColors?"vColor":"constantColor"};
21
21
 
22
22
  float stippleAlpha = getStippleAlpha();
23
23
  discardByStippleAlpha(stippleAlpha, stippleAlphaColorDiscard);
@@ -28,7 +28,7 @@ vStippleDistance *= gl_Position.w;`)),h.code.add(p`}`),u.output===e.Highlight&&v
28
28
  discard;
29
29
  }
30
30
 
31
- ${u.output===e.Color?p`gl_FragColor = highlightSlice(finalColor, vpos);`:""}
32
- ${u.output===e.Highlight?p`outputHighlight();`:""}
31
+ ${m.output===e.Color?p`gl_FragColor = highlightSlice(finalColor, vpos);`:""}
32
+ ${m.output===e.Highlight?p`outputHighlight();`:""}
33
33
  }
34
- `),v}const v=Object.freeze(Object.defineProperty({__proto__:null,build:u},Symbol.toStringTag,{value:"Module"}));export{v as N,u as b};
34
+ `),u}const u=Object.freeze(Object.defineProperty({__proto__:null,build:m},Symbol.toStringTag,{value:"Module"}));export{u as N,m as b};
@@ -2,29 +2,29 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{ForwardLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as o}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as i}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{PathVertexPosition as r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PathVertexPosition.glsl.js";import{OutputDepth as l}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{EvaluateAmbientOcclusion as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{NormalUtils as g}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{ReadShadowMapDraw as m}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{ColorConversion as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as v,addCameraPosition as u}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as h}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float3PassUniform as w}from"../views/3d/webgl-engine/core/shaderModules/Float3PassUniform.js";import{Float3Uniform as b}from"../views/3d/webgl-engine/core/shaderModules/Float3Uniform.js";import{Float4Uniform as f}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as y}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{FloatUniform as j}from"../views/3d/webgl-engine/core/shaderModules/FloatUniform.js";import{glsl as F}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as P}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as L}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{TransparencyPassType as M}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{ambientBoost as S}from"../views/3d/webgl-engine/lighting/SceneLighting.js";function C(C){const _=new L,O=v(_,C),{vertex:T,fragment:D}=_;return _.varyings.add("vpos","vec3"),_.include(r,C),C.output!==o.Color&&C.output!==o.Alpha||(_.include(a),_.include(m,C),_.include(e,C),_.varyings.add("vnormal","vec3"),_.varyings.add("vcolor","vec4"),C.hasMultipassTerrain&&_.varyings.add("depth","float"),T.code.add(F`
5
+ import{ForwardLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as o}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as i}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{PathVertexPosition as r}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PathVertexPosition.glsl.js";import{OutputDepth as l}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{EvaluateAmbientOcclusion as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{multipassTerrainTest as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Normals as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Normals.glsl.js";import{NormalUtils as g}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{ReadShadowMapDraw as m}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{ColorConversion as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as v,addCameraPosition as u}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as h}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float3PassUniform as w}from"../views/3d/webgl-engine/core/shaderModules/Float3PassUniform.js";import{Float4Uniform as b}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as y}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as j}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as F}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{TransparencyPassType as P}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{ambientBoost as L}from"../views/3d/webgl-engine/lighting/SceneLighting.js";function S(S){const M=new F,C=v(M,S),{vertex:_,fragment:O}=M;return M.varyings.add("vpos","vec3"),M.include(r,S),S.output!==o.Color&&S.output!==o.Alpha||(M.include(a),M.include(m,S),M.include(e,S),M.varyings.add("vnormal","vec3"),M.varyings.add("vcolor","vec4"),S.hasMultipassTerrain&&M.varyings.add("depth","float"),_.code.add(y`
6
6
  void main() {
7
7
  vpos = calculateVPos();
8
8
  vnormal = normalize(localNormal());
9
9
 
10
- ${C.hasMultipassTerrain?"depth = (view * vec4(vpos, 1.0)).z;":""}
10
+ ${S.hasMultipassTerrain?"depth = (view * vec4(vpos, 1.0)).z;":""}
11
11
  gl_Position = transformPosition(proj, view, vpos);
12
12
 
13
- ${C.output===o.Color?"forwardLinearDepth();":""}
13
+ ${S.output===o.Color?"forwardLinearDepth();":""}
14
14
 
15
15
  vcolor = getColor();
16
16
  }
17
- `)),_.include(t,C),C.output===o.Alpha&&(_.include(i,C),D.uniforms.add(new j("opacity")),D.code.add(F`
17
+ `)),M.include(d,S),S.output===o.Alpha&&(M.include(i,S),O.uniforms.add(new f("opacity",(e=>e.opacity))),O.code.add(y`
18
18
  void main() {
19
19
  discardBySlice(vpos);
20
- ${C.hasMultipassTerrain?"terrainDepthTest(gl_FragCoord, depth);":""}
20
+ ${S.hasMultipassTerrain?"terrainDepthTest(gl_FragCoord, depth);":""}
21
21
  float combinedOpacity = vcolor.a * opacity;
22
22
  gl_FragColor = vec4(combinedOpacity);
23
23
  }
24
- `)),C.output===o.Color&&(_.include(i,C),_.include(d,C),_.include(s,C),_.include(m,C),_.include(c,C),u(D.uniforms,C),D.uniforms.add([O,new w("ambient",(e=>e.ambient)),new w("diffuse",(e=>e.diffuse)),new b("specular"),new j("opacity"),new y("lightingGlobalFactor",((e,o)=>o.lighting.globalFactor)),new w("lightingMainIntensity",((e,o)=>o.lighting.mainLight.intensity))]),D.constants.add("ambientBoostFactor","float",S),D.include(p),D.code.add(F`
24
+ `)),S.output===o.Color&&(M.include(i,S),M.include(t,S),M.include(s,S),M.include(m,S),M.include(c,S),u(O,S),O.uniforms.add([C,new w("ambient",(e=>e.ambient)),new w("diffuse",(e=>e.diffuse)),new w("specular",(e=>e.specular)),new f("opacity",(e=>e.opacity)),new f("lightingGlobalFactor",((e,o)=>o.lighting.globalFactor)),new w("lightingMainIntensity",((e,o)=>o.lighting.mainLight.intensity))]),O.constants.add("ambientBoostFactor","float",L),O.include(p),O.code.add(y`
25
25
  void main() {
26
26
  discardBySlice(vpos);
27
- ${C.hasMultipassTerrain?"terrainDepthTest(gl_FragCoord, depth);":""}
27
+ ${S.hasMultipassTerrain?"terrainDepthTest(gl_FragCoord, depth);":""}
28
28
 
29
29
  shadingParams.viewDirection = normalize(vpos - cameraPosition);
30
30
  shadingParams.normalView = vnormal;
@@ -33,7 +33,7 @@ import{ForwardLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/
33
33
 
34
34
  float additionalAmbientScale = additionalDirectedAmbientLight(vpos + localOrigin);
35
35
  vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;
36
- ${C.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":C.spherical?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
36
+ ${S.receiveShadows?"float shadow = readShadowMap(vpos, linearDepth);":S.spherical?"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);":"float shadow = 0.0;"}
37
37
  vec3 albedo = vcolor.rgb * max(ambient, diffuse); // combine the old material parameters into a single one
38
38
  float combinedOpacity = vcolor.a * opacity;
39
39
  albedo += 0.25 * specular; // don't completely ignore specular for now
@@ -41,27 +41,27 @@ import{ForwardLinearDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/
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
- ${C.transparencyPassType===M.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
44
+ ${S.transparencyPassType===P.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
45
45
  }
46
- `)),C.output!==o.Depth&&C.output!==o.Shadow||(_.include(a,{hasModelTransformation:!1,linearDepth:!0}),T.uniforms.add(new h("nearFar",((e,o)=>o.camera.nearFar))),_.varyings.add("depth","float"),T.code.add(F`void main() {
46
+ `)),S.output!==o.Depth&&S.output!==o.Shadow||(M.include(a,{hasModelTransformation:!1,linearDepth:!0}),_.uniforms.add(new h("nearFar",((e,o)=>o.camera.nearFar))),M.varyings.add("depth","float"),_.code.add(y`void main() {
47
47
  vpos = calculateVPos();
48
48
  gl_Position = transformPositionWithDepth(proj, view, vpos, nearFar, depth);
49
- }`),_.include(i,C),_.include(l,C),D.uniforms.add(new j("timeElapsed")),D.code.add(F`void main() {
49
+ }`),M.include(i,S),M.include(l,S),O.code.add(y`void main() {
50
50
  discardBySlice(vpos);
51
51
  outputDepth(depth);
52
- }`)),C.output===o.Normal&&(_.include(a),_.include(g,C),T.uniforms.add(new P("viewNormal",((e,o)=>o.camera.viewInverseTransposeMatrix))),_.varyings.add("vnormal","vec3"),T.code.add(F`void main(void) {
52
+ }`)),S.output===o.Normal&&(M.include(a),M.include(g,S),_.uniforms.add(new j("viewNormal",((e,o)=>o.camera.viewInverseTransposeMatrix))),M.varyings.add("vnormal","vec3"),_.code.add(y`void main(void) {
53
53
  vpos = calculateVPos();
54
54
  vnormal = normalize((viewNormal * vec4(localNormal(), 1.0)).xyz);
55
55
  gl_Position = transformPosition(proj, view, vpos);
56
- }`),_.include(i,C),D.uniforms.add(new f("waterColor")),D.code.add(F`void main() {
56
+ }`),M.include(i,S),O.uniforms.add(new b("waterColor")),O.code.add(y`void main() {
57
57
  discardBySlice(vpos);
58
58
  vec3 normal = normalize(vnormal);
59
59
  if (gl_FrontFacing == false) normal = -normal;
60
60
  gl_FragColor = vec4(vec3(0.5) + 0.5 * normal, 1.0);
61
- }`)),C.output===o.Highlight&&(_.include(a),_.include(g,C),_.varyings.add("vnormal","vec3"),T.code.add(F`void main(void) {
61
+ }`)),S.output===o.Highlight&&(M.include(a),M.include(g,S),M.varyings.add("vnormal","vec3"),_.code.add(y`void main(void) {
62
62
  vpos = calculateVPos();
63
63
  gl_Position = transformPosition(proj, view, vpos);
64
- }`),_.include(i,C),_.include(n),D.code.add(F`void main() {
64
+ }`),M.include(i,S),M.include(n),O.code.add(y`void main() {
65
65
  discardBySlice(vpos);
66
66
  outputHighlight();
67
- }`)),_}const _=Object.freeze(Object.defineProperty({__proto__:null,build:C},Symbol.toStringTag,{value:"Module"}));export{_ as P,C as b};
67
+ }`)),M}const M=Object.freeze(Object.defineProperty({__proto__:null,build:S},Symbol.toStringTag,{value:"Module"}));export{M as P,S as b};
@@ -2,17 +2,17 @@
2
2
  All material copyright ESRI, All Rights Reserved, unless otherwise specified.
3
3
  See https://js.arcgis.com/4.24/esri/copyright.txt for details.
4
4
  */
5
- import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as o}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 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{multipassTerrainTest as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{ColorConversion as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as d,addCameraPosition as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as p}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4Uniform as g}from"../views/3d/webgl-engine/core/shaderModules/Float4Uniform.js";import{FloatPassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as v}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as m}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{BindType as f}from"../views/3d/webgl-engine/core/shaderTechnique/BindType.js";import{TransparencyPassType as h}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{VertexAttribute as w}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{Style as b}from"../views/3d/webgl-engine/materials/PatternStyle.js";const y=.70710678118,S=y,j=.08715574274;function x(x){const T=new m,C=x.hasMultipassTerrain&&(x.output===e.Color||x.output===e.Alpha);x.draped||T.extensions.add("GL_OES_standard_derivatives");const D=x.output===e.Depth,{vertex:R,fragment:$}=T;d(T,x),T.include(t,{hasModelTransformation:!1,linearDepth:D}),T.include(r,x),D&&(T.include(a,x),R.uniforms.add(new p("nearFar",((e,o)=>o.camera.nearFar))),T.varyings.add("linearDepth","float")),x.draped?R.uniforms.add(new u("worldToScreenRatio",((e,o)=>1/o.screenToPCSRatio))):T.attributes.add(w.BOUNDINGRECT,"mat3"),T.attributes.add(w.POSITION,"vec3"),T.attributes.add(w.UVMAPSPACE,"vec4"),T.varyings.add("vpos","vec3"),T.varyings.add("vuv","vec2"),C&&T.varyings.add("depth","float");const V=x.style===b.ForwardDiagonal||x.style===b.BackwardDiagonal||x.style===b.DiagonalCross;return V&&R.code.add(v`
6
- const mat2 rotate45 = mat2(${v.float(y)}, ${v.float(-S)},
7
- ${v.float(S)}, ${v.float(y)});
8
- `),x.draped||(s(R.uniforms,x),R.uniforms.add(new u("worldToScreenPerDistanceRatio",((e,o)=>1/o.camera.perScreenPixelRatio))),R.code.add(v`vec3 projectPointToLineSegment(vec3 center, vec3 halfVector, vec3 point) {
5
+ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutputOptions.js";import{SliceDraw as o}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 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{multipassTerrainTest as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as l}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{ColorConversion as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as d,addCameraPosition as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as p}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as g}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as v}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as m}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{TransparencyPassType as f}from"../views/3d/webgl-engine/lib/basicInterfaces.js";import{VertexAttribute as h}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{Style as w}from"../views/3d/webgl-engine/materials/PatternStyle.js";const b=.70710678118,y=b,S=.08715574274;function j(j){const P=new m,T=j.hasMultipassTerrain&&(j.output===e.Color||j.output===e.Alpha);j.draped||P.extensions.add("GL_OES_standard_derivatives");const C=j.output===e.Depth,{vertex:D,fragment:R}=P;d(P,j),P.include(t,{hasModelTransformation:!1,linearDepth:C}),P.include(r,j),C&&(P.include(a,j),D.uniforms.add(new p("nearFar",((e,o)=>o.camera.nearFar))),P.varyings.add("linearDepth","float")),j.draped?D.uniforms.add(new u("worldToScreenRatio",((e,o)=>1/o.screenToPCSRatio))):P.attributes.add(h.BOUNDINGRECT,"mat3"),P.attributes.add(h.POSITION,"vec3"),P.attributes.add(h.UVMAPSPACE,"vec4"),P.varyings.add("vpos","vec3"),P.varyings.add("vuv","vec2"),T&&P.varyings.add("depth","float");const $=j.style===w.ForwardDiagonal||j.style===w.BackwardDiagonal||j.style===w.DiagonalCross;return $&&D.code.add(v`
6
+ const mat2 rotate45 = mat2(${v.float(b)}, ${v.float(-y)},
7
+ ${v.float(y)}, ${v.float(b)});
8
+ `),j.draped||(s(D,j),D.uniforms.add(new u("worldToScreenPerDistanceRatio",((e,o)=>1/o.camera.perScreenPixelRatio))),D.code.add(v`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);
11
- }`),R.code.add(v`vec3 intersectRayPlane(vec3 rayDir, vec3 rayOrigin, vec3 planeNormal, vec3 planePoint) {
11
+ }`),D.code.add(v`vec3 intersectRayPlane(vec3 rayDir, vec3 rayOrigin, vec3 planeNormal, vec3 planePoint) {
12
12
  float d = dot(planeNormal, planePoint);
13
13
  float t = (d - dot(planeNormal, rayOrigin)) / dot(planeNormal, rayDir);
14
14
  return rayOrigin + t * rayDir;
15
- }`),R.code.add(v`
15
+ }`),D.code.add(v`
16
16
  float boundingRectDistanceToCamera() {
17
17
  vec3 center = vec3(boundingRect[0][0], boundingRect[0][1], boundingRect[0][2]);
18
18
  vec3 halfU = vec3(boundingRect[1][0], boundingRect[1][1], boundingRect[1][2]);
@@ -22,7 +22,7 @@ return rayOrigin + t * rayDir;
22
22
  vec3 viewDir = - vec3(view[0][2], view[1][2], view[2][2]);
23
23
 
24
24
  float viewAngle = dot(viewDir, n);
25
- float minViewAngle = ${v.float(j)};
25
+ float minViewAngle = ${v.float(S)};
26
26
 
27
27
  if (abs(viewAngle) < minViewAngle) {
28
28
  // view direction is (almost) parallel to plane -> clamp it to min angle
@@ -42,12 +42,12 @@ return rayOrigin + t * rayDir;
42
42
 
43
43
  return length(closestPoint - cameraPosition);
44
44
  }
45
- `)),R.code.add(v`
45
+ `)),D.code.add(v`
46
46
  vec2 scaledUV() {
47
- vec2 uv = uvMapSpace.xy ${V?" * rotate45":""};
48
- vec2 uvCellOrigin = uvMapSpace.zw ${V?" * rotate45":""};
47
+ vec2 uv = uvMapSpace.xy ${$?" * rotate45":""};
48
+ vec2 uvCellOrigin = uvMapSpace.zw ${$?" * rotate45":""};
49
49
 
50
- ${x.draped?"":v`
50
+ ${j.draped?"":v`
51
51
  float distanceToCamera = boundingRectDistanceToCamera();
52
52
  float worldToScreenRatio = worldToScreenPerDistanceRatio / distanceToCamera;
53
53
  `}
@@ -58,21 +58,21 @@ return rayOrigin + t * rayDir;
58
58
  discreteWorldToScreenRatio = ceil(discreteWorldToScreenRatio / step) * step;
59
59
  discreteWorldToScreenRatio = exp(discreteWorldToScreenRatio);
60
60
 
61
- vec2 uvOffset = mod(uvCellOrigin * discreteWorldToScreenRatio, ${v.float(x.patternSpacing)});
61
+ vec2 uvOffset = mod(uvCellOrigin * discreteWorldToScreenRatio, ${v.float(j.patternSpacing)});
62
62
  return uvOffset + (uv * discreteWorldToScreenRatio);
63
63
  }
64
- `),R.code.add(v`
64
+ `),D.code.add(v`
65
65
  void main(void) {
66
66
  vuv = scaledUV();
67
67
  vpos = position;
68
- ${C?"depth = (view * vec4(vpos, 1.0)).z;":""}
68
+ ${T?"depth = (view * vec4(vpos, 1.0)).z;":""}
69
69
  forwardNormalizedVertexColor();
70
- gl_Position = ${D?v`transformPositionWithDepth(proj, view, vpos, nearFar, linearDepth);`:v`transformPosition(proj, view, vpos);`}
70
+ gl_Position = ${C?v`transformPositionWithDepth(proj, view, vpos, nearFar, linearDepth);`:v`transformPosition(proj, view, vpos);`}
71
71
  }
72
- `),T.include(o,x),$.include(c),x.draped&&$.uniforms.add(new u("texelSize",((e,o)=>1/o.camera.pixelRatio))),x.output===e.Highlight&&T.include(i),C&&T.include(n,x),x.output!==e.Highlight&&($.code.add(v`
73
- const float lineWidth = ${v.float(x.lineWidth)};
74
- const float spacing = ${v.float(x.patternSpacing)};
75
- const float spacingINV = ${v.float(1/x.patternSpacing)};
72
+ `),P.include(o,j),R.include(c),j.draped&&R.uniforms.add(new u("texelSize",((e,o)=>1/o.camera.pixelRatio))),j.output===e.Highlight&&P.include(i),T&&P.include(n,j),j.output!==e.Highlight&&(R.code.add(v`
73
+ const float lineWidth = ${v.float(j.lineWidth)};
74
+ const float spacing = ${v.float(j.patternSpacing)};
75
+ const float spacingINV = ${v.float(1/j.patternSpacing)};
76
76
 
77
77
  float coverage(float p, float txlSize) {
78
78
  p = mod(p, spacing);
@@ -88,7 +88,7 @@ return rayOrigin + t * rayDir;
88
88
 
89
89
  return coverage / txlSize;
90
90
  }
91
- `),x.draped||$.code.add(v`const int maxSamples = 5;
91
+ `),j.draped||R.code.add(v`const int maxSamples = 5;
92
92
  float sample(float p) {
93
93
  vec2 dxdy = abs(vec2(dFdx(p), dFdy(p)));
94
94
  float fwidth = dxdy.x + dxdy.y;
@@ -109,25 +109,25 @@ accumulator += coverage(p + step.x * dxdy.x + step.y * dxdy.y, fwidth);
109
109
  }
110
110
  accumulator /= float(samples.x * samples.y);
111
111
  return accumulator;
112
- }`)),$.uniforms.add(new g("uColor",f.Pass,(e=>e.color))),$.code.add(v`
112
+ }`)),R.uniforms.add(new g("uColor",(e=>e.color))),R.code.add(v`
113
113
  void main() {
114
114
  discardBySlice(vpos);
115
- ${C?"terrainDepthTest(gl_FragCoord, depth);":""}
116
- vec4 color = ${x.hasVertexColors?"vColor * uColor;":"uColor;"}
115
+ ${T?"terrainDepthTest(gl_FragCoord, depth);":""}
116
+ vec4 color = ${j.hasVertexColors?"vColor * uColor;":"uColor;"}
117
117
  color = highlightSlice(color, vpos);
118
118
 
119
- ${x.output!==e.Highlight?v`color.a *= ${P(x)};`:""}
119
+ ${j.output!==e.Highlight?v`color.a *= ${x(j)};`:""}
120
120
 
121
121
  if (color.a < ${v.float(l)}) {
122
122
  discard;
123
123
  }
124
124
 
125
- ${x.output===e.Alpha?v`gl_FragColor = vec4(color.a);`:""}
125
+ ${j.output===e.Alpha?v`gl_FragColor = vec4(color.a);`:""}
126
126
 
127
- ${x.output===e.Color?v`gl_FragColor = color; ${x.transparencyPassType===h.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
128
- ${x.output===e.Highlight?v`outputHighlight();`:""}
129
- ${x.output===e.Depth?v`outputDepth(linearDepth);`:""};
127
+ ${j.output===e.Color?v`gl_FragColor = color; ${j.transparencyPassType===f.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""}
128
+ ${j.output===e.Highlight?v`outputHighlight();`:""}
129
+ ${j.output===e.Depth?v`outputDepth(linearDepth);`:""};
130
130
  }
131
- `),T}function P(e){function o(o){return e.draped?v`coverage(vuv.${o}, texelSize)`:v`sample(vuv.${o})`}switch(e.style){case b.ForwardDiagonal:case b.Horizontal:return o("y");case b.BackwardDiagonal:case b.Vertical:return o("x");case b.DiagonalCross:case b.Cross:return v`
131
+ `),P}function x(e){function o(o){return e.draped?v`coverage(vuv.${o}, texelSize)`:v`sample(vuv.${o})`}switch(e.style){case w.ForwardDiagonal:case w.Horizontal:return o("y");case w.BackwardDiagonal:case w.Vertical:return o("x");case w.DiagonalCross:case w.Cross:return v`
132
132
  1.0 - (1.0 - ${o("x")}) * (1.0 - ${o("y")})
133
- `;default:return"0.0"}}const T=Object.freeze(Object.defineProperty({__proto__:null,build:x},Symbol.toStringTag,{value:"Module"}));export{T as P,x as b};
133
+ `;default:return"0.0"}}const P=Object.freeze(Object.defineProperty({__proto__:null,build:j},Symbol.toStringTag,{value:"Module"}));export{P,j as b};