@arcgis/core 6.0.0-next.1 → 6.0.0-next.11

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 (703) hide show
  1. package/analysis/AreaMeasurementAnalysis.d.ts +11 -1
  2. package/analysis/DimensionSimpleStyle.js +1 -1
  3. package/analysis/DirectLineMeasurementAnalysis.d.ts +11 -1
  4. package/analysis/DistanceMeasurementAnalysis.d.ts +8 -0
  5. package/arcade/featureSetUtils.js +1 -1
  6. package/arcade/functions/knowledgegraph.js +1 -1
  7. package/arcade/geometry/unitConversion.js +1 -1
  8. package/arcgisGlobal.d.ts +5 -5
  9. package/assets/esri/core/workers/RemoteClient.js +1 -1
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  140. package/assets/esri/themes/base/widgets/_Attribution.scss +1 -1
  141. package/assets/esri/themes/base/widgets/_BasemapLayerList.scss +2 -2
  142. package/assets/esri/themes/base/widgets/_BatchAttributeForm.scss +5 -5
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  702. package/views/3d/environment/EnvironmentManager.js +0 -2
  703. /package/{basemaps → basemapGallery}/support/basemapCompatibilityUtils.js +0 -0
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{sliceDraw as n}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{viewport as r,pixelRatio as i}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{Float2BindUniform as a}from"../views/3d/webgl-engine/core/shaderModules/Float2BindUniform.js";import{FloatPassUniform as o}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as s,If as c}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{AdjustProjectedPosition as l}from"../views/3d/webgl-engine/lib/edgeRendering/AdjustProjectedPosition.glsl.js";import{DiscardNonSilhouetteEdges as u}from"../views/3d/webgl-engine/lib/edgeRendering/DiscardNonSilhouetteEdges.glsl.js";import{EdgeUtil as d}from"../views/3d/webgl-engine/lib/edgeRendering/EdgeUtil.glsl.js";import{LineAmplitude as f}from"../views/3d/webgl-engine/lib/edgeRendering/LineAmplitude.glsl.js";import{LineOffset as p}from"../views/3d/webgl-engine/lib/edgeRendering/LineOffset.glsl.js";import{UnpackAttributes as m}from"../views/3d/webgl-engine/lib/edgeRendering/UnpackAttributes.glsl.js";import{ShaderBuilder as h}from"../views/webgl/ShaderBuilder.js";import{Uniform as g}from"../views/webgl/Uniform.js";function _(t){let g=new h,{vertex:_,fragment:b,varyings:x,attributes:S}=g;t.legacy&&_.uniforms.add(new y(`model`),new y(`localView`)),g.include(l,t),g.include(d,t),g.include(f,t),g.include(m,t),g.include(p,t),b.include(n,t),g.include(u,t),x.add(`vColor`,`vec4`),x.add(`vRadius`,`float`),x.add(`vPosition`,`vec3`,{invariant:!0}),x.add(`vWorldPosition`,`vec3`,{invariant:!0}),x.add(`vLineLengthPixels`,`float`),x.add(`vSizeFalloffFactor`,`float`),_.uniforms.add(new a(`pixelToNDC`,({camera:t})=>e(v,2/t.fullViewport[2],2/t.fullViewport[3])),r,i),S.add(`position0`,`vec3`),S.add(`position1`,`vec3`),S.add(`variantOffset`,`float`),S.add(`variantStroke`,`float`),S.add(`variantExtension`,`float`);let C=t.type===1,w=t.type===2;return _.uniforms.add(new o(`distanceFalloffFactor`,e=>e.distanceFalloffFactor)).code.add(s`
2
+ import{sliceDraw as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{pixelToNDC as t,viewport as n,pixelRatio as r}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{FloatPassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as a,If as o}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{AdjustProjectedPosition as s}from"../views/3d/webgl-engine/lib/edgeRendering/AdjustProjectedPosition.glsl.js";import{DiscardNonSilhouetteEdges as c}from"../views/3d/webgl-engine/lib/edgeRendering/DiscardNonSilhouetteEdges.glsl.js";import{EdgeUtil as l}from"../views/3d/webgl-engine/lib/edgeRendering/EdgeUtil.glsl.js";import{LineAmplitude as u}from"../views/3d/webgl-engine/lib/edgeRendering/LineAmplitude.glsl.js";import{LineOffset as d}from"../views/3d/webgl-engine/lib/edgeRendering/LineOffset.glsl.js";import{UnpackAttributes as f}from"../views/3d/webgl-engine/lib/edgeRendering/UnpackAttributes.glsl.js";import{ShaderBuilder as p}from"../views/webgl/ShaderBuilder.js";import{Uniform as m}from"../views/webgl/Uniform.js";function h(m){let h=new p,{vertex:_,fragment:v,varyings:y,attributes:b}=h;m.legacy&&_.uniforms.add(new g(`model`),new g(`localView`)),h.include(s,m),h.include(l,m),h.include(u,m),h.include(f,m),h.include(d,m),v.include(e,m),h.include(c,m),y.add(`vColor`,`vec4`),y.add(`vRadius`,`float`),y.add(`vPosition`,`vec3`,{invariant:!0}),y.add(`vWorldPosition`,`vec3`,{invariant:!0}),y.add(`vLineLengthPixels`,`float`),y.add(`vSizeFalloffFactor`,`float`),_.uniforms.add(t,n,r),b.add(`position0`,`vec3`),b.add(`position1`,`vec3`),b.add(`variantOffset`,`float`),b.add(`variantStroke`,`float`),b.add(`variantExtension`,`float`);let x=m.type===1,S=m.type===2;return _.uniforms.add(new i(`distanceFalloffFactor`,e=>e.distanceFalloffFactor)).code.add(a`
3
3
  float distanceBasedPerspectiveFactor(float distance) {
4
4
  return clamp(sqrt(distanceFalloffFactor / distance), 0.0, 1.0);
5
5
  }
@@ -37,8 +37,8 @@ import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}f
37
37
  float extendedLineLengthPixels = lineLengthPixels + extensionLengthPixels + extensionLengthPixels;
38
38
 
39
39
  // Line size with padding
40
- float halfAAPaddedLineWidthAndAmplitudePixels = lineWidthAndAmplitudePixels * 0.5 + ${s.float(1)};
41
- float aaPaddedRoundedCapSizePixels = lineWidthPixels * 0.5 + ${s.float(1)};
40
+ float halfAAPaddedLineWidthAndAmplitudePixels = lineWidthAndAmplitudePixels * 0.5 + ${a.float(1)};
41
+ float aaPaddedRoundedCapSizePixels = lineWidthPixels * 0.5 + ${a.float(1)};
42
42
 
43
43
  // Half line width in NDC including padding for anti aliasing
44
44
  vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * pixelToNDC;
@@ -73,12 +73,12 @@ import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}f
73
73
  vLineLengthPixels = extendedLineLengthPixels;
74
74
 
75
75
  // discard short edges below a certain length threshold
76
- ${c(C||w,s`if (lineLengthPixels <= 3.0 ${c(w,` && unpackedAttributes.type <= 0.0`)}) {
76
+ ${o(x||S,a`if (lineLengthPixels <= 3.0 ${o(S,` && unpackedAttributes.type <= 0.0`)}) {
77
77
  gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
78
78
  return;
79
79
  }`)}
80
80
  gl_Position = projPos;
81
- }`),_.main.add(s`
81
+ }`),_.main.add(a`
82
82
  ComponentData component = readComponentData();
83
83
  UnpackedAttributes unpackedAttributes = unpackAttributes(component);
84
84
 
@@ -90,7 +90,7 @@ import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}f
90
90
  vColor = component.color;
91
91
 
92
92
  // Discard fully transparent edges
93
- if (vColor.a < ${s.float(.00392156862745098)}) {
93
+ if (vColor.a < ${a.float(.00392156862745098)}) {
94
94
  gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
95
95
  return;
96
96
  }
@@ -103,7 +103,7 @@ import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}f
103
103
  calculateGeometricOutputs(viewPosV0, viewPosV1, worldPosV0, worldPosV1, worldNormal(component), unpackedAttributes);
104
104
 
105
105
  // Specific computation for different edge styles
106
- calculateStyleOutputs(unpackedAttributes);`),b.code.add(s`float lineWithCapsDistance(float radius, vec2 position, float lineLength) {
106
+ calculateStyleOutputs(unpackedAttributes);`),v.code.add(a`float lineWithCapsDistance(float radius, vec2 position, float lineLength) {
107
107
  float positionX = position.x - calculateLineOffset();
108
108
  if (radius < 1.0) {
109
109
  float coverageX = clamp(min(radius, positionX + 0.5) - max(-radius, positionX - 0.5), 0.0, 1.0);
@@ -114,8 +114,8 @@ else {
114
114
  float positionOnCap = position.y - clamp(position.y, 0.0, lineLength);
115
115
  return length(vec2(positionX, positionOnCap)) - radius;
116
116
  }
117
- }`),b.main.add(s`float radius = vRadius * calculateLinePressure();
117
+ }`),v.main.add(a`float radius = vRadius * calculateLinePressure();
118
118
  float distance = lineWithCapsDistance(radius, vPosition.xy, vLineLengthPixels);
119
119
  float coverage = clamp(0.5 - distance, 0.0, 1.0);
120
120
  discardBySlice(vWorldPosition);
121
- fragColor = vec4(vColor.rgb, vColor.a * coverage);`),g}const v=t();class y extends g{constructor(e){super(e,`mat4`)}}const b=Object.freeze(Object.defineProperty({__proto__:null,build:_},Symbol.toStringTag,{value:`Module`}));export{b as E,_ as b};
121
+ fragColor = vec4(vColor.rgb, vColor.a * coverage);`),h}class g extends m{constructor(e){super(e,`mat4`)}}const _=Object.freeze(Object.defineProperty({__proto__:null,build:h},Symbol.toStringTag,{value:`Module`}));export{_ as E,h as b};
@@ -1,14 +1,14 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{create as e}from"../core/libs/gl-matrix-2/factories/vec3f64.js";import{ReadDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepth.glsl.js";import{Gamma as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{ColorConversion as r}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{Float3PassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/Float3PassUniform.js";import{FloatPassUniform as a}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as o}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DBindUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DPassUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{BlurEmissionPassParameters as l,applyEmissiveGlow as u}from"../views/3d/webgl-engine/effects/glow/applyEmissiveGlow.glsl.js";import{getDistanceFalloff as d}from"../views/3d/webgl-engine/effects/raymarching/DistanceFalloff.glsl.js";import{ScreenSpacePassAtmosphere as f}from"../views/3d/webgl-engine/shaders/ScreenSpacePassAtmosphere.glsl.js";import{ToneMapping as p}from"../views/3d/webgl-engine/shaders/ToneMapping.glsl.js";import{ShaderBuilder as m}from"../views/webgl/ShaderBuilder.js";class h extends l{constructor(){super(...arguments),this.fogColor=e(),this.strength=0,this.amount=0,this.fogColorDistanceWeight=.85,this.inputScale=1}}function g(e){let l=new m,{outputs:h,fragment:g}=l;h.add(`fragColor`,`vec4`,0),l.include(f,{needUVs:!0,needEyeDirection:!0}),g.uniforms.add(new s(`depthTexture`,e=>e.mainDepth),new a(`fogStrength`,e=>e.strength),new a(`fogAmount`,e=>e.amount),new i(`fogColor`,e=>e.fogColor),new a(`fogColorDistanceWeight`,e=>e.fogColorDistanceWeight)).constants.add(`f16Epsilon`,`float`,6103515625e-14),g.include(d),g.include(n),g.include(p),g.include(t),g.include(r),g.main.add(o`float mainDepth = -1.0;
3
- float depthSample = depthFromTexture(depthTexture, uv);
2
+ import{create as e}from"../core/libs/gl-matrix-2/factories/vec3f64.js";import{mainDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/bindUniforms.js";import{ReadDepth as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepth.glsl.js";import{Gamma as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{ColorConversion as i}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{Float3PassUniform as a}from"../views/3d/webgl-engine/core/shaderModules/Float3PassUniform.js";import{FloatPassUniform as o}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as s}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DPassUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{BlurEmissionPassParameters as l,applyEmissiveGlow as u}from"../views/3d/webgl-engine/effects/glow/applyEmissiveGlow.glsl.js";import{getDistanceFalloff as d}from"../views/3d/webgl-engine/effects/raymarching/DistanceFalloff.glsl.js";import{ScreenSpacePassAtmosphere as f}from"../views/3d/webgl-engine/shaders/ScreenSpacePassAtmosphere.glsl.js";import{ToneMapping as p}from"../views/3d/webgl-engine/shaders/ToneMapping.glsl.js";import{ShaderBuilder as m}from"../views/webgl/ShaderBuilder.js";class h extends l{constructor(){super(...arguments),this.fogColor=e(),this.strength=0,this.amount=0,this.fogColorDistanceWeight=.85,this.inputScale=1}}function g(e){let l=new m,{outputs:h,fragment:g}=l;h.add(`fragColor`,`vec4`,0),l.include(f,{needUVs:!0,needEyeDirection:!0}),g.uniforms.add(t,new o(`fogStrength`,e=>e.strength),new o(`fogAmount`,e=>e.amount),new a(`fogColor`,e=>e.fogColor),new o(`fogColorDistanceWeight`,e=>e.fogColorDistanceWeight)).constants.add(`f16Epsilon`,`float`,6103515625e-14),g.include(d),g.include(r),g.include(p),g.include(n),g.include(i),g.main.add(s`float depth = -1.0;
3
+ float depthSample = depthFromTexture(mainDepth, uv);
4
4
  if(depthSample < 1.0 && depthSample > 0.0){
5
5
  vec3 cameraSpaceRay = normalize(eyeDir);
6
6
  cameraSpaceRay /= cameraSpaceRay.z;
7
7
  cameraSpaceRay *= linearizeDepth(depthSample);
8
- mainDepth = max(0.0, length(cameraSpaceRay));
8
+ depth = max(0.0, length(cameraSpaceRay));
9
9
  }
10
10
  vec3 rayDir = normalize(worldRay);
11
- float amount = fogAmount * getDistanceFalloff(mainDepth, rayDir, fogStrength);`);let{hasEmissive:_,useFloatBlend:v}=e;return _&&(h.add(`fragEmission`,`vec4`,1),g.include(u,e),g.uniforms.add(new a(`inputScale`,({inputScale:e})=>e)).main.add(o`vec3 emission = applyEmissiveGlow();
11
+ float amount = fogAmount * getDistanceFalloff(depth, rayDir, fogStrength);`);let{hasEmissive:_,useFloatBlend:v}=e;return _&&(h.add(`fragEmission`,`vec4`,1),g.include(u,e),g.uniforms.add(new o(`inputScale`,({inputScale:e})=>e)).main.add(s`vec3 emission = applyEmissiveGlow();
12
12
  vec3 emissionHSV = rgb2hsv((emission));
13
13
  vec3 fogHSV = rgb2hsv(fogColor);
14
14
  float light = emissionHSV.b;
@@ -18,6 +18,6 @@ emissionHSV.g * saturation,
18
18
  fogHSV.b + light);
19
19
  fogColor = hsv2rgb(fogColor);
20
20
  float damping = amount < 1.0 ? min(-log(1.0 - amount) * 0.1, 16.0) : 16.0;
21
- fragEmission = vec4(max(emission - damping, 0.0) / inputScale, 1.0);`)),v||!_?g.main.add(`fragColor = delinearizeGamma(vec4(tonemapKhronosNeutral(fogColor * amount), amount));`):(g.uniforms.add(new c(`colorTexture`,({color:e})=>e?.attachment)),g.main.add(o`vec4 src = delinearizeGamma(vec4(tonemapKhronosNeutral(fogColor * amount), amount));
21
+ fragEmission = vec4(max(emission - damping, 0.0) / inputScale, 1.0);`)),v||!_?g.main.add(`fragColor = delinearizeGamma(vec4(tonemapKhronosNeutral(fogColor * amount), amount));`):(g.uniforms.add(new c(`colorTexture`,({color:e})=>e?.attachment)),g.main.add(s`vec4 src = delinearizeGamma(vec4(tonemapKhronosNeutral(fogColor * amount), amount));
22
22
  vec4 dst = texture(colorTexture, uv);
23
23
  fragColor = vec4(vec3(src.rgb * src.a + dst.rgb * (1.0 - src.a)), dst.a);`)),l}const _=Object.freeze(Object.defineProperty({__proto__:null,FogPassParameters:h,build:g},Symbol.toStringTag,{value:`Module`}));export{h as F,_ as a,g as b};
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{calculateUVZShadowPass as e}from"../views/3d/webgl-engine/core/shaderLibrary/shading/calculateUVZShadow.glsl.js";import{EvaluateSceneLighting as t,addAmbientBoostFactor as n,lightingGlobalFactor as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{NormalUtils as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{readShadowPass as a,readShadowMaps as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/readShadow.glsl.js";import{RgbNormalizedDepthEncoding as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbNormalizedDepthEncoding.glsl.js";import{Float3BindUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Float3BindUniform.js";import{glsl as l,If as u}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{gaussianSplatFirstHitAlpha as d}from"../views/3d/webgl-engine/shaders/GaussianSplatDepthPolicy.js";import{GaussianSplatPerspectivePass as f,GaussianSplatFading as p,gaussianSplatPerspectiveVertex as m}from"../views/3d/webgl-engine/shaders/GaussianSplatPass.glsl.js";import{getGaussianSplatAlphaCutoffValue as h}from"../views/3d/webgl-engine/shaders/GaussianSplatTechniqueConfiguration.js";import{ShaderBuilder as g}from"../views/webgl/ShaderBuilder.js";function _(_){let{receiveShadows:v,spherical:y}=_,b=v&&_.fragmentShading,x=b&&_.preciseDepth,S=new g,{varyings:C,vertex:w,fragment:T,outputs:E}=S;C.add(`vColor`,`vec4`),x&&C.add(`shadowReceiverRay`,`vec3`),S.include(f,_),_.fadingEnabled&&w.include(p),w.uniforms.add(new c(`cameraPosition`,e=>e.camera.eye));let D=b?T:w;D.uniforms.add(new c(`cameraPosition`,e=>e.camera.eye)),D.include(t,_),D.include(i,_),n(D),D.uniforms.add(r),b?S.include(a,_):v&&(w.include(e),_.hasShadowHighlights&&w.code.add(l`ivec2 getShadowHighlightCoordinates() {
2
+ import{calculateUVZShadowPass as e}from"../views/3d/webgl-engine/core/shaderLibrary/shading/calculateUVZShadow.glsl.js";import{EvaluateSceneLighting as t,addAmbientBoostFactor as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{lightingGlobalFactor as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/lightingUniforms.js";import{NormalUtils as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{readShadowPass as a,readShadowMaps as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/readShadow.glsl.js";import{cameraPosition as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{RgbNormalizedDepthEncoding as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/RgbNormalizedDepthEncoding.glsl.js";import{glsl as l,If as u}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{gaussianSplatFirstHitAlpha as d}from"../views/3d/webgl-engine/shaders/GaussianSplatDepthPolicy.js";import{GaussianSplatPerspectivePass as f,GaussianSplatFading as p,gaussianSplatPerspectiveVertex as m}from"../views/3d/webgl-engine/shaders/GaussianSplatPass.glsl.js";import{getGaussianSplatAlphaCutoffValue as h}from"../views/3d/webgl-engine/shaders/GaussianSplatTechniqueConfiguration.js";import{ShaderBuilder as g}from"../views/webgl/ShaderBuilder.js";function _(_){let{receiveShadows:v,spherical:y}=_,b=v&&_.fragmentShading,x=b&&_.preciseDepth,S=new g,{varyings:C,vertex:w,fragment:T,outputs:E}=S;C.add(`vColor`,`vec4`),x&&C.add(`shadowReceiverRay`,`vec3`),S.include(f,_),_.fadingEnabled&&w.include(p),w.uniforms.add(s);let D=b?T:w;D.uniforms.add(s),D.include(t,_),D.include(i,_),n(D),D.uniforms.add(r),b?S.include(a,_):v&&(w.include(e),_.hasShadowHighlights&&w.code.add(l`ivec2 getShadowHighlightCoordinates() {
3
3
  vec2 screenUV = gl_Position.xy / gl_Position.w * 0.5 + 0.5;
4
4
  ivec2 screenPixel = ivec2(screenUV / inverseScreenSize);
5
5
  return clamp(screenPixel, ivec2(0), textureSize(shadowHighlight, 0) - 1);
@@ -51,7 +51,7 @@ vColor.a = opacity;`)}
51
51
 
52
52
  // Per-fragment lighting preserves crisp shadow borders; vertex lighting reduces overdraw cost.
53
53
  ${u(b,`forwardLinearDepth(-viewPos.z);`,A)}
54
- `),T.include(s),T.main.add(`
54
+ `),T.include(c),T.main.add(`
55
55
  float gaussianFalloff = exp(gaussianExponent);
56
56
 
57
57
  // Cap at 0.99 to avoid blending issues, such as seams between overlapping Gaussians.
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{ReadDepthLastFrame as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepthLastFrame.glsl.js";import{Gamma as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{mainLightDirection as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MainLighting.glsl.js";import{ScreenSpaceRayMarching as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ScreenSpaceRayMarching.glsl.js";import{CameraSpace as a}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{viewMatrix as o}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{FloatBindUniform as s}from"../views/3d/webgl-engine/core/shaderModules/FloatBindUniform.js";import{FloatPassUniform as c}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as l,If as u}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Matrix4BindUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Matrix4BindUniform.js";import{Texture2DBindUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DPassUniform as p}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{GlobalIlluminationColorQuantization as m}from"../views/3d/webgl-engine/effects/globalIllumination/GlobalIlluminationColorQuantization.glsl.js";import{floatBlendReductionFactor as h}from"../views/3d/webgl-engine/shaders/floatBlendScale.glsl.js";import{ToneMapping as g}from"../views/3d/webgl-engine/shaders/ToneMapping.glsl.js";import{ColorAttachment1 as _,SizedPixelFormat as v}from"../views/webgl/enums.js";import{NoParameters as y}from"../views/webgl/NoParameters.js";import{ShaderBuilder as b}from"../views/webgl/ShaderBuilder.js";const x=2.5,S=0,C=.8,w=25,T=.15,E=.5,D=1,O=1,k=16;class A extends y{constructor(){super(...arguments),this.projScale=1,this.resolutionScale=1,this.accumulatedFrames=0,this.temporalSampleFrame=0,this.glowBoost=0,this.rayMarchMinReach=T,this.rayMarchMaxReach=E,this.rayMarchWorldReach=25,this.rayMarchMinReachEmissionWeight=1,this.rayMarchMaxReachEmissionWeight=1,this.rayMarchMaxSteps=16,this.colorBleedWeight=0,this.highQualityIdleColorBlendStart=.3,this.emissionBoostFactor=x,this.factorDaylightDirectional=C}}function j(y){let x=new b,S=x.fragment;x.include(e),x.include(a),S.include(t),S.include(n),S.include(m),S.include(g),x.include(i,y),S.uniforms.add(r,o,new p(`normalMap`,e=>e.normalTexture),new p(`depthMap`,e=>e.depthTexture),new p(`lastFrameGlobalIlluminationTexture`,(e,t)=>e.globalIllumination??t.globalIllumination?.getTexture()),new p(`lastFrameGlobalIlluminationWeightTexture`,(e,t)=>e.globalIlluminationWeights??t.globalIllumination?.getTexture(_)),new f(`lastFrameColorTexture`,e=>e.reprojection.lastFrameColor?.getTexture()),new f(`lastFrameDepthTexture`,e=>e.reprojection.lastFrameDepth?.attachment),new d(`reprojectionProjectionMatrix`,e=>e.reprojection.lastFrameCamera.projectionMatrix),new d(`reprojectionViewMatrix`,e=>e.reprojection.viewMatrix),new c(`accumulatedFrames`,e=>e.accumulatedFrames),new c(`temporalSampleFrame`,e=>e.temporalSampleFrame),new c(`resolutionScale`,e=>e.resolutionScale)),S.uniforms.add(new c(`rayMarchMinReach`,e=>e.rayMarchMinReach),new c(`rayMarchMaxReach`,e=>e.rayMarchMaxReach),new c(`rayMarchWorldReach`,e=>e.rayMarchWorldReach),new c(`rayMarchMinReachEmissionWeight`,e=>e.rayMarchMinReachEmissionWeight),new c(`rayMarchMaxReachEmissionWeight`,e=>e.rayMarchMaxReachEmissionWeight),new c(`rayMarchMaxSteps`,e=>e.rayMarchMaxSteps),new c(`colorBleedWeight`,e=>e.colorBleedWeight),new c(`highQualityIdleColorBlendStart`,e=>e.highQualityIdleColorBlendStart),new c(`emissionBoostFactor`,e=>e.emissionBoostFactor+e.glowBoost),new c(`factorDaylightDirectional`,e=>e.factorDaylightDirectional));let{hasEmission:C,hasColor:w}=y;return C&&(S.uniforms.add(new s(`inputScale`,e=>e.reprojection.lastFrameEmission?.getTexture()?.descriptor.internalFormat===v.RGBA8?h:1),new f(`lastFrameEmissionTexture`,e=>e.reprojection.lastFrameEmission?.getTexture())),S.code.add(l`bool hasHitReprojectionMismatch(vec3 hit, vec2 hitReprojectedCoordinate, float colorBlendWeight) {
2
+ import{lastFrameColorTexture as e}from"../views/3d/webgl-engine/core/shaderLibrary/lastFrameUniforms.js";import{ScreenSpacePass as t}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{ReadDepthLastFrame as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepthLastFrame.glsl.js";import{Gamma as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{mainLightDirection as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/lightingUniforms.js";import{ScreenSpaceRayMarching as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ScreenSpaceRayMarching.glsl.js";import{CameraSpace as o}from"../views/3d/webgl-engine/core/shaderLibrary/util/CameraSpace.glsl.js";import{viewMatrix as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{FloatBindUniform as c}from"../views/3d/webgl-engine/core/shaderModules/FloatBindUniform.js";import{FloatPassUniform as l}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as u,If as d}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Matrix4BindUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Matrix4BindUniform.js";import{Texture2DBindUniform as p}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DPassUniform as m}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{GlobalIlluminationColorQuantization as h}from"../views/3d/webgl-engine/effects/globalIllumination/GlobalIlluminationColorQuantization.glsl.js";import{floatBlendReductionFactor as g}from"../views/3d/webgl-engine/shaders/floatBlendScale.glsl.js";import{ToneMapping as _}from"../views/3d/webgl-engine/shaders/ToneMapping.glsl.js";import{ColorAttachment1 as v,SizedPixelFormat as y}from"../views/webgl/enums.js";import{NoParameters as b}from"../views/webgl/NoParameters.js";import{ShaderBuilder as x}from"../views/webgl/ShaderBuilder.js";const S=2.5,C=0,w=.8,T=25,E=.15,D=.5,O=1,k=1,A=16;class j extends b{constructor(){super(...arguments),this.projScale=1,this.resolutionScale=1,this.accumulatedFrames=0,this.temporalSampleFrame=0,this.glowBoost=0,this.rayMarchMinReach=E,this.rayMarchMaxReach=D,this.rayMarchWorldReach=25,this.rayMarchMinReachEmissionWeight=1,this.rayMarchMaxReachEmissionWeight=1,this.rayMarchMaxSteps=16,this.colorBleedWeight=0,this.highQualityIdleColorBlendStart=.3,this.emissionBoostFactor=S,this.factorDaylightDirectional=w}}function M(b){let S=new x,C=S.fragment;S.include(t),S.include(o),C.include(n),C.include(r),C.include(h),C.include(_),S.include(a,b),C.uniforms.add(i,s,new m(`normalMap`,e=>e.normalTexture),new m(`depthMap`,e=>e.depthTexture),new m(`lastFrameGlobalIlluminationTexture`,(e,t)=>e.globalIllumination??t.globalIllumination?.getTexture()),new m(`lastFrameGlobalIlluminationWeightTexture`,(e,t)=>e.globalIlluminationWeights??t.globalIllumination?.getTexture(v)),e,new p(`lastFrameDepthTexture`,e=>e.reprojection.lastFrameDepth?.attachment),new f(`reprojectionProjectionMatrix`,e=>e.reprojection.lastFrameCamera.projectionMatrix),new f(`reprojectionViewMatrix`,e=>e.reprojection.viewMatrix),new l(`accumulatedFrames`,e=>e.accumulatedFrames),new l(`temporalSampleFrame`,e=>e.temporalSampleFrame),new l(`resolutionScale`,e=>e.resolutionScale)),C.uniforms.add(new l(`rayMarchMinReach`,e=>e.rayMarchMinReach),new l(`rayMarchMaxReach`,e=>e.rayMarchMaxReach),new l(`rayMarchWorldReach`,e=>e.rayMarchWorldReach),new l(`rayMarchMinReachEmissionWeight`,e=>e.rayMarchMinReachEmissionWeight),new l(`rayMarchMaxReachEmissionWeight`,e=>e.rayMarchMaxReachEmissionWeight),new l(`rayMarchMaxSteps`,e=>e.rayMarchMaxSteps),new l(`colorBleedWeight`,e=>e.colorBleedWeight),new l(`highQualityIdleColorBlendStart`,e=>e.highQualityIdleColorBlendStart),new l(`emissionBoostFactor`,e=>e.emissionBoostFactor+e.glowBoost),new l(`factorDaylightDirectional`,e=>e.factorDaylightDirectional));let{hasEmission:w,hasColor:T}=b;return w&&(C.uniforms.add(new c(`inputScale`,e=>e.reprojection.lastFrameEmission?.getTexture()?.descriptor.internalFormat===y.RGBA8?g:1),new p(`lastFrameEmissionTexture`,e=>e.reprojection.lastFrameEmission?.getTexture())),C.code.add(u`bool hasHitReprojectionMismatch(vec3 hit, vec2 hitReprojectedCoordinate, float colorBlendWeight) {
3
3
  if (colorBlendWeight != 1.0) {
4
4
  return false;
5
5
  }
@@ -19,7 +19,7 @@ hitReprojectedCoordinate
19
19
  float relativeDepthMismatch = abs(storedLastFrameDepth - expectedLastFrameDepth) /
20
20
  max(max(storedLastFrameDepth, expectedLastFrameDepth), 0.00001);
21
21
  return relativeDepthMismatch > reprojectionMismatchThreshold;
22
- }`)),S.constants.add(`highQualityIdleColorBlendEnd`,`float`,.008),S.constants.add(`highQualityIdleColorBlendFrames`,`float`,150),S.constants.add(`highQualityIdleOcclusionBlendEnd`,`float`,.008),S.constants.add(`highQualityIdleOcclusionBlendExponent`,`float`,2),S.constants.add(`highQualityIdleOcclusionBlendFrames`,`float`,60),S.constants.add(`highQualityIdleOcclusionBlendStart`,`float`,.095),S.constants.add(`fullColorBleedBlendWeight`,`float`,.012),S.constants.add(`accumulationDitherScale`,`float`,.0039),S.constants.add(`lowQualityColorBlendWeight`,`float`,.0028),S.constants.add(`lowQualityColorDitherScale`,`float`,.25),S.constants.add(`lowQualityOcclusionBlendWeight`,`float`,.008),S.constants.add(`reprojectionMismatchThreshold`,`float`,.01),S.constants.add(`reprojectionMismatchColorScale`,`float`,.45),S.constants.add(`stableHistoryColorBlendWeight`,`float`,.008),S.constants.add(`strongHistoryOcclusionThreshold`,`float`,.02),S.constants.add(`weakHistoryOcclusionBlendWeight`,`float`,.1),S.constants.add(`weakHistoryOcclusionThreshold`,`float`,.5),S.constants.add(`storedColorBlendWeightScale`,`float`,6),S.code.add(l`float computeIdleColorBlendWeight(float accumulatedFrames) {
22
+ }`)),C.constants.add(`highQualityIdleColorBlendEnd`,`float`,.008),C.constants.add(`highQualityIdleColorBlendFrames`,`float`,150),C.constants.add(`highQualityIdleOcclusionBlendEnd`,`float`,.008),C.constants.add(`highQualityIdleOcclusionBlendExponent`,`float`,2),C.constants.add(`highQualityIdleOcclusionBlendFrames`,`float`,60),C.constants.add(`highQualityIdleOcclusionBlendStart`,`float`,.095),C.constants.add(`fullColorBleedBlendWeight`,`float`,.012),C.constants.add(`accumulationDitherScale`,`float`,.0039),C.constants.add(`lowQualityColorBlendWeight`,`float`,.0028),C.constants.add(`lowQualityColorDitherScale`,`float`,.25),C.constants.add(`lowQualityOcclusionBlendWeight`,`float`,.008),C.constants.add(`reprojectionMismatchThreshold`,`float`,.01),C.constants.add(`reprojectionMismatchColorScale`,`float`,.45),C.constants.add(`stableHistoryColorBlendWeight`,`float`,.008),C.constants.add(`strongHistoryOcclusionThreshold`,`float`,.02),C.constants.add(`weakHistoryOcclusionBlendWeight`,`float`,.1),C.constants.add(`weakHistoryOcclusionThreshold`,`float`,.5),C.constants.add(`storedColorBlendWeightScale`,`float`,6),C.code.add(u`float computeIdleColorBlendWeight(float accumulatedFrames) {
23
23
  float idleColorBlendProgress = clamp(accumulatedFrames / highQualityIdleColorBlendFrames, 0.0, 1.0);
24
24
  return mix(highQualityIdleColorBlendStart, highQualityIdleColorBlendEnd, pow(idleColorBlendProgress, 1./5.)
25
25
  );
@@ -69,7 +69,7 @@ blueNoiseDitherValue(pixel, frame, vec2(0.25881904, 0.9659258), 0.37),
69
69
  blueNoiseDitherValue(pixel, frame, vec2(1.0, 0.0), 0.61)
70
70
  );
71
71
  return value * 2.0 - 1.0;
72
- }`),x.outputs.add(`fragGlobalIllumination`,`vec4`,0),x.outputs.add(`fragWeight`,`vec2`,1),S.main.add(l`
72
+ }`),S.outputs.add(`fragGlobalIllumination`,`vec4`,0),S.outputs.add(`fragWeight`,`vec2`,1),C.main.add(u`
73
73
  float depth = depthFromTexture(depthMap, uv);
74
74
 
75
75
  // Early out if depth is out of range, such as in the sky
@@ -177,17 +177,17 @@ return value * 2.0 - 1.0;
177
177
  // 0.0 alpha excludes the surface as a receiver (e.g. water), but a valid ray hit still occludes as opaque
178
178
  hitOpacity = storedHitOpacity == 0.0 ? 1.0 : storedHitOpacity;
179
179
 
180
- ${u(w,l`
180
+ ${d(T,u`
181
181
  // Emission and color bleed - Reproject the current receiver and sampled hit to estimate bounced color
182
182
  vec3 receiverColor = texture(lastFrameColorTexture, reprojectedCoordinate.xy).rgb;
183
183
 
184
184
  vec2 hitReprojectedCoordinate = reprojectionCoordinate(hit);
185
185
  vec3 sourceColor = texture(lastFrameColorTexture, hitReprojectedCoordinate).rgb;
186
186
  vec3 sourceColorLinear = linearizeGamma(sourceColor);
187
- ${u(C,l`
187
+ ${d(w,u`
188
188
  bool rejectReprojectedHitEmission = hasHitReprojectionMismatch(hit, hitReprojectedCoordinate, colorBlendWeight);
189
189
  `)}
190
- vec3 sourceEmission = ${u(C,`rejectReprojectedHitEmission
190
+ vec3 sourceEmission = ${d(w,`rejectReprojectedHitEmission
191
191
  ? vec3(0.0)
192
192
  : texture(lastFrameEmissionTexture, hitReprojectedCoordinate).xyz * inputScale`,`vec3(0.0)`)};
193
193
 
@@ -220,7 +220,7 @@ return value * 2.0 - 1.0;
220
220
  ? receiverOpacity * randomDirectionSample.b * accumulationDitherScale
221
221
  : 0.0;
222
222
 
223
- ${u(w,l`
223
+ ${d(T,u`
224
224
  // Accumulate color
225
225
  vec3 lastFrameColor = lastFrameGlobalIllumination.rgb;
226
226
  float colorDitherScale = isScaledGlobalIllumination ? lowQualityColorDitherScale : 1.0;
@@ -233,16 +233,18 @@ return value * 2.0 - 1.0;
233
233
  if (hasReprojectionMismatch) {
234
234
  fragGlobalIllumination.rgb *= reprojectionMismatchColorScale;
235
235
  }
236
- `,l`
236
+ `,u`
237
237
  fragGlobalIllumination.rgb = vec3(0.0);
238
238
  `)}
239
239
 
240
- // Tone-map accumulated color before quantizing it for storage.
240
+ // Tone-map only the accumulated RGB lighting, not alpha (inverse occlusion).
241
241
  fragGlobalIllumination.rgb = tonemapKhronosNeutral(fragGlobalIllumination.rgb);
242
- fragGlobalIllumination.rgb = quantizeGlobalIlluminationColor(fragGlobalIllumination.rgb);
243
242
 
244
243
  // Accumulate occlusion
245
244
  fragGlobalIllumination.a = mix(lastFrameGlobalIllumination.a + accumulationDither, fragGlobalIllumination.a, occlusionBlendWeight);
246
245
 
246
+ // Quantize all channels after temporal blending and dithering for consistent RGBA8 storage.
247
+ fragGlobalIllumination = quantizeGlobalIlluminationColor(fragGlobalIllumination);
248
+
247
249
  fragWeight = vec2(occlusionBlendWeight, colorBlendWeight * storedColorBlendWeightScale);
248
- `),x}const M=Object.freeze(Object.defineProperty({__proto__:null,GlobalIlluminationPassParameters:A,build:j,defaultColorBleedWeight:0,defaultEmissionBoostFactor:x,defaultFactorDaylightDirectional:C,defaultRayMarchMaxReach:E,defaultRayMarchMaxReachEmissionWeight:1,defaultRayMarchMaxSteps:16,defaultRayMarchMinReach:T,defaultRayMarchMinReachEmissionWeight:1,defaultRayMarchWorldReach:25},Symbol.toStringTag,{value:`Module`}));export{A as G,M as a,k as b,j as c,E as d,S as e,x as f,C as g,O as h,T as i,D as j,w as k};
250
+ `),S}const N=Object.freeze(Object.defineProperty({__proto__:null,GlobalIlluminationPassParameters:j,build:M,defaultColorBleedWeight:0,defaultEmissionBoostFactor:S,defaultFactorDaylightDirectional:w,defaultRayMarchMaxReach:D,defaultRayMarchMaxReachEmissionWeight:1,defaultRayMarchMaxSteps:16,defaultRayMarchMinReach:E,defaultRayMarchMinReachEmissionWeight:1,defaultRayMarchWorldReach:25},Symbol.toStringTag,{value:`Module`}));export{j as G,N as a,A as b,M as c,D as d,C as e,S as f,w as g,k as h,E as i,O as j,T as k};
@@ -55,10 +55,7 @@ import{create as e}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{Sc
55
55
  bool shouldReuseCenterOcclusion = isScaledGlobalIllumination && centerOcclusionBlendWeight <= ${c.float(g)};
56
56
  bool shouldSkipLowQualityBlur = !hasEmission && shouldReuseCenterOcclusion;
57
57
  if (shouldSkipLowQualityBlur) {
58
- fragColor = vec4(
59
- quantizeGlobalIlluminationColor(centerGlobalIllumination.rgb),
60
- centerGlobalIllumination.a
61
- );
58
+ fragColor = quantizeGlobalIlluminationColor(centerGlobalIllumination);
62
59
  return;
63
60
  }
64
61
 
@@ -100,5 +97,6 @@ import{create as e}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{Sc
100
97
  float dither = ditherNoise(vec4(blurredEmission, occlusion)) - ${c.float(30517578125e-15)};
101
98
  blurredEmission += isScaledGlobalIllumination ? ${c.float(.85)} * dither : dither;
102
99
 
103
- fragColor = vec4(quantizeGlobalIlluminationColor(blurredEmission), occlusion);
100
+ // Quantize both filtered lighting and inverse occlusion before RGBA8 storage.
101
+ fragColor = quantizeGlobalIlluminationColor(vec4(blurredEmission, occlusion));
104
102
  `),e}const v=new p;v.useFloatBlend=!1;const y=Object.freeze(Object.defineProperty({__proto__:null,GlobalIlluminationBlurDrawParameters:g,build:_},Symbol.toStringTag,{value:`Module`}));export{g as G,y as a,_ as b};
@@ -79,4 +79,4 @@ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/Scr
79
79
  ) / jointBilateralWeightSum;
80
80
  }
81
81
  `),l.outputs.add(`fragColor`,`vec4`,0),l.outputs.add(`fragWeight`,`vec2`,1),f.main.add(a`sampleJointBilateralUpscale(uv, fragColor, fragWeight);
82
- fragColor.rgb = quantizeGlobalIlluminationColor(fragColor.rgb);`),l}const m=Object.freeze(Object.defineProperty({__proto__:null,GlobalIlluminationUpscaleDrawParameters:f,build:p},Symbol.toStringTag,{value:`Module`}));export{f as G,m as a,p as b};
82
+ fragColor = quantizeGlobalIlluminationColor(fragColor);`),l}const m=Object.freeze(Object.defineProperty({__proto__:null,GlobalIlluminationUpscaleDrawParameters:f,build:p},Symbol.toStringTag,{value:`Module`}));export{f as G,m as a,p as b};
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{copy as e,set as t}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as n}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{ZEROS as r}from"../core/libs/gl-matrix-2/factories/vec4f64.js";import{isColor as i}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{rejectBySliceDraw as a}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ObjectAndLayerIdColor as o}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{AlignPixel as s}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as c}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{DepthConversion as l}from"../views/3d/webgl-engine/core/shaderLibrary/output/DepthConversion.glsl.js";import{OutputHighlight as u}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{positionOutsideClipSpace as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PositionOutsideClipSpace.js";import{VisualVariables as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{viewport as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{ColorConversion as m}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{ScreenSizePerspective as h,addScreenSizePerspective as g,addScreenSizePerspectiveAlignment as _}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{addPixelRatio as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as y}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as b}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as x}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as S,If as C}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{IntegerPassUniform as w}from"../views/3d/webgl-engine/core/shaderModules/IntegerPassUniform.js";import{Texture2DBindUniform as T}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DPassUniform as E}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{styleToEffect as D}from"../views/3d/webgl-engine/effects/focusArea/FocusArea.js";import{alphaCutoff as O}from"../views/3d/webgl-engine/shaders/alphaCutoff.glsl.js";import{outputColorHighlightOLID as k}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as A}from"../views/webgl/ShaderBuilder.js";const ee=e=>e?D[e]:0;function j(e){let n=new A;n.include(c,e),n.vertex.include(a,e);let{output:D,hasOcclusionTexture:j,signedDistanceFieldEnabled:F,pixelSnappingEnabled:L,hasEmission:R,hasScreenSizePerspective:z,debugDrawLabelBorder:B,hasVVSize:V,hasVVColor:H,hasRotation:U,occludedFragmentFade:W,sampleSignedDistanceFieldTexelCenter:G,hasVertexColor:K,hasVertexSize:q,hasVertexRotation:J,hasVertexUVi:Y}=e;n.include(h),n.include(f,e),n.include(o,e),n.include(k,e);let{vertex:X,fragment:Z}=n;Z.include(m),Z.code.add(S`
2
+ import{copy as e,set as t}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as n}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{ZEROS as r}from"../core/libs/gl-matrix-2/factories/vec4f64.js";import{mainDepth as i}from"../views/3d/webgl-engine/core/shaderLibrary/bindUniforms.js";import{isColor as a}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{rejectBySliceDraw as o}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ObjectAndLayerIdColor as s}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{AlignPixel as c}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{DepthConversion as u}from"../views/3d/webgl-engine/core/shaderLibrary/output/DepthConversion.glsl.js";import{OutputHighlight as d}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{positionOutsideClipSpace as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PositionOutsideClipSpace.js";import{VisualVariables as p}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{viewport as m,pixelRatio as h}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{ColorConversion as g}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{ScreenSizePerspective as _,addScreenSizePerspective as v,addScreenSizePerspectiveAlignment as ee}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{Float2PassUniform as y}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as b}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as x}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as S,If as C}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{IntegerPassUniform as w}from"../views/3d/webgl-engine/core/shaderModules/IntegerPassUniform.js";import{Texture2DBindUniform as T}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DPassUniform as E}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{styleToEffect as D}from"../views/3d/webgl-engine/effects/focusArea/FocusArea.js";import{alphaCutoff as O}from"../views/3d/webgl-engine/shaders/alphaCutoff.glsl.js";import{outputColorHighlightOLID as k}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as te}from"../views/webgl/ShaderBuilder.js";const A=e=>e?D[e]:0;function j(e){let n=new te;n.include(l,e),n.vertex.include(o,e);let{output:D,hasOcclusionTexture:j,signedDistanceFieldEnabled:F,pixelSnappingEnabled:L,hasEmission:R,hasScreenSizePerspective:z,debugDrawLabelBorder:B,hasVVSize:V,hasVVColor:H,hasRotation:U,occludedFragmentFade:W,sampleSignedDistanceFieldTexelCenter:G,hasVertexColor:K,hasVertexSize:q,hasVertexRotation:J,hasVertexUVi:Y}=e;n.include(_),n.include(p,e),n.include(s,e),n.include(k,e);let{vertex:X,fragment:Z}=n;Z.include(g),Z.code.add(S`
3
3
  vec4 applyFocusAreaStyle(vec4 color, int style) {
4
4
  const float factor = 0.46;
5
5
  const float factorBright = 0.32;
@@ -14,13 +14,13 @@ import{copy as e,set as t}from"../core/libs/gl-matrix-2/math/vec2.js";import{cre
14
14
  float darkScaled = factor * factor;
15
15
  return vec4(color.rgb * darkScaled, color.a * factor);
16
16
  }
17
- `),n.varyings.add(`vcolor`,`vec4`),n.varyings.add(`vtc`,`vec2`),n.varyings.add(`vsize`,`vec2`);let Q=D===10;X.uniforms.add(p,new y(`screenOffset`,(e,n)=>t(P,e.screenOffset[0]*2*n.camera.pixelRatio,e.screenOffset[1]*2*n.camera.pixelRatio)),new y(`anchorPosition`,e=>N(e)),new b(`materialColor`,({color:e})=>e),new x(`materialRotation`,e=>e.rotation),new y(`materialSize`,e=>e.size),new E(`tex`,e=>e.texture)),v(X),F&&(X.uniforms.add(new b(`outlineColor`,e=>e.outlineColor)),Z.uniforms.add(new b(`outlineColor`,e=>M(e)?e.outlineColor:r),new x(`outlineSize`,e=>M(e)?e.outlineSize:0))),L&&X.include(s),z&&(g(X),_(X)),B&&n.varyings.add(`debugBorderCoords`,`vec4`),n.attributes.add(`uv0`,`vec2`),Y&&n.attributes.add(`uvi`,`vec4`),K&&n.attributes.add(`color`,`vec4`),q&&n.attributes.add(`size`,`vec2`),J&&n.attributes.add(`rotation`,`float`),(V||H)&&n.attributes.add(`featureAttribute`,`vec4`),X.main.add(S`
17
+ `),n.varyings.add(`vcolor`,`vec4`),n.varyings.add(`vtc`,`vec2`),n.varyings.add(`vsize`,`vec2`);let Q=D===10;X.uniforms.add(m,h,new y(`screenOffset`,(e,n)=>t(P,e.screenOffset[0]*2*n.camera.pixelRatio,e.screenOffset[1]*2*n.camera.pixelRatio)),new y(`anchorPosition`,e=>N(e)),new b(`materialColor`,({color:e})=>e),new x(`materialRotation`,e=>e.rotation),new y(`materialSize`,e=>e.size),new E(`tex`,e=>e.texture)),F&&(X.uniforms.add(new b(`outlineColor`,e=>e.outlineColor)),Z.uniforms.add(new b(`outlineColor`,e=>M(e)?e.outlineColor:r),new x(`outlineSize`,e=>M(e)?e.outlineSize:0))),L&&X.include(c),z&&(v(X),ee(X)),B&&n.varyings.add(`debugBorderCoords`,`vec4`),n.attributes.add(`uv0`,`vec2`),Y&&n.attributes.add(`uvi`,`vec4`),K&&n.attributes.add(`color`,`vec4`),q&&n.attributes.add(`size`,`vec2`),J&&n.attributes.add(`rotation`,`float`),(V||H)&&n.attributes.add(`featureAttribute`,`vec4`),X.main.add(S`
18
18
  ProjectHUDAux projectAux;
19
19
  vec4 posProj = projectPositionHUD(projectAux);
20
20
  forwardObjectAndLayerIdColor();
21
21
 
22
22
  if (rejectBySlice(projectAux.posModel)) {
23
- gl_Position = ${d};
23
+ gl_Position = ${f};
24
24
  return;
25
25
  }
26
26
 
@@ -35,7 +35,7 @@ import{copy as e,set as t}from"../core/libs/gl-matrix-2/math/vec2.js";import{cre
35
35
 
36
36
  vec2 combinedSize = inputSize * pixelRatio;
37
37
  vec4 quadOffset = vec4(0.0);
38
- `);let te=S`
38
+ `);let ne=S`
39
39
  ${C(Y,S`
40
40
  vec2 texSize = vec2(textureSize(tex, 0));
41
41
  vec2 uv = mix(uvi.xy, uvi.zw, bvec2(uv0)) / texSize;
@@ -55,11 +55,11 @@ import{copy as e,set as t}from"../core/libs/gl-matrix-2/math/vec2.js";import{cre
55
55
  `)}
56
56
 
57
57
  quadOffset.xy = (quadOffset.xy + screenOffsetScaled) / viewport.zw * posProj.w;
58
- `,ne=L?F?S`posProj = alignToPixelOrigin(posProj, viewport.zw) + quadOffset;`:S`posProj += quadOffset;
58
+ `,re=L?F?S`posProj = alignToPixelOrigin(posProj, viewport.zw) + quadOffset;`:S`posProj += quadOffset;
59
59
  if (inputSize.x == vertexSize.x) {
60
60
  posProj = alignToPixelOrigin(posProj, viewport.zw);
61
61
  }`:S`posProj += quadOffset;`;X.include(O),X.main.add(S`
62
- ${te}
62
+ ${ne}
63
63
  ${H?`vcolor = interpolateVVColor(featureAttribute.y) * materialColor;`:K?`vcolor = color * materialColor;`:`vcolor = materialColor;`}
64
64
 
65
65
  ${C(D===11,S`vcolor.a = 1.0;`)}
@@ -71,7 +71,7 @@ posProj = alignToPixelOrigin(posProj, viewport.zw);
71
71
  gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
72
72
  return;
73
73
  } else {
74
- ${ne}
74
+ ${re}
75
75
  gl_Position = posProj;
76
76
  }
77
77
 
@@ -79,7 +79,7 @@ posProj = alignToPixelOrigin(posProj, viewport.zw);
79
79
 
80
80
  ${C(B,S`debugBorderCoords = vec4(uv0, 1.5 / combinedSize);`)}
81
81
  vsize = inputSize;
82
- `);let $=i(D)&&e.hasFocusAreaStyle&&!e.draped;switch(Z.uniforms.add(new E(`tex`,e=>e.texture)),$&&Z.uniforms.add(new w(`focusAreaStyle`,e=>ee(e.focusAreaStyle))),W&&!Q&&(Z.include(l),Z.uniforms.add(new T(`depthMap`,e=>e.mainDepth),new x(`occludedOpacity`,e=>e.occludedFragmentOpacity?.value??1))),j&&Z.uniforms.add(new T(`texOcclusion`,e=>e.hudOcclusion?.attachment)),B?Z.main.add(`
82
+ `);let $=a(D)&&e.hasFocusAreaStyle&&!e.draped;switch(Z.uniforms.add(new E(`tex`,e=>e.texture)),$&&Z.uniforms.add(new w(`focusAreaStyle`,e=>A(e.focusAreaStyle))),j&&Z.uniforms.add(new T(`texOcclusion`,e=>e.hudOcclusion?.attachment)),B?Z.main.add(`
83
83
  float isBorder = float(any(lessThan(debugBorderCoords.xy, debugBorderCoords.zw)) || any(greaterThan(debugBorderCoords.xy, 1.0 - debugBorderCoords.zw)));
84
84
  // don't discard fragments on debug border
85
85
  float textureAlphaCutoff = isBorder > 0.0 ? 0.0 : alphaCutoff;
@@ -135,15 +135,15 @@ samplePos += (vec2(1.0, -1.0) * texelSize) * scaleFactor;`),F?Z.main.add(S`
135
135
  discard;
136
136
  }
137
137
  ${C(!Q,S`fragColor = texColor * premultiplyAlpha(vcolor);`)}
138
- `),W&&!Q&&Z.main.add(S`
139
- float zSample = -linearizeDepth(texelFetch(depthMap, ivec2(gl_FragCoord.xy), 0).x);
138
+ `),W&&!Q&&(Z.include(u),Z.uniforms.add(i,new x(`occludedOpacity`,e=>e.occludedFragmentOpacity?.value??1)).main.add(S`
139
+ float zSample = -linearizeDepth(texelFetch(mainDepth, ivec2(gl_FragCoord.xy), 0).x);
140
140
  float zFragment = -linearizeDepth(gl_FragCoord.z);
141
141
  if (zSample < ${S.float(1-I)} * zFragment) {
142
142
  fragColor *= occludedOpacity;
143
143
  }
144
- `),j&&Z.main.add(`fragColor *= texelFetch(texOcclusion, ivec2(gl_FragCoord.xy), 0).r;`),!Q&&B&&Z.main.add(`fragColor = mix(fragColor, vec4(1.0, 0.0, 1.0, 1.0), isBorder * 0.5);`),D===2&&Z.main.add(S`if (fragColor.a < alphaCutoff) {
144
+ `)),j&&Z.main.add(`fragColor *= texelFetch(texOcclusion, ivec2(gl_FragCoord.xy), 0).r;`),!Q&&B&&Z.main.add(`fragColor = mix(fragColor, vec4(1.0, 0.0, 1.0, 1.0), isBorder * 0.5);`),D===2&&Z.main.add(S`if (fragColor.a < alphaCutoff) {
145
145
  discard;
146
- }`),$&&Z.main.add(S`fragColor = applyFocusAreaStyle(fragColor, focusAreaStyle);`),i(D)&&R&&Z.main.add(`fragEmission = vec4(0.0);`),D){case 1:Z.main.add(`
146
+ }`),$&&Z.main.add(S`fragColor = applyFocusAreaStyle(fragColor, focusAreaStyle);`),a(D)&&R&&Z.main.add(`fragEmission = vec4(0.0);`),D){case 1:Z.main.add(`
147
147
  fragColor = vec4(fragColor.rgb * floatBlendOutputScale, fragColor.a);
148
148
  fragAlpha = fragColor.a * floatBlendOutputScale;
149
- `);break;case 2:Z.main.add(`fragColor.rgb /= fragColor.a;`);break;case 11:Z.main.add(`outputObjectAndLayerIdColor();`);break;case 10:n.include(u,e),Z.main.add(`outputHighlight(false);`)}return n}function M(e){return e.outlineColor[3]>0&&e.outlineSize>0}function N(t){return t.textureIsSignedDistanceField?F(t.anchorPosition,t.distanceFieldBoundingBox,P):e(P,t.anchorPosition),P}const P=n();function F(e,n,r){t(r,e[0]*(n[2]-n[0])+n[0],e[1]*(n[3]-n[1])+n[1])}const I=.08,L=Object.freeze(Object.defineProperty({__proto__:null,anchorPosition:N,build:j},Symbol.toStringTag,{value:`Module`}));export{L as H,N as a,j as b};
149
+ `);break;case 2:Z.main.add(`fragColor.rgb /= fragColor.a;`);break;case 11:Z.main.add(`outputObjectAndLayerIdColor();`);break;case 10:n.include(d,e),Z.main.add(`outputHighlight(false);`)}return n}function M(e){return e.outlineColor[3]>0&&e.outlineSize>0}function N(t){return t.textureIsSignedDistanceField?F(t.anchorPosition,t.distanceFieldBoundingBox,P):e(P,t.anchorPosition),P}const P=n();function F(e,n,r){t(r,e[0]*(n[2]-n[0])+n[0],e[1]*(n[3]-n[1])+n[1])}const I=.08,L=Object.freeze(Object.defineProperty({__proto__:null,anchorPosition:N,build:j},Symbol.toStringTag,{value:`Module`}));export{L as H,N as a,j as b};
@@ -1,9 +1,9 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{ReadDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepth.glsl.js";import{Gamma as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{mainLightDirection as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MainLighting.glsl.js";import{FloatPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{FloatsPassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/FloatsPassUniform.js";import{glsl as a,If as o}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DBindUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{getHeightParameters as c}from"../views/3d/webgl-engine/effects/atmosphere/ChapmanApproximation.glsl.js";import{ChapmanRaymarching as l}from"../views/3d/webgl-engine/effects/atmosphere/ChapmanRaymarching.glsl.js";import{ScreenSpacePassAtmosphere as u}from"../views/3d/webgl-engine/shaders/ScreenSpacePassAtmosphere.glsl.js";import{SphereIntersect as d}from"../views/3d/webgl-engine/shaders/SphereIntersect.glsl.js";import{ToneMapping as f}from"../views/3d/webgl-engine/shaders/ToneMapping.glsl.js";import{ShaderBuilder as p}from"../views/webgl/ShaderBuilder.js";function m(m){let h=new p,{fragment:g}=h;h.include(u),g.include(t),g.include(e),g.include(d),g.include(f),g.include(l,!0),g.uniforms.add(n,new s(`depthTexture`,e=>e.mainDepth));let{reduced:_}=m;return _&&g.code.add(a`float getDepth(vec2 uv){
3
- return linearDepthFromTexture(depthTexture, uv);
2
+ import{mainDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/bindUniforms.js";import{ReadDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepth.glsl.js";import{Gamma as n}from"../views/3d/webgl-engine/core/shaderLibrary/shading/Gamma.glsl.js";import{mainLightDirection as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/lightingUniforms.js";import{FloatPassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{FloatsPassUniform as a}from"../views/3d/webgl-engine/core/shaderModules/FloatsPassUniform.js";import{glsl as o,If as s}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{getHeightParameters as c}from"../views/3d/webgl-engine/effects/atmosphere/ChapmanApproximation.glsl.js";import{ChapmanRaymarching as l}from"../views/3d/webgl-engine/effects/atmosphere/ChapmanRaymarching.glsl.js";import{ScreenSpacePassAtmosphere as u}from"../views/3d/webgl-engine/shaders/ScreenSpacePassAtmosphere.glsl.js";import{SphereIntersect as d}from"../views/3d/webgl-engine/shaders/SphereIntersect.glsl.js";import{ToneMapping as f}from"../views/3d/webgl-engine/shaders/ToneMapping.glsl.js";import{ShaderBuilder as p}from"../views/webgl/ShaderBuilder.js";function m(m){let h=new p,{fragment:g}=h;h.include(u),g.include(n),g.include(t),g.include(d),g.include(f),g.include(l,!0),g.uniforms.add(r,e);let{reduced:_}=m;return _&&g.code.add(o`float getDepth(vec2 uv){
3
+ return linearDepthFromTexture(mainDepth, uv);
4
4
  }
5
5
  float textureBilinear(vec2 uv) {
6
- vec2 depthTextureSize = vec2(textureSize(depthTexture, 0));
6
+ vec2 depthTextureSize = vec2(textureSize(mainDepth, 0));
7
7
  vec2 texelSize = 1.0 / depthTextureSize;
8
8
  vec2 depthUV = (uv * depthTextureSize) - vec2(0.5);
9
9
  vec2 f = fract(depthUV);
@@ -13,8 +13,8 @@ float d1 = getDepth(snapUV + vec2(texelSize.x, 0.0));
13
13
  float d2 = getDepth(snapUV + vec2(0.0, texelSize.y));
14
14
  float d3 = getDepth(snapUV + texelSize);
15
15
  return mix(mix(d0, d1, f.x), mix(d2, d3, f.x), f.y);
16
- }`),g.uniforms.add(new r(`hazeStrength`,e=>e.hazeStrength),new i(`heightParameters`,5,(e,t)=>c(t,e))).main.add(a`
17
- float depthSample = depthFromTexture(depthTexture, uv);
16
+ }`),g.uniforms.add(new i(`hazeStrength`,e=>e.hazeStrength),new a(`heightParameters`,5,(e,t)=>c(t,e))).main.add(o`
17
+ float depthSample = depthFromTexture(mainDepth, uv);
18
18
  if (depthSample == 1.0) {
19
19
  discard;
20
20
  }
@@ -23,7 +23,7 @@ return mix(mix(d0, d1, f.x), mix(d2, d3, f.x), f.y);
23
23
  vec3 cameraSpaceRay = normalize(eyeDir);
24
24
  cameraSpaceRay /= cameraSpaceRay.z;
25
25
 
26
- cameraSpaceRay *= ${o(_,`-textureBilinear(uv)`,`-linearizeDepth(depthSample)`)};
26
+ cameraSpaceRay *= ${s(_,`-textureBilinear(uv)`,`-linearizeDepth(depthSample)`)};
27
27
  float terrainDepth = max(0.0, length(cameraSpaceRay));
28
28
 
29
29
  // Alpha is ignored for haze blending
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{glsl as t}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DBindUniform as n}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{NoParameters as i}from"../views/webgl/NoParameters.js";import{ShaderBuilder as a}from"../views/webgl/ShaderBuilder.js";class o extends i{}function s(){let i=new a;return i.include(e),i.fragment.uniforms.add(new r(`colorTexture`,e=>e.color),new n(`depthTexture`,e=>e.mainDepth)),i.fragment.main.add(t`float depthSample = texture(depthTexture, uv).r;
2
+ import{mainDepth as e}from"../views/3d/webgl-engine/core/shaderLibrary/bindUniforms.js";import{ScreenSpacePass as t}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{glsl as n}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{NoParameters as i}from"../views/webgl/NoParameters.js";import{ShaderBuilder as a}from"../views/webgl/ShaderBuilder.js";class o extends i{}function s(){let i=new a;return i.include(t),i.fragment.uniforms.add(new r(`colorTexture`,e=>e.color),e).main.add(n`float depthSample = texture(mainDepth, uv).r;
3
3
  if (depthSample == 1.0 ) {
4
4
  fragColor = vec4(0);
5
5
  return;
@@ -1,13 +1,13 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{translate as e}from"../core/libs/gl-matrix-2/math/mat4.js";import{create as t}from"../core/libs/gl-matrix-2/factories/mat4f64.js";import{set as n}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as r}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{Laserline as i}from"../views/3d/webgl-engine/core/shaderLibrary/Laserline.glsl.js";import{blendEmission as a}from"../views/3d/webgl-engine/core/shaderLibrary/util/blendEmission.glsl.js";import{projMatrix as o,screenPixelSizePerDistance as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{Float2BindUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Float2BindUniform.js";import{FloatPassUniform as l}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{If as u,glsl as d}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Matrix4PassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as p}from"../views/webgl/ShaderBuilder.js";function m(t){let r=new p;r.include(i,t);let{outputs:m,vertex:_,fragment:v,attributes:y,varyings:b}=r;m.add(`fragColor`,`vec4`,0),_.uniforms.add(new f(`modelView`,(t,{camera:n})=>e(g,n.viewMatrix,t.origin)),o,new l(`glowWidth`,(e,{camera:t})=>e.glowWidth*t.pixelRatio),new c(`pixelToNDC`,({camera:e})=>n(h,2/e.fullViewport[2],2/e.fullViewport[3]))),y.add(`start`,`vec3`),y.add(`end`,`vec3`),t.spherical&&(y.add(`startUp`,`vec3`),y.add(`endUp`,`vec3`)),y.add(`extrude`,`vec2`),b.add(`uv`,`vec2`),b.add(`vViewStart`,`vec3`),b.add(`vViewEnd`,`vec3`),b.add(`vViewSegmentNormal`,`vec3`),b.add(`vViewStartNormal`,`vec3`),b.add(`vViewEndNormal`,`vec3`);let x=!t.spherical;return _.main.add(d`
2
+ import{translate as e}from"../core/libs/gl-matrix-2/math/mat4.js";import{create as t}from"../core/libs/gl-matrix-2/factories/mat4f64.js";import{Laserline as n}from"../views/3d/webgl-engine/core/shaderLibrary/Laserline.glsl.js";import{blendEmission as r}from"../views/3d/webgl-engine/core/shaderLibrary/util/blendEmission.glsl.js";import{projMatrix as i,pixelToNDC as a,screenPixelSizePerDistance as o}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{FloatPassUniform as s}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{If as c,glsl as l}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Matrix4PassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as d}from"../views/webgl/ShaderBuilder.js";function f(t){let f=new d;f.include(n,t);let{outputs:m,vertex:h,fragment:g,attributes:_,varyings:v}=f;m.add(`fragColor`,`vec4`,0),h.uniforms.add(new u(`modelView`,(t,{camera:n})=>e(p,n.viewMatrix,t.origin)),i,a,new s(`glowWidth`,(e,{camera:t})=>e.glowWidth*t.pixelRatio)),_.add(`start`,`vec3`),_.add(`end`,`vec3`),t.spherical&&(_.add(`startUp`,`vec3`),_.add(`endUp`,`vec3`)),_.add(`extrude`,`vec2`),v.add(`uv`,`vec2`),v.add(`vViewStart`,`vec3`),v.add(`vViewEnd`,`vec3`),v.add(`vViewSegmentNormal`,`vec3`),v.add(`vViewStartNormal`,`vec3`),v.add(`vViewEndNormal`,`vec3`);let y=!t.spherical;return h.main.add(l`
3
3
  vec3 pos = mix(start, end, extrude.x);
4
4
  vec4 viewPos = modelView * vec4(pos, 1);
5
5
  vec4 projPos = proj * viewPos;
6
6
  vec2 ndcPos = projPos.xy / projPos.w;
7
7
 
8
8
  // in planar we hardcode the up vectors to be Z-up */
9
- ${u(x,d`vec3 startUp = vec3(0, 0, 1);`)}
10
- ${u(x,d`vec3 endUp = vec3(0, 0, 1);`)}
9
+ ${c(y,l`vec3 startUp = vec3(0, 0, 1);`)}
10
+ ${c(y,l`vec3 endUp = vec3(0, 0, 1);`)}
11
11
 
12
12
  // up vector corresponding to the location of the vertex, selecting either startUp or endUp */
13
13
  vec3 up = extrude.y * mix(startUp, endUp, extrude.x);
@@ -47,7 +47,7 @@ import{translate as e}from"../core/libs/gl-matrix-2/math/mat4.js";import{create
47
47
  uv = ndcPos * 0.5 + 0.5;
48
48
 
49
49
  gl_Position = vec4(ndcPos, 0, 1);
50
- `),v.uniforms.add(s),v.code.add(d`float planeDistance(vec3 planeNormal, vec3 planeOrigin, vec3 pos) {
50
+ `),g.uniforms.add(o),g.code.add(l`float planeDistance(vec3 planeNormal, vec3 planeOrigin, vec3 pos) {
51
51
  return dot(planeNormal, pos - planeOrigin);
52
52
  }
53
53
  float segmentDistancePixels(vec3 segmentNormal, vec3 startNormal, vec3 endNormal, vec3 pos, vec3 start, vec3 end) {
@@ -59,7 +59,7 @@ float width = fwidth(distSegmentPlane);
59
59
  float maxPixelDistance = length(pos) * screenPixelSizePerDistance * 2.0;
60
60
  float pixelDist = dist / min(width, maxPixelDistance);
61
61
  return abs(pixelDist);
62
- }`),v.main.add(d`fragColor = vec4(0.0);
62
+ }`),g.main.add(l`fragColor = vec4(0.0);
63
63
  vec3 dEndStart = vViewEnd - vViewStart;
64
64
  if (dot(dEndStart, dEndStart) < 1e-5) {
65
65
  return;
@@ -81,4 +81,4 @@ vViewEnd
81
81
  );
82
82
  vec4 color = laserlineProfile(distance);
83
83
  float alpha = (1.0 - smoothstep(0.995 - angleCutoffAdjust, 0.999 - angleCutoffAdjust, abs(dot(normal, vViewSegmentNormal))));
84
- fragColor = laserlineOutput(color * alpha * depthDiscontinuityAlpha);`),r.include(a,t),r}const h=r(),g=t(),_=Object.freeze(Object.defineProperty({__proto__:null,build:m},Symbol.toStringTag,{value:`Module`}));export{_ as L,m as b};
84
+ fragColor = laserlineOutput(color * alpha * depthDiscontinuityAlpha);`),f.include(r,t),f}const p=t(),m=Object.freeze(Object.defineProperty({__proto__:null,build:f},Symbol.toStringTag,{value:`Module`}));export{m as L,f as b};
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{ZEROS as n}from"../core/libs/gl-matrix-2/factories/vec4f64.js";import{rejectBySliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as i}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as a}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{viewport as o}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{addScreenSizePerspectiveAlignment as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{Float2BindUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Float2BindUniform.js";import{Float2PassUniform as l}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as u}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 f,If as p}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{outputColorHighlightOLID as m}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as h}from"../views/webgl/ShaderBuilder.js";function g(t){let g=new h,{vertex:y,fragment:b}=g;return y.include(i),g.include(a,t),g.vertex.include(r,t),t.hudDepth||g.include(m,t),g.attributes.add(`uv0`,`vec2`),y.uniforms.add(o,new d(`lineSize`,(e,t)=>e.size>0?Math.max(1,e.size)*t.camera.pixelRatio:0),new c(`pixelToNDC`,t=>e(v,2/t.camera.fullViewport[2],2/t.camera.fullViewport[3])),new d(`borderSize`,(e,t)=>e.borderColor?t.camera.pixelRatio:0),new l(`screenOffset`,(t,n)=>e(v,t.horizontalScreenOffset*n.camera.pixelRatio,0))),g.varyings.add(`coverageSampling`,`vec4`),g.varyings.add(`lineSizes`,`vec2`),t.hasScreenSizePerspective&&s(y),y.main.add(f`
2
+ import{set as e}from"../core/libs/gl-matrix-2/math/vec2.js";import{create as t}from"../core/libs/gl-matrix-2/factories/vec2f64.js";import{ZEROS as n}from"../core/libs/gl-matrix-2/factories/vec4f64.js";import{rejectBySliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{AlignPixel as i}from"../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl.js";import{HUD as a}from"../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl.js";import{viewport as o,pixelToNDC as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{addScreenSizePerspectiveAlignment as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl.js";import{Float2PassUniform as l}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as u}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 f,If as p}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{outputColorHighlightOLID as m}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as h}from"../views/webgl/ShaderBuilder.js";function g(t){let g=new h,{vertex:y,fragment:b}=g;return y.include(i),g.include(a,t),g.vertex.include(r,t),t.hudDepth||g.include(m,t),g.attributes.add(`uv0`,`vec2`),y.uniforms.add(o,s,new d(`lineSize`,(e,t)=>e.size>0?Math.max(1,e.size)*t.camera.pixelRatio:0),new d(`borderSize`,(e,t)=>e.borderColor?t.camera.pixelRatio:0),new l(`screenOffset`,(t,n)=>e(v,t.horizontalScreenOffset*n.camera.pixelRatio,0))),g.varyings.add(`coverageSampling`,`vec4`),g.varyings.add(`lineSizes`,`vec2`),t.hasScreenSizePerspective&&c(y),y.main.add(f`
3
3
  ProjectHUDAux projectAux;
4
4
  vec4 endPoint = projectPositionHUD(projectAux);
5
5
 
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{markerTextureSize as e,markerSymbolSize as t,markerTipThicknessFactor as n}from"../views/3d/support/engineContent/marker.js";import{sliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{RibbonVertexPosition as i}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputHighlight as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{evaluateSceneLightingFragment as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/evaluateSceneLightingFragment.glsl.js";import{MarkerSizing as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MarkerSizing.glsl.js";import{NormalUtils as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{positionOutsideClipSpace as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PositionOutsideClipSpace.js";import{nearFar as u,viewport as d,viewNormal as f,inverseProjectionMatrix as p,screenPixelSizePerDistance as m}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{ColorConversion as h}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{NoPerspectiveWrite as g,NoPerspectiveRead as _}from"../views/3d/webgl-engine/core/shaderLibrary/util/NoPerspective.glsl.js";import{addProjViewLocalOrigin as v,addPixelRatio as y}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as b}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{glsl as x,If as S}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DPassUniform as C}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{alphaCutoff as w}from"../views/3d/webgl-engine/shaders/alphaCutoff.glsl.js";import{outputColorHighlightOLID as T}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as E}from"../views/webgl/ShaderBuilder.js";function D(D){let O=new E,{draped:k,worldSpace:A,anchor:j,hasTip:M,shadingEnabled:N}=D,P=!k&&!A;O.attributes.add(`position`,`vec3`),O.attributes.add(D.hasVVSize?`sizeFeatureAttribute`:`size`,`float`),D.hasVVOpacity&&O.attributes.add(`opacityFeatureAttribute`,`float`),O.attributes.add(D.hasVVColor?`colorFeatureAttribute`:`color`,D.hasVVColor?`float`:`vec4`),O.vertex.inputs.add(`position`,()=>`position`),D.hasVVSize?O.vertex.inputs.add(`sizeFeatureAttribute`,()=>`sizeFeatureAttribute`):O.vertex.inputs.add(`size`,()=>`size`),D.hasVVOpacity&&O.vertex.inputs.add(`opacityFeatureAttribute`,()=>`opacityFeatureAttribute`),D.hasVVColor?O.vertex.inputs.add(`colorFeatureAttribute`,()=>`colorFeatureAttribute`):O.vertex.inputs.add(`color`,()=>`color`),O.include(i,D),O.include(s,D);let{vertex:F,fragment:I,varyings:L}=O;v(F,D),O.attributes.add(`previousDelta`,`vec4`),O.attributes.add(`uv0`,`vec2`),L.add(`vColor`,`vec4`),L.add(`vpos`,`vec3`,{invariant:!0}),L.add(`vUV`,`vec2`),L.add(`vSize`,`float`),M&&L.add(`vLineWidth`,`float`),F.uniforms.add(u,d).code.add(x`vec4 projectAndScale(vec4 pos) {
2
+ import{markerTextureSize as e,markerSymbolSize as t,markerTipThicknessFactor as n}from"../views/3d/support/engineContent/marker.js";import{sliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{RibbonVertexPosition as i}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputHighlight as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{evaluateSceneLightingFragment as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/evaluateSceneLightingFragment.glsl.js";import{MarkerSizing as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MarkerSizing.glsl.js";import{NormalUtils as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{positionOutsideClipSpace as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PositionOutsideClipSpace.js";import{nearFar as u,viewport as d,viewNormal as f,inverseProjectionMatrix as p,screenPixelSizePerDistance as m,pixelRatio as h}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{ColorConversion as g}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{NoPerspectiveWrite as _,NoPerspectiveRead as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/NoPerspective.glsl.js";import{addProjViewLocalOrigin as y}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as b}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{glsl as x,If as S}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DPassUniform as C}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{alphaCutoff as w}from"../views/3d/webgl-engine/shaders/alphaCutoff.glsl.js";import{outputColorHighlightOLID as T}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as E}from"../views/webgl/ShaderBuilder.js";function D(D){let O=new E,{draped:k,worldSpace:A,anchor:j,hasTip:M,shadingEnabled:N}=D,P=!k&&!A;O.attributes.add(`position`,`vec3`),O.attributes.add(D.hasVVSize?`sizeFeatureAttribute`:`size`,`float`),D.hasVVOpacity&&O.attributes.add(`opacityFeatureAttribute`,`float`),O.attributes.add(D.hasVVColor?`colorFeatureAttribute`:`color`,D.hasVVColor?`float`:`vec4`),O.vertex.inputs.add(`position`,()=>`position`),D.hasVVSize?O.vertex.inputs.add(`sizeFeatureAttribute`,()=>`sizeFeatureAttribute`):O.vertex.inputs.add(`size`,()=>`size`),D.hasVVOpacity&&O.vertex.inputs.add(`opacityFeatureAttribute`,()=>`opacityFeatureAttribute`),D.hasVVColor?O.vertex.inputs.add(`colorFeatureAttribute`,()=>`colorFeatureAttribute`):O.vertex.inputs.add(`color`,()=>`color`),O.include(i,D),O.include(s,D);let{vertex:F,fragment:I,varyings:L}=O;y(F,D),O.attributes.add(`previousDelta`,`vec4`),O.attributes.add(`uv0`,`vec2`),L.add(`vColor`,`vec4`),L.add(`vpos`,`vec3`,{invariant:!0}),L.add(`vUV`,`vec2`),L.add(`vSize`,`float`),M&&L.add(`vLineWidth`,`float`),F.uniforms.add(u,d).code.add(x`vec4 projectAndScale(vec4 pos) {
3
3
  vec4 posNdc = proj * pos;
4
4
  posNdc.xy *= viewport.zw / posNdc.w;
5
5
  return posNdc;
@@ -76,7 +76,7 @@ return abs(cos) > 0.001 && t > 0.0;
76
76
  displacedPos *= minDepth / length(displacedPos);
77
77
  return vec4(displacedPos.xyz, 1.0);
78
78
  }
79
- `)),y(F),O.include(g),F.main.add(x`
79
+ `)),O.include(_),F.uniforms.add(h).main.add(x`
80
80
  // Check for special value of uv0.y which is used by the Renderer when graphics are removed before the VBO is
81
81
  // recompacted. If this is the case, then we just project outside of clip space.
82
82
  if (uv0.y == 0.0) {
@@ -131,13 +131,13 @@ return abs(cos) > 0.001 && t > 0.0;
131
131
  vpos = pos.xyz;
132
132
 
133
133
  gl_Position = displacedPosScreen;
134
- `),I.include(r,D),O.include(T,D),I.include(h),I.include(w),I.uniforms.add(new b(`intrinsicColor`,({color:e})=>e),new C(`tex`,({markerTexture:e})=>e)).constants.add(`texelSize`,`float`,1/e).code.add(x`float markerAlpha(vec2 samplePos) {
134
+ `),I.include(r,D),O.include(T,D),I.include(g),I.include(w),I.uniforms.add(new b(`intrinsicColor`,({color:e})=>e),new C(`tex`,({markerTexture:e})=>e)).constants.add(`texelSize`,`float`,1/e).code.add(x`float markerAlpha(vec2 samplePos) {
135
135
  samplePos += vec2(0.5, -0.5) * texelSize;
136
136
  float sdf = texture(tex, samplePos).r;
137
137
  float pixelDistance = sdf * vSize;
138
138
  pixelDistance -= 0.5;
139
139
  return clamp(0.5 - pixelDistance, 0.0, 1.0);
140
- }`),M&&(O.include(_),I.constants.add(`relativeMarkerSize`,`float`,t/e).constants.add(`relativeTipLineWidth`,`float`,n).code.add(x`
140
+ }`),M&&(O.include(v),I.constants.add(`relativeMarkerSize`,`float`,t/e).constants.add(`relativeTipLineWidth`,`float`,n).code.add(x`
141
141
  float tipAlpha(vec2 samplePos) {
142
142
  // Convert coordinates s.t. they are in pixels and relative to the tip of an arrow marker
143
143
  samplePos -= vec2(0.5, 0.5 + 0.5 * relativeMarkerSize);
@@ -151,7 +151,7 @@ return clamp(0.5 - pixelDistance, 0.0, 1.0);
151
151
  float distance = max(abs(samplePos.x) - halfMarkerSize, abs(samplePos.y) - halfTipLineWidth);
152
152
  return clamp(0.5 - distance, 0.0, 1.0);
153
153
  }
154
- `)),O.include(a,D),O.include(_),I.main.add(x`
154
+ `)),O.include(a,D),O.include(v),I.main.add(x`
155
155
  discardBySlice(vpos);
156
156
 
157
157
  vec4 albedo = intrinsicColor * vColor;
@@ -1,5 +1,5 @@
1
1
  /* COPYRIGHT Esri - https://js.arcgis.com/6.0/LICENSE.txt */
2
- import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{ReadDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepth.glsl.js";import{nearFar as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{BooleanPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/BooleanPassUniform.js";import{Float2PassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{glsl as a}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{IntegerPassUniform as o}from"../views/3d/webgl-engine/core/shaderModules/IntegerPassUniform.js";import{Texture2DPassUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{NoParameters as c}from"../views/webgl/NoParameters.js";import{ShaderBuilder as l}from"../views/webgl/ShaderBuilder.js";class u extends c{constructor(){super(...arguments),this.depthTextureSize=[0,0],this.cellSize=1,this.reduced=!1}}function d(){let c=new l;return c.include(e),c.fragment.include(t),c.fragment.uniforms.add(new s(`mainDepthTexture`,e=>e.depthTexture),new i(`screenSize`,e=>e.depthTextureSize),new o(`fullWidth`,e=>e.cellSize),new r(`reduced`,e=>e.reduced),n),c.fragment.code.add(a`float normalizedDepthFromTexture(sampler2D depthTexture, ivec2 coords) {
2
+ import{ScreenSpacePass as e}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{ReadDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadDepth.glsl.js";import{nearFar as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/cameraUniforms.js";import{BooleanPassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/BooleanPassUniform.js";import{Float2PassUniform as i}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{glsl as a}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{IntegerPassUniform as o}from"../views/3d/webgl-engine/core/shaderModules/IntegerPassUniform.js";import{Texture2DPassUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{NoParameters as c}from"../views/webgl/NoParameters.js";import{ShaderBuilder as l}from"../views/webgl/ShaderBuilder.js";class u extends c{constructor(){super(...arguments),this.depthTextureSize=[0,0],this.cellSize=1,this.reduced=!1}}function d(){let c=new l;return c.include(e),c.fragment.include(t),c.fragment.uniforms.add(new s(`mainDepth`,e=>e.depthTexture),new i(`screenSize`,e=>e.depthTextureSize),new o(`fullWidth`,e=>e.cellSize),new r(`reduced`,e=>e.reduced),n),c.fragment.code.add(a`float normalizedDepthFromTexture(sampler2D depthTexture, ivec2 coords) {
3
3
  if (reduced) {
4
4
  return texelFetch(depthTexture, coords, 0).r;
5
5
  }
@@ -12,7 +12,7 @@ ivec2 cellEnd = min(cellStart + ivec2(fullWidth), textureSizePx);
12
12
  float minDepth = 1.0;
13
13
  for (int y = cellStart.y; y < cellEnd.y; ++y) {
14
14
  for (int x = cellStart.x; x < cellEnd.x; ++x) {
15
- minDepth = min(minDepth, normalizedDepthFromTexture(mainDepthTexture, ivec2(x, y)));
15
+ minDepth = min(minDepth, normalizedDepthFromTexture(mainDepth, ivec2(x, y)));
16
16
  }
17
17
  }
18
18
  fragColor = vec4(minDepth, 0.0, 0.0, 1.0);`),c}const f=Object.freeze(Object.defineProperty({__proto__:null,NavigationDepthPassParameters:u,build:d},Symbol.toStringTag,{value:`Module`}));export{u as N,f as a,d as b};