@cesium/engine 0.1.0

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 (1731) hide show
  1. package/Build/ThirdParty/Workers/basis_transcoder.js +2233 -0
  2. package/Build/ThirdParty/Workers/draco_decoder_nodejs.js +1872 -0
  3. package/Build/ThirdParty/Workers/package.json +1 -0
  4. package/Build/ThirdParty/Workers/pako_deflate.min.js +589 -0
  5. package/Build/ThirdParty/Workers/pako_inflate.min.js +798 -0
  6. package/Build/ThirdParty/Workers/z-worker-pako.js +503 -0
  7. package/Build/ThirdParty/basis_transcoder.wasm +0 -0
  8. package/Build/ThirdParty/draco_decoder.wasm +0 -0
  9. package/Build/ThirdParty/google-earth-dbroot-parser.js +8019 -0
  10. package/Build/Widget/CesiumWidget.css +120 -0
  11. package/Build/Widget/lighter.css +13 -0
  12. package/Build/Workers/ArcType-ce2e50ab.js +37 -0
  13. package/Build/Workers/AttributeCompression-4589338a.js +716 -0
  14. package/Build/Workers/AxisAlignedBoundingBox-bfb1234f.js +258 -0
  15. package/Build/Workers/BoundingRectangle-7ffc2153.js +369 -0
  16. package/Build/Workers/BoxGeometry-93f344a3.js +884 -0
  17. package/Build/Workers/Check-666ab1a0.js +290 -0
  18. package/Build/Workers/Color-0c5aaf47.js +2262 -0
  19. package/Build/Workers/ComponentDatatype-f7b11d02.js +341 -0
  20. package/Build/Workers/CoplanarPolygonGeometryLibrary-6597982a.js +132 -0
  21. package/Build/Workers/CorridorGeometryLibrary-2119580e.js +498 -0
  22. package/Build/Workers/CylinderGeometry-f9503c6d.js +467 -0
  23. package/Build/Workers/CylinderGeometryLibrary-372c07d8.js +63 -0
  24. package/Build/Workers/EllipseGeometry-fedf72d5.js +1304 -0
  25. package/Build/Workers/EllipseGeometryLibrary-4ea68687.js +366 -0
  26. package/Build/Workers/EllipseOutlineGeometry-e2ae6a35.js +443 -0
  27. package/Build/Workers/EllipsoidGeodesic-16de63ea.js +520 -0
  28. package/Build/Workers/EllipsoidGeometry-95c0330e.js +637 -0
  29. package/Build/Workers/EllipsoidOutlineGeometry-d6d2ceec.js +454 -0
  30. package/Build/Workers/EllipsoidRhumbLine-ae5e65e0.js +741 -0
  31. package/Build/Workers/EllipsoidTangentPlane-bfc674bf.js +373 -0
  32. package/Build/Workers/EncodedCartesian3-f473ea18.js +171 -0
  33. package/Build/Workers/FrustumGeometry-3bf2e4eb.js +2512 -0
  34. package/Build/Workers/GeometryAttribute-df5f473e.js +619 -0
  35. package/Build/Workers/GeometryAttributes-f06a2792.js +91 -0
  36. package/Build/Workers/GeometryInstance-aa75b4cf.js +121 -0
  37. package/Build/Workers/GeometryOffsetAttribute-04332ce7.js +16 -0
  38. package/Build/Workers/GeometryPipeline-f0e46c42.js +3690 -0
  39. package/Build/Workers/IndexDatatype-a55ceaa1.js +200 -0
  40. package/Build/Workers/IntersectionTests-9de29d51.js +1836 -0
  41. package/Build/Workers/Math-2dbd6b93.js +1330 -0
  42. package/Build/Workers/Matrix2-ce637455.js +7084 -0
  43. package/Build/Workers/Matrix3-4f4df527.js +4282 -0
  44. package/Build/Workers/OrientedBoundingBox-d3ff3d4d.js +1257 -0
  45. package/Build/Workers/Plane-b81241c2.js +309 -0
  46. package/Build/Workers/PolygonGeometryLibrary-6f4937bb.js +1074 -0
  47. package/Build/Workers/PolygonPipeline-774a8aaf.js +1341 -0
  48. package/Build/Workers/PolylinePipeline-2e2b015c.js +573 -0
  49. package/Build/Workers/PolylineVolumeGeometryLibrary-7ee1d449.js +781 -0
  50. package/Build/Workers/PrimitivePipeline-a9b7aae0.js +966 -0
  51. package/Build/Workers/RectangleGeometryLibrary-9aa6c8f6.js +280 -0
  52. package/Build/Workers/RuntimeError-06c93819.js +68 -0
  53. package/Build/Workers/TerrainEncoding-b52dcfc5.js +1227 -0
  54. package/Build/Workers/Transforms-2f755df8.js +14683 -0
  55. package/Build/Workers/VertexFormat-6b480673.js +312 -0
  56. package/Build/Workers/WallGeometryLibrary-ab19a93d.js +211 -0
  57. package/Build/Workers/WebGLConstants-a8cc3e8c.js +620 -0
  58. package/Build/Workers/WebMercatorProjection-9f25de49.js +151 -0
  59. package/Build/Workers/arrayRemoveDuplicates-c2038105.js +129 -0
  60. package/Build/Workers/cesiumWorkerBootstrapper.js +1273 -0
  61. package/Build/Workers/combine-ca22a614.js +82 -0
  62. package/Build/Workers/combineGeometry.js +17 -0
  63. package/Build/Workers/createBoxGeometry.js +12 -0
  64. package/Build/Workers/createBoxOutlineGeometry.js +313 -0
  65. package/Build/Workers/createCircleGeometry.js +213 -0
  66. package/Build/Workers/createCircleOutlineGeometry.js +160 -0
  67. package/Build/Workers/createCoplanarPolygonGeometry.js +586 -0
  68. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +236 -0
  69. package/Build/Workers/createCorridorGeometry.js +1407 -0
  70. package/Build/Workers/createCorridorOutlineGeometry.js +603 -0
  71. package/Build/Workers/createCylinderGeometry.js +12 -0
  72. package/Build/Workers/createCylinderOutlineGeometry.js +265 -0
  73. package/Build/Workers/createEllipseGeometry.js +14 -0
  74. package/Build/Workers/createEllipseOutlineGeometry.js +14 -0
  75. package/Build/Workers/createEllipsoidGeometry.js +12 -0
  76. package/Build/Workers/createEllipsoidOutlineGeometry.js +15 -0
  77. package/Build/Workers/createFrustumGeometry.js +12 -0
  78. package/Build/Workers/createFrustumOutlineGeometry.js +251 -0
  79. package/Build/Workers/createGeometry.js +55 -0
  80. package/Build/Workers/createGroundPolylineGeometry.js +2134 -0
  81. package/Build/Workers/createPlaneGeometry.js +250 -0
  82. package/Build/Workers/createPlaneOutlineGeometry.js +115 -0
  83. package/Build/Workers/createPolygonGeometry.js +1420 -0
  84. package/Build/Workers/createPolygonOutlineGeometry.js +683 -0
  85. package/Build/Workers/createPolylineGeometry.js +571 -0
  86. package/Build/Workers/createPolylineVolumeGeometry.js +411 -0
  87. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +301 -0
  88. package/Build/Workers/createRectangleGeometry.js +1476 -0
  89. package/Build/Workers/createRectangleOutlineGeometry.js +535 -0
  90. package/Build/Workers/createSimplePolylineGeometry.js +458 -0
  91. package/Build/Workers/createSphereGeometry.js +123 -0
  92. package/Build/Workers/createSphereOutlineGeometry.js +126 -0
  93. package/Build/Workers/createTaskProcessorWorker.js +127 -0
  94. package/Build/Workers/createVectorTileClampedPolylines.js +535 -0
  95. package/Build/Workers/createVectorTileGeometries.js +445 -0
  96. package/Build/Workers/createVectorTilePoints.js +79 -0
  97. package/Build/Workers/createVectorTilePolygons.js +406 -0
  98. package/Build/Workers/createVectorTilePolylines.js +254 -0
  99. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +640 -0
  100. package/Build/Workers/createVerticesFromHeightmap.js +2707 -0
  101. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +994 -0
  102. package/Build/Workers/createWallGeometry.js +623 -0
  103. package/Build/Workers/createWallOutlineGeometry.js +432 -0
  104. package/Build/Workers/decodeDraco.js +381 -0
  105. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +3668 -0
  106. package/Build/Workers/decodeI3S.js +1040 -0
  107. package/Build/Workers/defaultValue-0a909f67.js +51 -0
  108. package/Build/Workers/package.js +2 -0
  109. package/Build/Workers/transcodeKTX2.js +1516 -0
  110. package/Build/Workers/transferTypedArrayTest.js +18 -0
  111. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1023 -0
  112. package/LICENSE.md +933 -0
  113. package/README.md +58 -0
  114. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
  115. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
  116. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
  117. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
  118. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
  119. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
  120. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
  121. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
  122. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
  123. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
  124. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
  125. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
  126. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
  127. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
  128. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
  129. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
  130. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
  131. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
  132. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
  133. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
  134. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
  135. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
  136. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
  137. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
  138. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
  139. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
  140. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
  141. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
  142. package/Source/Assets/Images/bing_maps_credit.png +0 -0
  143. package/Source/Assets/Images/cesium_credit.png +0 -0
  144. package/Source/Assets/Images/google_earth_credit.png +0 -0
  145. package/Source/Assets/Images/ion-credit.png +0 -0
  146. package/Source/Assets/Textures/LensFlare/DirtMask.jpg +0 -0
  147. package/Source/Assets/Textures/LensFlare/StarBurst.jpg +0 -0
  148. package/Source/Assets/Textures/NaturalEarthII/0/0/0.jpg +0 -0
  149. package/Source/Assets/Textures/NaturalEarthII/0/1/0.jpg +0 -0
  150. package/Source/Assets/Textures/NaturalEarthII/1/0/0.jpg +0 -0
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  190. package/Source/Assets/Textures/NaturalEarthII/tilemapresource.xml +14 -0
  191. package/Source/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
  192. package/Source/Assets/Textures/SkyBox/tycho2t3_80_my.jpg +0 -0
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  197. package/Source/Assets/Textures/maki/airfield.png +0 -0
  198. package/Source/Assets/Textures/maki/airport.png +0 -0
  199. package/Source/Assets/Textures/maki/alcohol-shop.png +0 -0
  200. package/Source/Assets/Textures/maki/america-football.png +0 -0
  201. package/Source/Assets/Textures/maki/art-gallery.png +0 -0
  202. package/Source/Assets/Textures/maki/bakery.png +0 -0
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  204. package/Source/Assets/Textures/maki/bar.png +0 -0
  205. package/Source/Assets/Textures/maki/baseball.png +0 -0
  206. package/Source/Assets/Textures/maki/basketball.png +0 -0
  207. package/Source/Assets/Textures/maki/beer.png +0 -0
  208. package/Source/Assets/Textures/maki/bicycle.png +0 -0
  209. package/Source/Assets/Textures/maki/building.png +0 -0
  210. package/Source/Assets/Textures/maki/bus.png +0 -0
  211. package/Source/Assets/Textures/maki/cafe.png +0 -0
  212. package/Source/Assets/Textures/maki/camera.png +0 -0
  213. package/Source/Assets/Textures/maki/campsite.png +0 -0
  214. package/Source/Assets/Textures/maki/car.png +0 -0
  215. package/Source/Assets/Textures/maki/cemetery.png +0 -0
  216. package/Source/Assets/Textures/maki/cesium.png +0 -0
  217. package/Source/Assets/Textures/maki/chemist.png +0 -0
  218. package/Source/Assets/Textures/maki/cinema.png +0 -0
  219. package/Source/Assets/Textures/maki/circle-stroked.png +0 -0
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  221. package/Source/Assets/Textures/maki/city.png +0 -0
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  223. package/Source/Assets/Textures/maki/college.png +0 -0
  224. package/Source/Assets/Textures/maki/commercial.png +0 -0
  225. package/Source/Assets/Textures/maki/cricket.png +0 -0
  226. package/Source/Assets/Textures/maki/cross.png +0 -0
  227. package/Source/Assets/Textures/maki/dam.png +0 -0
  228. package/Source/Assets/Textures/maki/danger.png +0 -0
  229. package/Source/Assets/Textures/maki/disability.png +0 -0
  230. package/Source/Assets/Textures/maki/dog-park.png +0 -0
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  232. package/Source/Assets/Textures/maki/emergency-telephone.png +0 -0
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  237. package/Source/Assets/Textures/maki/fire-station.png +0 -0
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  1658. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1659. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1660. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1661. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1662. package/Source/Shaders/VectorTileVS.js +11 -0
  1663. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1664. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1665. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
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  1667. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  1668. package/Source/ThirdParty/Workers/draco_decoder_nodejs.js +118 -0
  1669. package/Source/ThirdParty/Workers/package.json +1 -0
  1670. package/Source/ThirdParty/Workers/pako_deflate.min.js +2 -0
  1671. package/Source/ThirdParty/Workers/pako_inflate.min.js +2 -0
  1672. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -0
  1673. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  1674. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  1675. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  1676. package/Source/Widget/CesiumWidget.css +124 -0
  1677. package/Source/Widget/CesiumWidget.js +807 -0
  1678. package/Source/Widget/lighter.css +14 -0
  1679. package/Source/Workers/cesiumWorkerBootstrapper.js +2290 -0
  1680. package/Source/Workers/package.json +1 -0
  1681. package/Source/Workers/transferTypedArrayTest.js +22 -0
  1682. package/Source/WorkersES6/combineGeometry.js +14 -0
  1683. package/Source/WorkersES6/createBoxGeometry.js +10 -0
  1684. package/Source/WorkersES6/createBoxOutlineGeometry.js +10 -0
  1685. package/Source/WorkersES6/createCircleGeometry.js +18 -0
  1686. package/Source/WorkersES6/createCircleOutlineGeometry.js +18 -0
  1687. package/Source/WorkersES6/createCoplanarPolygonGeometry.js +10 -0
  1688. package/Source/WorkersES6/createCoplanarPolygonOutlineGeometry.js +15 -0
  1689. package/Source/WorkersES6/createCorridorGeometry.js +12 -0
  1690. package/Source/WorkersES6/createCorridorOutlineGeometry.js +17 -0
  1691. package/Source/WorkersES6/createCylinderGeometry.js +10 -0
  1692. package/Source/WorkersES6/createCylinderOutlineGeometry.js +10 -0
  1693. package/Source/WorkersES6/createEllipseGeometry.js +14 -0
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  1695. package/Source/WorkersES6/createEllipsoidGeometry.js +10 -0
  1696. package/Source/WorkersES6/createEllipsoidOutlineGeometry.js +13 -0
  1697. package/Source/WorkersES6/createFrustumGeometry.js +10 -0
  1698. package/Source/WorkersES6/createFrustumOutlineGeometry.js +10 -0
  1699. package/Source/WorkersES6/createGeometry.js +52 -0
  1700. package/Source/WorkersES6/createGroundPolylineGeometry.js +16 -0
  1701. package/Source/WorkersES6/createPlaneGeometry.js +10 -0
  1702. package/Source/WorkersES6/createPlaneOutlineGeometry.js +10 -0
  1703. package/Source/WorkersES6/createPolygonGeometry.js +12 -0
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  1705. package/Source/WorkersES6/createPolylineGeometry.js +12 -0
  1706. package/Source/WorkersES6/createPolylineVolumeGeometry.js +17 -0
  1707. package/Source/WorkersES6/createPolylineVolumeOutlineGeometry.js +22 -0
  1708. package/Source/WorkersES6/createRectangleGeometry.js +14 -0
  1709. package/Source/WorkersES6/createRectangleOutlineGeometry.js +17 -0
  1710. package/Source/WorkersES6/createSimplePolylineGeometry.js +17 -0
  1711. package/Source/WorkersES6/createSphereGeometry.js +10 -0
  1712. package/Source/WorkersES6/createSphereOutlineGeometry.js +10 -0
  1713. package/Source/WorkersES6/createTaskProcessorWorker.js +129 -0
  1714. package/Source/WorkersES6/createVectorTileClampedPolylines.js +541 -0
  1715. package/Source/WorkersES6/createVectorTileGeometries.js +414 -0
  1716. package/Source/WorkersES6/createVectorTilePoints.js +81 -0
  1717. package/Source/WorkersES6/createVectorTilePolygons.js +412 -0
  1718. package/Source/WorkersES6/createVectorTilePolylines.js +210 -0
  1719. package/Source/WorkersES6/createVerticesFromGoogleEarthEnterpriseBuffer.js +653 -0
  1720. package/Source/WorkersES6/createVerticesFromHeightmap.js +53 -0
  1721. package/Source/WorkersES6/createVerticesFromQuantizedTerrainMesh.js +549 -0
  1722. package/Source/WorkersES6/createWallGeometry.js +12 -0
  1723. package/Source/WorkersES6/createWallOutlineGeometry.js +12 -0
  1724. package/Source/WorkersES6/decodeDraco.js +381 -0
  1725. package/Source/WorkersES6/decodeGoogleEarthEnterprisePacket.js +268 -0
  1726. package/Source/WorkersES6/decodeI3S.js +1044 -0
  1727. package/Source/WorkersES6/transcodeKTX2.js +316 -0
  1728. package/Source/WorkersES6/upsampleQuantizedTerrainMesh.js +680 -0
  1729. package/index.d.ts +41767 -0
  1730. package/index.js +1085 -0
  1731. package/package.json +73 -0
@@ -0,0 +1,1625 @@
1
+ import Cartesian3 from "../Core/Cartesian3.js";
2
+ import Matrix4 from "../Core/Matrix4.js";
3
+ import WebGLConstants from "../Core/WebGLConstants.js";
4
+
5
+ const viewerPositionWCScratch = new Cartesian3();
6
+
7
+ function AutomaticUniform(options) {
8
+ this._size = options.size;
9
+ this._datatype = options.datatype;
10
+ this.getValue = options.getValue;
11
+ }
12
+
13
+ const datatypeToGlsl = {};
14
+ datatypeToGlsl[WebGLConstants.FLOAT] = "float";
15
+ datatypeToGlsl[WebGLConstants.FLOAT_VEC2] = "vec2";
16
+ datatypeToGlsl[WebGLConstants.FLOAT_VEC3] = "vec3";
17
+ datatypeToGlsl[WebGLConstants.FLOAT_VEC4] = "vec4";
18
+ datatypeToGlsl[WebGLConstants.INT] = "int";
19
+ datatypeToGlsl[WebGLConstants.INT_VEC2] = "ivec2";
20
+ datatypeToGlsl[WebGLConstants.INT_VEC3] = "ivec3";
21
+ datatypeToGlsl[WebGLConstants.INT_VEC4] = "ivec4";
22
+ datatypeToGlsl[WebGLConstants.BOOL] = "bool";
23
+ datatypeToGlsl[WebGLConstants.BOOL_VEC2] = "bvec2";
24
+ datatypeToGlsl[WebGLConstants.BOOL_VEC3] = "bvec3";
25
+ datatypeToGlsl[WebGLConstants.BOOL_VEC4] = "bvec4";
26
+ datatypeToGlsl[WebGLConstants.FLOAT_MAT2] = "mat2";
27
+ datatypeToGlsl[WebGLConstants.FLOAT_MAT3] = "mat3";
28
+ datatypeToGlsl[WebGLConstants.FLOAT_MAT4] = "mat4";
29
+ datatypeToGlsl[WebGLConstants.SAMPLER_2D] = "sampler2D";
30
+ datatypeToGlsl[WebGLConstants.SAMPLER_CUBE] = "samplerCube";
31
+
32
+ AutomaticUniform.prototype.getDeclaration = function (name) {
33
+ let declaration = `uniform ${datatypeToGlsl[this._datatype]} ${name}`;
34
+
35
+ const size = this._size;
36
+ if (size === 1) {
37
+ declaration += ";";
38
+ } else {
39
+ declaration += `[${size.toString()}];`;
40
+ }
41
+
42
+ return declaration;
43
+ };
44
+
45
+ /**
46
+ * @private
47
+ */
48
+ const AutomaticUniforms = {
49
+ /**
50
+ * An automatic GLSL uniform containing the viewport's <code>x</code>, <code>y</code>, <code>width</code>,
51
+ * and <code>height</code> properties in an <code>vec4</code>'s <code>x</code>, <code>y</code>, <code>z</code>,
52
+ * and <code>w</code> components, respectively.
53
+ *
54
+ * @example
55
+ * // GLSL declaration
56
+ * uniform vec4 czm_viewport;
57
+ *
58
+ * // Scale the window coordinate components to [0, 1] by dividing
59
+ * // by the viewport's width and height.
60
+ * vec2 v = gl_FragCoord.xy / czm_viewport.zw;
61
+ *
62
+ * @see Context#getViewport
63
+ */
64
+ czm_viewport: new AutomaticUniform({
65
+ size: 1,
66
+ datatype: WebGLConstants.FLOAT_VEC4,
67
+ getValue: function (uniformState) {
68
+ return uniformState.viewportCartesian4;
69
+ },
70
+ }),
71
+
72
+ /**
73
+ * An automatic GLSL uniform representing a 4x4 orthographic projection matrix that
74
+ * transforms window coordinates to clip coordinates. Clip coordinates is the
75
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
76
+ * <br /><br />
77
+ * This transform is useful when a vertex shader inputs or manipulates window coordinates
78
+ * as done by {@link BillboardCollection}.
79
+ * <br /><br />
80
+ * Do not confuse {@link czm_viewportTransformation} with <code>czm_viewportOrthographic</code>.
81
+ * The former transforms from normalized device coordinates to window coordinates; the later transforms
82
+ * from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
83
+ *
84
+ * @example
85
+ * // GLSL declaration
86
+ * uniform mat4 czm_viewportOrthographic;
87
+ *
88
+ * // Example
89
+ * gl_Position = czm_viewportOrthographic * vec4(windowPosition, 0.0, 1.0);
90
+ *
91
+ * @see UniformState#viewportOrthographic
92
+ * @see czm_viewport
93
+ * @see czm_viewportTransformation
94
+ * @see BillboardCollection
95
+ */
96
+ czm_viewportOrthographic: new AutomaticUniform({
97
+ size: 1,
98
+ datatype: WebGLConstants.FLOAT_MAT4,
99
+ getValue: function (uniformState) {
100
+ return uniformState.viewportOrthographic;
101
+ },
102
+ }),
103
+
104
+ /**
105
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
106
+ * transforms normalized device coordinates to window coordinates. The context's
107
+ * full viewport is used, and the depth range is assumed to be <code>near = 0</code>
108
+ * and <code>far = 1</code>.
109
+ * <br /><br />
110
+ * This transform is useful when there is a need to manipulate window coordinates
111
+ * in a vertex shader as done by {@link BillboardCollection}. In many cases,
112
+ * this matrix will not be used directly; instead, {@link czm_modelToWindowCoordinates}
113
+ * will be used to transform directly from model to window coordinates.
114
+ * <br /><br />
115
+ * Do not confuse <code>czm_viewportTransformation</code> with {@link czm_viewportOrthographic}.
116
+ * The former transforms from normalized device coordinates to window coordinates; the later transforms
117
+ * from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
118
+ *
119
+ * @example
120
+ * // GLSL declaration
121
+ * uniform mat4 czm_viewportTransformation;
122
+ *
123
+ * // Use czm_viewportTransformation as part of the
124
+ * // transform from model to window coordinates.
125
+ * vec4 q = czm_modelViewProjection * positionMC; // model to clip coordinates
126
+ * q.xyz /= q.w; // clip to normalized device coordinates (ndc)
127
+ * q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // ndc to window coordinates
128
+ *
129
+ * @see UniformState#viewportTransformation
130
+ * @see czm_viewport
131
+ * @see czm_viewportOrthographic
132
+ * @see czm_modelToWindowCoordinates
133
+ * @see BillboardCollection
134
+ */
135
+ czm_viewportTransformation: new AutomaticUniform({
136
+ size: 1,
137
+ datatype: WebGLConstants.FLOAT_MAT4,
138
+ getValue: function (uniformState) {
139
+ return uniformState.viewportTransformation;
140
+ },
141
+ }),
142
+
143
+ /**
144
+ * An automatic GLSL uniform representing the depth of the scene
145
+ * after the globe pass and then updated after the 3D Tiles pass.
146
+ * The depth is packed into an RGBA texture.
147
+ *
148
+ * @example
149
+ * // GLSL declaration
150
+ * uniform sampler2D czm_globeDepthTexture;
151
+ *
152
+ * // Get the depth at the current fragment
153
+ * vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
154
+ * float depth = czm_unpackDepth(texture2D(czm_globeDepthTexture, coords));
155
+ */
156
+ czm_globeDepthTexture: new AutomaticUniform({
157
+ size: 1,
158
+ datatype: WebGLConstants.SAMPLER_2D,
159
+ getValue: function (uniformState) {
160
+ return uniformState.globeDepthTexture;
161
+ },
162
+ }),
163
+
164
+ /**
165
+ * An automatic GLSL uniform representing a 4x4 model transformation matrix that
166
+ * transforms model coordinates to world coordinates.
167
+ *
168
+ * @example
169
+ * // GLSL declaration
170
+ * uniform mat4 czm_model;
171
+ *
172
+ * // Example
173
+ * vec4 worldPosition = czm_model * modelPosition;
174
+ *
175
+ * @see UniformState#model
176
+ * @see czm_inverseModel
177
+ * @see czm_modelView
178
+ * @see czm_modelViewProjection
179
+ */
180
+ czm_model: new AutomaticUniform({
181
+ size: 1,
182
+ datatype: WebGLConstants.FLOAT_MAT4,
183
+ getValue: function (uniformState) {
184
+ return uniformState.model;
185
+ },
186
+ }),
187
+
188
+ /**
189
+ * An automatic GLSL uniform representing a 4x4 model transformation matrix that
190
+ * transforms world coordinates to model coordinates.
191
+ *
192
+ * @example
193
+ * // GLSL declaration
194
+ * uniform mat4 czm_inverseModel;
195
+ *
196
+ * // Example
197
+ * vec4 modelPosition = czm_inverseModel * worldPosition;
198
+ *
199
+ * @see UniformState#inverseModel
200
+ * @see czm_model
201
+ * @see czm_inverseModelView
202
+ */
203
+ czm_inverseModel: new AutomaticUniform({
204
+ size: 1,
205
+ datatype: WebGLConstants.FLOAT_MAT4,
206
+ getValue: function (uniformState) {
207
+ return uniformState.inverseModel;
208
+ },
209
+ }),
210
+
211
+ /**
212
+ * An automatic GLSL uniform representing a 4x4 view transformation matrix that
213
+ * transforms world coordinates to eye coordinates.
214
+ *
215
+ * @example
216
+ * // GLSL declaration
217
+ * uniform mat4 czm_view;
218
+ *
219
+ * // Example
220
+ * vec4 eyePosition = czm_view * worldPosition;
221
+ *
222
+ * @see UniformState#view
223
+ * @see czm_viewRotation
224
+ * @see czm_modelView
225
+ * @see czm_viewProjection
226
+ * @see czm_modelViewProjection
227
+ * @see czm_inverseView
228
+ */
229
+ czm_view: new AutomaticUniform({
230
+ size: 1,
231
+ datatype: WebGLConstants.FLOAT_MAT4,
232
+ getValue: function (uniformState) {
233
+ return uniformState.view;
234
+ },
235
+ }),
236
+
237
+ /**
238
+ * An automatic GLSL uniform representing a 4x4 view transformation matrix that
239
+ * transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to
240
+ * {@link czm_view}, but in 2D and Columbus View it represents the view matrix
241
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
242
+ * 2D and Columbus View in the same way that 3D is lit.
243
+ *
244
+ * @example
245
+ * // GLSL declaration
246
+ * uniform mat4 czm_view3D;
247
+ *
248
+ * // Example
249
+ * vec4 eyePosition3D = czm_view3D * worldPosition3D;
250
+ *
251
+ * @see UniformState#view3D
252
+ * @see czm_view
253
+ */
254
+ czm_view3D: new AutomaticUniform({
255
+ size: 1,
256
+ datatype: WebGLConstants.FLOAT_MAT4,
257
+ getValue: function (uniformState) {
258
+ return uniformState.view3D;
259
+ },
260
+ }),
261
+
262
+ /**
263
+ * An automatic GLSL uniform representing a 3x3 view rotation matrix that
264
+ * transforms vectors in world coordinates to eye coordinates.
265
+ *
266
+ * @example
267
+ * // GLSL declaration
268
+ * uniform mat3 czm_viewRotation;
269
+ *
270
+ * // Example
271
+ * vec3 eyeVector = czm_viewRotation * worldVector;
272
+ *
273
+ * @see UniformState#viewRotation
274
+ * @see czm_view
275
+ * @see czm_inverseView
276
+ * @see czm_inverseViewRotation
277
+ */
278
+ czm_viewRotation: new AutomaticUniform({
279
+ size: 1,
280
+ datatype: WebGLConstants.FLOAT_MAT3,
281
+ getValue: function (uniformState) {
282
+ return uniformState.viewRotation;
283
+ },
284
+ }),
285
+
286
+ /**
287
+ * An automatic GLSL uniform representing a 3x3 view rotation matrix that
288
+ * transforms vectors in 3D world coordinates to eye coordinates. In 3D mode, this is identical to
289
+ * {@link czm_viewRotation}, but in 2D and Columbus View it represents the view matrix
290
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
291
+ * 2D and Columbus View in the same way that 3D is lit.
292
+ *
293
+ * @example
294
+ * // GLSL declaration
295
+ * uniform mat3 czm_viewRotation3D;
296
+ *
297
+ * // Example
298
+ * vec3 eyeVector = czm_viewRotation3D * worldVector;
299
+ *
300
+ * @see UniformState#viewRotation3D
301
+ * @see czm_viewRotation
302
+ */
303
+ czm_viewRotation3D: new AutomaticUniform({
304
+ size: 1,
305
+ datatype: WebGLConstants.FLOAT_MAT3,
306
+ getValue: function (uniformState) {
307
+ return uniformState.viewRotation3D;
308
+ },
309
+ }),
310
+
311
+ /**
312
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
313
+ * transforms from eye coordinates to world coordinates.
314
+ *
315
+ * @example
316
+ * // GLSL declaration
317
+ * uniform mat4 czm_inverseView;
318
+ *
319
+ * // Example
320
+ * vec4 worldPosition = czm_inverseView * eyePosition;
321
+ *
322
+ * @see UniformState#inverseView
323
+ * @see czm_view
324
+ * @see czm_inverseNormal
325
+ */
326
+ czm_inverseView: new AutomaticUniform({
327
+ size: 1,
328
+ datatype: WebGLConstants.FLOAT_MAT4,
329
+ getValue: function (uniformState) {
330
+ return uniformState.inverseView;
331
+ },
332
+ }),
333
+
334
+ /**
335
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
336
+ * transforms from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
337
+ * {@link czm_inverseView}, but in 2D and Columbus View it represents the inverse view matrix
338
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
339
+ * 2D and Columbus View in the same way that 3D is lit.
340
+ *
341
+ * @example
342
+ * // GLSL declaration
343
+ * uniform mat4 czm_inverseView3D;
344
+ *
345
+ * // Example
346
+ * vec4 worldPosition = czm_inverseView3D * eyePosition;
347
+ *
348
+ * @see UniformState#inverseView3D
349
+ * @see czm_inverseView
350
+ */
351
+ czm_inverseView3D: new AutomaticUniform({
352
+ size: 1,
353
+ datatype: WebGLConstants.FLOAT_MAT4,
354
+ getValue: function (uniformState) {
355
+ return uniformState.inverseView3D;
356
+ },
357
+ }),
358
+
359
+ /**
360
+ * An automatic GLSL uniform representing a 3x3 rotation matrix that
361
+ * transforms vectors from eye coordinates to world coordinates.
362
+ *
363
+ * @example
364
+ * // GLSL declaration
365
+ * uniform mat3 czm_inverseViewRotation;
366
+ *
367
+ * // Example
368
+ * vec4 worldVector = czm_inverseViewRotation * eyeVector;
369
+ *
370
+ * @see UniformState#inverseView
371
+ * @see czm_view
372
+ * @see czm_viewRotation
373
+ * @see czm_inverseViewRotation
374
+ */
375
+ czm_inverseViewRotation: new AutomaticUniform({
376
+ size: 1,
377
+ datatype: WebGLConstants.FLOAT_MAT3,
378
+ getValue: function (uniformState) {
379
+ return uniformState.inverseViewRotation;
380
+ },
381
+ }),
382
+
383
+ /**
384
+ * An automatic GLSL uniform representing a 3x3 rotation matrix that
385
+ * transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
386
+ * {@link czm_inverseViewRotation}, but in 2D and Columbus View it represents the inverse view matrix
387
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
388
+ * 2D and Columbus View in the same way that 3D is lit.
389
+ *
390
+ * @example
391
+ * // GLSL declaration
392
+ * uniform mat3 czm_inverseViewRotation3D;
393
+ *
394
+ * // Example
395
+ * vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
396
+ *
397
+ * @see UniformState#inverseView3D
398
+ * @see czm_inverseViewRotation
399
+ */
400
+ czm_inverseViewRotation3D: new AutomaticUniform({
401
+ size: 1,
402
+ datatype: WebGLConstants.FLOAT_MAT3,
403
+ getValue: function (uniformState) {
404
+ return uniformState.inverseViewRotation3D;
405
+ },
406
+ }),
407
+
408
+ /**
409
+ * An automatic GLSL uniform representing a 4x4 projection transformation matrix that
410
+ * transforms eye coordinates to clip coordinates. Clip coordinates is the
411
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
412
+ *
413
+ * @example
414
+ * // GLSL declaration
415
+ * uniform mat4 czm_projection;
416
+ *
417
+ * // Example
418
+ * gl_Position = czm_projection * eyePosition;
419
+ *
420
+ * @see UniformState#projection
421
+ * @see czm_viewProjection
422
+ * @see czm_modelViewProjection
423
+ * @see czm_infiniteProjection
424
+ */
425
+ czm_projection: new AutomaticUniform({
426
+ size: 1,
427
+ datatype: WebGLConstants.FLOAT_MAT4,
428
+ getValue: function (uniformState) {
429
+ return uniformState.projection;
430
+ },
431
+ }),
432
+
433
+ /**
434
+ * An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
435
+ * transforms from clip coordinates to eye coordinates. Clip coordinates is the
436
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
437
+ *
438
+ * @example
439
+ * // GLSL declaration
440
+ * uniform mat4 czm_inverseProjection;
441
+ *
442
+ * // Example
443
+ * vec4 eyePosition = czm_inverseProjection * clipPosition;
444
+ *
445
+ * @see UniformState#inverseProjection
446
+ * @see czm_projection
447
+ */
448
+ czm_inverseProjection: new AutomaticUniform({
449
+ size: 1,
450
+ datatype: WebGLConstants.FLOAT_MAT4,
451
+ getValue: function (uniformState) {
452
+ return uniformState.inverseProjection;
453
+ },
454
+ }),
455
+
456
+ /**
457
+ * An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity,
458
+ * that transforms eye coordinates to clip coordinates. Clip coordinates is the
459
+ * coordinate system for a vertex shader's <code>gl_Position</code> output. An infinite far plane is used
460
+ * in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles
461
+ * are not clipped by the far plane.
462
+ *
463
+ * @example
464
+ * // GLSL declaration
465
+ * uniform mat4 czm_infiniteProjection;
466
+ *
467
+ * // Example
468
+ * gl_Position = czm_infiniteProjection * eyePosition;
469
+ *
470
+ * @see UniformState#infiniteProjection
471
+ * @see czm_projection
472
+ * @see czm_modelViewInfiniteProjection
473
+ */
474
+ czm_infiniteProjection: new AutomaticUniform({
475
+ size: 1,
476
+ datatype: WebGLConstants.FLOAT_MAT4,
477
+ getValue: function (uniformState) {
478
+ return uniformState.infiniteProjection;
479
+ },
480
+ }),
481
+
482
+ /**
483
+ * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
484
+ * transforms model coordinates to eye coordinates.
485
+ * <br /><br />
486
+ * Positions should be transformed to eye coordinates using <code>czm_modelView</code> and
487
+ * normals should be transformed using {@link czm_normal}.
488
+ *
489
+ * @example
490
+ * // GLSL declaration
491
+ * uniform mat4 czm_modelView;
492
+ *
493
+ * // Example
494
+ * vec4 eyePosition = czm_modelView * modelPosition;
495
+ *
496
+ * // The above is equivalent to, but more efficient than:
497
+ * vec4 eyePosition = czm_view * czm_model * modelPosition;
498
+ *
499
+ * @see UniformState#modelView
500
+ * @see czm_model
501
+ * @see czm_view
502
+ * @see czm_modelViewProjection
503
+ * @see czm_normal
504
+ */
505
+ czm_modelView: new AutomaticUniform({
506
+ size: 1,
507
+ datatype: WebGLConstants.FLOAT_MAT4,
508
+ getValue: function (uniformState) {
509
+ return uniformState.modelView;
510
+ },
511
+ }),
512
+
513
+ /**
514
+ * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
515
+ * transforms 3D model coordinates to eye coordinates. In 3D mode, this is identical to
516
+ * {@link czm_modelView}, but in 2D and Columbus View it represents the model-view matrix
517
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
518
+ * 2D and Columbus View in the same way that 3D is lit.
519
+ * <br /><br />
520
+ * Positions should be transformed to eye coordinates using <code>czm_modelView3D</code> and
521
+ * normals should be transformed using {@link czm_normal3D}.
522
+ *
523
+ * @example
524
+ * // GLSL declaration
525
+ * uniform mat4 czm_modelView3D;
526
+ *
527
+ * // Example
528
+ * vec4 eyePosition = czm_modelView3D * modelPosition;
529
+ *
530
+ * // The above is equivalent to, but more efficient than:
531
+ * vec4 eyePosition = czm_view3D * czm_model * modelPosition;
532
+ *
533
+ * @see UniformState#modelView3D
534
+ * @see czm_modelView
535
+ */
536
+ czm_modelView3D: new AutomaticUniform({
537
+ size: 1,
538
+ datatype: WebGLConstants.FLOAT_MAT4,
539
+ getValue: function (uniformState) {
540
+ return uniformState.modelView3D;
541
+ },
542
+ }),
543
+
544
+ /**
545
+ * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
546
+ * transforms model coordinates, relative to the eye, to eye coordinates. This is used
547
+ * in conjunction with {@link czm_translateRelativeToEye}.
548
+ *
549
+ * @example
550
+ * // GLSL declaration
551
+ * uniform mat4 czm_modelViewRelativeToEye;
552
+ *
553
+ * // Example
554
+ * attribute vec3 positionHigh;
555
+ * attribute vec3 positionLow;
556
+ *
557
+ * void main()
558
+ * {
559
+ * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
560
+ * gl_Position = czm_projection * (czm_modelViewRelativeToEye * p);
561
+ * }
562
+ *
563
+ * @see czm_modelViewProjectionRelativeToEye
564
+ * @see czm_translateRelativeToEye
565
+ * @see EncodedCartesian3
566
+ */
567
+ czm_modelViewRelativeToEye: new AutomaticUniform({
568
+ size: 1,
569
+ datatype: WebGLConstants.FLOAT_MAT4,
570
+ getValue: function (uniformState) {
571
+ return uniformState.modelViewRelativeToEye;
572
+ },
573
+ }),
574
+
575
+ /**
576
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
577
+ * transforms from eye coordinates to model coordinates.
578
+ *
579
+ * @example
580
+ * // GLSL declaration
581
+ * uniform mat4 czm_inverseModelView;
582
+ *
583
+ * // Example
584
+ * vec4 modelPosition = czm_inverseModelView * eyePosition;
585
+ *
586
+ * @see UniformState#inverseModelView
587
+ * @see czm_modelView
588
+ */
589
+ czm_inverseModelView: new AutomaticUniform({
590
+ size: 1,
591
+ datatype: WebGLConstants.FLOAT_MAT4,
592
+ getValue: function (uniformState) {
593
+ return uniformState.inverseModelView;
594
+ },
595
+ }),
596
+
597
+ /**
598
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
599
+ * transforms from eye coordinates to 3D model coordinates. In 3D mode, this is identical to
600
+ * {@link czm_inverseModelView}, but in 2D and Columbus View it represents the inverse model-view matrix
601
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
602
+ * 2D and Columbus View in the same way that 3D is lit.
603
+ *
604
+ * @example
605
+ * // GLSL declaration
606
+ * uniform mat4 czm_inverseModelView3D;
607
+ *
608
+ * // Example
609
+ * vec4 modelPosition = czm_inverseModelView3D * eyePosition;
610
+ *
611
+ * @see UniformState#inverseModelView
612
+ * @see czm_inverseModelView
613
+ * @see czm_modelView3D
614
+ */
615
+ czm_inverseModelView3D: new AutomaticUniform({
616
+ size: 1,
617
+ datatype: WebGLConstants.FLOAT_MAT4,
618
+ getValue: function (uniformState) {
619
+ return uniformState.inverseModelView3D;
620
+ },
621
+ }),
622
+
623
+ /**
624
+ * An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
625
+ * transforms world coordinates to clip coordinates. Clip coordinates is the
626
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
627
+ *
628
+ * @example
629
+ * // GLSL declaration
630
+ * uniform mat4 czm_viewProjection;
631
+ *
632
+ * // Example
633
+ * vec4 gl_Position = czm_viewProjection * czm_model * modelPosition;
634
+ *
635
+ * // The above is equivalent to, but more efficient than:
636
+ * gl_Position = czm_projection * czm_view * czm_model * modelPosition;
637
+ *
638
+ * @see UniformState#viewProjection
639
+ * @see czm_view
640
+ * @see czm_projection
641
+ * @see czm_modelViewProjection
642
+ * @see czm_inverseViewProjection
643
+ */
644
+ czm_viewProjection: new AutomaticUniform({
645
+ size: 1,
646
+ datatype: WebGLConstants.FLOAT_MAT4,
647
+ getValue: function (uniformState) {
648
+ return uniformState.viewProjection;
649
+ },
650
+ }),
651
+
652
+ /**
653
+ * An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
654
+ * transforms clip coordinates to world coordinates. Clip coordinates is the
655
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
656
+ *
657
+ * @example
658
+ * // GLSL declaration
659
+ * uniform mat4 czm_inverseViewProjection;
660
+ *
661
+ * // Example
662
+ * vec4 worldPosition = czm_inverseViewProjection * clipPosition;
663
+ *
664
+ * @see UniformState#inverseViewProjection
665
+ * @see czm_viewProjection
666
+ */
667
+ czm_inverseViewProjection: new AutomaticUniform({
668
+ size: 1,
669
+ datatype: WebGLConstants.FLOAT_MAT4,
670
+ getValue: function (uniformState) {
671
+ return uniformState.inverseViewProjection;
672
+ },
673
+ }),
674
+
675
+ /**
676
+ * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
677
+ * transforms model coordinates to clip coordinates. Clip coordinates is the
678
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
679
+ *
680
+ * @example
681
+ * // GLSL declaration
682
+ * uniform mat4 czm_modelViewProjection;
683
+ *
684
+ * // Example
685
+ * vec4 gl_Position = czm_modelViewProjection * modelPosition;
686
+ *
687
+ * // The above is equivalent to, but more efficient than:
688
+ * gl_Position = czm_projection * czm_view * czm_model * modelPosition;
689
+ *
690
+ * @see UniformState#modelViewProjection
691
+ * @see czm_model
692
+ * @see czm_view
693
+ * @see czm_projection
694
+ * @see czm_modelView
695
+ * @see czm_viewProjection
696
+ * @see czm_modelViewInfiniteProjection
697
+ * @see czm_inverseModelViewProjection
698
+ */
699
+ czm_modelViewProjection: new AutomaticUniform({
700
+ size: 1,
701
+ datatype: WebGLConstants.FLOAT_MAT4,
702
+ getValue: function (uniformState) {
703
+ return uniformState.modelViewProjection;
704
+ },
705
+ }),
706
+
707
+ /**
708
+ * An automatic GLSL uniform representing a 4x4 inverse model-view-projection transformation matrix that
709
+ * transforms clip coordinates to model coordinates. Clip coordinates is the
710
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
711
+ *
712
+ * @example
713
+ * // GLSL declaration
714
+ * uniform mat4 czm_inverseModelViewProjection;
715
+ *
716
+ * // Example
717
+ * vec4 modelPosition = czm_inverseModelViewProjection * clipPosition;
718
+ *
719
+ * @see UniformState#modelViewProjection
720
+ * @see czm_modelViewProjection
721
+ */
722
+ czm_inverseModelViewProjection: new AutomaticUniform({
723
+ size: 1,
724
+ datatype: WebGLConstants.FLOAT_MAT4,
725
+ getValue: function (uniformState) {
726
+ return uniformState.inverseModelViewProjection;
727
+ },
728
+ }),
729
+
730
+ /**
731
+ * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
732
+ * transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the
733
+ * coordinate system for a vertex shader's <code>gl_Position</code> output. This is used in
734
+ * conjunction with {@link czm_translateRelativeToEye}.
735
+ *
736
+ * @example
737
+ * // GLSL declaration
738
+ * uniform mat4 czm_modelViewProjectionRelativeToEye;
739
+ *
740
+ * // Example
741
+ * attribute vec3 positionHigh;
742
+ * attribute vec3 positionLow;
743
+ *
744
+ * void main()
745
+ * {
746
+ * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
747
+ * gl_Position = czm_modelViewProjectionRelativeToEye * p;
748
+ * }
749
+ *
750
+ * @see czm_modelViewRelativeToEye
751
+ * @see czm_translateRelativeToEye
752
+ * @see EncodedCartesian3
753
+ */
754
+ czm_modelViewProjectionRelativeToEye: new AutomaticUniform({
755
+ size: 1,
756
+ datatype: WebGLConstants.FLOAT_MAT4,
757
+ getValue: function (uniformState) {
758
+ return uniformState.modelViewProjectionRelativeToEye;
759
+ },
760
+ }),
761
+
762
+ /**
763
+ * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
764
+ * transforms model coordinates to clip coordinates. Clip coordinates is the
765
+ * coordinate system for a vertex shader's <code>gl_Position</code> output. The projection matrix places
766
+ * the far plane at infinity. This is useful in algorithms like shadow volumes and GPU ray casting with
767
+ * proxy geometry to ensure that triangles are not clipped by the far plane.
768
+ *
769
+ * @example
770
+ * // GLSL declaration
771
+ * uniform mat4 czm_modelViewInfiniteProjection;
772
+ *
773
+ * // Example
774
+ * vec4 gl_Position = czm_modelViewInfiniteProjection * modelPosition;
775
+ *
776
+ * // The above is equivalent to, but more efficient than:
777
+ * gl_Position = czm_infiniteProjection * czm_view * czm_model * modelPosition;
778
+ *
779
+ * @see UniformState#modelViewInfiniteProjection
780
+ * @see czm_model
781
+ * @see czm_view
782
+ * @see czm_infiniteProjection
783
+ * @see czm_modelViewProjection
784
+ */
785
+ czm_modelViewInfiniteProjection: new AutomaticUniform({
786
+ size: 1,
787
+ datatype: WebGLConstants.FLOAT_MAT4,
788
+ getValue: function (uniformState) {
789
+ return uniformState.modelViewInfiniteProjection;
790
+ },
791
+ }),
792
+
793
+ /**
794
+ * An automatic GLSL uniform that indicates if the current camera is orthographic in 3D.
795
+ *
796
+ * @see UniformState#orthographicIn3D
797
+ */
798
+ czm_orthographicIn3D: new AutomaticUniform({
799
+ size: 1,
800
+ datatype: WebGLConstants.FLOAT,
801
+ getValue: function (uniformState) {
802
+ return uniformState.orthographicIn3D ? 1 : 0;
803
+ },
804
+ }),
805
+
806
+ /**
807
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
808
+ * transforms normal vectors in model coordinates to eye coordinates.
809
+ * <br /><br />
810
+ * Positions should be transformed to eye coordinates using {@link czm_modelView} and
811
+ * normals should be transformed using <code>czm_normal</code>.
812
+ *
813
+ * @example
814
+ * // GLSL declaration
815
+ * uniform mat3 czm_normal;
816
+ *
817
+ * // Example
818
+ * vec3 eyeNormal = czm_normal * normal;
819
+ *
820
+ * @see UniformState#normal
821
+ * @see czm_inverseNormal
822
+ * @see czm_modelView
823
+ */
824
+ czm_normal: new AutomaticUniform({
825
+ size: 1,
826
+ datatype: WebGLConstants.FLOAT_MAT3,
827
+ getValue: function (uniformState) {
828
+ return uniformState.normal;
829
+ },
830
+ }),
831
+
832
+ /**
833
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
834
+ * transforms normal vectors in 3D model coordinates to eye coordinates.
835
+ * In 3D mode, this is identical to
836
+ * {@link czm_normal}, but in 2D and Columbus View it represents the normal transformation
837
+ * matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
838
+ * 2D and Columbus View in the same way that 3D is lit.
839
+ * <br /><br />
840
+ * Positions should be transformed to eye coordinates using {@link czm_modelView3D} and
841
+ * normals should be transformed using <code>czm_normal3D</code>.
842
+ *
843
+ * @example
844
+ * // GLSL declaration
845
+ * uniform mat3 czm_normal3D;
846
+ *
847
+ * // Example
848
+ * vec3 eyeNormal = czm_normal3D * normal;
849
+ *
850
+ * @see UniformState#normal3D
851
+ * @see czm_normal
852
+ */
853
+ czm_normal3D: new AutomaticUniform({
854
+ size: 1,
855
+ datatype: WebGLConstants.FLOAT_MAT3,
856
+ getValue: function (uniformState) {
857
+ return uniformState.normal3D;
858
+ },
859
+ }),
860
+
861
+ /**
862
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
863
+ * transforms normal vectors in eye coordinates to model coordinates. This is
864
+ * the opposite of the transform provided by {@link czm_normal}.
865
+ *
866
+ * @example
867
+ * // GLSL declaration
868
+ * uniform mat3 czm_inverseNormal;
869
+ *
870
+ * // Example
871
+ * vec3 normalMC = czm_inverseNormal * normalEC;
872
+ *
873
+ * @see UniformState#inverseNormal
874
+ * @see czm_normal
875
+ * @see czm_modelView
876
+ * @see czm_inverseView
877
+ */
878
+ czm_inverseNormal: new AutomaticUniform({
879
+ size: 1,
880
+ datatype: WebGLConstants.FLOAT_MAT3,
881
+ getValue: function (uniformState) {
882
+ return uniformState.inverseNormal;
883
+ },
884
+ }),
885
+
886
+ /**
887
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
888
+ * transforms normal vectors in eye coordinates to 3D model coordinates. This is
889
+ * the opposite of the transform provided by {@link czm_normal}.
890
+ * In 3D mode, this is identical to
891
+ * {@link czm_inverseNormal}, but in 2D and Columbus View it represents the inverse normal transformation
892
+ * matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
893
+ * 2D and Columbus View in the same way that 3D is lit.
894
+ *
895
+ * @example
896
+ * // GLSL declaration
897
+ * uniform mat3 czm_inverseNormal3D;
898
+ *
899
+ * // Example
900
+ * vec3 normalMC = czm_inverseNormal3D * normalEC;
901
+ *
902
+ * @see UniformState#inverseNormal3D
903
+ * @see czm_inverseNormal
904
+ */
905
+ czm_inverseNormal3D: new AutomaticUniform({
906
+ size: 1,
907
+ datatype: WebGLConstants.FLOAT_MAT3,
908
+ getValue: function (uniformState) {
909
+ return uniformState.inverseNormal3D;
910
+ },
911
+ }),
912
+
913
+ /**
914
+ * An automatic GLSL uniform containing the height in meters of the
915
+ * eye (camera) above or below the ellipsoid.
916
+ *
917
+ * @see UniformState#eyeHeight
918
+ */
919
+ czm_eyeHeight: new AutomaticUniform({
920
+ size: 1,
921
+ datatype: WebGLConstants.FLOAT,
922
+ getValue: function (uniformState) {
923
+ return uniformState.eyeHeight;
924
+ },
925
+ }),
926
+
927
+ /**
928
+ * An automatic GLSL uniform containing height (<code>x</code>) and height squared (<code>y</code>)
929
+ * in meters of the eye (camera) above the 2D world plane. This uniform is only valid
930
+ * when the {@link SceneMode} is <code>SCENE2D</code>.
931
+ *
932
+ * @see UniformState#eyeHeight2D
933
+ */
934
+ czm_eyeHeight2D: new AutomaticUniform({
935
+ size: 1,
936
+ datatype: WebGLConstants.FLOAT_VEC2,
937
+ getValue: function (uniformState) {
938
+ return uniformState.eyeHeight2D;
939
+ },
940
+ }),
941
+
942
+ /**
943
+ * An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
944
+ * of the frustum defined by the camera. This is the largest possible frustum, not an individual
945
+ * frustum used for multi-frustum rendering.
946
+ *
947
+ * @example
948
+ * // GLSL declaration
949
+ * uniform vec2 czm_entireFrustum;
950
+ *
951
+ * // Example
952
+ * float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
953
+ *
954
+ * @see UniformState#entireFrustum
955
+ * @see czm_currentFrustum
956
+ */
957
+ czm_entireFrustum: new AutomaticUniform({
958
+ size: 1,
959
+ datatype: WebGLConstants.FLOAT_VEC2,
960
+ getValue: function (uniformState) {
961
+ return uniformState.entireFrustum;
962
+ },
963
+ }),
964
+
965
+ /**
966
+ * An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
967
+ * of the frustum defined by the camera. This is the individual
968
+ * frustum used for multi-frustum rendering.
969
+ *
970
+ * @example
971
+ * // GLSL declaration
972
+ * uniform vec2 czm_currentFrustum;
973
+ *
974
+ * // Example
975
+ * float frustumLength = czm_currentFrustum.y - czm_currentFrustum.x;
976
+ *
977
+ * @see UniformState#currentFrustum
978
+ * @see czm_entireFrustum
979
+ */
980
+ czm_currentFrustum: new AutomaticUniform({
981
+ size: 1,
982
+ datatype: WebGLConstants.FLOAT_VEC2,
983
+ getValue: function (uniformState) {
984
+ return uniformState.currentFrustum;
985
+ },
986
+ }),
987
+
988
+ /**
989
+ * The distances to the frustum planes. The top, bottom, left and right distances are
990
+ * the x, y, z, and w components, respectively.
991
+ */
992
+ czm_frustumPlanes: new AutomaticUniform({
993
+ size: 1,
994
+ datatype: WebGLConstants.FLOAT_VEC4,
995
+ getValue: function (uniformState) {
996
+ return uniformState.frustumPlanes;
997
+ },
998
+ }),
999
+
1000
+ /**
1001
+ * Gets the far plane's distance from the near plane, plus 1.0.
1002
+ */
1003
+ czm_farDepthFromNearPlusOne: new AutomaticUniform({
1004
+ size: 1,
1005
+ datatype: WebGLConstants.FLOAT,
1006
+ getValue: function (uniformState) {
1007
+ return uniformState.farDepthFromNearPlusOne;
1008
+ },
1009
+ }),
1010
+
1011
+ /**
1012
+ * Gets the log2 of {@link AutomaticUniforms#czm_farDepthFromNearPlusOne}.
1013
+ */
1014
+ czm_log2FarDepthFromNearPlusOne: new AutomaticUniform({
1015
+ size: 1,
1016
+ datatype: WebGLConstants.FLOAT,
1017
+ getValue: function (uniformState) {
1018
+ return uniformState.log2FarDepthFromNearPlusOne;
1019
+ },
1020
+ }),
1021
+
1022
+ /**
1023
+ * Gets 1.0 divided by {@link AutomaticUniforms#czm_log2FarDepthFromNearPlusOne}.
1024
+ */
1025
+ czm_oneOverLog2FarDepthFromNearPlusOne: new AutomaticUniform({
1026
+ size: 1,
1027
+ datatype: WebGLConstants.FLOAT,
1028
+ getValue: function (uniformState) {
1029
+ return uniformState.oneOverLog2FarDepthFromNearPlusOne;
1030
+ },
1031
+ }),
1032
+
1033
+ /**
1034
+ * An automatic GLSL uniform representing the sun position in world coordinates.
1035
+ *
1036
+ * @example
1037
+ * // GLSL declaration
1038
+ * uniform vec3 czm_sunPositionWC;
1039
+ *
1040
+ * @see UniformState#sunPositionWC
1041
+ * @see czm_sunPositionColumbusView
1042
+ * @see czm_sunDirectionWC
1043
+ */
1044
+ czm_sunPositionWC: new AutomaticUniform({
1045
+ size: 1,
1046
+ datatype: WebGLConstants.FLOAT_VEC3,
1047
+ getValue: function (uniformState) {
1048
+ return uniformState.sunPositionWC;
1049
+ },
1050
+ }),
1051
+
1052
+ /**
1053
+ * An automatic GLSL uniform representing the sun position in Columbus view world coordinates.
1054
+ *
1055
+ * @example
1056
+ * // GLSL declaration
1057
+ * uniform vec3 czm_sunPositionColumbusView;
1058
+ *
1059
+ * @see UniformState#sunPositionColumbusView
1060
+ * @see czm_sunPositionWC
1061
+ */
1062
+ czm_sunPositionColumbusView: new AutomaticUniform({
1063
+ size: 1,
1064
+ datatype: WebGLConstants.FLOAT_VEC3,
1065
+ getValue: function (uniformState) {
1066
+ return uniformState.sunPositionColumbusView;
1067
+ },
1068
+ }),
1069
+
1070
+ /**
1071
+ * An automatic GLSL uniform representing the normalized direction to the sun in eye coordinates.
1072
+ *
1073
+ * @example
1074
+ * // GLSL declaration
1075
+ * uniform vec3 czm_sunDirectionEC;
1076
+ *
1077
+ * // Example
1078
+ * float diffuse = max(dot(czm_sunDirectionEC, normalEC), 0.0);
1079
+ *
1080
+ * @see UniformState#sunDirectionEC
1081
+ * @see czm_moonDirectionEC
1082
+ * @see czm_sunDirectionWC
1083
+ */
1084
+ czm_sunDirectionEC: new AutomaticUniform({
1085
+ size: 1,
1086
+ datatype: WebGLConstants.FLOAT_VEC3,
1087
+ getValue: function (uniformState) {
1088
+ return uniformState.sunDirectionEC;
1089
+ },
1090
+ }),
1091
+
1092
+ /**
1093
+ * An automatic GLSL uniform representing the normalized direction to the sun in world coordinates.
1094
+ *
1095
+ * @example
1096
+ * // GLSL declaration
1097
+ * uniform vec3 czm_sunDirectionWC;
1098
+ *
1099
+ * // Example
1100
+ * float diffuse = max(dot(czm_sunDirectionWC, normalWC), 0.0);
1101
+ *
1102
+ * @see UniformState#sunDirectionWC
1103
+ * @see czm_sunPositionWC
1104
+ * @see czm_sunDirectionEC
1105
+ */
1106
+ czm_sunDirectionWC: new AutomaticUniform({
1107
+ size: 1,
1108
+ datatype: WebGLConstants.FLOAT_VEC3,
1109
+ getValue: function (uniformState) {
1110
+ return uniformState.sunDirectionWC;
1111
+ },
1112
+ }),
1113
+
1114
+ /**
1115
+ * An automatic GLSL uniform representing the normalized direction to the moon in eye coordinates.
1116
+ *
1117
+ * @example
1118
+ * // GLSL declaration
1119
+ * uniform vec3 czm_moonDirectionEC;
1120
+ *
1121
+ * // Example
1122
+ * float diffuse = max(dot(czm_moonDirectionEC, normalEC), 0.0);
1123
+ *
1124
+ * @see UniformState#moonDirectionEC
1125
+ * @see czm_sunDirectionEC
1126
+ */
1127
+ czm_moonDirectionEC: new AutomaticUniform({
1128
+ size: 1,
1129
+ datatype: WebGLConstants.FLOAT_VEC3,
1130
+ getValue: function (uniformState) {
1131
+ return uniformState.moonDirectionEC;
1132
+ },
1133
+ }),
1134
+
1135
+ /**
1136
+ * An automatic GLSL uniform representing the normalized direction to the scene's light source in eye coordinates.
1137
+ * This is commonly used for directional lighting computations.
1138
+ *
1139
+ * @example
1140
+ * // GLSL declaration
1141
+ * uniform vec3 czm_lightDirectionEC;
1142
+ *
1143
+ * // Example
1144
+ * float diffuse = max(dot(czm_lightDirectionEC, normalEC), 0.0);
1145
+ *
1146
+ * @see UniformState#lightDirectionEC
1147
+ * @see czm_lightDirectionWC
1148
+ */
1149
+ czm_lightDirectionEC: new AutomaticUniform({
1150
+ size: 1,
1151
+ datatype: WebGLConstants.FLOAT_VEC3,
1152
+ getValue: function (uniformState) {
1153
+ return uniformState.lightDirectionEC;
1154
+ },
1155
+ }),
1156
+
1157
+ /**
1158
+ * An automatic GLSL uniform representing the normalized direction to the scene's light source in world coordinates.
1159
+ * This is commonly used for directional lighting computations.
1160
+ *
1161
+ * @example
1162
+ * // GLSL declaration
1163
+ * uniform vec3 czm_lightDirectionWC;
1164
+ *
1165
+ * // Example
1166
+ * float diffuse = max(dot(czm_lightDirectionWC, normalWC), 0.0);
1167
+ *
1168
+ * @see UniformState#lightDirectionWC
1169
+ * @see czm_lightDirectionEC
1170
+ */
1171
+ czm_lightDirectionWC: new AutomaticUniform({
1172
+ size: 1,
1173
+ datatype: WebGLConstants.FLOAT_VEC3,
1174
+ getValue: function (uniformState) {
1175
+ return uniformState.lightDirectionWC;
1176
+ },
1177
+ }),
1178
+
1179
+ /**
1180
+ * An automatic GLSL uniform that represents the color of light emitted by the scene's light source. This
1181
+ * is equivalent to the light color multiplied by the light intensity limited to a maximum luminance of 1.0
1182
+ * suitable for non-HDR lighting.
1183
+ *
1184
+ * @example
1185
+ * // GLSL declaration
1186
+ * uniform vec3 czm_lightColor;
1187
+ *
1188
+ * // Example
1189
+ * vec3 diffuseColor = czm_lightColor * max(dot(czm_lightDirectionWC, normalWC), 0.0);
1190
+ *
1191
+ * @see UniformState#lightColor
1192
+ * @see czm_lightColorHdr
1193
+ */
1194
+ czm_lightColor: new AutomaticUniform({
1195
+ size: 1,
1196
+ datatype: WebGLConstants.FLOAT_VEC3,
1197
+ getValue: function (uniformState) {
1198
+ return uniformState.lightColor;
1199
+ },
1200
+ }),
1201
+
1202
+ /**
1203
+ * An automatic GLSL uniform that represents the high dynamic range color of light emitted by the scene's light
1204
+ * source. This is equivalent to the light color multiplied by the light intensity suitable for HDR lighting.
1205
+ *
1206
+ * @example
1207
+ * // GLSL declaration
1208
+ * uniform vec3 czm_lightColorHdr;
1209
+ *
1210
+ * // Example
1211
+ * vec3 diffuseColor = czm_lightColorHdr * max(dot(czm_lightDirectionWC, normalWC), 0.0);
1212
+ *
1213
+ * @see UniformState#lightColorHdr
1214
+ * @see czm_lightColor
1215
+ */
1216
+ czm_lightColorHdr: new AutomaticUniform({
1217
+ size: 1,
1218
+ datatype: WebGLConstants.FLOAT_VEC3,
1219
+ getValue: function (uniformState) {
1220
+ return uniformState.lightColorHdr;
1221
+ },
1222
+ }),
1223
+
1224
+ /**
1225
+ * An automatic GLSL uniform representing the high bits of the camera position in model
1226
+ * coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
1227
+ * as described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
1228
+ *
1229
+ * @example
1230
+ * // GLSL declaration
1231
+ * uniform vec3 czm_encodedCameraPositionMCHigh;
1232
+ *
1233
+ * @see czm_encodedCameraPositionMCLow
1234
+ * @see czm_modelViewRelativeToEye
1235
+ * @see czm_modelViewProjectionRelativeToEye
1236
+ */
1237
+ czm_encodedCameraPositionMCHigh: new AutomaticUniform({
1238
+ size: 1,
1239
+ datatype: WebGLConstants.FLOAT_VEC3,
1240
+ getValue: function (uniformState) {
1241
+ return uniformState.encodedCameraPositionMCHigh;
1242
+ },
1243
+ }),
1244
+
1245
+ /**
1246
+ * An automatic GLSL uniform representing the low bits of the camera position in model
1247
+ * coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
1248
+ * as described in {@linkhttp://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
1249
+ *
1250
+ * @example
1251
+ * // GLSL declaration
1252
+ * uniform vec3 czm_encodedCameraPositionMCLow;
1253
+ *
1254
+ * @see czm_encodedCameraPositionMCHigh
1255
+ * @see czm_modelViewRelativeToEye
1256
+ * @see czm_modelViewProjectionRelativeToEye
1257
+ */
1258
+ czm_encodedCameraPositionMCLow: new AutomaticUniform({
1259
+ size: 1,
1260
+ datatype: WebGLConstants.FLOAT_VEC3,
1261
+ getValue: function (uniformState) {
1262
+ return uniformState.encodedCameraPositionMCLow;
1263
+ },
1264
+ }),
1265
+
1266
+ /**
1267
+ * An automatic GLSL uniform representing the position of the viewer (camera) in world coordinates.
1268
+ *
1269
+ * @example
1270
+ * // GLSL declaration
1271
+ * uniform vec3 czm_viewerPositionWC;
1272
+ */
1273
+ czm_viewerPositionWC: new AutomaticUniform({
1274
+ size: 1,
1275
+ datatype: WebGLConstants.FLOAT_VEC3,
1276
+ getValue: function (uniformState) {
1277
+ return Matrix4.getTranslation(
1278
+ uniformState.inverseView,
1279
+ viewerPositionWCScratch
1280
+ );
1281
+ },
1282
+ }),
1283
+
1284
+ /**
1285
+ * An automatic GLSL uniform representing the frame number. This uniform is automatically incremented
1286
+ * every frame.
1287
+ *
1288
+ * @example
1289
+ * // GLSL declaration
1290
+ * uniform float czm_frameNumber;
1291
+ */
1292
+ czm_frameNumber: new AutomaticUniform({
1293
+ size: 1,
1294
+ datatype: WebGLConstants.FLOAT,
1295
+ getValue: function (uniformState) {
1296
+ return uniformState.frameState.frameNumber;
1297
+ },
1298
+ }),
1299
+
1300
+ /**
1301
+ * An automatic GLSL uniform representing the current morph transition time between
1302
+ * 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.
1303
+ *
1304
+ * @example
1305
+ * // GLSL declaration
1306
+ * uniform float czm_morphTime;
1307
+ *
1308
+ * // Example
1309
+ * vec4 p = czm_columbusViewMorph(position2D, position3D, czm_morphTime);
1310
+ */
1311
+ czm_morphTime: new AutomaticUniform({
1312
+ size: 1,
1313
+ datatype: WebGLConstants.FLOAT,
1314
+ getValue: function (uniformState) {
1315
+ return uniformState.frameState.morphTime;
1316
+ },
1317
+ }),
1318
+
1319
+ /**
1320
+ * An automatic GLSL uniform representing the current {@link SceneMode}, expressed
1321
+ * as a float.
1322
+ *
1323
+ * @example
1324
+ * // GLSL declaration
1325
+ * uniform float czm_sceneMode;
1326
+ *
1327
+ * // Example
1328
+ * if (czm_sceneMode == czm_sceneMode2D)
1329
+ * {
1330
+ * eyeHeightSq = czm_eyeHeight2D.y;
1331
+ * }
1332
+ *
1333
+ * @see czm_sceneMode2D
1334
+ * @see czm_sceneModeColumbusView
1335
+ * @see czm_sceneMode3D
1336
+ * @see czm_sceneModeMorphing
1337
+ */
1338
+ czm_sceneMode: new AutomaticUniform({
1339
+ size: 1,
1340
+ datatype: WebGLConstants.FLOAT,
1341
+ getValue: function (uniformState) {
1342
+ return uniformState.frameState.mode;
1343
+ },
1344
+ }),
1345
+
1346
+ /**
1347
+ * An automatic GLSL uniform representing the current rendering pass.
1348
+ *
1349
+ * @example
1350
+ * // GLSL declaration
1351
+ * uniform float czm_pass;
1352
+ *
1353
+ * // Example
1354
+ * if ((czm_pass == czm_passTranslucent) && isOpaque())
1355
+ * {
1356
+ * gl_Position *= 0.0; // Cull opaque geometry in the translucent pass
1357
+ * }
1358
+ */
1359
+ czm_pass: new AutomaticUniform({
1360
+ size: 1,
1361
+ datatype: WebGLConstants.FLOAT,
1362
+ getValue: function (uniformState) {
1363
+ return uniformState.pass;
1364
+ },
1365
+ }),
1366
+
1367
+ /**
1368
+ * An automatic GLSL uniform representing the current scene background color.
1369
+ *
1370
+ * @example
1371
+ * // GLSL declaration
1372
+ * uniform vec4 czm_backgroundColor;
1373
+ *
1374
+ * // Example: If the given color's RGB matches the background color, invert it.
1375
+ * vec4 adjustColorForContrast(vec4 color)
1376
+ * {
1377
+ * if (czm_backgroundColor.rgb == color.rgb)
1378
+ * {
1379
+ * color.rgb = vec3(1.0) - color.rgb;
1380
+ * }
1381
+ *
1382
+ * return color;
1383
+ * }
1384
+ */
1385
+ czm_backgroundColor: new AutomaticUniform({
1386
+ size: 1,
1387
+ datatype: WebGLConstants.FLOAT_VEC4,
1388
+ getValue: function (uniformState) {
1389
+ return uniformState.backgroundColor;
1390
+ },
1391
+ }),
1392
+
1393
+ /**
1394
+ * An automatic GLSL uniform containing the BRDF look up texture used for image-based lighting computations.
1395
+ *
1396
+ * @example
1397
+ * // GLSL declaration
1398
+ * uniform sampler2D czm_brdfLut;
1399
+ *
1400
+ * // Example: For a given roughness and NdotV value, find the material's BRDF information in the red and green channels
1401
+ * float roughness = 0.5;
1402
+ * float NdotV = dot(normal, view);
1403
+ * vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, 1.0 - roughness)).rg;
1404
+ */
1405
+ czm_brdfLut: new AutomaticUniform({
1406
+ size: 1,
1407
+ datatype: WebGLConstants.SAMPLER_2D,
1408
+ getValue: function (uniformState) {
1409
+ return uniformState.brdfLut;
1410
+ },
1411
+ }),
1412
+
1413
+ /**
1414
+ * An automatic GLSL uniform containing the environment map used within the scene.
1415
+ *
1416
+ * @example
1417
+ * // GLSL declaration
1418
+ * uniform samplerCube czm_environmentMap;
1419
+ *
1420
+ * // Example: Create a perfect reflection of the environment map on a model
1421
+ * float reflected = reflect(view, normal);
1422
+ * vec4 reflectedColor = textureCube(czm_environmentMap, reflected);
1423
+ */
1424
+ czm_environmentMap: new AutomaticUniform({
1425
+ size: 1,
1426
+ datatype: WebGLConstants.SAMPLER_CUBE,
1427
+ getValue: function (uniformState) {
1428
+ return uniformState.environmentMap;
1429
+ },
1430
+ }),
1431
+
1432
+ /**
1433
+ * An automatic GLSL uniform containing the specular environment map atlas used within the scene.
1434
+ *
1435
+ * @example
1436
+ * // GLSL declaration
1437
+ * uniform sampler2D czm_specularEnvironmentMaps;
1438
+ */
1439
+ czm_specularEnvironmentMaps: new AutomaticUniform({
1440
+ size: 1,
1441
+ datatype: WebGLConstants.SAMPLER_2D,
1442
+ getValue: function (uniformState) {
1443
+ return uniformState.specularEnvironmentMaps;
1444
+ },
1445
+ }),
1446
+
1447
+ /**
1448
+ * An automatic GLSL uniform containing the size of the specular environment map atlas used within the scene.
1449
+ *
1450
+ * @example
1451
+ * // GLSL declaration
1452
+ * uniform vec2 czm_specularEnvironmentMapSize;
1453
+ */
1454
+ czm_specularEnvironmentMapSize: new AutomaticUniform({
1455
+ size: 1,
1456
+ datatype: WebGLConstants.FLOAT_VEC2,
1457
+ getValue: function (uniformState) {
1458
+ return uniformState.specularEnvironmentMapsDimensions;
1459
+ },
1460
+ }),
1461
+
1462
+ /**
1463
+ * An automatic GLSL uniform containing the maximum level-of-detail of the specular environment map atlas used within the scene.
1464
+ *
1465
+ * @example
1466
+ * // GLSL declaration
1467
+ * uniform float czm_specularEnvironmentMapsMaximumLOD;
1468
+ */
1469
+ czm_specularEnvironmentMapsMaximumLOD: new AutomaticUniform({
1470
+ size: 1,
1471
+ datatype: WebGLConstants.FLOAT,
1472
+ getValue: function (uniformState) {
1473
+ return uniformState.specularEnvironmentMapsMaximumLOD;
1474
+ },
1475
+ }),
1476
+
1477
+ /**
1478
+ * An automatic GLSL uniform containing the spherical harmonic coefficients used within the scene.
1479
+ *
1480
+ * @example
1481
+ * // GLSL declaration
1482
+ * uniform vec3[9] czm_sphericalHarmonicCoefficients;
1483
+ */
1484
+ czm_sphericalHarmonicCoefficients: new AutomaticUniform({
1485
+ size: 9,
1486
+ datatype: WebGLConstants.FLOAT_VEC3,
1487
+ getValue: function (uniformState) {
1488
+ return uniformState.sphericalHarmonicCoefficients;
1489
+ },
1490
+ }),
1491
+
1492
+ /**
1493
+ * An automatic GLSL uniform representing a 3x3 rotation matrix that transforms
1494
+ * from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the current scene time.
1495
+ *
1496
+ * @example
1497
+ * // GLSL declaration
1498
+ * uniform mat3 czm_temeToPseudoFixed;
1499
+ *
1500
+ * // Example
1501
+ * vec3 pseudoFixed = czm_temeToPseudoFixed * teme;
1502
+ *
1503
+ * @see UniformState#temeToPseudoFixedMatrix
1504
+ * @see Transforms.computeTemeToPseudoFixedMatrix
1505
+ */
1506
+ czm_temeToPseudoFixed: new AutomaticUniform({
1507
+ size: 1,
1508
+ datatype: WebGLConstants.FLOAT_MAT3,
1509
+ getValue: function (uniformState) {
1510
+ return uniformState.temeToPseudoFixedMatrix;
1511
+ },
1512
+ }),
1513
+
1514
+ /**
1515
+ * An automatic GLSL uniform representing the ratio of canvas coordinate space to canvas pixel space.
1516
+ *
1517
+ * @example
1518
+ * uniform float czm_pixelRatio;
1519
+ */
1520
+ czm_pixelRatio: new AutomaticUniform({
1521
+ size: 1,
1522
+ datatype: WebGLConstants.FLOAT,
1523
+ getValue: function (uniformState) {
1524
+ return uniformState.pixelRatio;
1525
+ },
1526
+ }),
1527
+
1528
+ /**
1529
+ * An automatic GLSL uniform scalar used to mix a color with the fog color based on the distance to the camera.
1530
+ *
1531
+ * @see czm_fog
1532
+ */
1533
+ czm_fogDensity: new AutomaticUniform({
1534
+ size: 1,
1535
+ datatype: WebGLConstants.FLOAT,
1536
+ getValue: function (uniformState) {
1537
+ return uniformState.fogDensity;
1538
+ },
1539
+ }),
1540
+
1541
+ /**
1542
+ * An automatic GLSL uniform representing the splitter position to use when rendering with a splitter.
1543
+ * This will be in pixel coordinates relative to the canvas.
1544
+ *
1545
+ * @example
1546
+ * // GLSL declaration
1547
+ * uniform float czm_splitPosition;
1548
+ */
1549
+ czm_splitPosition: new AutomaticUniform({
1550
+ size: 1,
1551
+ datatype: WebGLConstants.FLOAT,
1552
+ getValue: function (uniformState) {
1553
+ return uniformState.splitPosition;
1554
+ },
1555
+ }),
1556
+
1557
+ /**
1558
+ * An automatic GLSL uniform scalar representing the geometric tolerance per meter
1559
+ */
1560
+ czm_geometricToleranceOverMeter: new AutomaticUniform({
1561
+ size: 1,
1562
+ datatype: WebGLConstants.FLOAT,
1563
+ getValue: function (uniformState) {
1564
+ return uniformState.geometricToleranceOverMeter;
1565
+ },
1566
+ }),
1567
+
1568
+ /**
1569
+ * An automatic GLSL uniform representing the distance from the camera at which to disable the depth test of billboards, labels and points
1570
+ * to, for example, prevent clipping against terrain. When set to zero, the depth test should always be applied. When less than zero,
1571
+ * the depth test should never be applied.
1572
+ */
1573
+ czm_minimumDisableDepthTestDistance: new AutomaticUniform({
1574
+ size: 1,
1575
+ datatype: WebGLConstants.FLOAT,
1576
+ getValue: function (uniformState) {
1577
+ return uniformState.minimumDisableDepthTestDistance;
1578
+ },
1579
+ }),
1580
+
1581
+ /**
1582
+ * An automatic GLSL uniform that will be the highlight color of unclassified 3D Tiles.
1583
+ */
1584
+ czm_invertClassificationColor: new AutomaticUniform({
1585
+ size: 1,
1586
+ datatype: WebGLConstants.FLOAT_VEC4,
1587
+ getValue: function (uniformState) {
1588
+ return uniformState.invertClassificationColor;
1589
+ },
1590
+ }),
1591
+
1592
+ /**
1593
+ * An automatic GLSL uniform that is used for gamma correction.
1594
+ */
1595
+ czm_gamma: new AutomaticUniform({
1596
+ size: 1,
1597
+ datatype: WebGLConstants.FLOAT,
1598
+ getValue: function (uniformState) {
1599
+ return uniformState.gamma;
1600
+ },
1601
+ }),
1602
+
1603
+ /**
1604
+ * An automatic GLSL uniform that stores the ellipsoid radii.
1605
+ */
1606
+ czm_ellipsoidRadii: new AutomaticUniform({
1607
+ size: 1,
1608
+ datatype: WebGLConstants.FLOAT_VEC3,
1609
+ getValue: function (uniformState) {
1610
+ return uniformState.ellipsoid.radii;
1611
+ },
1612
+ }),
1613
+
1614
+ /**
1615
+ * An automatic GLSL uniform that stores the ellipsoid inverse radii.
1616
+ */
1617
+ czm_ellipsoidInverseRadii: new AutomaticUniform({
1618
+ size: 1,
1619
+ datatype: WebGLConstants.FLOAT_VEC3,
1620
+ getValue: function (uniformState) {
1621
+ return uniformState.ellipsoid.oneOverRadii;
1622
+ },
1623
+ }),
1624
+ };
1625
+ export default AutomaticUniforms;