@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
  1666. package/Source/Shaders/ViewportQuadVS.js +12 -0
  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
  1694. package/Source/WorkersES6/createEllipseOutlineGeometry.js +14 -0
  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
  1704. package/Source/WorkersES6/createPolygonOutlineGeometry.js +12 -0
  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 +1,66 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "#ifdef LOG_DEPTH\n\
3
+ // 1.0 at the near plane, increasing linearly from there.\n\
4
+ varying float v_depthFromNearPlusOne;\n\
5
+ #ifdef SHADOW_MAP\n\
6
+ varying vec3 v_logPositionEC;\n\
7
+ #endif\n\
8
+ #endif\n\
9
+ \n\
10
+ vec4 czm_updatePositionDepth(vec4 coords) {\n\
11
+ #if defined(LOG_DEPTH)\n\
12
+ \n\
13
+ #ifdef SHADOW_MAP\n\
14
+ vec3 logPositionEC = (czm_inverseProjection * coords).xyz;\n\
15
+ v_logPositionEC = logPositionEC;\n\
16
+ #endif\n\
17
+ \n\
18
+ // With the very high far/near ratios used with the logarithmic depth\n\
19
+ // buffer, floating point rounding errors can cause linear depth values\n\
20
+ // to end up on the wrong side of the far plane, even for vertices that\n\
21
+ // are really nowhere near it. Since we always write a correct logarithmic\n\
22
+ // depth value in the fragment shader anyway, we just need to make sure\n\
23
+ // such errors don't cause the primitive to be clipped entirely before\n\
24
+ // we even get to the fragment shader.\n\
25
+ coords.z = clamp(coords.z / coords.w, -1.0, 1.0) * coords.w;\n\
26
+ #endif\n\
27
+ \n\
28
+ return coords;\n\
29
+ }\n\
30
+ \n\
31
+ /**\n\
32
+ * Writes the logarithmic depth to gl_Position using the already computed gl_Position.\n\
33
+ *\n\
34
+ * @name czm_vertexLogDepth\n\
35
+ * @glslFunction\n\
36
+ */\n\
37
+ void czm_vertexLogDepth()\n\
38
+ {\n\
39
+ #ifdef LOG_DEPTH\n\
40
+ v_depthFromNearPlusOne = (gl_Position.w - czm_currentFrustum.x) + 1.0;\n\
41
+ gl_Position = czm_updatePositionDepth(gl_Position);\n\
42
+ #endif\n\
43
+ }\n\
44
+ \n\
45
+ /**\n\
46
+ * Writes the logarithmic depth to gl_Position using the provided clip coordinates.\n\
47
+ * <p>\n\
48
+ * An example use case for this function would be moving the vertex in window coordinates\n\
49
+ * before converting back to clip coordinates. Use the original vertex clip coordinates.\n\
50
+ * </p>\n\
51
+ * @name czm_vertexLogDepth\n\
52
+ * @glslFunction\n\
53
+ *\n\
54
+ * @param {vec4} clipCoords The vertex in clip coordinates.\n\
55
+ *\n\
56
+ * @example\n\
57
+ * czm_vertexLogDepth(czm_projection * vec4(positionEyeCoordinates, 1.0));\n\
58
+ */\n\
59
+ void czm_vertexLogDepth(vec4 clipCoords)\n\
60
+ {\n\
61
+ #ifdef LOG_DEPTH\n\
62
+ v_depthFromNearPlusOne = (clipCoords.w - czm_currentFrustum.x) + 1.0;\n\
63
+ czm_updatePositionDepth(clipCoords);\n\
64
+ #endif\n\
65
+ }\n\
66
+ ";
@@ -0,0 +1,99 @@
1
+ /**
2
+ * Transforms a position from window to eye coordinates.
3
+ * The transform from window to normalized device coordinates is done using components
4
+ * of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating
5
+ * the inverse of <code>czm_viewportTransformation</code>. The transformation from
6
+ * normalized device coordinates to clip coordinates is done using <code>fragmentCoordinate.w</code>,
7
+ * which is expected to be the scalar used in the perspective divide. The transformation
8
+ * from clip to eye coordinates is done using {@link czm_inverseProjection}.
9
+ *
10
+ * @name czm_windowToEyeCoordinates
11
+ * @glslFunction
12
+ *
13
+ * @param {vec4} fragmentCoordinate The position in window coordinates to transform.
14
+ *
15
+ * @returns {vec4} The transformed position in eye coordinates.
16
+ *
17
+ * @see czm_modelToWindowCoordinates
18
+ * @see czm_eyeToWindowCoordinates
19
+ * @see czm_inverseProjection
20
+ * @see czm_viewport
21
+ * @see czm_viewportTransformation
22
+ *
23
+ * @example
24
+ * vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord);
25
+ */
26
+ vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate)
27
+ {
28
+ // Reconstruct NDC coordinates
29
+ float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;
30
+ float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;
31
+ float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];
32
+ vec4 q = vec4(x, y, z, 1.0);
33
+
34
+ // Reverse the perspective division to obtain clip coordinates.
35
+ q /= fragmentCoordinate.w;
36
+
37
+ // Reverse the projection transformation to obtain eye coordinates.
38
+ if (!(czm_inverseProjection == mat4(0.0))) // IE and Edge sometimes do something weird with != between mat4s
39
+ {
40
+ q = czm_inverseProjection * q;
41
+ }
42
+ else
43
+ {
44
+ float top = czm_frustumPlanes.x;
45
+ float bottom = czm_frustumPlanes.y;
46
+ float left = czm_frustumPlanes.z;
47
+ float right = czm_frustumPlanes.w;
48
+
49
+ float near = czm_currentFrustum.x;
50
+ float far = czm_currentFrustum.y;
51
+
52
+ q.x = (q.x * (right - left) + left + right) * 0.5;
53
+ q.y = (q.y * (top - bottom) + bottom + top) * 0.5;
54
+ q.z = (q.z * (near - far) - near - far) * 0.5;
55
+ q.w = 1.0;
56
+ }
57
+
58
+ return q;
59
+ }
60
+
61
+ /**
62
+ * Transforms a position given as window x/y and a depth or a log depth from window to eye coordinates.
63
+ * This function produces more accurate results for window positions with log depth than
64
+ * conventionally unpacking the log depth using czm_reverseLogDepth and using the standard version
65
+ * of czm_windowToEyeCoordinates.
66
+ *
67
+ * @name czm_windowToEyeCoordinates
68
+ * @glslFunction
69
+ *
70
+ * @param {vec2} fragmentCoordinateXY The XY position in window coordinates to transform.
71
+ * @param {float} depthOrLogDepth A depth or log depth for the fragment.
72
+ *
73
+ * @see czm_modelToWindowCoordinates
74
+ * @see czm_eyeToWindowCoordinates
75
+ * @see czm_inverseProjection
76
+ * @see czm_viewport
77
+ * @see czm_viewportTransformation
78
+ *
79
+ * @returns {vec4} The transformed position in eye coordinates.
80
+ */
81
+ vec4 czm_windowToEyeCoordinates(vec2 fragmentCoordinateXY, float depthOrLogDepth)
82
+ {
83
+ // See reverseLogDepth.glsl. This is separate to re-use the pow.
84
+ #ifdef LOG_DEPTH
85
+ float near = czm_currentFrustum.x;
86
+ float far = czm_currentFrustum.y;
87
+ float log2Depth = depthOrLogDepth * czm_log2FarDepthFromNearPlusOne;
88
+ float depthFromNear = pow(2.0, log2Depth) - 1.0;
89
+ float depthFromCamera = depthFromNear + near;
90
+ vec4 windowCoord = vec4(fragmentCoordinateXY, far * (1.0 - near / depthFromCamera) / (far - near), 1.0);
91
+ vec4 eyeCoordinate = czm_windowToEyeCoordinates(windowCoord);
92
+ eyeCoordinate.w = 1.0 / depthFromCamera; // Better precision
93
+ return eyeCoordinate;
94
+ #else
95
+ vec4 windowCoord = vec4(fragmentCoordinateXY, depthOrLogDepth, 1.0);
96
+ vec4 eyeCoordinate = czm_windowToEyeCoordinates(windowCoord);
97
+ #endif
98
+ return eyeCoordinate;
99
+ }
@@ -0,0 +1,101 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Transforms a position from window to eye coordinates.\n\
4
+ * The transform from window to normalized device coordinates is done using components\n\
5
+ * of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating\n\
6
+ * the inverse of <code>czm_viewportTransformation</code>. The transformation from\n\
7
+ * normalized device coordinates to clip coordinates is done using <code>fragmentCoordinate.w</code>,\n\
8
+ * which is expected to be the scalar used in the perspective divide. The transformation\n\
9
+ * from clip to eye coordinates is done using {@link czm_inverseProjection}.\n\
10
+ *\n\
11
+ * @name czm_windowToEyeCoordinates\n\
12
+ * @glslFunction\n\
13
+ *\n\
14
+ * @param {vec4} fragmentCoordinate The position in window coordinates to transform.\n\
15
+ *\n\
16
+ * @returns {vec4} The transformed position in eye coordinates.\n\
17
+ *\n\
18
+ * @see czm_modelToWindowCoordinates\n\
19
+ * @see czm_eyeToWindowCoordinates\n\
20
+ * @see czm_inverseProjection\n\
21
+ * @see czm_viewport\n\
22
+ * @see czm_viewportTransformation\n\
23
+ *\n\
24
+ * @example\n\
25
+ * vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord);\n\
26
+ */\n\
27
+ vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate)\n\
28
+ {\n\
29
+ // Reconstruct NDC coordinates\n\
30
+ float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;\n\
31
+ float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;\n\
32
+ float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];\n\
33
+ vec4 q = vec4(x, y, z, 1.0);\n\
34
+ \n\
35
+ // Reverse the perspective division to obtain clip coordinates.\n\
36
+ q /= fragmentCoordinate.w;\n\
37
+ \n\
38
+ // Reverse the projection transformation to obtain eye coordinates.\n\
39
+ if (!(czm_inverseProjection == mat4(0.0))) // IE and Edge sometimes do something weird with != between mat4s\n\
40
+ {\n\
41
+ q = czm_inverseProjection * q;\n\
42
+ }\n\
43
+ else\n\
44
+ {\n\
45
+ float top = czm_frustumPlanes.x;\n\
46
+ float bottom = czm_frustumPlanes.y;\n\
47
+ float left = czm_frustumPlanes.z;\n\
48
+ float right = czm_frustumPlanes.w;\n\
49
+ \n\
50
+ float near = czm_currentFrustum.x;\n\
51
+ float far = czm_currentFrustum.y;\n\
52
+ \n\
53
+ q.x = (q.x * (right - left) + left + right) * 0.5;\n\
54
+ q.y = (q.y * (top - bottom) + bottom + top) * 0.5;\n\
55
+ q.z = (q.z * (near - far) - near - far) * 0.5;\n\
56
+ q.w = 1.0;\n\
57
+ }\n\
58
+ \n\
59
+ return q;\n\
60
+ }\n\
61
+ \n\
62
+ /**\n\
63
+ * Transforms a position given as window x/y and a depth or a log depth from window to eye coordinates.\n\
64
+ * This function produces more accurate results for window positions with log depth than\n\
65
+ * conventionally unpacking the log depth using czm_reverseLogDepth and using the standard version\n\
66
+ * of czm_windowToEyeCoordinates.\n\
67
+ *\n\
68
+ * @name czm_windowToEyeCoordinates\n\
69
+ * @glslFunction\n\
70
+ *\n\
71
+ * @param {vec2} fragmentCoordinateXY The XY position in window coordinates to transform.\n\
72
+ * @param {float} depthOrLogDepth A depth or log depth for the fragment.\n\
73
+ *\n\
74
+ * @see czm_modelToWindowCoordinates\n\
75
+ * @see czm_eyeToWindowCoordinates\n\
76
+ * @see czm_inverseProjection\n\
77
+ * @see czm_viewport\n\
78
+ * @see czm_viewportTransformation\n\
79
+ *\n\
80
+ * @returns {vec4} The transformed position in eye coordinates.\n\
81
+ */\n\
82
+ vec4 czm_windowToEyeCoordinates(vec2 fragmentCoordinateXY, float depthOrLogDepth)\n\
83
+ {\n\
84
+ // See reverseLogDepth.glsl. This is separate to re-use the pow.\n\
85
+ #ifdef LOG_DEPTH\n\
86
+ float near = czm_currentFrustum.x;\n\
87
+ float far = czm_currentFrustum.y;\n\
88
+ float log2Depth = depthOrLogDepth * czm_log2FarDepthFromNearPlusOne;\n\
89
+ float depthFromNear = pow(2.0, log2Depth) - 1.0;\n\
90
+ float depthFromCamera = depthFromNear + near;\n\
91
+ vec4 windowCoord = vec4(fragmentCoordinateXY, far * (1.0 - near / depthFromCamera) / (far - near), 1.0);\n\
92
+ vec4 eyeCoordinate = czm_windowToEyeCoordinates(windowCoord);\n\
93
+ eyeCoordinate.w = 1.0 / depthFromCamera; // Better precision\n\
94
+ return eyeCoordinate;\n\
95
+ #else\n\
96
+ vec4 windowCoord = vec4(fragmentCoordinateXY, depthOrLogDepth, 1.0);\n\
97
+ vec4 eyeCoordinate = czm_windowToEyeCoordinates(windowCoord);\n\
98
+ #endif\n\
99
+ return eyeCoordinate;\n\
100
+ }\n\
101
+ ";
@@ -0,0 +1,27 @@
1
+ // emulated noperspective
2
+ #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
3
+ varying float v_WindowZ;
4
+ #endif
5
+
6
+ /**
7
+ * Emulates GL_DEPTH_CLAMP. Clamps a fragment to the near and far plane
8
+ * by writing the fragment's depth. See czm_depthClamp for more details.
9
+ * <p>
10
+ * The shader must enable the GL_EXT_frag_depth extension.
11
+ * </p>
12
+ *
13
+ * @name czm_writeDepthClamp
14
+ * @glslFunction
15
+ *
16
+ * @example
17
+ * gl_FragColor = color;
18
+ * czm_writeDepthClamp();
19
+ *
20
+ * @see czm_depthClamp
21
+ */
22
+ void czm_writeDepthClamp()
23
+ {
24
+ #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
25
+ gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0);
26
+ #endif
27
+ }
@@ -0,0 +1,29 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "// emulated noperspective\n\
3
+ #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)\n\
4
+ varying float v_WindowZ;\n\
5
+ #endif\n\
6
+ \n\
7
+ /**\n\
8
+ * Emulates GL_DEPTH_CLAMP. Clamps a fragment to the near and far plane\n\
9
+ * by writing the fragment's depth. See czm_depthClamp for more details.\n\
10
+ * <p>\n\
11
+ * The shader must enable the GL_EXT_frag_depth extension.\n\
12
+ * </p>\n\
13
+ *\n\
14
+ * @name czm_writeDepthClamp\n\
15
+ * @glslFunction\n\
16
+ *\n\
17
+ * @example\n\
18
+ * gl_FragColor = color;\n\
19
+ * czm_writeDepthClamp();\n\
20
+ *\n\
21
+ * @see czm_depthClamp\n\
22
+ */\n\
23
+ void czm_writeDepthClamp()\n\
24
+ {\n\
25
+ #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)\n\
26
+ gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0);\n\
27
+ #endif\n\
28
+ }\n\
29
+ ";
@@ -0,0 +1,82 @@
1
+ #ifdef LOG_DEPTH
2
+ varying float v_depthFromNearPlusOne;
3
+
4
+ #ifdef POLYGON_OFFSET
5
+ uniform vec2 u_polygonOffset;
6
+ #ifdef GL_OES_standard_derivatives
7
+ #extension GL_OES_standard_derivatives : enable
8
+ #endif
9
+ #endif
10
+
11
+ #endif
12
+
13
+ /**
14
+ * Writes the fragment depth to the logarithmic depth buffer.
15
+ * <p>
16
+ * Use this when the vertex shader does not call {@link czm_vertexlogDepth}, for example, when
17
+ * ray-casting geometry using a full screen quad.
18
+ * </p>
19
+ * @name czm_writeLogDepth
20
+ * @glslFunction
21
+ *
22
+ * @param {float} depth The depth coordinate, where 1.0 is on the near plane and
23
+ * depth increases in eye-space units from there
24
+ *
25
+ * @example
26
+ * czm_writeLogDepth((czm_projection * v_positionEyeCoordinates).w + 1.0);
27
+ */
28
+ void czm_writeLogDepth(float depth)
29
+ {
30
+ #if defined(GL_EXT_frag_depth) && defined(LOG_DEPTH)
31
+ // Discard the vertex if it's not between the near and far planes.
32
+ // We allow a bit of epsilon on the near plane comparison because a 1.0
33
+ // from the vertex shader (indicating the vertex should be _on_ the near
34
+ // plane) will not necessarily come here as exactly 1.0.
35
+ if (depth <= 0.9999999 || depth > czm_farDepthFromNearPlusOne) {
36
+ discard;
37
+ }
38
+
39
+ #ifdef POLYGON_OFFSET
40
+ // Polygon offset: m * factor + r * units
41
+ float factor = u_polygonOffset[0];
42
+ float units = u_polygonOffset[1];
43
+
44
+ // If we can't compute derivatives, just leave out the factor I guess?
45
+ #ifdef GL_OES_standard_derivatives
46
+ if (factor != 0.0) {
47
+ // m = sqrt(dZdX^2 + dZdY^2);
48
+ float x = dFdx(depth);
49
+ float y = dFdy(depth);
50
+ float m = sqrt(x * x + y * y);
51
+
52
+ // Apply the factor before computing the log depth.
53
+ depth += m * factor;
54
+ }
55
+ #endif
56
+
57
+ #endif
58
+
59
+ gl_FragDepthEXT = log2(depth) * czm_oneOverLog2FarDepthFromNearPlusOne;
60
+
61
+ #ifdef POLYGON_OFFSET
62
+ // Apply the units after the log depth.
63
+ gl_FragDepthEXT += czm_epsilon7 * units;
64
+ #endif
65
+
66
+ #endif
67
+ }
68
+
69
+ /**
70
+ * Writes the fragment depth to the logarithmic depth buffer.
71
+ * <p>
72
+ * Use this when the vertex shader calls {@link czm_vertexlogDepth}.
73
+ * </p>
74
+ *
75
+ * @name czm_writeLogDepth
76
+ * @glslFunction
77
+ */
78
+ void czm_writeLogDepth() {
79
+ #ifdef LOG_DEPTH
80
+ czm_writeLogDepth(v_depthFromNearPlusOne);
81
+ #endif
82
+ }
@@ -0,0 +1,84 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "#ifdef LOG_DEPTH\n\
3
+ varying float v_depthFromNearPlusOne;\n\
4
+ \n\
5
+ #ifdef POLYGON_OFFSET\n\
6
+ uniform vec2 u_polygonOffset;\n\
7
+ #ifdef GL_OES_standard_derivatives\n\
8
+ #extension GL_OES_standard_derivatives : enable\n\
9
+ #endif\n\
10
+ #endif\n\
11
+ \n\
12
+ #endif\n\
13
+ \n\
14
+ /**\n\
15
+ * Writes the fragment depth to the logarithmic depth buffer.\n\
16
+ * <p>\n\
17
+ * Use this when the vertex shader does not call {@link czm_vertexlogDepth}, for example, when\n\
18
+ * ray-casting geometry using a full screen quad.\n\
19
+ * </p>\n\
20
+ * @name czm_writeLogDepth\n\
21
+ * @glslFunction\n\
22
+ *\n\
23
+ * @param {float} depth The depth coordinate, where 1.0 is on the near plane and\n\
24
+ * depth increases in eye-space units from there\n\
25
+ *\n\
26
+ * @example\n\
27
+ * czm_writeLogDepth((czm_projection * v_positionEyeCoordinates).w + 1.0);\n\
28
+ */\n\
29
+ void czm_writeLogDepth(float depth)\n\
30
+ {\n\
31
+ #if defined(GL_EXT_frag_depth) && defined(LOG_DEPTH)\n\
32
+ // Discard the vertex if it's not between the near and far planes.\n\
33
+ // We allow a bit of epsilon on the near plane comparison because a 1.0\n\
34
+ // from the vertex shader (indicating the vertex should be _on_ the near\n\
35
+ // plane) will not necessarily come here as exactly 1.0.\n\
36
+ if (depth <= 0.9999999 || depth > czm_farDepthFromNearPlusOne) {\n\
37
+ discard;\n\
38
+ }\n\
39
+ \n\
40
+ #ifdef POLYGON_OFFSET\n\
41
+ // Polygon offset: m * factor + r * units\n\
42
+ float factor = u_polygonOffset[0];\n\
43
+ float units = u_polygonOffset[1];\n\
44
+ \n\
45
+ // If we can't compute derivatives, just leave out the factor I guess?\n\
46
+ #ifdef GL_OES_standard_derivatives\n\
47
+ if (factor != 0.0) {\n\
48
+ // m = sqrt(dZdX^2 + dZdY^2);\n\
49
+ float x = dFdx(depth);\n\
50
+ float y = dFdy(depth);\n\
51
+ float m = sqrt(x * x + y * y);\n\
52
+ \n\
53
+ // Apply the factor before computing the log depth.\n\
54
+ depth += m * factor;\n\
55
+ }\n\
56
+ #endif\n\
57
+ \n\
58
+ #endif\n\
59
+ \n\
60
+ gl_FragDepthEXT = log2(depth) * czm_oneOverLog2FarDepthFromNearPlusOne;\n\
61
+ \n\
62
+ #ifdef POLYGON_OFFSET\n\
63
+ // Apply the units after the log depth.\n\
64
+ gl_FragDepthEXT += czm_epsilon7 * units;\n\
65
+ #endif\n\
66
+ \n\
67
+ #endif\n\
68
+ }\n\
69
+ \n\
70
+ /**\n\
71
+ * Writes the fragment depth to the logarithmic depth buffer.\n\
72
+ * <p>\n\
73
+ * Use this when the vertex shader calls {@link czm_vertexlogDepth}.\n\
74
+ * </p>\n\
75
+ *\n\
76
+ * @name czm_writeLogDepth\n\
77
+ * @glslFunction\n\
78
+ */\n\
79
+ void czm_writeLogDepth() {\n\
80
+ #ifdef LOG_DEPTH\n\
81
+ czm_writeLogDepth(v_depthFromNearPlusOne);\n\
82
+ #endif\n\
83
+ }\n\
84
+ ";
@@ -0,0 +1,32 @@
1
+ /**
2
+ * Transforms a value for non-perspective interpolation by multiplying
3
+ * it by w, the value used in the perspective divide. This function is
4
+ * intended to be called in a vertex shader to compute the value of a
5
+ * `varying` that should not be subject to perspective interpolation.
6
+ * For example, screen-space texture coordinates. The fragment shader
7
+ * must call {@link czm_readNonPerspective} to retrieve the final
8
+ * non-perspective value.
9
+ *
10
+ * @name czm_writeNonPerspective
11
+ * @glslFunction
12
+ *
13
+ * @param {float|vec2|vec3|vec4} value The value to be interpolated without accounting for perspective.
14
+ * @param {float} w The perspective divide value. Usually this is the computed `gl_Position.w`.
15
+ * @returns {float|vec2|vec3|vec4} The transformed value, intended to be stored in a `varying` and read in the
16
+ * fragment shader with {@link czm_readNonPerspective}.
17
+ */
18
+ float czm_writeNonPerspective(float value, float w) {
19
+ return value * w;
20
+ }
21
+
22
+ vec2 czm_writeNonPerspective(vec2 value, float w) {
23
+ return value * w;
24
+ }
25
+
26
+ vec3 czm_writeNonPerspective(vec3 value, float w) {
27
+ return value * w;
28
+ }
29
+
30
+ vec4 czm_writeNonPerspective(vec4 value, float w) {
31
+ return value * w;
32
+ }
@@ -0,0 +1,34 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Transforms a value for non-perspective interpolation by multiplying\n\
4
+ * it by w, the value used in the perspective divide. This function is\n\
5
+ * intended to be called in a vertex shader to compute the value of a\n\
6
+ * `varying` that should not be subject to perspective interpolation.\n\
7
+ * For example, screen-space texture coordinates. The fragment shader\n\
8
+ * must call {@link czm_readNonPerspective} to retrieve the final\n\
9
+ * non-perspective value.\n\
10
+ *\n\
11
+ * @name czm_writeNonPerspective\n\
12
+ * @glslFunction\n\
13
+ *\n\
14
+ * @param {float|vec2|vec3|vec4} value The value to be interpolated without accounting for perspective.\n\
15
+ * @param {float} w The perspective divide value. Usually this is the computed `gl_Position.w`.\n\
16
+ * @returns {float|vec2|vec3|vec4} The transformed value, intended to be stored in a `varying` and read in the\n\
17
+ * fragment shader with {@link czm_readNonPerspective}.\n\
18
+ */\n\
19
+ float czm_writeNonPerspective(float value, float w) {\n\
20
+ return value * w;\n\
21
+ }\n\
22
+ \n\
23
+ vec2 czm_writeNonPerspective(vec2 value, float w) {\n\
24
+ return value * w;\n\
25
+ }\n\
26
+ \n\
27
+ vec3 czm_writeNonPerspective(vec3 value, float w) {\n\
28
+ return value * w;\n\
29
+ }\n\
30
+ \n\
31
+ vec4 czm_writeNonPerspective(vec4 value, float w) {\n\
32
+ return value * w;\n\
33
+ }\n\
34
+ ";
@@ -0,0 +1,9 @@
1
+ /**
2
+ * @name czm_depthRangeStruct
3
+ * @glslStruct
4
+ */
5
+ struct czm_depthRangeStruct
6
+ {
7
+ float near;
8
+ float far;
9
+ };
@@ -0,0 +1,11 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * @name czm_depthRangeStruct\n\
4
+ * @glslStruct\n\
5
+ */\n\
6
+ struct czm_depthRangeStruct\n\
7
+ {\n\
8
+ float near;\n\
9
+ float far;\n\
10
+ };\n\
11
+ ";
@@ -0,0 +1,22 @@
1
+ /**
2
+ * Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.
3
+ *
4
+ * @name czm_material
5
+ * @glslStruct
6
+ *
7
+ * @property {vec3} diffuse Incoming light that scatters evenly in all directions.
8
+ * @property {float} specular Intensity of incoming light reflecting in a single direction.
9
+ * @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.
10
+ * @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.
11
+ * @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
12
+ * @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.
13
+ */
14
+ struct czm_material
15
+ {
16
+ vec3 diffuse;
17
+ float specular;
18
+ float shininess;
19
+ vec3 normal;
20
+ vec3 emission;
21
+ float alpha;
22
+ };
@@ -0,0 +1,24 @@
1
+ //This file is automatically rebuilt by the Cesium build process.
2
+ export default "/**\n\
3
+ * Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.\n\
4
+ *\n\
5
+ * @name czm_material\n\
6
+ * @glslStruct\n\
7
+ *\n\
8
+ * @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\
9
+ * @property {float} specular Intensity of incoming light reflecting in a single direction.\n\
10
+ * @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.\n\
11
+ * @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\
12
+ * @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\
13
+ * @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\
14
+ */\n\
15
+ struct czm_material\n\
16
+ {\n\
17
+ vec3 diffuse;\n\
18
+ float specular;\n\
19
+ float shininess;\n\
20
+ vec3 normal;\n\
21
+ vec3 emission;\n\
22
+ float alpha;\n\
23
+ };\n\
24
+ ";
@@ -0,0 +1,28 @@
1
+ /**
2
+ * Used as input to every material's czm_getMaterial function.
3
+ *
4
+ * @name czm_materialInput
5
+ * @glslStruct
6
+ *
7
+ * @property {float} s 1D texture coordinates.
8
+ * @property {vec2} st 2D texture coordinates.
9
+ * @property {vec3} str 3D texture coordinates.
10
+ * @property {vec3} normalEC Unperturbed surface normal in eye coordinates.
11
+ * @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.
12
+ * @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.
13
+ * @property {float} height The height of the terrain in meters above or below the WGS84 ellipsoid. Only available for globe materials.
14
+ * @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.
15
+ * @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.
16
+ */
17
+ struct czm_materialInput
18
+ {
19
+ float s;
20
+ vec2 st;
21
+ vec3 str;
22
+ vec3 normalEC;
23
+ mat3 tangentToEyeMatrix;
24
+ vec3 positionToEyeEC;
25
+ float height;
26
+ float slope;
27
+ float aspect;
28
+ };