@cesium/engine 1.0.0 → 2.0.0

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 (472) hide show
  1. package/Build/Workers/{AttributeCompression-4589338a.js → AttributeCompression-b646d393.js} +1 -1
  2. package/Build/Workers/{AxisAlignedBoundingBox-bfb1234f.js → AxisAlignedBoundingBox-47525601.js} +1 -1
  3. package/Build/Workers/{BoundingRectangle-7ffc2153.js → BoundingRectangle-93b263ac.js} +1 -1
  4. package/Build/Workers/{BoxGeometry-93f344a3.js → BoxGeometry-8c4b4125.js} +1 -1
  5. package/Build/Workers/{Color-0c5aaf47.js → Color-52c60ed7.js} +1 -1
  6. package/Build/Workers/{CoplanarPolygonGeometryLibrary-6597982a.js → CoplanarPolygonGeometryLibrary-33c4c1f8.js} +1 -1
  7. package/Build/Workers/{CorridorGeometryLibrary-2119580e.js → CorridorGeometryLibrary-5039cd8e.js} +1 -1
  8. package/Build/Workers/{CylinderGeometry-f9503c6d.js → CylinderGeometry-3ac44974.js} +1 -1
  9. package/Build/Workers/{EllipseGeometry-fedf72d5.js → EllipseGeometry-a9c9b3be.js} +1 -1
  10. package/Build/Workers/{EllipseGeometryLibrary-4ea68687.js → EllipseGeometryLibrary-855d4681.js} +1 -1
  11. package/Build/Workers/{EllipseOutlineGeometry-e2ae6a35.js → EllipseOutlineGeometry-017a5929.js} +1 -1
  12. package/Build/Workers/{EllipsoidGeodesic-16de63ea.js → EllipsoidGeodesic-98c62a56.js} +1 -1
  13. package/Build/Workers/{EllipsoidGeometry-95c0330e.js → EllipsoidGeometry-826e7bce.js} +1 -1
  14. package/Build/Workers/{EllipsoidOutlineGeometry-d6d2ceec.js → EllipsoidOutlineGeometry-784dcdb5.js} +1 -1
  15. package/Build/Workers/{EllipsoidRhumbLine-ae5e65e0.js → EllipsoidRhumbLine-19756602.js} +1 -1
  16. package/Build/Workers/{EllipsoidTangentPlane-bfc674bf.js → EllipsoidTangentPlane-ed9443a1.js} +1 -1
  17. package/Build/Workers/{EncodedCartesian3-f473ea18.js → EncodedCartesian3-81f70735.js} +1 -1
  18. package/Build/Workers/{FrustumGeometry-3bf2e4eb.js → FrustumGeometry-9f1ee4d8.js} +1 -1
  19. package/Build/Workers/{GeometryAttribute-df5f473e.js → GeometryAttribute-334718f8.js} +1 -1
  20. package/Build/Workers/{GeometryInstance-aa75b4cf.js → GeometryInstance-451dc1cd.js} +1 -1
  21. package/Build/Workers/{GeometryPipeline-f0e46c42.js → GeometryPipeline-8fb0db69.js} +1 -1
  22. package/Build/Workers/{IntersectionTests-9de29d51.js → IntersectionTests-27d49265.js} +1 -1
  23. package/Build/Workers/{Matrix2-ce637455.js → Matrix2-13178034.js} +4 -2
  24. package/Build/Workers/{Matrix3-4f4df527.js → Matrix3-315394f6.js} +2 -1
  25. package/Build/Workers/{OrientedBoundingBox-d3ff3d4d.js → OrientedBoundingBox-79ee7cbb.js} +5 -5
  26. package/Build/Workers/{Plane-b81241c2.js → Plane-900aa728.js} +1 -1
  27. package/Build/Workers/{PolygonGeometryLibrary-6f4937bb.js → PolygonGeometryLibrary-6b5a29e9.js} +1 -1
  28. package/Build/Workers/PolygonPipeline-21668b3f.js +1345 -0
  29. package/Build/Workers/{PolylinePipeline-2e2b015c.js → PolylinePipeline-5e2e1b21.js} +1 -1
  30. package/Build/Workers/{PolylineVolumeGeometryLibrary-7ee1d449.js → PolylineVolumeGeometryLibrary-97f0b94e.js} +1 -1
  31. package/Build/Workers/{PrimitivePipeline-a9b7aae0.js → PrimitivePipeline-5640850a.js} +1 -1
  32. package/Build/Workers/{RectangleGeometryLibrary-9aa6c8f6.js → RectangleGeometryLibrary-d5457f7b.js} +1 -1
  33. package/Build/Workers/{TerrainEncoding-b52dcfc5.js → TerrainEncoding-bfdf2021.js} +1 -1
  34. package/Build/Workers/{Transforms-2f755df8.js → Transforms-a05e5e6e.js} +114 -83
  35. package/Build/Workers/{WallGeometryLibrary-ab19a93d.js → WallGeometryLibrary-6db0ebb6.js} +1 -1
  36. package/Build/Workers/{WebMercatorProjection-9f25de49.js → WebMercatorProjection-13a90d41.js} +1 -1
  37. package/Build/Workers/cesiumWorkerBootstrapper.js +92 -2
  38. package/Build/Workers/combineGeometry.js +1 -1
  39. package/Build/Workers/createBoxGeometry.js +1 -1
  40. package/Build/Workers/createBoxOutlineGeometry.js +1 -1
  41. package/Build/Workers/createCircleGeometry.js +1 -1
  42. package/Build/Workers/createCircleOutlineGeometry.js +1 -1
  43. package/Build/Workers/createCoplanarPolygonGeometry.js +1 -1
  44. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +1 -1
  45. package/Build/Workers/createCorridorGeometry.js +1 -1
  46. package/Build/Workers/createCorridorOutlineGeometry.js +1 -1
  47. package/Build/Workers/createCylinderGeometry.js +1 -1
  48. package/Build/Workers/createCylinderOutlineGeometry.js +1 -1
  49. package/Build/Workers/createEllipseGeometry.js +1 -1
  50. package/Build/Workers/createEllipseOutlineGeometry.js +1 -1
  51. package/Build/Workers/createEllipsoidGeometry.js +1 -1
  52. package/Build/Workers/createEllipsoidOutlineGeometry.js +1 -1
  53. package/Build/Workers/createFrustumGeometry.js +1 -1
  54. package/Build/Workers/createFrustumOutlineGeometry.js +1 -1
  55. package/Build/Workers/createGeometry.js +1 -1
  56. package/Build/Workers/createGroundPolylineGeometry.js +1 -1
  57. package/Build/Workers/createPlaneGeometry.js +1 -1
  58. package/Build/Workers/createPlaneOutlineGeometry.js +1 -1
  59. package/Build/Workers/createPolygonGeometry.js +1 -1
  60. package/Build/Workers/createPolygonOutlineGeometry.js +1 -1
  61. package/Build/Workers/createPolylineGeometry.js +1 -1
  62. package/Build/Workers/createPolylineVolumeGeometry.js +1 -1
  63. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +1 -1
  64. package/Build/Workers/createRectangleGeometry.js +1 -1
  65. package/Build/Workers/createRectangleOutlineGeometry.js +1 -1
  66. package/Build/Workers/createSimplePolylineGeometry.js +1 -1
  67. package/Build/Workers/createSphereGeometry.js +1 -1
  68. package/Build/Workers/createSphereOutlineGeometry.js +1 -1
  69. package/Build/Workers/createVectorTileClampedPolylines.js +1 -1
  70. package/Build/Workers/createVectorTileGeometries.js +1 -1
  71. package/Build/Workers/createVectorTilePoints.js +1 -1
  72. package/Build/Workers/createVectorTilePolygons.js +1 -1
  73. package/Build/Workers/createVectorTilePolylines.js +1 -1
  74. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +1 -1
  75. package/Build/Workers/createVerticesFromHeightmap.js +7 -3
  76. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +1 -1
  77. package/Build/Workers/createWallGeometry.js +1 -1
  78. package/Build/Workers/createWallOutlineGeometry.js +1 -1
  79. package/Build/Workers/decodeDraco.js +9 -1
  80. package/Build/Workers/decodeI3S.js +1 -1
  81. package/Build/Workers/package.js +25 -1
  82. package/Build/Workers/transcodeKTX2.js +22 -2
  83. package/Build/Workers/transferTypedArrayTest.js +25 -1
  84. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1 -1
  85. package/README.md +14 -16
  86. package/Source/Core/EarthOrientationParameters.js +67 -63
  87. package/Source/Core/FeatureDetection.js +18 -0
  88. package/Source/Core/Ion.js +1 -2
  89. package/Source/Core/Matrix2.js +2 -1
  90. package/Source/Core/Matrix3.js +2 -1
  91. package/Source/Core/Matrix4.js +1 -0
  92. package/Source/Core/OrientedBoundingBox.js +4 -4
  93. package/Source/Core/PixelFormat.js +22 -2
  94. package/Source/Core/S2Cell.js +3 -3
  95. package/Source/Core/Transforms.js +3 -7
  96. package/Source/Core/sampleTerrain.js +5 -0
  97. package/Source/DataSources/GpxDataSource.js +4 -6
  98. package/Source/DataSources/KmlDataSource.js +3 -5
  99. package/Source/Renderer/AutomaticUniforms.js +3 -3
  100. package/Source/Renderer/Context.js +20 -12
  101. package/Source/Renderer/Pass.js +3 -2
  102. package/Source/Renderer/ShaderBuilder.js +13 -12
  103. package/Source/Renderer/ShaderSource.js +31 -26
  104. package/Source/Renderer/demodernizeShader.js +76 -0
  105. package/Source/Scene/AutoExposure.js +5 -5
  106. package/Source/Scene/BatchTable.js +5 -5
  107. package/Source/Scene/BillboardCollection.js +2 -2
  108. package/Source/Scene/BingMapsImageryProvider.js +1 -1
  109. package/Source/Scene/Cesium3DTile.js +8 -2
  110. package/Source/Scene/Cesium3DTileBatchTable.js +28 -28
  111. package/Source/Scene/Cesium3DTileContentType.js +19 -0
  112. package/Source/Scene/Cesium3DTilesVoxelProvider.js +494 -0
  113. package/Source/Scene/Cesium3DTileset.js +6 -1
  114. package/Source/Scene/Cesium3DTilesetMetadata.js +2 -2
  115. package/Source/Scene/ClassificationPrimitive.js +3 -8
  116. package/Source/Scene/ContentMetadata.js +2 -2
  117. package/Source/Scene/DebugAppearance.js +7 -9
  118. package/Source/Scene/DebugInspector.js +5 -5
  119. package/Source/Scene/DepthPlane.js +0 -6
  120. package/Source/Scene/DerivedCommand.js +15 -22
  121. package/Source/Scene/EllipsoidPrimitive.js +0 -7
  122. package/Source/Scene/Expression.js +1 -1
  123. package/Source/Scene/Globe.js +10 -0
  124. package/Source/Scene/GlobeSurfaceTileProvider.js +7 -0
  125. package/Source/Scene/GlobeTranslucencyState.js +6 -6
  126. package/Source/Scene/GltfImageLoader.js +1 -1
  127. package/Source/Scene/GltfVertexBufferLoader.js +10 -2
  128. package/Source/Scene/GroundPolylinePrimitive.js +2 -4
  129. package/Source/Scene/GroupMetadata.js +2 -2
  130. package/Source/Scene/ImplicitMetadataView.js +2 -2
  131. package/Source/Scene/ImplicitSubtreeCache.js +127 -0
  132. package/Source/Scene/ImplicitSubtreeMetadata.js +2 -2
  133. package/Source/Scene/ImplicitTileset.js +3 -2
  134. package/Source/Scene/InvertClassification.js +9 -10
  135. package/Source/Scene/KeyframeNode.js +47 -0
  136. package/Source/Scene/Material.js +6 -6
  137. package/Source/Scene/Megatexture.js +490 -0
  138. package/Source/Scene/MetadataClass.js +60 -25
  139. package/Source/Scene/MetadataClassProperty.js +132 -68
  140. package/Source/Scene/MetadataComponentType.js +78 -57
  141. package/Source/Scene/MetadataEnum.js +59 -23
  142. package/Source/Scene/MetadataEnumValue.js +49 -15
  143. package/Source/Scene/MetadataSchema.js +53 -24
  144. package/Source/Scene/MetadataSchemaLoader.js +2 -2
  145. package/Source/Scene/MetadataSemantic.js +8 -0
  146. package/Source/Scene/MetadataTableProperty.js +2 -2
  147. package/Source/Scene/MetadataType.js +6 -14
  148. package/Source/Scene/Model/CustomShader.js +1 -1
  149. package/Source/Scene/Model/FeatureIdPipelineStage.js +4 -4
  150. package/Source/Scene/Model/GeoJsonLoader.js +1 -1
  151. package/Source/Scene/Model/LightingModel.js +1 -1
  152. package/Source/Scene/Model/MetadataPipelineStage.js +1 -1
  153. package/Source/Scene/Model/Model.js +2 -3
  154. package/Source/Scene/Model/PickingPipelineStage.js +1 -1
  155. package/Source/Scene/Model/buildDrawCommand.js +19 -11
  156. package/Source/Scene/OIT.js +211 -119
  157. package/Source/Scene/PickDepth.js +2 -2
  158. package/Source/Scene/PointCloud.js +12 -12
  159. package/Source/Scene/PointCloudEyeDomeLighting.js +9 -4
  160. package/Source/Scene/PolylineCollection.js +2 -7
  161. package/Source/Scene/PolylineMaterialAppearance.js +2 -3
  162. package/Source/Scene/PostProcessStage.js +13 -13
  163. package/Source/Scene/PostProcessStageLibrary.js +3 -3
  164. package/Source/Scene/Primitive.js +22 -31
  165. package/Source/Scene/PropertyAttribute.js +2 -2
  166. package/Source/Scene/PropertyAttributeProperty.js +2 -2
  167. package/Source/Scene/PropertyTable.js +2 -2
  168. package/Source/Scene/PropertyTexture.js +2 -2
  169. package/Source/Scene/PropertyTextureProperty.js +2 -2
  170. package/Source/Scene/ResourceCache.js +9 -1
  171. package/Source/Scene/ResourceCacheKey.js +9 -1
  172. package/Source/Scene/Scene.js +17 -0
  173. package/Source/Scene/ShadowMap.js +7 -7
  174. package/Source/Scene/ShadowMapShader.js +9 -9
  175. package/Source/Scene/ShadowVolumeAppearance.js +1 -1
  176. package/Source/Scene/SpatialNode.js +375 -0
  177. package/Source/Scene/StructuralMetadata.js +2 -2
  178. package/Source/Scene/TextureAtlas.js +5 -3
  179. package/Source/Scene/TileMetadata.js +2 -2
  180. package/Source/Scene/TilesetMetadata.js +2 -2
  181. package/Source/Scene/Vector3DTilePolylines.js +1 -1
  182. package/Source/Scene/Vector3DTilePrimitive.js +2 -2
  183. package/Source/Scene/VoxelBoxShape.js +527 -0
  184. package/Source/Scene/VoxelContent.js +169 -0
  185. package/Source/Scene/VoxelCylinderShape.js +937 -0
  186. package/Source/Scene/VoxelEllipsoidShape.js +945 -0
  187. package/Source/Scene/VoxelPrimitive.js +1919 -0
  188. package/Source/Scene/VoxelProvider.js +255 -0
  189. package/Source/Scene/VoxelRenderResources.js +224 -0
  190. package/Source/Scene/VoxelShape.js +152 -0
  191. package/Source/Scene/VoxelShapeType.js +105 -0
  192. package/Source/Scene/VoxelTraversal.js +1144 -0
  193. package/Source/Scene/buildVoxelDrawCommands.js +116 -0
  194. package/Source/Scene/computeFlyToLocationForRectangle.js +10 -1
  195. package/Source/Scene/createElevationBandMaterial.js +10 -15
  196. package/Source/Scene/getClipAndStyleCode.js +1 -1
  197. package/Source/Scene/getClippingFunction.js +3 -3
  198. package/Source/Scene/parseBatchTable.js +18 -2
  199. package/Source/Scene/preprocess3DTileContent.js +8 -0
  200. package/Source/Scene/processVoxelProperties.js +455 -0
  201. package/Source/Shaders/AdjustTranslucentFS.glsl +9 -6
  202. package/Source/Shaders/AdjustTranslucentFS.js +9 -6
  203. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.glsl +7 -7
  204. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.js +7 -7
  205. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.glsl +12 -12
  206. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.js +12 -12
  207. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.glsl +4 -4
  208. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.js +4 -4
  209. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.glsl +6 -6
  210. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.js +6 -6
  211. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.glsl +5 -5
  212. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js +5 -5
  213. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.glsl +7 -7
  214. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js +7 -7
  215. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.glsl +4 -4
  216. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.js +4 -4
  217. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.glsl +8 -8
  218. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.js +8 -8
  219. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.glsl +2 -2
  220. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js +2 -2
  221. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.glsl +5 -5
  222. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js +5 -5
  223. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.glsl +10 -10
  224. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.js +10 -10
  225. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.glsl +12 -12
  226. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.js +12 -12
  227. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.glsl +5 -5
  228. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.js +5 -5
  229. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.glsl +8 -8
  230. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.js +8 -8
  231. package/Source/Shaders/BillboardCollectionFS.glsl +15 -15
  232. package/Source/Shaders/BillboardCollectionFS.js +15 -15
  233. package/Source/Shaders/BillboardCollectionVS.glsl +24 -24
  234. package/Source/Shaders/BillboardCollectionVS.js +24 -24
  235. package/Source/Shaders/BrdfLutGeneratorFS.glsl +2 -2
  236. package/Source/Shaders/BrdfLutGeneratorFS.js +2 -2
  237. package/Source/Shaders/Builtin/Constants/passOverlay.glsl +1 -1
  238. package/Source/Shaders/Builtin/Constants/passOverlay.js +1 -1
  239. package/Source/Shaders/Builtin/Constants/passVoxels.glsl +9 -0
  240. package/Source/Shaders/Builtin/Constants/passVoxels.js +11 -0
  241. package/Source/Shaders/Builtin/CzmBuiltins.js +19 -15
  242. package/Source/Shaders/Builtin/Functions/depthClamp.glsl +3 -3
  243. package/Source/Shaders/Builtin/Functions/depthClamp.js +3 -3
  244. package/Source/Shaders/Builtin/Functions/getWaterNoise.glsl +4 -4
  245. package/Source/Shaders/Builtin/Functions/getWaterNoise.js +4 -4
  246. package/Source/Shaders/Builtin/Functions/phong.glsl +1 -1
  247. package/Source/Shaders/Builtin/Functions/phong.js +1 -1
  248. package/Source/Shaders/Builtin/Functions/readDepth.glsl +1 -1
  249. package/Source/Shaders/Builtin/Functions/readDepth.js +1 -1
  250. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.glsl +5 -5
  251. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.js +5 -5
  252. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.glsl +3 -3
  253. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.js +3 -3
  254. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.glsl +1 -1
  255. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.js +1 -1
  256. package/Source/Shaders/Builtin/Functions/textureCube.glsl +17 -0
  257. package/Source/Shaders/Builtin/Functions/textureCube.js +18 -0
  258. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +2 -2
  259. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +2 -2
  260. package/Source/Shaders/Builtin/Functions/vertexLogDepth.glsl +2 -2
  261. package/Source/Shaders/Builtin/Functions/vertexLogDepth.js +2 -2
  262. package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.glsl +55 -43
  263. package/Source/Shaders/Builtin/Functions/windowToEyeCoordinates.js +55 -43
  264. package/Source/Shaders/Builtin/Functions/writeDepthClamp.glsl +5 -8
  265. package/Source/Shaders/Builtin/Functions/writeDepthClamp.js +5 -8
  266. package/Source/Shaders/Builtin/Functions/writeLogDepth.glsl +6 -6
  267. package/Source/Shaders/Builtin/Functions/writeLogDepth.js +6 -6
  268. package/Source/Shaders/CloudCollectionFS.glsl +18 -18
  269. package/Source/Shaders/CloudCollectionFS.js +18 -18
  270. package/Source/Shaders/CloudCollectionVS.glsl +11 -11
  271. package/Source/Shaders/CloudCollectionVS.js +11 -11
  272. package/Source/Shaders/CloudNoiseFS.glsl +5 -5
  273. package/Source/Shaders/CloudNoiseFS.js +5 -5
  274. package/Source/Shaders/CloudNoiseVS.glsl +2 -2
  275. package/Source/Shaders/CloudNoiseVS.js +2 -2
  276. package/Source/Shaders/CompareAndPackTranslucentDepth.glsl +4 -4
  277. package/Source/Shaders/CompareAndPackTranslucentDepth.js +4 -4
  278. package/Source/Shaders/CompositeOITFS.glsl +6 -6
  279. package/Source/Shaders/CompositeOITFS.js +6 -6
  280. package/Source/Shaders/DepthPlaneFS.glsl +2 -2
  281. package/Source/Shaders/DepthPlaneFS.js +2 -2
  282. package/Source/Shaders/DepthPlaneVS.glsl +2 -2
  283. package/Source/Shaders/DepthPlaneVS.js +2 -2
  284. package/Source/Shaders/EllipsoidFS.glsl +5 -13
  285. package/Source/Shaders/EllipsoidFS.js +6 -14
  286. package/Source/Shaders/EllipsoidVS.glsl +2 -2
  287. package/Source/Shaders/EllipsoidVS.js +2 -2
  288. package/Source/Shaders/FXAA3_11.glsl +4 -4
  289. package/Source/Shaders/FXAA3_11.js +4 -4
  290. package/Source/Shaders/GlobeFS.glsl +17 -16
  291. package/Source/Shaders/GlobeFS.js +17 -16
  292. package/Source/Shaders/GlobeVS.glsl +17 -17
  293. package/Source/Shaders/GlobeVS.js +17 -17
  294. package/Source/Shaders/Materials/AspectRampMaterial.glsl +1 -1
  295. package/Source/Shaders/Materials/AspectRampMaterial.js +1 -1
  296. package/Source/Shaders/Materials/BumpMapMaterial.glsl +3 -3
  297. package/Source/Shaders/Materials/BumpMapMaterial.js +3 -3
  298. package/Source/Shaders/Materials/ElevationBandMaterial.glsl +3 -3
  299. package/Source/Shaders/Materials/ElevationBandMaterial.js +3 -3
  300. package/Source/Shaders/Materials/ElevationContourMaterial.glsl +2 -1
  301. package/Source/Shaders/Materials/ElevationContourMaterial.js +2 -1
  302. package/Source/Shaders/Materials/ElevationRampMaterial.glsl +1 -1
  303. package/Source/Shaders/Materials/ElevationRampMaterial.js +1 -1
  304. package/Source/Shaders/Materials/GridMaterial.glsl +3 -2
  305. package/Source/Shaders/Materials/GridMaterial.js +3 -2
  306. package/Source/Shaders/Materials/NormalMapMaterial.glsl +1 -1
  307. package/Source/Shaders/Materials/NormalMapMaterial.js +1 -1
  308. package/Source/Shaders/Materials/PolylineArrowMaterial.glsl +3 -2
  309. package/Source/Shaders/Materials/PolylineArrowMaterial.js +3 -2
  310. package/Source/Shaders/Materials/PolylineDashMaterial.glsl +1 -1
  311. package/Source/Shaders/Materials/PolylineDashMaterial.js +1 -1
  312. package/Source/Shaders/Materials/PolylineOutlineMaterial.glsl +1 -1
  313. package/Source/Shaders/Materials/PolylineOutlineMaterial.js +1 -1
  314. package/Source/Shaders/Materials/SlopeRampMaterial.glsl +1 -1
  315. package/Source/Shaders/Materials/SlopeRampMaterial.js +1 -1
  316. package/Source/Shaders/Materials/Water.glsl +1 -1
  317. package/Source/Shaders/Materials/Water.js +1 -1
  318. package/Source/Shaders/Model/ImageBasedLightingStageFS.glsl +3 -3
  319. package/Source/Shaders/Model/ImageBasedLightingStageFS.js +3 -3
  320. package/Source/Shaders/Model/MaterialStageFS.glsl +10 -10
  321. package/Source/Shaders/Model/MaterialStageFS.js +10 -10
  322. package/Source/Shaders/Model/ModelClippingPlanesStageFS.glsl +3 -3
  323. package/Source/Shaders/Model/ModelClippingPlanesStageFS.js +3 -3
  324. package/Source/Shaders/Model/ModelFS.glsl +1 -1
  325. package/Source/Shaders/Model/ModelFS.js +1 -1
  326. package/Source/Shaders/Model/PrimitiveOutlineStageFS.glsl +3 -3
  327. package/Source/Shaders/Model/PrimitiveOutlineStageFS.js +3 -3
  328. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.glsl +1 -1
  329. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.js +1 -1
  330. package/Source/Shaders/OctahedralProjectionAtlasFS.glsl +8 -8
  331. package/Source/Shaders/OctahedralProjectionAtlasFS.js +8 -8
  332. package/Source/Shaders/OctahedralProjectionFS.glsl +4 -4
  333. package/Source/Shaders/OctahedralProjectionFS.js +4 -4
  334. package/Source/Shaders/OctahedralProjectionVS.glsl +3 -3
  335. package/Source/Shaders/OctahedralProjectionVS.js +3 -3
  336. package/Source/Shaders/PointPrimitiveCollectionFS.glsl +6 -6
  337. package/Source/Shaders/PointPrimitiveCollectionFS.js +6 -6
  338. package/Source/Shaders/PointPrimitiveCollectionVS.glsl +17 -14
  339. package/Source/Shaders/PointPrimitiveCollectionVS.js +17 -14
  340. package/Source/Shaders/PolylineFS.glsl +3 -3
  341. package/Source/Shaders/PolylineFS.js +3 -3
  342. package/Source/Shaders/PolylineShadowVolumeFS.glsl +12 -16
  343. package/Source/Shaders/PolylineShadowVolumeFS.js +12 -16
  344. package/Source/Shaders/PolylineShadowVolumeMorphFS.glsl +8 -8
  345. package/Source/Shaders/PolylineShadowVolumeMorphFS.js +8 -8
  346. package/Source/Shaders/PolylineShadowVolumeMorphVS.glsl +20 -20
  347. package/Source/Shaders/PolylineShadowVolumeMorphVS.js +20 -20
  348. package/Source/Shaders/PolylineShadowVolumeVS.glsl +20 -20
  349. package/Source/Shaders/PolylineShadowVolumeVS.js +20 -20
  350. package/Source/Shaders/PolylineVS.glsl +17 -17
  351. package/Source/Shaders/PolylineVS.js +17 -17
  352. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.glsl +4 -4
  353. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.js +4 -4
  354. package/Source/Shaders/PostProcessStages/AdditiveBlend.glsl +4 -4
  355. package/Source/Shaders/PostProcessStages/AdditiveBlend.js +4 -4
  356. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl +4 -4
  357. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.js +4 -4
  358. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.glsl +4 -4
  359. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.js +4 -4
  360. package/Source/Shaders/PostProcessStages/BlackAndWhite.glsl +4 -4
  361. package/Source/Shaders/PostProcessStages/BlackAndWhite.js +4 -4
  362. package/Source/Shaders/PostProcessStages/BloomComposite.glsl +5 -5
  363. package/Source/Shaders/PostProcessStages/BloomComposite.js +5 -5
  364. package/Source/Shaders/PostProcessStages/BrightPass.glsl +3 -3
  365. package/Source/Shaders/PostProcessStages/BrightPass.js +3 -3
  366. package/Source/Shaders/PostProcessStages/Brightness.glsl +3 -3
  367. package/Source/Shaders/PostProcessStages/Brightness.js +3 -3
  368. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.glsl +5 -5
  369. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.js +5 -5
  370. package/Source/Shaders/PostProcessStages/ContrastBias.glsl +3 -3
  371. package/Source/Shaders/PostProcessStages/ContrastBias.js +3 -3
  372. package/Source/Shaders/PostProcessStages/DepthOfField.glsl +2 -2
  373. package/Source/Shaders/PostProcessStages/DepthOfField.js +2 -2
  374. package/Source/Shaders/PostProcessStages/DepthView.glsl +2 -2
  375. package/Source/Shaders/PostProcessStages/DepthView.js +2 -2
  376. package/Source/Shaders/PostProcessStages/DepthViewPacked.glsl +3 -3
  377. package/Source/Shaders/PostProcessStages/DepthViewPacked.js +3 -3
  378. package/Source/Shaders/PostProcessStages/EdgeDetection.glsl +7 -7
  379. package/Source/Shaders/PostProcessStages/EdgeDetection.js +7 -7
  380. package/Source/Shaders/PostProcessStages/FXAA.glsl +3 -3
  381. package/Source/Shaders/PostProcessStages/FXAA.js +3 -3
  382. package/Source/Shaders/PostProcessStages/FilmicTonemapping.glsl +4 -4
  383. package/Source/Shaders/PostProcessStages/FilmicTonemapping.js +4 -4
  384. package/Source/Shaders/PostProcessStages/GaussianBlur1D.glsl +5 -5
  385. package/Source/Shaders/PostProcessStages/GaussianBlur1D.js +5 -5
  386. package/Source/Shaders/PostProcessStages/LensFlare.glsl +13 -13
  387. package/Source/Shaders/PostProcessStages/LensFlare.js +13 -13
  388. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.glsl +4 -4
  389. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.js +4 -4
  390. package/Source/Shaders/PostProcessStages/NightVision.glsl +3 -3
  391. package/Source/Shaders/PostProcessStages/NightVision.js +3 -3
  392. package/Source/Shaders/PostProcessStages/PassThrough.glsl +2 -2
  393. package/Source/Shaders/PostProcessStages/PassThrough.js +2 -2
  394. package/Source/Shaders/PostProcessStages/PassThroughDepth.glsl +2 -2
  395. package/Source/Shaders/PostProcessStages/PassThroughDepth.js +2 -2
  396. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.glsl +7 -9
  397. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.js +8 -10
  398. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.glsl +4 -4
  399. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.js +4 -4
  400. package/Source/Shaders/PostProcessStages/Silhouette.glsl +4 -4
  401. package/Source/Shaders/PostProcessStages/Silhouette.js +4 -4
  402. package/Source/Shaders/ReprojectWebMercatorFS.glsl +2 -2
  403. package/Source/Shaders/ReprojectWebMercatorFS.js +2 -2
  404. package/Source/Shaders/ReprojectWebMercatorVS.glsl +3 -3
  405. package/Source/Shaders/ReprojectWebMercatorVS.js +3 -3
  406. package/Source/Shaders/ShadowVolumeAppearanceFS.glsl +19 -23
  407. package/Source/Shaders/ShadowVolumeAppearanceFS.js +20 -24
  408. package/Source/Shaders/ShadowVolumeAppearanceVS.glsl +12 -12
  409. package/Source/Shaders/ShadowVolumeAppearanceVS.js +12 -12
  410. package/Source/Shaders/ShadowVolumeFS.glsl +2 -6
  411. package/Source/Shaders/ShadowVolumeFS.js +3 -7
  412. package/Source/Shaders/SkyAtmosphereFS.glsl +6 -6
  413. package/Source/Shaders/SkyAtmosphereFS.js +6 -6
  414. package/Source/Shaders/SkyAtmosphereVS.glsl +6 -6
  415. package/Source/Shaders/SkyAtmosphereVS.js +6 -6
  416. package/Source/Shaders/SkyBoxFS.glsl +3 -3
  417. package/Source/Shaders/SkyBoxFS.js +3 -3
  418. package/Source/Shaders/SkyBoxVS.glsl +2 -2
  419. package/Source/Shaders/SkyBoxVS.js +2 -2
  420. package/Source/Shaders/SunFS.glsl +3 -3
  421. package/Source/Shaders/SunFS.js +3 -3
  422. package/Source/Shaders/SunTextureFS.glsl +2 -2
  423. package/Source/Shaders/SunTextureFS.js +2 -2
  424. package/Source/Shaders/SunVS.glsl +2 -2
  425. package/Source/Shaders/SunVS.js +2 -2
  426. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +9 -13
  427. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +9 -13
  428. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +12 -12
  429. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +12 -12
  430. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +5 -5
  431. package/Source/Shaders/Vector3DTilePolylinesVS.js +5 -5
  432. package/Source/Shaders/VectorTileVS.glsl +2 -2
  433. package/Source/Shaders/VectorTileVS.js +2 -2
  434. package/Source/Shaders/ViewportQuadFS.glsl +2 -2
  435. package/Source/Shaders/ViewportQuadFS.js +2 -2
  436. package/Source/Shaders/ViewportQuadVS.glsl +3 -3
  437. package/Source/Shaders/ViewportQuadVS.js +3 -3
  438. package/Source/Shaders/Voxels/IntersectBox.glsl +79 -0
  439. package/Source/Shaders/Voxels/IntersectBox.js +81 -0
  440. package/Source/Shaders/Voxels/IntersectClippingPlanes.glsl +70 -0
  441. package/Source/Shaders/Voxels/IntersectClippingPlanes.js +72 -0
  442. package/Source/Shaders/Voxels/IntersectCylinder.glsl +273 -0
  443. package/Source/Shaders/Voxels/IntersectCylinder.js +275 -0
  444. package/Source/Shaders/Voxels/IntersectDepth.glsl +23 -0
  445. package/Source/Shaders/Voxels/IntersectDepth.js +25 -0
  446. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +347 -0
  447. package/Source/Shaders/Voxels/IntersectEllipsoid.js +349 -0
  448. package/Source/Shaders/Voxels/Intersection.glsl +54 -0
  449. package/Source/Shaders/Voxels/Intersection.js +56 -0
  450. package/Source/Shaders/Voxels/IntersectionUtils.glsl +151 -0
  451. package/Source/Shaders/Voxels/IntersectionUtils.js +153 -0
  452. package/Source/Shaders/Voxels/Megatexture.glsl +136 -0
  453. package/Source/Shaders/Voxels/Megatexture.js +138 -0
  454. package/Source/Shaders/Voxels/Octree.glsl +221 -0
  455. package/Source/Shaders/Voxels/Octree.js +223 -0
  456. package/Source/Shaders/Voxels/VoxelFS.glsl +150 -0
  457. package/Source/Shaders/Voxels/VoxelFS.js +152 -0
  458. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  459. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  460. package/Source/Shaders/Voxels/convertUvToBox.glsl +16 -0
  461. package/Source/Shaders/Voxels/convertUvToBox.js +18 -0
  462. package/Source/Shaders/Voxels/convertUvToCylinder.glsl +75 -0
  463. package/Source/Shaders/Voxels/convertUvToCylinder.js +77 -0
  464. package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +130 -0
  465. package/Source/Shaders/Voxels/convertUvToEllipsoid.js +132 -0
  466. package/Source/ThirdParty/Workers/z-worker-pako.js +0 -0
  467. package/Source/WorkersES6/decodeDraco.js +9 -1
  468. package/index.d.ts +3148 -2297
  469. package/index.js +1118 -1085
  470. package/package.json +3 -4
  471. package/Build/Workers/PolygonPipeline-774a8aaf.js +0 -1341
  472. package/Source/Renderer/modernizeShader.js +0 -242
@@ -1,10 +1,7 @@
1
1
  uniform vec3 u_noiseTextureDimensions;
2
2
  uniform float u_noiseDetail;
3
3
  uniform vec3 u_noiseOffset;
4
- varying vec2 v_position;
5
-
6
- float textureSliceWidth = u_noiseTextureDimensions.x;
7
- float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
4
+ in vec2 v_position;
8
5
 
9
6
  float wrap(float value, float rangeLength) {
10
7
  if(value < 0.0) {
@@ -30,6 +27,7 @@ vec3 random3(vec3 p) {
30
27
  // Frequency corresponds to cell size.
31
28
  // The higher the frequency, the smaller the cell size.
32
29
  vec3 getWorleyCellPoint(vec3 centerCell, vec3 offset, float freq) {
30
+ float textureSliceWidth = u_noiseTextureDimensions.x;
33
31
  vec3 cell = centerCell + offset;
34
32
  cell = wrapVec(cell, textureSliceWidth / u_noiseDetail);
35
33
  cell += floor(u_noiseOffset / u_noiseDetail);
@@ -78,6 +76,8 @@ float worleyFBMNoise(vec3 p, float octaves, float scale) {
78
76
  }
79
77
 
80
78
  void main() {
79
+ float textureSliceWidth = u_noiseTextureDimensions.x;
80
+ float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
81
81
  float x = mod(v_position.x, textureSliceWidth);
82
82
  float y = mod(v_position.y, textureSliceWidth);
83
83
  float sliceRow = floor(v_position.y / textureSliceWidth);
@@ -88,5 +88,5 @@ void main() {
88
88
  float worley0 = clamp(worleyFBMNoise(position, 3.0, 1.0), 0.0, 1.0);
89
89
  float worley1 = clamp(worleyFBMNoise(position, 3.0, 2.0), 0.0, 1.0);
90
90
  float worley2 = clamp(worleyFBMNoise(position, 3.0, 3.0), 0.0, 1.0);
91
- gl_FragColor = vec4(worley0, worley1, worley2, 1.0);
91
+ out_FragColor = vec4(worley0, worley1, worley2, 1.0);
92
92
  }
@@ -2,10 +2,7 @@
2
2
  export default "uniform vec3 u_noiseTextureDimensions;\n\
3
3
  uniform float u_noiseDetail;\n\
4
4
  uniform vec3 u_noiseOffset;\n\
5
- varying vec2 v_position;\n\
6
- \n\
7
- float textureSliceWidth = u_noiseTextureDimensions.x;\n\
8
- float inverseNoiseTextureRows = u_noiseTextureDimensions.z;\n\
5
+ in vec2 v_position;\n\
9
6
  \n\
10
7
  float wrap(float value, float rangeLength) {\n\
11
8
  if(value < 0.0) {\n\
@@ -31,6 +28,7 @@ vec3 random3(vec3 p) {\n\
31
28
  // Frequency corresponds to cell size.\n\
32
29
  // The higher the frequency, the smaller the cell size.\n\
33
30
  vec3 getWorleyCellPoint(vec3 centerCell, vec3 offset, float freq) {\n\
31
+ float textureSliceWidth = u_noiseTextureDimensions.x;\n\
34
32
  vec3 cell = centerCell + offset;\n\
35
33
  cell = wrapVec(cell, textureSliceWidth / u_noiseDetail);\n\
36
34
  cell += floor(u_noiseOffset / u_noiseDetail);\n\
@@ -79,6 +77,8 @@ float worleyFBMNoise(vec3 p, float octaves, float scale) {\n\
79
77
  }\n\
80
78
  \n\
81
79
  void main() {\n\
80
+ float textureSliceWidth = u_noiseTextureDimensions.x;\n\
81
+ float inverseNoiseTextureRows = u_noiseTextureDimensions.z;\n\
82
82
  float x = mod(v_position.x, textureSliceWidth);\n\
83
83
  float y = mod(v_position.y, textureSliceWidth);\n\
84
84
  float sliceRow = floor(v_position.y / textureSliceWidth);\n\
@@ -89,6 +89,6 @@ void main() {\n\
89
89
  float worley0 = clamp(worleyFBMNoise(position, 3.0, 1.0), 0.0, 1.0);\n\
90
90
  float worley1 = clamp(worleyFBMNoise(position, 3.0, 2.0), 0.0, 1.0);\n\
91
91
  float worley2 = clamp(worleyFBMNoise(position, 3.0, 3.0), 0.0, 1.0);\n\
92
- gl_FragColor = vec4(worley0, worley1, worley2, 1.0);\n\
92
+ out_FragColor = vec4(worley0, worley1, worley2, 1.0);\n\
93
93
  }\n\
94
94
  ";
@@ -1,7 +1,7 @@
1
1
  uniform vec3 u_noiseTextureDimensions;
2
- attribute vec2 position;
2
+ in vec2 position;
3
3
 
4
- varying vec2 v_position;
4
+ out vec2 v_position;
5
5
 
6
6
  void main()
7
7
  {
@@ -1,8 +1,8 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform vec3 u_noiseTextureDimensions;\n\
3
- attribute vec2 position;\n\
3
+ in vec2 position;\n\
4
4
  \n\
5
- varying vec2 v_position;\n\
5
+ out vec2 v_position;\n\
6
6
  \n\
7
7
  void main()\n\
8
8
  {\n\
@@ -1,12 +1,12 @@
1
1
  uniform sampler2D u_opaqueDepthTexture;
2
2
  uniform sampler2D u_translucentDepthTexture;
3
3
 
4
- varying vec2 v_textureCoordinates;
4
+ in vec2 v_textureCoordinates;
5
5
 
6
6
  void main()
7
7
  {
8
- float opaqueDepth = texture2D(u_opaqueDepthTexture, v_textureCoordinates).r;
9
- float translucentDepth = texture2D(u_translucentDepthTexture, v_textureCoordinates).r;
8
+ float opaqueDepth = texture(u_opaqueDepthTexture, v_textureCoordinates).r;
9
+ float translucentDepth = texture(u_translucentDepthTexture, v_textureCoordinates).r;
10
10
  translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);
11
- gl_FragColor = czm_packDepth(translucentDepth);
11
+ out_FragColor = czm_packDepth(translucentDepth);
12
12
  }
@@ -2,13 +2,13 @@
2
2
  export default "uniform sampler2D u_opaqueDepthTexture;\n\
3
3
  uniform sampler2D u_translucentDepthTexture;\n\
4
4
  \n\
5
- varying vec2 v_textureCoordinates;\n\
5
+ in vec2 v_textureCoordinates;\n\
6
6
  \n\
7
7
  void main()\n\
8
8
  {\n\
9
- float opaqueDepth = texture2D(u_opaqueDepthTexture, v_textureCoordinates).r;\n\
10
- float translucentDepth = texture2D(u_translucentDepthTexture, v_textureCoordinates).r;\n\
9
+ float opaqueDepth = texture(u_opaqueDepthTexture, v_textureCoordinates).r;\n\
10
+ float translucentDepth = texture(u_translucentDepthTexture, v_textureCoordinates).r;\n\
11
11
  translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);\n\
12
- gl_FragColor = czm_packDepth(translucentDepth);\n\
12
+ out_FragColor = czm_packDepth(translucentDepth);\n\
13
13
  }\n\
14
14
  ";
@@ -8,13 +8,13 @@ uniform sampler2D u_opaque;
8
8
  uniform sampler2D u_accumulation;
9
9
  uniform sampler2D u_revealage;
10
10
 
11
- varying vec2 v_textureCoordinates;
11
+ in vec2 v_textureCoordinates;
12
12
 
13
13
  void main()
14
14
  {
15
- vec4 opaque = texture2D(u_opaque, v_textureCoordinates);
16
- vec4 accum = texture2D(u_accumulation, v_textureCoordinates);
17
- float r = texture2D(u_revealage, v_textureCoordinates).r;
15
+ vec4 opaque = texture(u_opaque, v_textureCoordinates);
16
+ vec4 accum = texture(u_accumulation, v_textureCoordinates);
17
+ float r = texture(u_revealage, v_textureCoordinates).r;
18
18
 
19
19
  #ifdef MRT
20
20
  vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);
@@ -22,10 +22,10 @@ void main()
22
22
  vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);
23
23
  #endif
24
24
 
25
- gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;
25
+ out_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;
26
26
 
27
27
  if (opaque != czm_backgroundColor)
28
28
  {
29
- gl_FragColor.a = 1.0;
29
+ out_FragColor.a = 1.0;
30
30
  }
31
31
  }
@@ -9,13 +9,13 @@ uniform sampler2D u_opaque;\n\
9
9
  uniform sampler2D u_accumulation;\n\
10
10
  uniform sampler2D u_revealage;\n\
11
11
  \n\
12
- varying vec2 v_textureCoordinates;\n\
12
+ in vec2 v_textureCoordinates;\n\
13
13
  \n\
14
14
  void main()\n\
15
15
  {\n\
16
- vec4 opaque = texture2D(u_opaque, v_textureCoordinates);\n\
17
- vec4 accum = texture2D(u_accumulation, v_textureCoordinates);\n\
18
- float r = texture2D(u_revealage, v_textureCoordinates).r;\n\
16
+ vec4 opaque = texture(u_opaque, v_textureCoordinates);\n\
17
+ vec4 accum = texture(u_accumulation, v_textureCoordinates);\n\
18
+ float r = texture(u_revealage, v_textureCoordinates).r;\n\
19
19
  \n\
20
20
  #ifdef MRT\n\
21
21
  vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);\n\
@@ -23,11 +23,11 @@ void main()\n\
23
23
  vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);\n\
24
24
  #endif\n\
25
25
  \n\
26
- gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;\n\
26
+ out_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;\n\
27
27
  \n\
28
28
  if (opaque != czm_backgroundColor)\n\
29
29
  {\n\
30
- gl_FragColor.a = 1.0;\n\
30
+ out_FragColor.a = 1.0;\n\
31
31
  }\n\
32
32
  }\n\
33
33
  ";
@@ -1,4 +1,4 @@
1
- varying vec4 positionEC;
1
+ in vec4 positionEC;
2
2
 
3
3
  void main()
4
4
  {
@@ -25,7 +25,7 @@ void main()
25
25
  czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);
26
26
  if (!czm_isEmpty(intersection))
27
27
  {
28
- gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
28
+ out_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
29
29
  }
30
30
  else
31
31
  {
@@ -1,5 +1,5 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec4 positionEC;\n\
2
+ export default "in vec4 positionEC;\n\
3
3
  \n\
4
4
  void main()\n\
5
5
  {\n\
@@ -26,7 +26,7 @@ void main()\n\
26
26
  czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);\n\
27
27
  if (!czm_isEmpty(intersection))\n\
28
28
  {\n\
29
- gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n\
29
+ out_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n\
30
30
  }\n\
31
31
  else\n\
32
32
  {\n\
@@ -1,6 +1,6 @@
1
- attribute vec4 position;
1
+ in vec4 position;
2
2
 
3
- varying vec4 positionEC;
3
+ out vec4 positionEC;
4
4
 
5
5
  void main()
6
6
  {
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec4 position;\n\
2
+ export default "in vec4 position;\n\
3
3
  \n\
4
- varying vec4 positionEC;\n\
4
+ out vec4 positionEC;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
@@ -1,13 +1,7 @@
1
- #ifdef WRITE_DEPTH
2
- #ifdef GL_EXT_frag_depth
3
- #extension GL_EXT_frag_depth : enable
4
- #endif
5
- #endif
6
-
7
1
  uniform vec3 u_radii;
8
2
  uniform vec3 u_oneOverEllipsoidRadiiSquared;
9
3
 
10
- varying vec3 v_positionEC;
4
+ in vec3 v_positionEC;
11
5
 
12
6
  vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)
13
7
  {
@@ -89,11 +83,10 @@ void main()
89
83
  // If the viewer either is inside or can see inside, compute insideFaceColor, with normals facing inward.
90
84
  vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0);
91
85
 
92
- gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);
93
- gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);
86
+ out_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);
87
+ out_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);
94
88
 
95
- #ifdef WRITE_DEPTH
96
- #ifdef GL_EXT_frag_depth
89
+ #if (defined(WRITE_DEPTH) && (__VERSION__ == 300 || defined(GL_EXT_frag_depth)))
97
90
  t = (intersection.start != 0.0) ? intersection.start : intersection.stop;
98
91
  vec3 positionEC = czm_pointAlongRay(ray, t);
99
92
  vec4 positionCC = czm_projection * vec4(positionEC, 1.0);
@@ -105,8 +98,7 @@ void main()
105
98
  float n = czm_depthRange.near;
106
99
  float f = czm_depthRange.far;
107
100
 
108
- gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5;
109
- #endif
101
+ gl_FragDepth = (z * (f - n) + f + n) * 0.5;
110
102
  #endif
111
103
  #endif
112
104
  }
@@ -1,14 +1,8 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "#ifdef WRITE_DEPTH\n\
3
- #ifdef GL_EXT_frag_depth\n\
4
- #extension GL_EXT_frag_depth : enable\n\
5
- #endif\n\
6
- #endif\n\
7
- \n\
8
- uniform vec3 u_radii;\n\
2
+ export default "uniform vec3 u_radii;\n\
9
3
  uniform vec3 u_oneOverEllipsoidRadiiSquared;\n\
10
4
  \n\
11
- varying vec3 v_positionEC;\n\
5
+ in vec3 v_positionEC;\n\
12
6
  \n\
13
7
  vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)\n\
14
8
  {\n\
@@ -90,11 +84,10 @@ void main()\n\
90
84
  // If the viewer either is inside or can see inside, compute insideFaceColor, with normals facing inward.\n\
91
85
  vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0);\n\
92
86
  \n\
93
- gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);\n\
94
- gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);\n\
87
+ out_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);\n\
88
+ out_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);\n\
95
89
  \n\
96
- #ifdef WRITE_DEPTH\n\
97
- #ifdef GL_EXT_frag_depth\n\
90
+ #if (defined(WRITE_DEPTH) && (__VERSION__ == 300 || defined(GL_EXT_frag_depth)))\n\
98
91
  t = (intersection.start != 0.0) ? intersection.start : intersection.stop;\n\
99
92
  vec3 positionEC = czm_pointAlongRay(ray, t);\n\
100
93
  vec4 positionCC = czm_projection * vec4(positionEC, 1.0);\n\
@@ -106,8 +99,7 @@ void main()\n\
106
99
  float n = czm_depthRange.near;\n\
107
100
  float f = czm_depthRange.far;\n\
108
101
  \n\
109
- gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5;\n\
110
- #endif\n\
102
+ gl_FragDepth = (z * (f - n) + f + n) * 0.5;\n\
111
103
  #endif\n\
112
104
  #endif\n\
113
105
  }\n\
@@ -1,8 +1,8 @@
1
- attribute vec3 position;
1
+ in vec3 position;
2
2
 
3
3
  uniform vec3 u_radii;
4
4
 
5
- varying vec3 v_positionEC;
5
+ out vec3 v_positionEC;
6
6
 
7
7
  void main()
8
8
  {
@@ -1,9 +1,9 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position;\n\
2
+ export default "in vec3 position;\n\
3
3
  \n\
4
4
  uniform vec3 u_radii;\n\
5
5
  \n\
6
- varying vec3 v_positionEC;\n\
6
+ out vec3 v_positionEC;\n\
7
7
  \n\
8
8
  void main()\n\
9
9
  {\n\
@@ -48,8 +48,8 @@
48
48
  // #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
49
49
  // #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
50
50
  // with
51
- // #define FxaaTexTop(t, p) texture2D(t, p)
52
- // #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))
51
+ // #define FxaaTexTop(t, p) texture(t, p)
52
+ // #define FxaaTexOff(t, p, o, r) texture(t, p + (o * r))
53
53
  // * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.
54
54
  // * The following parameters to FxaaPixelShader are unused and can be removed:
55
55
  // fxaaConsolePosPos
@@ -269,8 +269,8 @@
269
269
  #define FxaaTex sampler2D
270
270
 
271
271
  #define FxaaSat(x) clamp(x, 0.0, 1.0)
272
- #define FxaaTexTop(t, p) texture2D(t, p)
273
- #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))
272
+ #define FxaaTexTop(t, p) texture(t, p)
273
+ #define FxaaTexOff(t, p, o, r) texture(t, p + (o * r))
274
274
 
275
275
  FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
276
276
 
@@ -77,8 +77,8 @@ export default "/**\n\
77
77
  // #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)\n\
78
78
  // #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)\n\
79
79
  // with\n\
80
- // #define FxaaTexTop(t, p) texture2D(t, p)\n\
81
- // #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\
80
+ // #define FxaaTexTop(t, p) texture(t, p)\n\
81
+ // #define FxaaTexOff(t, p, o, r) texture(t, p + (o * r))\n\
82
82
  // * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.\n\
83
83
  // * The following parameters to FxaaPixelShader are unused and can be removed:\n\
84
84
  // fxaaConsolePosPos\n\
@@ -298,8 +298,8 @@ export default "/**\n\
298
298
  #define FxaaTex sampler2D\n\
299
299
  \n\
300
300
  #define FxaaSat(x) clamp(x, 0.0, 1.0)\n\
301
- #define FxaaTexTop(t, p) texture2D(t, p)\n\
302
- #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\
301
+ #define FxaaTexTop(t, p) texture(t, p)\n\
302
+ #define FxaaTexOff(t, p, o, r) texture(t, p + (o * r))\n\
303
303
  \n\
304
304
  FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }\n\
305
305
  \n\
@@ -102,28 +102,29 @@ uniform vec4 u_undergroundColorAlphaByDistance;
102
102
 
103
103
  #ifdef ENABLE_VERTEX_LIGHTING
104
104
  uniform float u_lambertDiffuseMultiplier;
105
+ uniform float u_vertexShadowDarkness;
105
106
  #endif
106
107
 
107
- varying vec3 v_positionMC;
108
- varying vec3 v_positionEC;
109
- varying vec3 v_textureCoordinates;
110
- varying vec3 v_normalMC;
111
- varying vec3 v_normalEC;
108
+ in vec3 v_positionMC;
109
+ in vec3 v_positionEC;
110
+ in vec3 v_textureCoordinates;
111
+ in vec3 v_normalMC;
112
+ in vec3 v_normalEC;
112
113
 
113
114
  #ifdef APPLY_MATERIAL
114
- varying float v_height;
115
- varying float v_slope;
116
- varying float v_aspect;
115
+ in float v_height;
116
+ in float v_slope;
117
+ in float v_aspect;
117
118
  #endif
118
119
 
119
120
  #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
120
- varying float v_distance;
121
+ in float v_distance;
121
122
  #endif
122
123
 
123
124
  #if defined(GROUND_ATMOSPHERE) || defined(FOG)
124
- varying vec3 v_atmosphereRayleighColor;
125
- varying vec3 v_atmosphereMieColor;
126
- varying float v_atmosphereOpacity;
125
+ in vec3 v_atmosphereRayleighColor;
126
+ in vec3 v_atmosphereMieColor;
127
+ in float v_atmosphereOpacity;
127
128
  #endif
128
129
 
129
130
  #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
@@ -194,7 +195,7 @@ vec4 sampleAndBlend(
194
195
  vec2 translation = textureCoordinateTranslationAndScale.xy;
195
196
  vec2 scale = textureCoordinateTranslationAndScale.zw;
196
197
  vec2 textureCoordinates = tileTextureCoordinates * scale + translation;
197
- vec4 value = texture2D(textureToSample, textureCoordinates);
198
+ vec4 value = texture(textureToSample, textureCoordinates);
198
199
  vec3 color = value.rgb;
199
200
  float alpha = value.a;
200
201
 
@@ -375,7 +376,7 @@ void main()
375
376
  vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation;
376
377
  waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y;
377
378
 
378
- float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r;
379
+ float mask = texture(u_waterMask, waterMaskTextureCoordinates).r;
379
380
 
380
381
  if (mask > 0.0)
381
382
  {
@@ -405,7 +406,7 @@ void main()
405
406
  #endif
406
407
 
407
408
  #ifdef ENABLE_VERTEX_LIGHTING
408
- float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + 0.3, 0.0, 1.0);
409
+ float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + u_vertexShadowDarkness, 0.0, 1.0);
409
410
  vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
410
411
  #elif defined(ENABLE_DAYNIGHT_SHADING)
411
412
  float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0);
@@ -544,7 +545,7 @@ void main()
544
545
  }
545
546
  #endif
546
547
 
547
- gl_FragColor = finalColor;
548
+ out_FragColor = finalColor;
548
549
  }
549
550
 
550
551
 
@@ -103,28 +103,29 @@ uniform vec4 u_undergroundColorAlphaByDistance;\n\
103
103
  \n\
104
104
  #ifdef ENABLE_VERTEX_LIGHTING\n\
105
105
  uniform float u_lambertDiffuseMultiplier;\n\
106
+ uniform float u_vertexShadowDarkness;\n\
106
107
  #endif\n\
107
108
  \n\
108
- varying vec3 v_positionMC;\n\
109
- varying vec3 v_positionEC;\n\
110
- varying vec3 v_textureCoordinates;\n\
111
- varying vec3 v_normalMC;\n\
112
- varying vec3 v_normalEC;\n\
109
+ in vec3 v_positionMC;\n\
110
+ in vec3 v_positionEC;\n\
111
+ in vec3 v_textureCoordinates;\n\
112
+ in vec3 v_normalMC;\n\
113
+ in vec3 v_normalEC;\n\
113
114
  \n\
114
115
  #ifdef APPLY_MATERIAL\n\
115
- varying float v_height;\n\
116
- varying float v_slope;\n\
117
- varying float v_aspect;\n\
116
+ in float v_height;\n\
117
+ in float v_slope;\n\
118
+ in float v_aspect;\n\
118
119
  #endif\n\
119
120
  \n\
120
121
  #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)\n\
121
- varying float v_distance;\n\
122
+ in float v_distance;\n\
122
123
  #endif\n\
123
124
  \n\
124
125
  #if defined(GROUND_ATMOSPHERE) || defined(FOG)\n\
125
- varying vec3 v_atmosphereRayleighColor;\n\
126
- varying vec3 v_atmosphereMieColor;\n\
127
- varying float v_atmosphereOpacity;\n\
126
+ in vec3 v_atmosphereRayleighColor;\n\
127
+ in vec3 v_atmosphereMieColor;\n\
128
+ in float v_atmosphereOpacity;\n\
128
129
  #endif\n\
129
130
  \n\
130
131
  #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)\n\
@@ -195,7 +196,7 @@ vec4 sampleAndBlend(\n\
195
196
  vec2 translation = textureCoordinateTranslationAndScale.xy;\n\
196
197
  vec2 scale = textureCoordinateTranslationAndScale.zw;\n\
197
198
  vec2 textureCoordinates = tileTextureCoordinates * scale + translation;\n\
198
- vec4 value = texture2D(textureToSample, textureCoordinates);\n\
199
+ vec4 value = texture(textureToSample, textureCoordinates);\n\
199
200
  vec3 color = value.rgb;\n\
200
201
  float alpha = value.a;\n\
201
202
  \n\
@@ -376,7 +377,7 @@ void main()\n\
376
377
  vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation;\n\
377
378
  waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y;\n\
378
379
  \n\
379
- float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r;\n\
380
+ float mask = texture(u_waterMask, waterMaskTextureCoordinates).r;\n\
380
381
  \n\
381
382
  if (mask > 0.0)\n\
382
383
  {\n\
@@ -406,7 +407,7 @@ void main()\n\
406
407
  #endif\n\
407
408
  \n\
408
409
  #ifdef ENABLE_VERTEX_LIGHTING\n\
409
- float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + 0.3, 0.0, 1.0);\n\
410
+ float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + u_vertexShadowDarkness, 0.0, 1.0);\n\
410
411
  vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);\n\
411
412
  #elif defined(ENABLE_DAYNIGHT_SHADING)\n\
412
413
  float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0);\n\
@@ -545,7 +546,7 @@ void main()\n\
545
546
  }\n\
546
547
  #endif\n\
547
548
  \n\
548
- gl_FragColor = finalColor;\n\
549
+ out_FragColor = finalColor;\n\
549
550
  }\n\
550
551
  \n\
551
552
  \n\
@@ -1,13 +1,13 @@
1
1
  #ifdef QUANTIZATION_BITS12
2
- attribute vec4 compressed0;
3
- attribute float compressed1;
2
+ in vec4 compressed0;
3
+ in float compressed1;
4
4
  #else
5
- attribute vec4 position3DAndHeight;
6
- attribute vec4 textureCoordAndEncodedNormals;
5
+ in vec4 position3DAndHeight;
6
+ in vec4 textureCoordAndEncodedNormals;
7
7
  #endif
8
8
 
9
9
  #ifdef GEODETIC_SURFACE_NORMALS
10
- attribute vec3 geodeticSurfaceNormal;
10
+ in vec3 geodeticSurfaceNormal;
11
11
  #endif
12
12
 
13
13
  #ifdef EXAGGERATION
@@ -23,27 +23,27 @@ uniform vec4 u_tileRectangle;
23
23
  uniform vec2 u_southAndNorthLatitude;
24
24
  uniform vec2 u_southMercatorYAndOneOverHeight;
25
25
 
26
- varying vec3 v_positionMC;
27
- varying vec3 v_positionEC;
26
+ out vec3 v_positionMC;
27
+ out vec3 v_positionEC;
28
28
 
29
- varying vec3 v_textureCoordinates;
30
- varying vec3 v_normalMC;
31
- varying vec3 v_normalEC;
29
+ out vec3 v_textureCoordinates;
30
+ out vec3 v_normalMC;
31
+ out vec3 v_normalEC;
32
32
 
33
33
  #ifdef APPLY_MATERIAL
34
- varying float v_slope;
35
- varying float v_aspect;
36
- varying float v_height;
34
+ out float v_slope;
35
+ out float v_aspect;
36
+ out float v_height;
37
37
  #endif
38
38
 
39
39
  #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
40
- varying float v_distance;
40
+ out float v_distance;
41
41
  #endif
42
42
 
43
43
  #if defined(FOG) || defined(GROUND_ATMOSPHERE)
44
- varying vec3 v_atmosphereRayleighColor;
45
- varying vec3 v_atmosphereMieColor;
46
- varying float v_atmosphereOpacity;
44
+ out vec3 v_atmosphereRayleighColor;
45
+ out vec3 v_atmosphereMieColor;
46
+ out float v_atmosphereOpacity;
47
47
  #endif
48
48
 
49
49
  // These functions are generated at runtime.