@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
@@ -1,35 +1,35 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
3
 
4
- attribute vec4 startHiAndForwardOffsetX;
5
- attribute vec4 startLoAndForwardOffsetY;
6
- attribute vec4 startNormalAndForwardOffsetZ;
7
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;
8
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;
9
- attribute vec4 startHiLo2D;
10
- attribute vec4 offsetAndRight2D;
11
- attribute vec4 startEndNormals2D;
12
- attribute vec2 texcoordNormalization2D;
4
+ in vec4 startHiAndForwardOffsetX;
5
+ in vec4 startLoAndForwardOffsetY;
6
+ in vec4 startNormalAndForwardOffsetZ;
7
+ in vec4 endNormalAndTextureCoordinateNormalizationX;
8
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;
9
+ in vec4 startHiLo2D;
10
+ in vec4 offsetAndRight2D;
11
+ in vec4 startEndNormals2D;
12
+ in vec2 texcoordNormalization2D;
13
13
 
14
- attribute float batchId;
14
+ in float batchId;
15
15
 
16
- varying vec3 v_forwardDirectionEC;
17
- varying vec3 v_texcoordNormalizationAndHalfWidth;
18
- varying float v_batchId;
16
+ out vec3 v_forwardDirectionEC;
17
+ out vec3 v_texcoordNormalizationAndHalfWidth;
18
+ out float v_batchId;
19
19
 
20
20
  // For materials
21
21
  #ifdef WIDTH_VARYING
22
- varying float v_width;
22
+ out float v_width;
23
23
  #endif
24
24
  #ifdef ANGLE_VARYING
25
- varying float v_polylineAngle;
25
+ out float v_polylineAngle;
26
26
  #endif
27
27
 
28
28
  #ifdef PER_INSTANCE_COLOR
29
- varying vec4 v_color;
29
+ out vec4 v_color;
30
30
  #else
31
- varying vec2 v_alignedPlaneDistances;
32
- varying float v_texcoordT;
31
+ out vec2 v_alignedPlaneDistances;
32
+ out float v_texcoordT;
33
33
  #endif
34
34
 
35
35
  // Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume.
@@ -1,36 +1,36 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
4
  \n\
5
- attribute vec4 startHiAndForwardOffsetX;\n\
6
- attribute vec4 startLoAndForwardOffsetY;\n\
7
- attribute vec4 startNormalAndForwardOffsetZ;\n\
8
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\
9
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
10
- attribute vec4 startHiLo2D;\n\
11
- attribute vec4 offsetAndRight2D;\n\
12
- attribute vec4 startEndNormals2D;\n\
13
- attribute vec2 texcoordNormalization2D;\n\
5
+ in vec4 startHiAndForwardOffsetX;\n\
6
+ in vec4 startLoAndForwardOffsetY;\n\
7
+ in vec4 startNormalAndForwardOffsetZ;\n\
8
+ in vec4 endNormalAndTextureCoordinateNormalizationX;\n\
9
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
10
+ in vec4 startHiLo2D;\n\
11
+ in vec4 offsetAndRight2D;\n\
12
+ in vec4 startEndNormals2D;\n\
13
+ in vec2 texcoordNormalization2D;\n\
14
14
  \n\
15
- attribute float batchId;\n\
15
+ in float batchId;\n\
16
16
  \n\
17
- varying vec3 v_forwardDirectionEC;\n\
18
- varying vec3 v_texcoordNormalizationAndHalfWidth;\n\
19
- varying float v_batchId;\n\
17
+ out vec3 v_forwardDirectionEC;\n\
18
+ out vec3 v_texcoordNormalizationAndHalfWidth;\n\
19
+ out float v_batchId;\n\
20
20
  \n\
21
21
  // For materials\n\
22
22
  #ifdef WIDTH_VARYING\n\
23
- varying float v_width;\n\
23
+ out float v_width;\n\
24
24
  #endif\n\
25
25
  #ifdef ANGLE_VARYING\n\
26
- varying float v_polylineAngle;\n\
26
+ out float v_polylineAngle;\n\
27
27
  #endif\n\
28
28
  \n\
29
29
  #ifdef PER_INSTANCE_COLOR\n\
30
- varying vec4 v_color;\n\
30
+ out vec4 v_color;\n\
31
31
  #else\n\
32
- varying vec2 v_alignedPlaneDistances;\n\
33
- varying float v_texcoordT;\n\
32
+ out vec2 v_alignedPlaneDistances;\n\
33
+ out float v_texcoordT;\n\
34
34
  #endif\n\
35
35
  \n\
36
36
  // Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume.\n\
@@ -1,40 +1,40 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
3
 
4
4
  // In 2D and in 3D, texture coordinate normalization component signs encodes:
5
5
  // * X sign - sidedness relative to right plane
6
6
  // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume
7
7
  #ifndef COLUMBUS_VIEW_2D
8
- attribute vec4 startHiAndForwardOffsetX;
9
- attribute vec4 startLoAndForwardOffsetY;
10
- attribute vec4 startNormalAndForwardOffsetZ;
11
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;
12
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;
8
+ in vec4 startHiAndForwardOffsetX;
9
+ in vec4 startLoAndForwardOffsetY;
10
+ in vec4 startNormalAndForwardOffsetZ;
11
+ in vec4 endNormalAndTextureCoordinateNormalizationX;
12
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;
13
13
  #else
14
- attribute vec4 startHiLo2D;
15
- attribute vec4 offsetAndRight2D;
16
- attribute vec4 startEndNormals2D;
17
- attribute vec2 texcoordNormalization2D;
14
+ in vec4 startHiLo2D;
15
+ in vec4 offsetAndRight2D;
16
+ in vec4 startEndNormals2D;
17
+ in vec2 texcoordNormalization2D;
18
18
  #endif
19
19
 
20
- attribute float batchId;
20
+ in float batchId;
21
21
 
22
- varying vec4 v_startPlaneNormalEcAndHalfWidth;
23
- varying vec4 v_endPlaneNormalEcAndBatchId;
24
- varying vec4 v_rightPlaneEC;
25
- varying vec4 v_endEcAndStartEcX;
26
- varying vec4 v_texcoordNormalizationAndStartEcYZ;
22
+ out vec4 v_startPlaneNormalEcAndHalfWidth;
23
+ out vec4 v_endPlaneNormalEcAndBatchId;
24
+ out vec4 v_rightPlaneEC;
25
+ out vec4 v_endEcAndStartEcX;
26
+ out vec4 v_texcoordNormalizationAndStartEcYZ;
27
27
 
28
28
  // For materials
29
29
  #ifdef WIDTH_VARYING
30
- varying float v_width;
30
+ out float v_width;
31
31
  #endif
32
32
  #ifdef ANGLE_VARYING
33
- varying float v_polylineAngle;
33
+ out float v_polylineAngle;
34
34
  #endif
35
35
 
36
36
  #ifdef PER_INSTANCE_COLOR
37
- varying vec4 v_color;
37
+ out vec4 v_color;
38
38
  #endif
39
39
 
40
40
  void main()
@@ -1,41 +1,41 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
4
  \n\
5
5
  // In 2D and in 3D, texture coordinate normalization component signs encodes:\n\
6
6
  // * X sign - sidedness relative to right plane\n\
7
7
  // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume\n\
8
8
  #ifndef COLUMBUS_VIEW_2D\n\
9
- attribute vec4 startHiAndForwardOffsetX;\n\
10
- attribute vec4 startLoAndForwardOffsetY;\n\
11
- attribute vec4 startNormalAndForwardOffsetZ;\n\
12
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\
13
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
9
+ in vec4 startHiAndForwardOffsetX;\n\
10
+ in vec4 startLoAndForwardOffsetY;\n\
11
+ in vec4 startNormalAndForwardOffsetZ;\n\
12
+ in vec4 endNormalAndTextureCoordinateNormalizationX;\n\
13
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
14
14
  #else\n\
15
- attribute vec4 startHiLo2D;\n\
16
- attribute vec4 offsetAndRight2D;\n\
17
- attribute vec4 startEndNormals2D;\n\
18
- attribute vec2 texcoordNormalization2D;\n\
15
+ in vec4 startHiLo2D;\n\
16
+ in vec4 offsetAndRight2D;\n\
17
+ in vec4 startEndNormals2D;\n\
18
+ in vec2 texcoordNormalization2D;\n\
19
19
  #endif\n\
20
20
  \n\
21
- attribute float batchId;\n\
21
+ in float batchId;\n\
22
22
  \n\
23
- varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\
24
- varying vec4 v_endPlaneNormalEcAndBatchId;\n\
25
- varying vec4 v_rightPlaneEC;\n\
26
- varying vec4 v_endEcAndStartEcX;\n\
27
- varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\
23
+ out vec4 v_startPlaneNormalEcAndHalfWidth;\n\
24
+ out vec4 v_endPlaneNormalEcAndBatchId;\n\
25
+ out vec4 v_rightPlaneEC;\n\
26
+ out vec4 v_endEcAndStartEcX;\n\
27
+ out vec4 v_texcoordNormalizationAndStartEcYZ;\n\
28
28
  \n\
29
29
  // For materials\n\
30
30
  #ifdef WIDTH_VARYING\n\
31
- varying float v_width;\n\
31
+ out float v_width;\n\
32
32
  #endif\n\
33
33
  #ifdef ANGLE_VARYING\n\
34
- varying float v_polylineAngle;\n\
34
+ out float v_polylineAngle;\n\
35
35
  #endif\n\
36
36
  \n\
37
37
  #ifdef PER_INSTANCE_COLOR\n\
38
- varying vec4 v_color;\n\
38
+ out vec4 v_color;\n\
39
39
  #endif\n\
40
40
  \n\
41
41
  void main()\n\
@@ -1,21 +1,21 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
3
- attribute vec3 position2DHigh;
4
- attribute vec3 position2DLow;
5
- attribute vec3 prevPosition3DHigh;
6
- attribute vec3 prevPosition3DLow;
7
- attribute vec3 prevPosition2DHigh;
8
- attribute vec3 prevPosition2DLow;
9
- attribute vec3 nextPosition3DHigh;
10
- attribute vec3 nextPosition3DLow;
11
- attribute vec3 nextPosition2DHigh;
12
- attribute vec3 nextPosition2DLow;
13
- attribute vec4 texCoordExpandAndBatchIndex;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
+ in vec3 position2DHigh;
4
+ in vec3 position2DLow;
5
+ in vec3 prevPosition3DHigh;
6
+ in vec3 prevPosition3DLow;
7
+ in vec3 prevPosition2DHigh;
8
+ in vec3 prevPosition2DLow;
9
+ in vec3 nextPosition3DHigh;
10
+ in vec3 nextPosition3DLow;
11
+ in vec3 nextPosition2DHigh;
12
+ in vec3 nextPosition2DLow;
13
+ in vec4 texCoordExpandAndBatchIndex;
14
14
 
15
- varying vec2 v_st;
16
- varying float v_width;
17
- varying vec4 v_pickColor;
18
- varying float v_polylineAngle;
15
+ out vec2 v_st;
16
+ out float v_width;
17
+ out vec4 v_pickColor;
18
+ out float v_polylineAngle;
19
19
 
20
20
  void main()
21
21
  {
@@ -1,22 +1,22 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
4
- attribute vec3 position2DHigh;\n\
5
- attribute vec3 position2DLow;\n\
6
- attribute vec3 prevPosition3DHigh;\n\
7
- attribute vec3 prevPosition3DLow;\n\
8
- attribute vec3 prevPosition2DHigh;\n\
9
- attribute vec3 prevPosition2DLow;\n\
10
- attribute vec3 nextPosition3DHigh;\n\
11
- attribute vec3 nextPosition3DLow;\n\
12
- attribute vec3 nextPosition2DHigh;\n\
13
- attribute vec3 nextPosition2DLow;\n\
14
- attribute vec4 texCoordExpandAndBatchIndex;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
+ in vec3 position2DHigh;\n\
5
+ in vec3 position2DLow;\n\
6
+ in vec3 prevPosition3DHigh;\n\
7
+ in vec3 prevPosition3DLow;\n\
8
+ in vec3 prevPosition2DHigh;\n\
9
+ in vec3 prevPosition2DLow;\n\
10
+ in vec3 nextPosition3DHigh;\n\
11
+ in vec3 nextPosition3DLow;\n\
12
+ in vec3 nextPosition2DHigh;\n\
13
+ in vec3 nextPosition2DLow;\n\
14
+ in vec4 texCoordExpandAndBatchIndex;\n\
15
15
  \n\
16
- varying vec2 v_st;\n\
17
- varying float v_width;\n\
18
- varying vec4 v_pickColor;\n\
19
- varying float v_polylineAngle;\n\
16
+ out vec2 v_st;\n\
17
+ out float v_width;\n\
18
+ out vec4 v_pickColor;\n\
19
+ out float v_polylineAngle;\n\
20
20
  \n\
21
21
  void main()\n\
22
22
  {\n\
@@ -1,6 +1,6 @@
1
1
  uniform sampler2D colorTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  #ifdef AUTO_EXPOSURE
6
6
  uniform sampler2D autoExposure;
@@ -8,14 +8,14 @@ uniform sampler2D autoExposure;
8
8
 
9
9
  void main()
10
10
  {
11
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
11
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
12
12
  vec3 color = fragmentColor.rgb;
13
13
 
14
14
  #ifdef AUTO_EXPOSURE
15
- color /= texture2D(autoExposure, vec2(0.5)).r;
15
+ color /= texture(autoExposure, vec2(0.5)).r;
16
16
  #endif
17
17
  color = czm_acesTonemapping(color);
18
18
  color = czm_inverseGamma(color);
19
19
 
20
- gl_FragColor = vec4(color, fragmentColor.a);
20
+ out_FragColor = vec4(color, fragmentColor.a);
21
21
  }
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  #ifdef AUTO_EXPOSURE\n\
7
7
  uniform sampler2D autoExposure;\n\
@@ -9,15 +9,15 @@ uniform sampler2D autoExposure;\n\
9
9
  \n\
10
10
  void main()\n\
11
11
  {\n\
12
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\
12
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
13
13
  vec3 color = fragmentColor.rgb;\n\
14
14
  \n\
15
15
  #ifdef AUTO_EXPOSURE\n\
16
- color /= texture2D(autoExposure, vec2(0.5)).r;\n\
16
+ color /= texture(autoExposure, vec2(0.5)).r;\n\
17
17
  #endif\n\
18
18
  color = czm_acesTonemapping(color);\n\
19
19
  color = czm_inverseGamma(color);\n\
20
20
  \n\
21
- gl_FragColor = vec4(color, fragmentColor.a);\n\
21
+ out_FragColor = vec4(color, fragmentColor.a);\n\
22
22
  }\n\
23
23
  ";
@@ -4,14 +4,14 @@ uniform sampler2D colorTexture2;
4
4
  uniform vec2 center;
5
5
  uniform float radius;
6
6
 
7
- varying vec2 v_textureCoordinates;
7
+ in vec2 v_textureCoordinates;
8
8
 
9
9
  void main()
10
10
  {
11
- vec4 color0 = texture2D(colorTexture, v_textureCoordinates);
12
- vec4 color1 = texture2D(colorTexture2, v_textureCoordinates);
11
+ vec4 color0 = texture(colorTexture, v_textureCoordinates);
12
+ vec4 color1 = texture(colorTexture2, v_textureCoordinates);
13
13
 
14
14
  float x = length(gl_FragCoord.xy - center) / radius;
15
15
  float t = smoothstep(0.5, 0.8, x);
16
- gl_FragColor = mix(color0 + color1, color1, t);
16
+ out_FragColor = mix(color0 + color1, color1, t);
17
17
  }
@@ -5,15 +5,15 @@ uniform sampler2D colorTexture2;\n\
5
5
  uniform vec2 center;\n\
6
6
  uniform float radius;\n\
7
7
  \n\
8
- varying vec2 v_textureCoordinates;\n\
8
+ in vec2 v_textureCoordinates;\n\
9
9
  \n\
10
10
  void main()\n\
11
11
  {\n\
12
- vec4 color0 = texture2D(colorTexture, v_textureCoordinates);\n\
13
- vec4 color1 = texture2D(colorTexture2, v_textureCoordinates);\n\
12
+ vec4 color0 = texture(colorTexture, v_textureCoordinates);\n\
13
+ vec4 color1 = texture(colorTexture2, v_textureCoordinates);\n\
14
14
  \n\
15
15
  float x = length(gl_FragCoord.xy - center) / radius;\n\
16
16
  float t = smoothstep(0.5, 0.8, x);\n\
17
- gl_FragColor = mix(color0 + color1, color1, t);\n\
17
+ out_FragColor = mix(color0 + color1, color1, t);\n\
18
18
  }\n\
19
19
  ";
@@ -6,7 +6,7 @@ uniform float lengthCap;
6
6
  uniform float stepSize;
7
7
  uniform float frustumLength;
8
8
 
9
- varying vec2 v_textureCoordinates;
9
+ in vec2 v_textureCoordinates;
10
10
 
11
11
  vec4 clipToEye(vec2 uv, float depth)
12
12
  {
@@ -42,7 +42,7 @@ void main(void)
42
42
 
43
43
  if (posInCamera.z > frustumLength)
44
44
  {
45
- gl_FragColor = vec4(1.0);
45
+ out_FragColor = vec4(1.0);
46
46
  return;
47
47
  }
48
48
 
@@ -58,7 +58,7 @@ void main(void)
58
58
  float gapAngle = 90.0 * czm_radiansPerDegree;
59
59
 
60
60
  // RandomNoise
61
- float randomVal = texture2D(randomTexture, v_textureCoordinates).x;
61
+ float randomVal = texture(randomTexture, v_textureCoordinates).x;
62
62
 
63
63
  //Loop for each direction
64
64
  for (int i = 0; i < 4; i++)
@@ -111,5 +111,5 @@ void main(void)
111
111
  ao /= 4.0;
112
112
  ao = 1.0 - clamp(ao, 0.0, 1.0);
113
113
  ao = pow(ao, intensity);
114
- gl_FragColor = vec4(vec3(ao), 1.0);
114
+ out_FragColor = vec4(vec3(ao), 1.0);
115
115
  }
@@ -7,7 +7,7 @@ uniform float lengthCap;\n\
7
7
  uniform float stepSize;\n\
8
8
  uniform float frustumLength;\n\
9
9
  \n\
10
- varying vec2 v_textureCoordinates;\n\
10
+ in vec2 v_textureCoordinates;\n\
11
11
  \n\
12
12
  vec4 clipToEye(vec2 uv, float depth)\n\
13
13
  {\n\
@@ -43,7 +43,7 @@ void main(void)\n\
43
43
  \n\
44
44
  if (posInCamera.z > frustumLength)\n\
45
45
  {\n\
46
- gl_FragColor = vec4(1.0);\n\
46
+ out_FragColor = vec4(1.0);\n\
47
47
  return;\n\
48
48
  }\n\
49
49
  \n\
@@ -59,7 +59,7 @@ void main(void)\n\
59
59
  float gapAngle = 90.0 * czm_radiansPerDegree;\n\
60
60
  \n\
61
61
  // RandomNoise\n\
62
- float randomVal = texture2D(randomTexture, v_textureCoordinates).x;\n\
62
+ float randomVal = texture(randomTexture, v_textureCoordinates).x;\n\
63
63
  \n\
64
64
  //Loop for each direction\n\
65
65
  for (int i = 0; i < 4; i++)\n\
@@ -112,6 +112,6 @@ void main(void)\n\
112
112
  ao /= 4.0;\n\
113
113
  ao = 1.0 - clamp(ao, 0.0, 1.0);\n\
114
114
  ao = pow(ao, intensity);\n\
115
- gl_FragColor = vec4(vec3(ao), 1.0);\n\
115
+ out_FragColor = vec4(vec3(ao), 1.0);\n\
116
116
  }\n\
117
117
  ";
@@ -1,11 +1,11 @@
1
1
  uniform sampler2D colorTexture;
2
2
  uniform sampler2D ambientOcclusionTexture;
3
3
  uniform bool ambientOcclusionOnly;
4
- varying vec2 v_textureCoordinates;
4
+ in vec2 v_textureCoordinates;
5
5
 
6
6
  void main(void)
7
7
  {
8
- vec3 color = texture2D(colorTexture, v_textureCoordinates).rgb;
9
- vec3 ao = texture2D(ambientOcclusionTexture, v_textureCoordinates).rgb;
10
- gl_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
8
+ vec3 color = texture(colorTexture, v_textureCoordinates).rgb;
9
+ vec3 ao = texture(ambientOcclusionTexture, v_textureCoordinates).rgb;
10
+ out_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
11
11
  }
@@ -2,12 +2,12 @@
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  uniform sampler2D ambientOcclusionTexture;\n\
4
4
  uniform bool ambientOcclusionOnly;\n\
5
- varying vec2 v_textureCoordinates;\n\
5
+ in vec2 v_textureCoordinates;\n\
6
6
  \n\
7
7
  void main(void)\n\
8
8
  {\n\
9
- vec3 color = texture2D(colorTexture, v_textureCoordinates).rgb;\n\
10
- vec3 ao = texture2D(ambientOcclusionTexture, v_textureCoordinates).rgb;\n\
11
- gl_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;\n\
9
+ vec3 color = texture(colorTexture, v_textureCoordinates).rgb;\n\
10
+ vec3 ao = texture(ambientOcclusionTexture, v_textureCoordinates).rgb;\n\
11
+ out_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;\n\
12
12
  }\n\
13
13
  ";
@@ -1,19 +1,19 @@
1
1
  uniform sampler2D colorTexture;
2
2
  uniform float gradations;
3
3
 
4
- varying vec2 v_textureCoordinates;
4
+ in vec2 v_textureCoordinates;
5
5
 
6
6
  void main(void)
7
7
  {
8
- vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
8
+ vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;
9
9
  #ifdef CZM_SELECTED_FEATURE
10
10
  if (czm_selected()) {
11
- gl_FragColor = vec4(rgb, 1.0);
11
+ out_FragColor = vec4(rgb, 1.0);
12
12
  return;
13
13
  }
14
14
  #endif
15
15
  float luminance = czm_luminance(rgb);
16
16
  float darkness = luminance * gradations;
17
17
  darkness = (darkness - fract(darkness)) / gradations;
18
- gl_FragColor = vec4(vec3(darkness), 1.0);
18
+ out_FragColor = vec4(vec3(darkness), 1.0);
19
19
  }
@@ -2,20 +2,20 @@
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  uniform float gradations;\n\
4
4
  \n\
5
- varying vec2 v_textureCoordinates;\n\
5
+ in vec2 v_textureCoordinates;\n\
6
6
  \n\
7
7
  void main(void)\n\
8
8
  {\n\
9
- vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;\n\
9
+ vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;\n\
10
10
  #ifdef CZM_SELECTED_FEATURE\n\
11
11
  if (czm_selected()) {\n\
12
- gl_FragColor = vec4(rgb, 1.0);\n\
12
+ out_FragColor = vec4(rgb, 1.0);\n\
13
13
  return;\n\
14
14
  }\n\
15
15
  #endif\n\
16
16
  float luminance = czm_luminance(rgb);\n\
17
17
  float darkness = luminance * gradations;\n\
18
18
  darkness = (darkness - fract(darkness)) / gradations;\n\
19
- gl_FragColor = vec4(vec3(darkness), 1.0);\n\
19
+ out_FragColor = vec4(vec3(darkness), 1.0);\n\
20
20
  }\n\
21
21
  ";
@@ -2,19 +2,19 @@ uniform sampler2D colorTexture;
2
2
  uniform sampler2D bloomTexture;
3
3
  uniform bool glowOnly;
4
4
 
5
- varying vec2 v_textureCoordinates;
5
+ in vec2 v_textureCoordinates;
6
6
 
7
7
  void main(void)
8
8
  {
9
- vec4 color = texture2D(colorTexture, v_textureCoordinates);
9
+ vec4 color = texture(colorTexture, v_textureCoordinates);
10
10
 
11
11
  #ifdef CZM_SELECTED_FEATURE
12
12
  if (czm_selected()) {
13
- gl_FragColor = color;
13
+ out_FragColor = color;
14
14
  return;
15
15
  }
16
16
  #endif
17
17
 
18
- vec4 bloom = texture2D(bloomTexture, v_textureCoordinates);
19
- gl_FragColor = glowOnly ? bloom : bloom + color;
18
+ vec4 bloom = texture(bloomTexture, v_textureCoordinates);
19
+ out_FragColor = glowOnly ? bloom : bloom + color;
20
20
  }
@@ -3,20 +3,20 @@ export default "uniform sampler2D colorTexture;\n\
3
3
  uniform sampler2D bloomTexture;\n\
4
4
  uniform bool glowOnly;\n\
5
5
  \n\
6
- varying vec2 v_textureCoordinates;\n\
6
+ in vec2 v_textureCoordinates;\n\
7
7
  \n\
8
8
  void main(void)\n\
9
9
  {\n\
10
- vec4 color = texture2D(colorTexture, v_textureCoordinates);\n\
10
+ vec4 color = texture(colorTexture, v_textureCoordinates);\n\
11
11
  \n\
12
12
  #ifdef CZM_SELECTED_FEATURE\n\
13
13
  if (czm_selected()) {\n\
14
- gl_FragColor = color;\n\
14
+ out_FragColor = color;\n\
15
15
  return;\n\
16
16
  }\n\
17
17
  #endif\n\
18
18
  \n\
19
- vec4 bloom = texture2D(bloomTexture, v_textureCoordinates);\n\
20
- gl_FragColor = glowOnly ? bloom : bloom + color;\n\
19
+ vec4 bloom = texture(bloomTexture, v_textureCoordinates);\n\
20
+ out_FragColor = glowOnly ? bloom : bloom + color;\n\
21
21
  }\n\
22
22
  ";
@@ -4,7 +4,7 @@ uniform float avgLuminance;
4
4
  uniform float threshold;
5
5
  uniform float offset;
6
6
 
7
- varying vec2 v_textureCoordinates;
7
+ in vec2 v_textureCoordinates;
8
8
 
9
9
  float key(float avg)
10
10
  {
@@ -17,7 +17,7 @@ float key(float avg)
17
17
 
18
18
  void main()
19
19
  {
20
- vec4 color = texture2D(colorTexture, v_textureCoordinates);
20
+ vec4 color = texture(colorTexture, v_textureCoordinates);
21
21
  vec3 xyz = czm_RGBToXYZ(color.rgb);
22
22
  float luminance = xyz.r;
23
23
 
@@ -26,5 +26,5 @@ void main()
26
26
  float brightness = brightLum / (offset + brightLum);
27
27
 
28
28
  xyz.r = brightness;
29
- gl_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);
29
+ out_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);
30
30
  }