@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
@@ -5,7 +5,7 @@ uniform float avgLuminance;\n\
5
5
  uniform float threshold;\n\
6
6
  uniform float offset;\n\
7
7
  \n\
8
- varying vec2 v_textureCoordinates;\n\
8
+ in vec2 v_textureCoordinates;\n\
9
9
  \n\
10
10
  float key(float avg)\n\
11
11
  {\n\
@@ -18,7 +18,7 @@ float key(float avg)\n\
18
18
  \n\
19
19
  void main()\n\
20
20
  {\n\
21
- vec4 color = texture2D(colorTexture, v_textureCoordinates);\n\
21
+ vec4 color = texture(colorTexture, v_textureCoordinates);\n\
22
22
  vec3 xyz = czm_RGBToXYZ(color.rgb);\n\
23
23
  float luminance = xyz.r;\n\
24
24
  \n\
@@ -27,6 +27,6 @@ void main()\n\
27
27
  float brightness = brightLum / (offset + brightLum);\n\
28
28
  \n\
29
29
  xyz.r = brightness;\n\
30
- gl_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);\n\
30
+ out_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);\n\
31
31
  }\n\
32
32
  ";
@@ -1,11 +1,11 @@
1
1
  uniform sampler2D colorTexture;
2
2
  uniform float brightness;
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
  vec3 target = vec3(0.0);
10
- gl_FragColor = vec4(mix(target, rgb, brightness), 1.0);
10
+ out_FragColor = vec4(mix(target, rgb, brightness), 1.0);
11
11
  }
@@ -2,12 +2,12 @@
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  uniform float brightness;\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
  vec3 target = vec3(0.0);\n\
11
- gl_FragColor = vec4(mix(target, rgb, brightness), 1.0);\n\
11
+ out_FragColor = vec4(mix(target, rgb, brightness), 1.0);\n\
12
12
  }\n\
13
13
  ";
@@ -4,18 +4,18 @@ uniform sampler2D colorTexture;
4
4
  uniform sampler2D u_packedTranslucentDepth;
5
5
  #endif
6
6
 
7
- varying vec2 v_textureCoordinates;
7
+ in vec2 v_textureCoordinates;
8
8
 
9
9
  void main()
10
10
  {
11
11
  #ifdef DEBUG_SHOW_DEPTH
12
12
  if (v_textureCoordinates.x < 0.5)
13
13
  {
14
- gl_FragColor.rgb = vec3(czm_unpackDepth(texture2D(u_packedTranslucentDepth, v_textureCoordinates)));
15
- gl_FragColor.a = 1.0;
14
+ out_FragColor.rgb = vec3(czm_unpackDepth(texture(u_packedTranslucentDepth, v_textureCoordinates)));
15
+ out_FragColor.a = 1.0;
16
16
  }
17
17
  #else
18
- vec4 color = texture2D(colorTexture, v_textureCoordinates);
18
+ vec4 color = texture(colorTexture, v_textureCoordinates);
19
19
 
20
20
  #ifdef PICK
21
21
  if (color == vec4(0.0))
@@ -26,6 +26,6 @@ void main()
26
26
  // Reverse premultiplication process to get the correct composited result of the classification primitives
27
27
  color.rgb /= color.a;
28
28
  #endif
29
- gl_FragColor = color;
29
+ out_FragColor = color;
30
30
  #endif
31
31
  }
@@ -5,18 +5,18 @@ export default "uniform sampler2D colorTexture;\n\
5
5
  uniform sampler2D u_packedTranslucentDepth;\n\
6
6
  #endif\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
12
  #ifdef DEBUG_SHOW_DEPTH\n\
13
13
  if (v_textureCoordinates.x < 0.5)\n\
14
14
  {\n\
15
- gl_FragColor.rgb = vec3(czm_unpackDepth(texture2D(u_packedTranslucentDepth, v_textureCoordinates)));\n\
16
- gl_FragColor.a = 1.0;\n\
15
+ out_FragColor.rgb = vec3(czm_unpackDepth(texture(u_packedTranslucentDepth, v_textureCoordinates)));\n\
16
+ out_FragColor.a = 1.0;\n\
17
17
  }\n\
18
18
  #else\n\
19
- vec4 color = texture2D(colorTexture, v_textureCoordinates);\n\
19
+ vec4 color = texture(colorTexture, v_textureCoordinates);\n\
20
20
  \n\
21
21
  #ifdef PICK\n\
22
22
  if (color == vec4(0.0))\n\
@@ -27,7 +27,7 @@ void main()\n\
27
27
  // Reverse premultiplication process to get the correct composited result of the classification primitives\n\
28
28
  color.rgb /= color.a;\n\
29
29
  #endif\n\
30
- gl_FragColor = color;\n\
30
+ out_FragColor = color;\n\
31
31
  #endif\n\
32
32
  }\n\
33
33
  ";
@@ -2,16 +2,16 @@ uniform sampler2D colorTexture;
2
2
  uniform float contrast;
3
3
  uniform float brightness;
4
4
 
5
- varying vec2 v_textureCoordinates;
5
+ in vec2 v_textureCoordinates;
6
6
 
7
7
  void main(void)
8
8
  {
9
- vec3 sceneColor = texture2D(colorTexture, v_textureCoordinates).xyz;
9
+ vec3 sceneColor = texture(colorTexture, v_textureCoordinates).xyz;
10
10
  sceneColor = czm_RGBToHSB(sceneColor);
11
11
  sceneColor.z += brightness;
12
12
  sceneColor = czm_HSBToRGB(sceneColor);
13
13
 
14
14
  float factor = (259.0 * (contrast + 255.0)) / (255.0 * (259.0 - contrast));
15
15
  sceneColor = factor * (sceneColor - vec3(0.5)) + vec3(0.5);
16
- gl_FragColor = vec4(sceneColor, 1.0);
16
+ out_FragColor = vec4(sceneColor, 1.0);
17
17
  }
@@ -3,17 +3,17 @@ export default "uniform sampler2D colorTexture;\n\
3
3
  uniform float contrast;\n\
4
4
  uniform float brightness;\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
- vec3 sceneColor = texture2D(colorTexture, v_textureCoordinates).xyz;\n\
10
+ vec3 sceneColor = texture(colorTexture, v_textureCoordinates).xyz;\n\
11
11
  sceneColor = czm_RGBToHSB(sceneColor);\n\
12
12
  sceneColor.z += brightness;\n\
13
13
  sceneColor = czm_HSBToRGB(sceneColor);\n\
14
14
  \n\
15
15
  float factor = (259.0 * (contrast + 255.0)) / (255.0 * (259.0 - contrast));\n\
16
16
  sceneColor = factor * (sceneColor - vec3(0.5)) + vec3(0.5);\n\
17
- gl_FragColor = vec4(sceneColor, 1.0);\n\
17
+ out_FragColor = vec4(sceneColor, 1.0);\n\
18
18
  }\n\
19
19
  ";
@@ -3,7 +3,7 @@ uniform sampler2D blurTexture;
3
3
  uniform sampler2D depthTexture;
4
4
  uniform float focalDistance;
5
5
 
6
- varying vec2 v_textureCoordinates;
6
+ in vec2 v_textureCoordinates;
7
7
 
8
8
  vec4 toEye(vec2 uv, float depth)
9
9
  {
@@ -35,5 +35,5 @@ void main(void)
35
35
  float depth = czm_readDepth(depthTexture, v_textureCoordinates);
36
36
  vec4 posInCamera = toEye(v_textureCoordinates, depth);
37
37
  float d = computeDepthBlur(-posInCamera.z);
38
- gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), texture2D(blurTexture, v_textureCoordinates), d);
38
+ out_FragColor = mix(texture(colorTexture, v_textureCoordinates), texture(blurTexture, v_textureCoordinates), d);
39
39
  }
@@ -4,7 +4,7 @@ uniform sampler2D blurTexture;\n\
4
4
  uniform sampler2D depthTexture;\n\
5
5
  uniform float focalDistance;\n\
6
6
  \n\
7
- varying vec2 v_textureCoordinates;\n\
7
+ in vec2 v_textureCoordinates;\n\
8
8
  \n\
9
9
  vec4 toEye(vec2 uv, float depth)\n\
10
10
  {\n\
@@ -36,6 +36,6 @@ void main(void)\n\
36
36
  float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\
37
37
  vec4 posInCamera = toEye(v_textureCoordinates, depth);\n\
38
38
  float d = computeDepthBlur(-posInCamera.z);\n\
39
- gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), texture2D(blurTexture, v_textureCoordinates), d);\n\
39
+ out_FragColor = mix(texture(colorTexture, v_textureCoordinates), texture(blurTexture, v_textureCoordinates), d);\n\
40
40
  }\n\
41
41
  ";
@@ -1,9 +1,9 @@
1
1
  uniform sampler2D depthTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  void main(void)
6
6
  {
7
7
  float depth = czm_readDepth(depthTexture, v_textureCoordinates);
8
- gl_FragColor = vec4(vec3(depth), 1.0);
8
+ out_FragColor = vec4(vec3(depth), 1.0);
9
9
  }
@@ -1,11 +1,11 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D depthTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  void main(void)\n\
7
7
  {\n\
8
8
  float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\
9
- gl_FragColor = vec4(vec3(depth), 1.0);\n\
9
+ out_FragColor = vec4(vec3(depth), 1.0);\n\
10
10
  }\n\
11
11
  ";
@@ -1,14 +1,14 @@
1
1
  uniform sampler2D u_depthTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  void main()
6
6
  {
7
- float z_window = czm_unpackDepth(texture2D(u_depthTexture, v_textureCoordinates));
7
+ float z_window = czm_unpackDepth(texture(u_depthTexture, v_textureCoordinates));
8
8
  z_window = czm_reverseLogDepth(z_window);
9
9
  float n_range = czm_depthRange.near;
10
10
  float f_range = czm_depthRange.far;
11
11
  float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);
12
12
  float scale = pow(z_ndc * 0.5 + 0.5, 8.0);
13
- gl_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);
13
+ out_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);
14
14
  }
@@ -1,16 +1,16 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D u_depthTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
8
- float z_window = czm_unpackDepth(texture2D(u_depthTexture, v_textureCoordinates));\n\
8
+ float z_window = czm_unpackDepth(texture(u_depthTexture, v_textureCoordinates));\n\
9
9
  z_window = czm_reverseLogDepth(z_window);\n\
10
10
  float n_range = czm_depthRange.near;\n\
11
11
  float f_range = czm_depthRange.far;\n\
12
12
  float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n\
13
13
  float scale = pow(z_ndc * 0.5 + 0.5, 8.0);\n\
14
- gl_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);\n\
14
+ out_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);\n\
15
15
  }\n\
16
16
  ";
@@ -2,7 +2,7 @@ uniform sampler2D depthTexture;
2
2
  uniform float length;
3
3
  uniform vec4 color;
4
4
 
5
- varying vec2 v_textureCoordinates;
5
+ in vec2 v_textureCoordinates;
6
6
 
7
7
  void main(void)
8
8
  {
@@ -35,7 +35,7 @@ void main(void)
35
35
  }
36
36
  if (!selected)
37
37
  {
38
- gl_FragColor = vec4(color.rgb, 0.0);
38
+ out_FragColor = vec4(color.rgb, 0.0);
39
39
  return;
40
40
  }
41
41
  #endif
@@ -48,13 +48,13 @@ void main(void)
48
48
  float dir = directions[i];
49
49
  float scale = scalars[i];
50
50
 
51
- horizEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;
52
- horizEdge += texture2D(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;
51
+ horizEdge -= texture(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;
52
+ horizEdge += texture(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;
53
53
 
54
- vertEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;
55
- vertEdge += texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;
54
+ vertEdge -= texture(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;
55
+ vertEdge += texture(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;
56
56
  }
57
57
 
58
58
  float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);
59
- gl_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);
59
+ out_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);
60
60
  }
@@ -3,7 +3,7 @@ export default "uniform sampler2D depthTexture;\n\
3
3
  uniform float length;\n\
4
4
  uniform vec4 color;\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\
@@ -36,7 +36,7 @@ void main(void)\n\
36
36
  }\n\
37
37
  if (!selected)\n\
38
38
  {\n\
39
- gl_FragColor = vec4(color.rgb, 0.0);\n\
39
+ out_FragColor = vec4(color.rgb, 0.0);\n\
40
40
  return;\n\
41
41
  }\n\
42
42
  #endif\n\
@@ -49,14 +49,14 @@ void main(void)\n\
49
49
  float dir = directions[i];\n\
50
50
  float scale = scalars[i];\n\
51
51
  \n\
52
- horizEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;\n\
53
- horizEdge += texture2D(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;\n\
52
+ horizEdge -= texture(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;\n\
53
+ horizEdge += texture(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;\n\
54
54
  \n\
55
- vertEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;\n\
56
- vertEdge += texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;\n\
55
+ vertEdge -= texture(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;\n\
56
+ vertEdge += texture(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;\n\
57
57
  }\n\
58
58
  \n\
59
59
  float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);\n\
60
- gl_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);\n\
60
+ out_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);\n\
61
61
  }\n\
62
62
  ";
@@ -1,4 +1,4 @@
1
- varying vec2 v_textureCoordinates;
1
+ in vec2 v_textureCoordinates;
2
2
 
3
3
  uniform sampler2D colorTexture;
4
4
 
@@ -16,6 +16,6 @@ void main()
16
16
  fxaaQualitySubpix,
17
17
  fxaaQualityEdgeThreshold,
18
18
  fxaaQualityEdgeThresholdMin);
19
- float alpha = texture2D(colorTexture, v_textureCoordinates).a;
20
- gl_FragColor = vec4(color.rgb, alpha);
19
+ float alpha = texture(colorTexture, v_textureCoordinates).a;
20
+ out_FragColor = vec4(color.rgb, alpha);
21
21
  }
@@ -1,5 +1,5 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec2 v_textureCoordinates;\n\
2
+ export default "in vec2 v_textureCoordinates;\n\
3
3
  \n\
4
4
  uniform sampler2D colorTexture;\n\
5
5
  \n\
@@ -17,7 +17,7 @@ void main()\n\
17
17
  fxaaQualitySubpix,\n\
18
18
  fxaaQualityEdgeThreshold,\n\
19
19
  fxaaQualityEdgeThresholdMin);\n\
20
- float alpha = texture2D(colorTexture, v_textureCoordinates).a;\n\
21
- gl_FragColor = vec4(color.rgb, alpha);\n\
20
+ float alpha = texture(colorTexture, v_textureCoordinates).a;\n\
21
+ out_FragColor = vec4(color.rgb, alpha);\n\
22
22
  }\n\
23
23
  ";
@@ -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;
@@ -11,11 +11,11 @@ uniform sampler2D autoExposure;
11
11
 
12
12
  void main()
13
13
  {
14
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
14
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
15
15
  vec3 color = fragmentColor.rgb;
16
16
 
17
17
  #ifdef AUTO_EXPOSURE
18
- float exposure = texture2D(autoExposure, vec2(0.5)).r;
18
+ float exposure = texture(autoExposure, vec2(0.5)).r;
19
19
  color /= exposure;
20
20
  #endif
21
21
 
@@ -32,5 +32,5 @@ void main()
32
32
  float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;
33
33
 
34
34
  c = czm_inverseGamma(c / w);
35
- gl_FragColor = vec4(c, fragmentColor.a);
35
+ out_FragColor = vec4(c, fragmentColor.a);
36
36
  }
@@ -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\
@@ -12,11 +12,11 @@ uniform sampler2D autoExposure;\n\
12
12
  \n\
13
13
  void main()\n\
14
14
  {\n\
15
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\
15
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
16
16
  vec3 color = fragmentColor.rgb;\n\
17
17
  \n\
18
18
  #ifdef AUTO_EXPOSURE\n\
19
- float exposure = texture2D(autoExposure, vec2(0.5)).r;\n\
19
+ float exposure = texture(autoExposure, vec2(0.5)).r;\n\
20
20
  color /= exposure;\n\
21
21
  #endif\n\
22
22
  \n\
@@ -33,6 +33,6 @@ void main()\n\
33
33
  float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;\n\
34
34
  \n\
35
35
  c = czm_inverseGamma(c / w);\n\
36
- gl_FragColor = vec4(c, fragmentColor.a);\n\
36
+ out_FragColor = vec4(c, fragmentColor.a);\n\
37
37
  }\n\
38
38
  ";
@@ -12,7 +12,7 @@ uniform float stepSize;
12
12
  uniform vec2 step;
13
13
  #endif
14
14
 
15
- varying vec2 v_textureCoordinates;
15
+ in vec2 v_textureCoordinates;
16
16
 
17
17
  // Incremental Computation of the Gaussian:
18
18
  // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html
@@ -33,15 +33,15 @@ void main()
33
33
  g.y = exp((-0.5 * delta * delta) / (sigma * sigma));
34
34
  g.z = g.y * g.y;
35
35
 
36
- vec4 result = texture2D(colorTexture, st) * g.x;
36
+ vec4 result = texture(colorTexture, st) * g.x;
37
37
  for (int i = 1; i < SAMPLES; ++i)
38
38
  {
39
39
  g.xy *= g.yz;
40
40
 
41
41
  vec2 offset = float(i) * dir * step;
42
- result += texture2D(colorTexture, st - offset) * g.x;
43
- result += texture2D(colorTexture, st + offset) * g.x;
42
+ result += texture(colorTexture, st - offset) * g.x;
43
+ result += texture(colorTexture, st + offset) * g.x;
44
44
  }
45
45
 
46
- gl_FragColor = result;
46
+ out_FragColor = result;
47
47
  }
@@ -13,7 +13,7 @@ uniform float stepSize;\n\
13
13
  uniform vec2 step;\n\
14
14
  #endif\n\
15
15
  \n\
16
- varying vec2 v_textureCoordinates;\n\
16
+ in vec2 v_textureCoordinates;\n\
17
17
  \n\
18
18
  // Incremental Computation of the Gaussian:\n\
19
19
  // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html\n\
@@ -34,16 +34,16 @@ void main()\n\
34
34
  g.y = exp((-0.5 * delta * delta) / (sigma * sigma));\n\
35
35
  g.z = g.y * g.y;\n\
36
36
  \n\
37
- vec4 result = texture2D(colorTexture, st) * g.x;\n\
37
+ vec4 result = texture(colorTexture, st) * g.x;\n\
38
38
  for (int i = 1; i < SAMPLES; ++i)\n\
39
39
  {\n\
40
40
  g.xy *= g.yz;\n\
41
41
  \n\
42
42
  vec2 offset = float(i) * dir * step;\n\
43
- result += texture2D(colorTexture, st - offset) * g.x;\n\
44
- result += texture2D(colorTexture, st + offset) * g.x;\n\
43
+ result += texture(colorTexture, st - offset) * g.x;\n\
44
+ result += texture(colorTexture, st + offset) * g.x;\n\
45
45
  }\n\
46
46
  \n\
47
- gl_FragColor = result;\n\
47
+ out_FragColor = result;\n\
48
48
  }\n\
49
49
  ";
@@ -9,7 +9,7 @@ uniform float dirtAmount;
9
9
  uniform float earthRadius;
10
10
  uniform float intensity;
11
11
 
12
- varying vec2 v_textureCoordinates;
12
+ in vec2 v_textureCoordinates;
13
13
 
14
14
  // whether it is in space or not
15
15
  // 6500000.0 is empirical value
@@ -46,22 +46,22 @@ vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distort
46
46
  vec3 color;
47
47
  if(isSpace)
48
48
  {
49
- color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture2D(tex, texcoord + direction * distortion.r).r;
50
- color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture2D(tex, texcoord + direction * distortion.g).g;
51
- color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture2D(tex, texcoord + direction * distortion.b).b;
49
+ color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture(tex, texcoord + direction * distortion.r).r;
50
+ color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture(tex, texcoord + direction * distortion.g).g;
51
+ color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture(tex, texcoord + direction * distortion.b).b;
52
52
  }
53
53
  else
54
54
  {
55
- color.r = texture2D(tex, texcoord + direction * distortion.r).r;
56
- color.g = texture2D(tex, texcoord + direction * distortion.g).g;
57
- color.b = texture2D(tex, texcoord + direction * distortion.b).b;
55
+ color.r = texture(tex, texcoord + direction * distortion.r).r;
56
+ color.g = texture(tex, texcoord + direction * distortion.g).g;
57
+ color.b = texture(tex, texcoord + direction * distortion.b).b;
58
58
  }
59
59
  return vec4(clamp(color, 0.0, 1.0), 0.0);
60
60
  }
61
61
 
62
62
  void main(void)
63
63
  {
64
- vec4 originalColor = texture2D(colorTexture, v_textureCoordinates);
64
+ vec4 originalColor = texture(colorTexture, v_textureCoordinates);
65
65
  vec3 rgb = originalColor.rgb;
66
66
  bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;
67
67
 
@@ -76,7 +76,7 @@ void main(void)
76
76
  {
77
77
  // Lens flare is disabled when not in space until #5932 is fixed.
78
78
  // https://github.com/CesiumGS/cesium/issues/5932
79
- gl_FragColor = originalColor;
79
+ out_FragColor = originalColor;
80
80
  return;
81
81
  }
82
82
 
@@ -117,7 +117,7 @@ void main(void)
117
117
  {
118
118
  dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);
119
119
  }
120
- result += dirtAmount * texture2D(dirtTexture, dirtTexCoords);
120
+ result += dirtAmount * texture(dirtTexture, dirtTexCoords);
121
121
 
122
122
  // Rotating starburst texture's coordinate
123
123
  // dot(czm_view[0].xyz, vec3(0.0, 0.0, 1.0)) + dot(czm_view[1].xyz, vec3(0.0, 1.0, 0.0))
@@ -144,10 +144,10 @@ void main(void)
144
144
  else
145
145
  {
146
146
  result *= oneMinusWeightForLensFlare * intensity;
147
- result *= texture2D(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
147
+ result *= texture(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
148
148
  }
149
149
 
150
- result += texture2D(colorTexture, v_textureCoordinates);
150
+ result += texture(colorTexture, v_textureCoordinates);
151
151
 
152
- gl_FragColor = result;
152
+ out_FragColor = result;
153
153
  }
@@ -10,7 +10,7 @@ uniform float dirtAmount;\n\
10
10
  uniform float earthRadius;\n\
11
11
  uniform float intensity;\n\
12
12
  \n\
13
- varying vec2 v_textureCoordinates;\n\
13
+ in vec2 v_textureCoordinates;\n\
14
14
  \n\
15
15
  // whether it is in space or not\n\
16
16
  // 6500000.0 is empirical value\n\
@@ -47,22 +47,22 @@ vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distort
47
47
  vec3 color;\n\
48
48
  if(isSpace)\n\
49
49
  {\n\
50
- color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture2D(tex, texcoord + direction * distortion.r).r;\n\
51
- color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture2D(tex, texcoord + direction * distortion.g).g;\n\
52
- color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture2D(tex, texcoord + direction * distortion.b).b;\n\
50
+ color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture(tex, texcoord + direction * distortion.r).r;\n\
51
+ color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture(tex, texcoord + direction * distortion.g).g;\n\
52
+ color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture(tex, texcoord + direction * distortion.b).b;\n\
53
53
  }\n\
54
54
  else\n\
55
55
  {\n\
56
- color.r = texture2D(tex, texcoord + direction * distortion.r).r;\n\
57
- color.g = texture2D(tex, texcoord + direction * distortion.g).g;\n\
58
- color.b = texture2D(tex, texcoord + direction * distortion.b).b;\n\
56
+ color.r = texture(tex, texcoord + direction * distortion.r).r;\n\
57
+ color.g = texture(tex, texcoord + direction * distortion.g).g;\n\
58
+ color.b = texture(tex, texcoord + direction * distortion.b).b;\n\
59
59
  }\n\
60
60
  return vec4(clamp(color, 0.0, 1.0), 0.0);\n\
61
61
  }\n\
62
62
  \n\
63
63
  void main(void)\n\
64
64
  {\n\
65
- vec4 originalColor = texture2D(colorTexture, v_textureCoordinates);\n\
65
+ vec4 originalColor = texture(colorTexture, v_textureCoordinates);\n\
66
66
  vec3 rgb = originalColor.rgb;\n\
67
67
  bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;\n\
68
68
  \n\
@@ -77,7 +77,7 @@ void main(void)\n\
77
77
  {\n\
78
78
  // Lens flare is disabled when not in space until #5932 is fixed.\n\
79
79
  // https://github.com/CesiumGS/cesium/issues/5932\n\
80
- gl_FragColor = originalColor;\n\
80
+ out_FragColor = originalColor;\n\
81
81
  return;\n\
82
82
  }\n\
83
83
  \n\
@@ -118,7 +118,7 @@ void main(void)\n\
118
118
  {\n\
119
119
  dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);\n\
120
120
  }\n\
121
- result += dirtAmount * texture2D(dirtTexture, dirtTexCoords);\n\
121
+ result += dirtAmount * texture(dirtTexture, dirtTexCoords);\n\
122
122
  \n\
123
123
  // Rotating starburst texture's coordinate\n\
124
124
  // dot(czm_view[0].xyz, vec3(0.0, 0.0, 1.0)) + dot(czm_view[1].xyz, vec3(0.0, 1.0, 0.0))\n\
@@ -145,11 +145,11 @@ void main(void)\n\
145
145
  else\n\
146
146
  {\n\
147
147
  result *= oneMinusWeightForLensFlare * intensity;\n\
148
- result *= texture2D(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;\n\
148
+ result *= texture(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;\n\
149
149
  }\n\
150
150
  \n\
151
- result += texture2D(colorTexture, v_textureCoordinates);\n\
151
+ result += texture(colorTexture, v_textureCoordinates);\n\
152
152
  \n\
153
- gl_FragColor = result;\n\
153
+ out_FragColor = result;\n\
154
154
  }\n\
155
155
  ";