@cesium/engine 1.1.0 → 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.
- package/Build/Workers/{AxisAlignedBoundingBox-a4321399.js → AxisAlignedBoundingBox-47525601.js} +1 -1
- package/Build/Workers/{BoundingRectangle-80d8801f.js → BoundingRectangle-93b263ac.js} +1 -1
- package/Build/Workers/{BoxGeometry-33c10a4f.js → BoxGeometry-8c4b4125.js} +1 -1
- package/Build/Workers/{Color-1bf9a6e0.js → Color-52c60ed7.js} +1 -1
- package/Build/Workers/{CoplanarPolygonGeometryLibrary-5c5b981b.js → CoplanarPolygonGeometryLibrary-33c4c1f8.js} +1 -1
- package/Build/Workers/{CorridorGeometryLibrary-7cbae7a0.js → CorridorGeometryLibrary-5039cd8e.js} +1 -1
- package/Build/Workers/{CylinderGeometry-42740df0.js → CylinderGeometry-3ac44974.js} +1 -1
- package/Build/Workers/{EllipseGeometry-49a3ac21.js → EllipseGeometry-a9c9b3be.js} +1 -1
- package/Build/Workers/{EllipseGeometryLibrary-b891b2f8.js → EllipseGeometryLibrary-855d4681.js} +1 -1
- package/Build/Workers/{EllipseOutlineGeometry-fbd72e07.js → EllipseOutlineGeometry-017a5929.js} +1 -1
- package/Build/Workers/{EllipsoidGeometry-a351dba8.js → EllipsoidGeometry-826e7bce.js} +1 -1
- package/Build/Workers/{EllipsoidOutlineGeometry-3e8779bf.js → EllipsoidOutlineGeometry-784dcdb5.js} +1 -1
- package/Build/Workers/{EllipsoidTangentPlane-cfb50678.js → EllipsoidTangentPlane-ed9443a1.js} +1 -1
- package/Build/Workers/{FrustumGeometry-c5754412.js → FrustumGeometry-9f1ee4d8.js} +1 -1
- package/Build/Workers/{GeometryAttribute-0bfd05e8.js → GeometryAttribute-334718f8.js} +1 -1
- package/Build/Workers/{GeometryPipeline-0166905d.js → GeometryPipeline-8fb0db69.js} +1 -1
- package/Build/Workers/{IntersectionTests-a93d3de9.js → IntersectionTests-27d49265.js} +1 -1
- package/Build/Workers/{OrientedBoundingBox-b450cb61.js → OrientedBoundingBox-79ee7cbb.js} +1 -1
- package/Build/Workers/{PolygonGeometryLibrary-f918ac26.js → PolygonGeometryLibrary-6b5a29e9.js} +1 -1
- package/Build/Workers/{PolygonPipeline-f59a8f0a.js → PolygonPipeline-21668b3f.js} +1 -1
- package/Build/Workers/{PolylinePipeline-d8e6bd9b.js → PolylinePipeline-5e2e1b21.js} +1 -1
- package/Build/Workers/{PolylineVolumeGeometryLibrary-125d2edf.js → PolylineVolumeGeometryLibrary-97f0b94e.js} +1 -1
- package/Build/Workers/{PrimitivePipeline-0d7b5ed4.js → PrimitivePipeline-5640850a.js} +1 -1
- package/Build/Workers/{RectangleGeometryLibrary-0768db63.js → RectangleGeometryLibrary-d5457f7b.js} +1 -1
- package/Build/Workers/{TerrainEncoding-06470d7f.js → TerrainEncoding-bfdf2021.js} +1 -1
- package/Build/Workers/{Transforms-26539bce.js → Transforms-a05e5e6e.js} +17 -0
- package/Build/Workers/{WallGeometryLibrary-6167b0fc.js → WallGeometryLibrary-6db0ebb6.js} +1 -1
- package/Build/Workers/cesiumWorkerBootstrapper.js +68 -2
- package/Build/Workers/combineGeometry.js +1 -1
- package/Build/Workers/createBoxGeometry.js +1 -1
- package/Build/Workers/createBoxOutlineGeometry.js +1 -1
- package/Build/Workers/createCircleGeometry.js +1 -1
- package/Build/Workers/createCircleOutlineGeometry.js +1 -1
- package/Build/Workers/createCoplanarPolygonGeometry.js +1 -1
- package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +1 -1
- package/Build/Workers/createCorridorGeometry.js +1 -1
- package/Build/Workers/createCorridorOutlineGeometry.js +1 -1
- package/Build/Workers/createCylinderGeometry.js +1 -1
- package/Build/Workers/createCylinderOutlineGeometry.js +1 -1
- package/Build/Workers/createEllipseGeometry.js +1 -1
- package/Build/Workers/createEllipseOutlineGeometry.js +1 -1
- package/Build/Workers/createEllipsoidGeometry.js +1 -1
- package/Build/Workers/createEllipsoidOutlineGeometry.js +1 -1
- package/Build/Workers/createFrustumGeometry.js +1 -1
- package/Build/Workers/createFrustumOutlineGeometry.js +1 -1
- package/Build/Workers/createGeometry.js +1 -1
- package/Build/Workers/createGroundPolylineGeometry.js +1 -1
- package/Build/Workers/createPlaneGeometry.js +1 -1
- package/Build/Workers/createPlaneOutlineGeometry.js +1 -1
- package/Build/Workers/createPolygonGeometry.js +1 -1
- package/Build/Workers/createPolygonOutlineGeometry.js +1 -1
- package/Build/Workers/createPolylineGeometry.js +1 -1
- package/Build/Workers/createPolylineVolumeGeometry.js +1 -1
- package/Build/Workers/createPolylineVolumeOutlineGeometry.js +1 -1
- package/Build/Workers/createRectangleGeometry.js +1 -1
- package/Build/Workers/createRectangleOutlineGeometry.js +1 -1
- package/Build/Workers/createSimplePolylineGeometry.js +1 -1
- package/Build/Workers/createSphereGeometry.js +1 -1
- package/Build/Workers/createSphereOutlineGeometry.js +1 -1
- package/Build/Workers/createVectorTileGeometries.js +1 -1
- package/Build/Workers/createVectorTilePolygons.js +1 -1
- package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +1 -1
- package/Build/Workers/createVerticesFromHeightmap.js +1 -1
- package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +1 -1
- package/Build/Workers/createWallGeometry.js +1 -1
- package/Build/Workers/createWallOutlineGeometry.js +1 -1
- package/Build/Workers/decodeDraco.js +9 -1
- package/Build/Workers/package.js +1 -1
- package/Build/Workers/transcodeKTX2.js +22 -2
- package/Build/Workers/transferTypedArrayTest.js +1 -1
- package/Build/Workers/upsampleQuantizedTerrainMesh.js +1 -1
- package/README.md +14 -16
- package/Source/Core/FeatureDetection.js +18 -0
- package/Source/Core/Ion.js +1 -2
- package/Source/Core/PixelFormat.js +22 -2
- package/Source/Core/sampleTerrain.js +5 -0
- package/Source/Renderer/AutomaticUniforms.js +3 -3
- package/Source/Renderer/Context.js +4 -14
- package/Source/Renderer/ShaderBuilder.js +13 -12
- package/Source/Renderer/ShaderSource.js +31 -26
- package/Source/Renderer/demodernizeShader.js +76 -0
- package/Source/Scene/AutoExposure.js +5 -5
- package/Source/Scene/BatchTable.js +5 -5
- package/Source/Scene/BillboardCollection.js +2 -2
- package/Source/Scene/BingMapsImageryProvider.js +1 -1
- package/Source/Scene/Cesium3DTile.js +8 -2
- package/Source/Scene/Cesium3DTileBatchTable.js +28 -28
- package/Source/Scene/Cesium3DTilesVoxelProvider.js +12 -0
- package/Source/Scene/Cesium3DTileset.js +6 -1
- package/Source/Scene/ClassificationPrimitive.js +3 -8
- package/Source/Scene/DebugAppearance.js +7 -9
- package/Source/Scene/DebugInspector.js +5 -5
- package/Source/Scene/DepthPlane.js +0 -6
- package/Source/Scene/DerivedCommand.js +8 -22
- package/Source/Scene/EllipsoidPrimitive.js +0 -7
- package/Source/Scene/GlobeTranslucencyState.js +6 -6
- package/Source/Scene/GroundPolylinePrimitive.js +2 -4
- package/Source/Scene/InvertClassification.js +9 -10
- package/Source/Scene/Material.js +6 -6
- package/Source/Scene/Megatexture.js +2 -2
- package/Source/Scene/MetadataSemantic.js +8 -0
- package/Source/Scene/Model/CustomShader.js +1 -1
- package/Source/Scene/Model/FeatureIdPipelineStage.js +4 -4
- package/Source/Scene/Model/LightingModel.js +1 -1
- package/Source/Scene/Model/MetadataPipelineStage.js +1 -1
- package/Source/Scene/Model/PickingPipelineStage.js +1 -1
- package/Source/Scene/OIT.js +211 -119
- package/Source/Scene/PickDepth.js +2 -2
- package/Source/Scene/PointCloud.js +11 -11
- package/Source/Scene/PointCloudEyeDomeLighting.js +9 -4
- package/Source/Scene/PolylineCollection.js +2 -7
- package/Source/Scene/PolylineMaterialAppearance.js +2 -3
- package/Source/Scene/PostProcessStage.js +13 -13
- package/Source/Scene/PostProcessStageLibrary.js +3 -3
- package/Source/Scene/Primitive.js +22 -31
- package/Source/Scene/ShadowMap.js +7 -7
- package/Source/Scene/ShadowMapShader.js +9 -9
- package/Source/Scene/ShadowVolumeAppearance.js +1 -1
- package/Source/Scene/TextureAtlas.js +5 -3
- package/Source/Scene/Vector3DTilePolylines.js +1 -1
- package/Source/Scene/Vector3DTilePrimitive.js +2 -2
- package/Source/Scene/VoxelEllipsoidShape.js +15 -7
- package/Source/Scene/VoxelPrimitive.js +4 -4
- package/Source/Scene/computeFlyToLocationForRectangle.js +10 -1
- package/Source/Scene/createElevationBandMaterial.js +10 -15
- package/Source/Scene/getClipAndStyleCode.js +1 -1
- package/Source/Scene/getClippingFunction.js +3 -3
- package/Source/Scene/processVoxelProperties.js +1 -1
- package/Source/Shaders/AdjustTranslucentFS.glsl +9 -6
- package/Source/Shaders/AdjustTranslucentFS.js +9 -6
- package/Source/Shaders/Appearances/AllMaterialAppearanceFS.glsl +7 -7
- package/Source/Shaders/Appearances/AllMaterialAppearanceFS.js +7 -7
- package/Source/Shaders/Appearances/AllMaterialAppearanceVS.glsl +12 -12
- package/Source/Shaders/Appearances/AllMaterialAppearanceVS.js +12 -12
- package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.glsl +4 -4
- package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.js +4 -4
- package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.glsl +6 -6
- package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.js +6 -6
- package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.glsl +5 -5
- package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js +5 -5
- package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.glsl +7 -7
- package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js +7 -7
- package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.glsl +4 -4
- package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.js +4 -4
- package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.glsl +8 -8
- package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.js +8 -8
- package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.glsl +2 -2
- package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js +2 -2
- package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.glsl +5 -5
- package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js +5 -5
- package/Source/Shaders/Appearances/PolylineColorAppearanceVS.glsl +10 -10
- package/Source/Shaders/Appearances/PolylineColorAppearanceVS.js +10 -10
- package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.glsl +12 -12
- package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.js +12 -12
- package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.glsl +5 -5
- package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.js +5 -5
- package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.glsl +8 -8
- package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.js +8 -8
- package/Source/Shaders/BillboardCollectionFS.glsl +15 -15
- package/Source/Shaders/BillboardCollectionFS.js +15 -15
- package/Source/Shaders/BillboardCollectionVS.glsl +23 -23
- package/Source/Shaders/BillboardCollectionVS.js +23 -23
- package/Source/Shaders/BrdfLutGeneratorFS.glsl +2 -2
- package/Source/Shaders/BrdfLutGeneratorFS.js +2 -2
- package/Source/Shaders/Builtin/CzmBuiltins.js +2 -0
- package/Source/Shaders/Builtin/Functions/depthClamp.glsl +3 -3
- package/Source/Shaders/Builtin/Functions/depthClamp.js +3 -3
- package/Source/Shaders/Builtin/Functions/getWaterNoise.glsl +4 -4
- package/Source/Shaders/Builtin/Functions/getWaterNoise.js +4 -4
- package/Source/Shaders/Builtin/Functions/phong.glsl +1 -1
- package/Source/Shaders/Builtin/Functions/phong.js +1 -1
- package/Source/Shaders/Builtin/Functions/readDepth.glsl +1 -1
- package/Source/Shaders/Builtin/Functions/readDepth.js +1 -1
- package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.glsl +5 -5
- package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.js +5 -5
- package/Source/Shaders/Builtin/Functions/shadowDepthCompare.glsl +3 -3
- package/Source/Shaders/Builtin/Functions/shadowDepthCompare.js +3 -3
- package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.glsl +1 -1
- package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.js +1 -1
- package/Source/Shaders/Builtin/Functions/textureCube.glsl +17 -0
- package/Source/Shaders/Builtin/Functions/textureCube.js +18 -0
- package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +2 -2
- package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +2 -2
- package/Source/Shaders/Builtin/Functions/vertexLogDepth.glsl +2 -2
- package/Source/Shaders/Builtin/Functions/vertexLogDepth.js +2 -2
- package/Source/Shaders/Builtin/Functions/writeDepthClamp.glsl +5 -8
- package/Source/Shaders/Builtin/Functions/writeDepthClamp.js +5 -8
- package/Source/Shaders/Builtin/Functions/writeLogDepth.glsl +6 -6
- package/Source/Shaders/Builtin/Functions/writeLogDepth.js +6 -6
- package/Source/Shaders/CloudCollectionFS.glsl +18 -18
- package/Source/Shaders/CloudCollectionFS.js +18 -18
- package/Source/Shaders/CloudCollectionVS.glsl +11 -11
- package/Source/Shaders/CloudCollectionVS.js +11 -11
- package/Source/Shaders/CloudNoiseFS.glsl +5 -5
- package/Source/Shaders/CloudNoiseFS.js +5 -5
- package/Source/Shaders/CloudNoiseVS.glsl +2 -2
- package/Source/Shaders/CloudNoiseVS.js +2 -2
- package/Source/Shaders/CompareAndPackTranslucentDepth.glsl +4 -4
- package/Source/Shaders/CompareAndPackTranslucentDepth.js +4 -4
- package/Source/Shaders/CompositeOITFS.glsl +6 -6
- package/Source/Shaders/CompositeOITFS.js +6 -6
- package/Source/Shaders/DepthPlaneFS.glsl +2 -2
- package/Source/Shaders/DepthPlaneFS.js +2 -2
- package/Source/Shaders/DepthPlaneVS.glsl +2 -2
- package/Source/Shaders/DepthPlaneVS.js +2 -2
- package/Source/Shaders/EllipsoidFS.glsl +5 -13
- package/Source/Shaders/EllipsoidFS.js +6 -14
- package/Source/Shaders/EllipsoidVS.glsl +2 -2
- package/Source/Shaders/EllipsoidVS.js +2 -2
- package/Source/Shaders/FXAA3_11.glsl +4 -4
- package/Source/Shaders/FXAA3_11.js +4 -4
- package/Source/Shaders/GlobeFS.glsl +15 -15
- package/Source/Shaders/GlobeFS.js +15 -15
- package/Source/Shaders/GlobeVS.glsl +17 -17
- package/Source/Shaders/GlobeVS.js +17 -17
- package/Source/Shaders/Materials/AspectRampMaterial.glsl +1 -1
- package/Source/Shaders/Materials/AspectRampMaterial.js +1 -1
- package/Source/Shaders/Materials/BumpMapMaterial.glsl +3 -3
- package/Source/Shaders/Materials/BumpMapMaterial.js +3 -3
- package/Source/Shaders/Materials/ElevationBandMaterial.glsl +3 -3
- package/Source/Shaders/Materials/ElevationBandMaterial.js +3 -3
- package/Source/Shaders/Materials/ElevationContourMaterial.glsl +2 -1
- package/Source/Shaders/Materials/ElevationContourMaterial.js +2 -1
- package/Source/Shaders/Materials/ElevationRampMaterial.glsl +1 -1
- package/Source/Shaders/Materials/ElevationRampMaterial.js +1 -1
- package/Source/Shaders/Materials/GridMaterial.glsl +3 -2
- package/Source/Shaders/Materials/GridMaterial.js +3 -2
- package/Source/Shaders/Materials/NormalMapMaterial.glsl +1 -1
- package/Source/Shaders/Materials/NormalMapMaterial.js +1 -1
- package/Source/Shaders/Materials/PolylineArrowMaterial.glsl +3 -2
- package/Source/Shaders/Materials/PolylineArrowMaterial.js +3 -2
- package/Source/Shaders/Materials/PolylineDashMaterial.glsl +1 -1
- package/Source/Shaders/Materials/PolylineDashMaterial.js +1 -1
- package/Source/Shaders/Materials/PolylineOutlineMaterial.glsl +1 -1
- package/Source/Shaders/Materials/PolylineOutlineMaterial.js +1 -1
- package/Source/Shaders/Materials/SlopeRampMaterial.glsl +1 -1
- package/Source/Shaders/Materials/SlopeRampMaterial.js +1 -1
- package/Source/Shaders/Materials/Water.glsl +1 -1
- package/Source/Shaders/Materials/Water.js +1 -1
- package/Source/Shaders/Model/ImageBasedLightingStageFS.glsl +3 -3
- package/Source/Shaders/Model/ImageBasedLightingStageFS.js +3 -3
- package/Source/Shaders/Model/MaterialStageFS.glsl +10 -10
- package/Source/Shaders/Model/MaterialStageFS.js +10 -10
- package/Source/Shaders/Model/ModelClippingPlanesStageFS.glsl +3 -3
- package/Source/Shaders/Model/ModelClippingPlanesStageFS.js +3 -3
- package/Source/Shaders/Model/ModelFS.glsl +1 -1
- package/Source/Shaders/Model/ModelFS.js +1 -1
- package/Source/Shaders/Model/PrimitiveOutlineStageFS.glsl +3 -3
- package/Source/Shaders/Model/PrimitiveOutlineStageFS.js +3 -3
- package/Source/Shaders/Model/SelectedFeatureIdStageCommon.glsl +1 -1
- package/Source/Shaders/Model/SelectedFeatureIdStageCommon.js +1 -1
- package/Source/Shaders/OctahedralProjectionAtlasFS.glsl +8 -8
- package/Source/Shaders/OctahedralProjectionAtlasFS.js +8 -8
- package/Source/Shaders/OctahedralProjectionFS.glsl +4 -4
- package/Source/Shaders/OctahedralProjectionFS.js +4 -4
- package/Source/Shaders/OctahedralProjectionVS.glsl +3 -3
- package/Source/Shaders/OctahedralProjectionVS.js +3 -3
- package/Source/Shaders/PointPrimitiveCollectionFS.glsl +6 -6
- package/Source/Shaders/PointPrimitiveCollectionFS.js +6 -6
- package/Source/Shaders/PointPrimitiveCollectionVS.glsl +12 -12
- package/Source/Shaders/PointPrimitiveCollectionVS.js +12 -12
- package/Source/Shaders/PolylineFS.glsl +3 -3
- package/Source/Shaders/PolylineFS.js +3 -3
- package/Source/Shaders/PolylineShadowVolumeFS.glsl +12 -16
- package/Source/Shaders/PolylineShadowVolumeFS.js +12 -16
- package/Source/Shaders/PolylineShadowVolumeMorphFS.glsl +8 -8
- package/Source/Shaders/PolylineShadowVolumeMorphFS.js +8 -8
- package/Source/Shaders/PolylineShadowVolumeMorphVS.glsl +20 -20
- package/Source/Shaders/PolylineShadowVolumeMorphVS.js +20 -20
- package/Source/Shaders/PolylineShadowVolumeVS.glsl +20 -20
- package/Source/Shaders/PolylineShadowVolumeVS.js +20 -20
- package/Source/Shaders/PolylineVS.glsl +17 -17
- package/Source/Shaders/PolylineVS.js +17 -17
- package/Source/Shaders/PostProcessStages/AcesTonemappingStage.glsl +4 -4
- package/Source/Shaders/PostProcessStages/AcesTonemappingStage.js +4 -4
- package/Source/Shaders/PostProcessStages/AdditiveBlend.glsl +4 -4
- package/Source/Shaders/PostProcessStages/AdditiveBlend.js +4 -4
- package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl +4 -4
- package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.js +4 -4
- package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.glsl +4 -4
- package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.js +4 -4
- package/Source/Shaders/PostProcessStages/BlackAndWhite.glsl +4 -4
- package/Source/Shaders/PostProcessStages/BlackAndWhite.js +4 -4
- package/Source/Shaders/PostProcessStages/BloomComposite.glsl +5 -5
- package/Source/Shaders/PostProcessStages/BloomComposite.js +5 -5
- package/Source/Shaders/PostProcessStages/BrightPass.glsl +3 -3
- package/Source/Shaders/PostProcessStages/BrightPass.js +3 -3
- package/Source/Shaders/PostProcessStages/Brightness.glsl +3 -3
- package/Source/Shaders/PostProcessStages/Brightness.js +3 -3
- package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.glsl +5 -5
- package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.js +5 -5
- package/Source/Shaders/PostProcessStages/ContrastBias.glsl +3 -3
- package/Source/Shaders/PostProcessStages/ContrastBias.js +3 -3
- package/Source/Shaders/PostProcessStages/DepthOfField.glsl +2 -2
- package/Source/Shaders/PostProcessStages/DepthOfField.js +2 -2
- package/Source/Shaders/PostProcessStages/DepthView.glsl +2 -2
- package/Source/Shaders/PostProcessStages/DepthView.js +2 -2
- package/Source/Shaders/PostProcessStages/DepthViewPacked.glsl +3 -3
- package/Source/Shaders/PostProcessStages/DepthViewPacked.js +3 -3
- package/Source/Shaders/PostProcessStages/EdgeDetection.glsl +7 -7
- package/Source/Shaders/PostProcessStages/EdgeDetection.js +7 -7
- package/Source/Shaders/PostProcessStages/FXAA.glsl +3 -3
- package/Source/Shaders/PostProcessStages/FXAA.js +3 -3
- package/Source/Shaders/PostProcessStages/FilmicTonemapping.glsl +4 -4
- package/Source/Shaders/PostProcessStages/FilmicTonemapping.js +4 -4
- package/Source/Shaders/PostProcessStages/GaussianBlur1D.glsl +5 -5
- package/Source/Shaders/PostProcessStages/GaussianBlur1D.js +5 -5
- package/Source/Shaders/PostProcessStages/LensFlare.glsl +13 -13
- package/Source/Shaders/PostProcessStages/LensFlare.js +13 -13
- package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.glsl +4 -4
- package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.js +4 -4
- package/Source/Shaders/PostProcessStages/NightVision.glsl +3 -3
- package/Source/Shaders/PostProcessStages/NightVision.js +3 -3
- package/Source/Shaders/PostProcessStages/PassThrough.glsl +2 -2
- package/Source/Shaders/PostProcessStages/PassThrough.js +2 -2
- package/Source/Shaders/PostProcessStages/PassThroughDepth.glsl +2 -2
- package/Source/Shaders/PostProcessStages/PassThroughDepth.js +2 -2
- package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.glsl +7 -9
- package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.js +8 -10
- package/Source/Shaders/PostProcessStages/ReinhardTonemapping.glsl +4 -4
- package/Source/Shaders/PostProcessStages/ReinhardTonemapping.js +4 -4
- package/Source/Shaders/PostProcessStages/Silhouette.glsl +4 -4
- package/Source/Shaders/PostProcessStages/Silhouette.js +4 -4
- package/Source/Shaders/ReprojectWebMercatorFS.glsl +2 -2
- package/Source/Shaders/ReprojectWebMercatorFS.js +2 -2
- package/Source/Shaders/ReprojectWebMercatorVS.glsl +3 -3
- package/Source/Shaders/ReprojectWebMercatorVS.js +3 -3
- package/Source/Shaders/ShadowVolumeAppearanceFS.glsl +19 -23
- package/Source/Shaders/ShadowVolumeAppearanceFS.js +20 -24
- package/Source/Shaders/ShadowVolumeAppearanceVS.glsl +12 -12
- package/Source/Shaders/ShadowVolumeAppearanceVS.js +12 -12
- package/Source/Shaders/ShadowVolumeFS.glsl +2 -6
- package/Source/Shaders/ShadowVolumeFS.js +3 -7
- package/Source/Shaders/SkyAtmosphereFS.glsl +6 -6
- package/Source/Shaders/SkyAtmosphereFS.js +6 -6
- package/Source/Shaders/SkyAtmosphereVS.glsl +6 -6
- package/Source/Shaders/SkyAtmosphereVS.js +6 -6
- package/Source/Shaders/SkyBoxFS.glsl +3 -3
- package/Source/Shaders/SkyBoxFS.js +3 -3
- package/Source/Shaders/SkyBoxVS.glsl +2 -2
- package/Source/Shaders/SkyBoxVS.js +2 -2
- package/Source/Shaders/SunFS.glsl +3 -3
- package/Source/Shaders/SunFS.js +3 -3
- package/Source/Shaders/SunTextureFS.glsl +2 -2
- package/Source/Shaders/SunTextureFS.js +2 -2
- package/Source/Shaders/SunVS.glsl +2 -2
- package/Source/Shaders/SunVS.js +2 -2
- package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +9 -13
- package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +9 -13
- package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +12 -12
- package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +12 -12
- package/Source/Shaders/Vector3DTilePolylinesVS.glsl +5 -5
- package/Source/Shaders/Vector3DTilePolylinesVS.js +5 -5
- package/Source/Shaders/VectorTileVS.glsl +2 -2
- package/Source/Shaders/VectorTileVS.js +2 -2
- package/Source/Shaders/ViewportQuadFS.glsl +2 -2
- package/Source/Shaders/ViewportQuadFS.js +2 -2
- package/Source/Shaders/ViewportQuadVS.glsl +3 -3
- package/Source/Shaders/ViewportQuadVS.js +3 -3
- package/Source/Shaders/Voxels/IntersectDepth.glsl +1 -1
- package/Source/Shaders/Voxels/IntersectDepth.js +1 -1
- package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +12 -2
- package/Source/Shaders/Voxels/IntersectEllipsoid.js +12 -2
- package/Source/Shaders/Voxels/Megatexture.glsl +1 -1
- package/Source/Shaders/Voxels/Megatexture.js +1 -1
- package/Source/Shaders/Voxels/Octree.glsl +4 -4
- package/Source/Shaders/Voxels/Octree.js +4 -4
- package/Source/Shaders/Voxels/VoxelFS.glsl +2 -2
- package/Source/Shaders/Voxels/VoxelFS.js +2 -2
- package/Source/Shaders/Voxels/VoxelVS.glsl +1 -1
- package/Source/Shaders/Voxels/VoxelVS.js +1 -1
- package/Source/Shaders/Voxels/convertUvToCylinder.glsl +5 -9
- package/Source/Shaders/Voxels/convertUvToCylinder.js +5 -9
- package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +3 -6
- package/Source/Shaders/Voxels/convertUvToEllipsoid.js +3 -6
- package/Source/WorkersES6/decodeDraco.js +9 -1
- package/index.d.ts +26 -12
- package/index.js +53 -52
- package/package.json +1 -1
- package/Source/Renderer/modernizeShader.js +0 -242
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@@ -6,7 +6,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput)
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czm_material material = czm_getDefaultMaterial(materialInput);
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vec4 textureValue =
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vec4 textureValue = texture(image, fract(repeat * materialInput.st));
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vec3 normalTangentSpace = textureValue.channels;
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normalTangentSpace.xy = normalTangentSpace.xy * 2.0 - 1.0;
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normalTangentSpace.z = clamp(1.0 - strength, 0.1, 1.0);
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czm_material material = czm_getDefaultMaterial(materialInput);\n\
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\n\
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vec4 textureValue =
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vec4 textureValue = texture(image, fract(repeat * materialInput.st));\n\
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vec3 normalTangentSpace = textureValue.channels;\n\
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normalTangentSpace.xy = normalTangentSpace.xy * 2.0 - 1.0;\n\
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normalTangentSpace.z = clamp(1.0 - strength, 0.1, 1.0);\n\
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vec2 st = materialInput.st;
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#
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#if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))
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float base = 1.0 - abs(fwidth(st.s)) * 10.0 * czm_pixelRatio;
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#else
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// If no derivatives available (IE 10?), 2.5% of the line will be the arrow head
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float base = 0.975;
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#endif
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vec2 center = vec2(1.0, 0.5);
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\n\
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vec2 st = materialInput.st;\n\
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\n\
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#
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#if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))\n\
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float base = 1.0 - abs(fwidth(st.s)) * 10.0 * czm_pixelRatio;\n\
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#else\n\
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// If no derivatives available (IE 10?), 2.5% of the line will be the arrow head\n\
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float base = 0.975;\n\
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#endif\n\
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\n\
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vec2 center = vec2(1.0, 0.5);\n\
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@@ -3,7 +3,7 @@ uniform sampler2D image;
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czm_material czm_getMaterial(czm_materialInput materialInput)
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czm_material material = czm_getDefaultMaterial(materialInput);
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vec4 rampColor =
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vec4 rampColor = texture(image, vec2(materialInput.slope / (czm_pi / 2.0), 0.5));
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rampColor = czm_gammaCorrect(rampColor);
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material.diffuse = rampColor.rgb;
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material.alpha = rampColor.a;
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@@ -4,7 +4,7 @@ export default "uniform sampler2D image;\n\
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czm_material czm_getMaterial(czm_materialInput materialInput)\n\
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{\n\
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czm_material material = czm_getDefaultMaterial(materialInput);\n\
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vec4 rampColor =
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vec4 rampColor = texture(image, vec2(materialInput.slope / (czm_pi / 2.0), 0.5));\n\
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rampColor = czm_gammaCorrect(rampColor);\n\
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material.diffuse = rampColor.rgb;\n\
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material.alpha = rampColor.a;\n\
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// fade is a function of the distance from the fragment and the frequency of the waves
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float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);
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float specularMapValue =
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float specularMapValue = texture(specularMap, materialInput.st).r;
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// note: not using directional motion at this time, just set the angle to 0.0;
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vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);
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// fade is a function of the distance from the fragment and the frequency of the waves\n\
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float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);\n\
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\n\
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float specularMapValue =
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float specularMapValue = texture(specularMap, materialInput.st).r;\n\
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\n\
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// note: not using directional motion at this time, just set the angle to 0.0;\n\
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vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);\n\
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@@ -30,7 +30,7 @@ vec3 proceduralIBL(
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float inverseRoughness = 1.04 - roughness;
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inverseRoughness *= inverseRoughness;
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vec3 sceneSkyBox =
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vec3 sceneSkyBox = czm_textureCube(czm_environmentMap, r).rgb * inverseRoughness;
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float atmosphereHeight = 0.05;
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float blendRegionSize = 0.1 * ((1.0 - inverseRoughness) * 8.0 + 1.1 - horizonDotNadir);
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float luminance = model_luminanceAtZenith * (numerator / denominator);
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#endif
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vec2 brdfLut =
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vec2 brdfLut = texture(czm_brdfLut, vec2(NdotV, roughness)).rg;
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vec3 iblColor = (diffuseIrradiance * diffuseColor * model_iblFactor.x) + (specularIrradiance * czm_srgbToLinear(specularColor * brdfLut.x + brdfLut.y) * model_iblFactor.y);
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float maximumComponent = max(max(lightColorHdr.x, lightColorHdr.y), lightColorHdr.z);
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vec3 lightColor = lightColorHdr / max(maximumComponent, 1.0);
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vec3 r90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));
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vec3 F = fresnelSchlick2(r0, r90, VdotH);
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vec2 brdfLut =
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vec2 brdfLut = texture(czm_brdfLut, vec2(NdotV, roughness)).rg;
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#ifdef CUSTOM_SPECULAR_IBL
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vec3 specularIBL = czm_sampleOctahedralProjection(model_specularEnvironmentMaps, model_specularEnvironmentMapsSize, cubeDir, roughness * model_specularEnvironmentMapsMaximumLOD, model_specularEnvironmentMapsMaximumLOD);
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#else
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float inverseRoughness = 1.04 - roughness;\n\
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inverseRoughness *= inverseRoughness;\n\
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vec3 sceneSkyBox =
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vec3 sceneSkyBox = czm_textureCube(czm_environmentMap, r).rgb * inverseRoughness;\n\
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\n\
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float atmosphereHeight = 0.05;\n\
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float blendRegionSize = 0.1 * ((1.0 - inverseRoughness) * 8.0 + 1.1 - horizonDotNadir);\n\
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float luminance = model_luminanceAtZenith * (numerator / denominator);\n\
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#endif \n\
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\n\
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vec2 brdfLut =
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vec2 brdfLut = texture(czm_brdfLut, vec2(NdotV, roughness)).rg;\n\
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vec3 iblColor = (diffuseIrradiance * diffuseColor * model_iblFactor.x) + (specularIrradiance * czm_srgbToLinear(specularColor * brdfLut.x + brdfLut.y) * model_iblFactor.y);\n\
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float maximumComponent = max(max(lightColorHdr.x, lightColorHdr.y), lightColorHdr.z);\n\
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vec3 lightColor = lightColorHdr / max(maximumComponent, 1.0);\n\
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vec3 r90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));\n\
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vec3 F = fresnelSchlick2(r0, r90, VdotH);\n\
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\n\
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vec2 brdfLut =
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vec2 brdfLut = texture(czm_brdfLut, vec2(NdotV, roughness)).rg;\n\
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#ifdef CUSTOM_SPECULAR_IBL \n\
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vec3 specularIBL = czm_sampleOctahedralProjection(model_specularEnvironmentMaps, model_specularEnvironmentMapsSize, cubeDir, roughness * model_specularEnvironmentMapsMaximumLOD, model_specularEnvironmentMapsMaximumLOD);\n\
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#else \n\
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vec3 t = attributes.tangentEC;
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vec3 b = attributes.bitangentEC;
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mat3 tbn = mat3(t, b, ng);
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vec3 n =
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vec3 n = texture(u_normalTexture, normalTexCoords).rgb;
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normal = normalize(tbn * (2.0 * n - 1.0));
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#elif defined(GL_OES_standard_derivatives)
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//
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#elif (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))
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// If derivatives are available (not IE 10), compute tangents
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vec3 positionEC = attributes.positionEC;
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vec3 pos_dx = dFdx(positionEC);
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vec3 pos_dy = dFdy(positionEC);
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t = normalize(t - ng * dot(ng, t));
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vec3 b = normalize(cross(ng, t));
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mat3 tbn = mat3(t, b, ng);
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vec3 n =
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vec3 n = texture(u_normalTexture, normalTexCoords).rgb;
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normal = normalize(tbn * (2.0 * n - 1.0));
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#endif
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#endif
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baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);
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#endif
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baseColorWithAlpha = czm_srgbToLinear(
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baseColorWithAlpha = czm_srgbToLinear(texture(u_baseColorTexture, baseColorTexCoords));
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#ifdef HAS_BASE_COLOR_FACTOR
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baseColorWithAlpha *= u_baseColorFactor;
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#ifdef HAS_OCCLUSION_TEXTURE_TRANSFORM
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occlusionTexCoords = computeTextureTransform(occlusionTexCoords, u_occlusionTextureTransform);
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#endif
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material.occlusion =
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material.occlusion = texture(u_occlusionTexture, occlusionTexCoords).r;
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#endif
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#ifdef HAS_EMISSIVE_TEXTURE
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emissiveTexCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);
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#endif
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vec3 emissive = czm_srgbToLinear(
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vec3 emissive = czm_srgbToLinear(texture(u_emissiveTexture, emissiveTexCoords).rgb);
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#ifdef HAS_EMISSIVE_FACTOR
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emissive *= u_emissiveFactor;
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#endif
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specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);
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#endif
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vec4 specularGlossiness = czm_srgbToLinear(
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vec4 specularGlossiness = czm_srgbToLinear(texture(u_specularGlossinessTexture, specularGlossinessTexCoords));
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vec3 specular = specularGlossiness.rgb;
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float glossiness = specularGlossiness.a;
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#ifdef HAS_SPECULAR_FACTOR
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diffuseTexCoords = computeTextureTransform(diffuseTexCoords, u_diffuseTextureTransform);
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#endif
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vec4 diffuse = czm_srgbToLinear(
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vec4 diffuse = czm_srgbToLinear(texture(u_diffuseTexture, diffuseTexCoords));
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#ifdef HAS_DIFFUSE_FACTOR
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diffuse *= u_diffuseFactor;
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#endif
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metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);
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#endif
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vec3 metallicRoughness =
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vec3 metallicRoughness = texture(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;
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float metalness = clamp(metallicRoughness.b, 0.0, 1.0);
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float roughness = clamp(metallicRoughness.g, 0.04, 1.0);
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#ifdef HAS_METALLIC_FACTOR
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@@ -35,10 +35,10 @@ vec3 computeNormal(ProcessedAttributes attributes)\n\
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vec3 t = attributes.tangentEC;\n\
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vec3 b = attributes.bitangentEC;\n\
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mat3 tbn = mat3(t, b, ng);\n\
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vec3 n =
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vec3 n = texture(u_normalTexture, normalTexCoords).rgb;\n\
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normal = normalize(tbn * (2.0 * n - 1.0));\n\
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#elif defined(GL_OES_standard_derivatives)\n\
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//
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#elif (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))\n\
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// If derivatives are available (not IE 10), compute tangents\n\
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vec3 positionEC = attributes.positionEC;\n\
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vec3 pos_dx = dFdx(positionEC);\n\
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vec3 pos_dy = dFdy(positionEC);\n\
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@@ -48,7 +48,7 @@ vec3 computeNormal(ProcessedAttributes attributes)\n\
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t = normalize(t - ng * dot(ng, t));\n\
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vec3 b = normalize(cross(ng, t));\n\
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mat3 tbn = mat3(t, b, ng);\n\
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vec3 n =
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vec3 n = texture(u_normalTexture, normalTexCoords).rgb;\n\
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normal = normalize(tbn * (2.0 * n - 1.0));\n\
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#endif\n\
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#endif\n\
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baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);\n\
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#endif\n\
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\n\
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baseColorWithAlpha = czm_srgbToLinear(
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baseColorWithAlpha = czm_srgbToLinear(texture(u_baseColorTexture, baseColorTexCoords));\n\
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\n\
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#ifdef HAS_BASE_COLOR_FACTOR\n\
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baseColorWithAlpha *= u_baseColorFactor;\n\
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#ifdef HAS_OCCLUSION_TEXTURE_TRANSFORM\n\
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occlusionTexCoords = computeTextureTransform(occlusionTexCoords, u_occlusionTextureTransform);\n\
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#endif\n\
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material.occlusion =
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material.occlusion = texture(u_occlusionTexture, occlusionTexCoords).r;\n\
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#endif\n\
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\n\
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#ifdef HAS_EMISSIVE_TEXTURE\n\
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emissiveTexCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);\n\
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#endif\n\
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\n\
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vec3 emissive = czm_srgbToLinear(
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vec3 emissive = czm_srgbToLinear(texture(u_emissiveTexture, emissiveTexCoords).rgb);\n\
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#ifdef HAS_EMISSIVE_FACTOR\n\
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emissive *= u_emissiveFactor;\n\
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#endif\n\
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@@ -135,7 +135,7 @@ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attribu
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specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);\n\
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#endif\n\
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\n\
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vec4 specularGlossiness = czm_srgbToLinear(
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vec4 specularGlossiness = czm_srgbToLinear(texture(u_specularGlossinessTexture, specularGlossinessTexCoords));\n\
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vec3 specular = specularGlossiness.rgb;\n\
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float glossiness = specularGlossiness.a;\n\
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#ifdef HAS_SPECULAR_FACTOR\n\
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@@ -165,7 +165,7 @@ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attribu
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diffuseTexCoords = computeTextureTransform(diffuseTexCoords, u_diffuseTextureTransform);\n\
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#endif\n\
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\n\
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vec4 diffuse = czm_srgbToLinear(
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vec4 diffuse = czm_srgbToLinear(texture(u_diffuseTexture, diffuseTexCoords));\n\
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#ifdef HAS_DIFFUSE_FACTOR\n\
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diffuse *= u_diffuseFactor;\n\
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#endif\n\
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@@ -192,7 +192,7 @@ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attribu
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metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);\n\
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#endif\n\
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\n\
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vec3 metallicRoughness =
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vec3 metallicRoughness = texture(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;\n\
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float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n\
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float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n\
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#ifdef HAS_METALLIC_FACTOR\n\
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@@ -10,7 +10,7 @@ vec4 getClippingPlane(
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float pixelHeight = 1.0 / float(CLIPPING_PLANES_TEXTURE_HEIGHT);
|
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float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel
|
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float v = (float(pixY) + 0.5) * pixelHeight;
|
|
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-
vec4 plane =
|
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+
vec4 plane = texture(packedClippingPlanes, vec2(u, v));
|
|
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14
|
return czm_transformPlane(plane, transform);
|
|
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|
}
|
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#else
|
|
@@ -27,11 +27,11 @@ vec4 getClippingPlane(
|
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|
float pixelHeight = 1.0 / float(CLIPPING_PLANES_TEXTURE_HEIGHT);
|
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|
float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel
|
|
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|
float v = (float(pixY) + 0.5) * pixelHeight;
|
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|
-
vec4 oct32 =
|
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|
+
vec4 oct32 = texture(packedClippingPlanes, vec2(u, v)) * 255.0;
|
|
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vec2 oct = vec2(oct32.x * 256.0 + oct32.y, oct32.z * 256.0 + oct32.w);
|
|
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32
|
vec4 plane;
|
|
33
33
|
plane.xyz = czm_octDecode(oct, 65535.0);
|
|
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|
-
plane.w = czm_unpackFloat(
|
|
34
|
+
plane.w = czm_unpackFloat(texture(packedClippingPlanes, vec2(u + pixelWidth, v)));
|
|
35
35
|
return czm_transformPlane(plane, transform);
|
|
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36
|
}
|
|
37
37
|
#endif
|
|
@@ -11,7 +11,7 @@ vec4 getClippingPlane(\n\
|
|
|
11
11
|
float pixelHeight = 1.0 / float(CLIPPING_PLANES_TEXTURE_HEIGHT);\n\
|
|
12
12
|
float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel\n\
|
|
13
13
|
float v = (float(pixY) + 0.5) * pixelHeight;\n\
|
|
14
|
-
vec4 plane =
|
|
14
|
+
vec4 plane = texture(packedClippingPlanes, vec2(u, v));\n\
|
|
15
15
|
return czm_transformPlane(plane, transform);\n\
|
|
16
16
|
}\n\
|
|
17
17
|
#else\n\
|
|
@@ -28,11 +28,11 @@ vec4 getClippingPlane(\n\
|
|
|
28
28
|
float pixelHeight = 1.0 / float(CLIPPING_PLANES_TEXTURE_HEIGHT);\n\
|
|
29
29
|
float u = (float(pixX) + 0.5) * pixelWidth; // sample from center of pixel\n\
|
|
30
30
|
float v = (float(pixY) + 0.5) * pixelHeight;\n\
|
|
31
|
-
vec4 oct32 =
|
|
31
|
+
vec4 oct32 = texture(packedClippingPlanes, vec2(u, v)) * 255.0;\n\
|
|
32
32
|
vec2 oct = vec2(oct32.x * 256.0 + oct32.y, oct32.z * 256.0 + oct32.w);\n\
|
|
33
33
|
vec4 plane;\n\
|
|
34
34
|
plane.xyz = czm_octDecode(oct, 65535.0);\n\
|
|
35
|
-
plane.w = czm_unpackFloat(
|
|
35
|
+
plane.w = czm_unpackFloat(texture(packedClippingPlanes, vec2(u + pixelWidth, v)));\n\
|
|
36
36
|
return czm_transformPlane(plane, transform);\n\
|
|
37
37
|
}\n\
|
|
38
38
|
#endif\n\
|
|
@@ -4,11 +4,11 @@ void primitiveOutlineStage(inout czm_modelMaterial material) {
|
|
|
4
4
|
}
|
|
5
5
|
|
|
6
6
|
float outlineX =
|
|
7
|
-
|
|
7
|
+
texture(model_outlineTexture, vec2(v_outlineCoordinates.x, 0.5)).r;
|
|
8
8
|
float outlineY =
|
|
9
|
-
|
|
9
|
+
texture(model_outlineTexture, vec2(v_outlineCoordinates.y, 0.5)).r;
|
|
10
10
|
float outlineZ =
|
|
11
|
-
|
|
11
|
+
texture(model_outlineTexture, vec2(v_outlineCoordinates.z, 0.5)).r;
|
|
12
12
|
float outlineness = max(outlineX, max(outlineY, outlineZ));
|
|
13
13
|
|
|
14
14
|
material.diffuse = mix(material.diffuse, model_outlineColor.rgb, model_outlineColor.a * outlineness);
|
|
@@ -5,11 +5,11 @@ export default "void primitiveOutlineStage(inout czm_modelMaterial material) {\n
|
|
|
5
5
|
}\n\
|
|
6
6
|
\n\
|
|
7
7
|
float outlineX = \n\
|
|
8
|
-
|
|
8
|
+
texture(model_outlineTexture, vec2(v_outlineCoordinates.x, 0.5)).r;\n\
|
|
9
9
|
float outlineY = \n\
|
|
10
|
-
|
|
10
|
+
texture(model_outlineTexture, vec2(v_outlineCoordinates.y, 0.5)).r;\n\
|
|
11
11
|
float outlineZ = \n\
|
|
12
|
-
|
|
12
|
+
texture(model_outlineTexture, vec2(v_outlineCoordinates.z, 0.5)).r;\n\
|
|
13
13
|
float outlineness = max(outlineX, max(outlineY, outlineZ));\n\
|
|
14
14
|
\n\
|
|
15
15
|
material.diffuse = mix(material.diffuse, model_outlineColor.rgb, model_outlineColor.a * outlineness);\n\
|
|
@@ -27,7 +27,7 @@ void selectedFeatureIdStage(out SelectedFeature feature, FeatureIds featureIds)
|
|
|
27
27
|
|
|
28
28
|
feature.id = featureId;
|
|
29
29
|
feature.st = featureSt;
|
|
30
|
-
feature.color =
|
|
30
|
+
feature.color = texture(model_batchTexture, featureSt);
|
|
31
31
|
}
|
|
32
32
|
// Floating point comparisons can be unreliable in GLSL, so we
|
|
33
33
|
// increment the feature ID to make sure it's always greater
|
|
@@ -28,7 +28,7 @@ void selectedFeatureIdStage(out SelectedFeature feature, FeatureIds featureIds)\
|
|
|
28
28
|
\n\
|
|
29
29
|
feature.id = featureId;\n\
|
|
30
30
|
feature.st = featureSt;\n\
|
|
31
|
-
feature.color =
|
|
31
|
+
feature.color = texture(model_batchTexture, featureSt);\n\
|
|
32
32
|
}\n\
|
|
33
33
|
// Floating point comparisons can be unreliable in GLSL, so we\n\
|
|
34
34
|
// increment the feature ID to make sure it's always greater\n\
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
|
|
1
|
+
in vec2 v_textureCoordinates;
|
|
2
2
|
|
|
3
3
|
uniform float originalSize;
|
|
4
4
|
uniform sampler2D texture0;
|
|
@@ -60,30 +60,30 @@ void main()
|
|
|
60
60
|
|
|
61
61
|
if(mipLevel == 0.0)
|
|
62
62
|
{
|
|
63
|
-
|
|
63
|
+
out_FragColor = texture(texture0, uv);
|
|
64
64
|
}
|
|
65
65
|
else if(mipLevel == 1.0)
|
|
66
66
|
{
|
|
67
|
-
|
|
67
|
+
out_FragColor = texture(texture1, uv);
|
|
68
68
|
}
|
|
69
69
|
else if(mipLevel == 2.0)
|
|
70
70
|
{
|
|
71
|
-
|
|
71
|
+
out_FragColor = texture(texture2, uv);
|
|
72
72
|
}
|
|
73
73
|
else if(mipLevel == 3.0)
|
|
74
74
|
{
|
|
75
|
-
|
|
75
|
+
out_FragColor = texture(texture3, uv);
|
|
76
76
|
}
|
|
77
77
|
else if(mipLevel == 4.0)
|
|
78
78
|
{
|
|
79
|
-
|
|
79
|
+
out_FragColor = texture(texture4, uv);
|
|
80
80
|
}
|
|
81
81
|
else if(mipLevel == 5.0)
|
|
82
82
|
{
|
|
83
|
-
|
|
83
|
+
out_FragColor = texture(texture5, uv);
|
|
84
84
|
}
|
|
85
85
|
else
|
|
86
86
|
{
|
|
87
|
-
|
|
87
|
+
out_FragColor = vec4(0.0);
|
|
88
88
|
}
|
|
89
89
|
}
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
//This file is automatically rebuilt by the Cesium build process.
|
|
2
|
-
export default "
|
|
2
|
+
export default "in vec2 v_textureCoordinates;\n\
|
|
3
3
|
\n\
|
|
4
4
|
uniform float originalSize;\n\
|
|
5
5
|
uniform sampler2D texture0;\n\
|
|
@@ -61,31 +61,31 @@ void main()\n\
|
|
|
61
61
|
\n\
|
|
62
62
|
if(mipLevel == 0.0)\n\
|
|
63
63
|
{\n\
|
|
64
|
-
|
|
64
|
+
out_FragColor = texture(texture0, uv);\n\
|
|
65
65
|
}\n\
|
|
66
66
|
else if(mipLevel == 1.0)\n\
|
|
67
67
|
{\n\
|
|
68
|
-
|
|
68
|
+
out_FragColor = texture(texture1, uv);\n\
|
|
69
69
|
}\n\
|
|
70
70
|
else if(mipLevel == 2.0)\n\
|
|
71
71
|
{\n\
|
|
72
|
-
|
|
72
|
+
out_FragColor = texture(texture2, uv);\n\
|
|
73
73
|
}\n\
|
|
74
74
|
else if(mipLevel == 3.0)\n\
|
|
75
75
|
{\n\
|
|
76
|
-
|
|
76
|
+
out_FragColor = texture(texture3, uv);\n\
|
|
77
77
|
}\n\
|
|
78
78
|
else if(mipLevel == 4.0)\n\
|
|
79
79
|
{\n\
|
|
80
|
-
|
|
80
|
+
out_FragColor = texture(texture4, uv);\n\
|
|
81
81
|
}\n\
|
|
82
82
|
else if(mipLevel == 5.0)\n\
|
|
83
83
|
{\n\
|
|
84
|
-
|
|
84
|
+
out_FragColor = texture(texture5, uv);\n\
|
|
85
85
|
}\n\
|
|
86
86
|
else\n\
|
|
87
87
|
{\n\
|
|
88
|
-
|
|
88
|
+
out_FragColor = vec4(0.0);\n\
|
|
89
89
|
}\n\
|
|
90
90
|
}\n\
|
|
91
91
|
";
|
|
@@ -1,14 +1,14 @@
|
|
|
1
|
-
|
|
1
|
+
in vec3 v_cubeMapCoordinates;
|
|
2
2
|
uniform samplerCube cubeMap;
|
|
3
3
|
|
|
4
4
|
void main()
|
|
5
5
|
{
|
|
6
|
-
vec4 rgba =
|
|
6
|
+
vec4 rgba = czm_textureCube(cubeMap, v_cubeMapCoordinates);
|
|
7
7
|
#ifdef RGBA_NORMALIZED
|
|
8
|
-
|
|
8
|
+
out_FragColor = vec4(rgba.rgb, 1.0);
|
|
9
9
|
#else
|
|
10
10
|
float m = rgba.a * 16.0;
|
|
11
11
|
vec3 r = rgba.rgb * m;
|
|
12
|
-
|
|
12
|
+
out_FragColor = vec4(r * r, 1.0);
|
|
13
13
|
#endif
|
|
14
14
|
}
|
|
@@ -1,16 +1,16 @@
|
|
|
1
1
|
//This file is automatically rebuilt by the Cesium build process.
|
|
2
|
-
export default "
|
|
2
|
+
export default "in vec3 v_cubeMapCoordinates;\n\
|
|
3
3
|
uniform samplerCube cubeMap;\n\
|
|
4
4
|
\n\
|
|
5
5
|
void main()\n\
|
|
6
6
|
{\n\
|
|
7
|
-
vec4 rgba =
|
|
7
|
+
vec4 rgba = czm_textureCube(cubeMap, v_cubeMapCoordinates);\n\
|
|
8
8
|
#ifdef RGBA_NORMALIZED\n\
|
|
9
|
-
|
|
9
|
+
out_FragColor = vec4(rgba.rgb, 1.0);\n\
|
|
10
10
|
#else\n\
|
|
11
11
|
float m = rgba.a * 16.0;\n\
|
|
12
12
|
vec3 r = rgba.rgb * m;\n\
|
|
13
|
-
|
|
13
|
+
out_FragColor = vec4(r * r, 1.0);\n\
|
|
14
14
|
#endif\n\
|
|
15
15
|
}\n\
|
|
16
16
|
";
|
|
@@ -1,8 +1,8 @@
|
|
|
1
1
|
//This file is automatically rebuilt by the Cesium build process.
|
|
2
|
-
export default "
|
|
3
|
-
|
|
2
|
+
export default "in vec4 position;\n\
|
|
3
|
+
in vec3 cubeMapCoordinates;\n\
|
|
4
4
|
\n\
|
|
5
|
-
|
|
5
|
+
out vec3 v_cubeMapCoordinates;\n\
|
|
6
6
|
\n\
|
|
7
7
|
void main()\n\
|
|
8
8
|
{\n\
|
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
|
|
2
|
-
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
|
|
1
|
+
in vec4 v_color;
|
|
2
|
+
in vec4 v_outlineColor;
|
|
3
|
+
in float v_innerPercent;
|
|
4
|
+
in float v_pixelDistance;
|
|
5
|
+
in vec4 v_pickColor;
|
|
6
6
|
|
|
7
7
|
void main()
|
|
8
8
|
{
|
|
@@ -38,6 +38,6 @@ void main()
|
|
|
38
38
|
#endif
|
|
39
39
|
#endif
|
|
40
40
|
|
|
41
|
-
|
|
41
|
+
out_FragColor = czm_gammaCorrect(color);
|
|
42
42
|
czm_writeLogDepth();
|
|
43
43
|
}
|