@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.
Files changed (380) hide show
  1. package/Build/Workers/{AxisAlignedBoundingBox-a4321399.js → AxisAlignedBoundingBox-47525601.js} +1 -1
  2. package/Build/Workers/{BoundingRectangle-80d8801f.js → BoundingRectangle-93b263ac.js} +1 -1
  3. package/Build/Workers/{BoxGeometry-33c10a4f.js → BoxGeometry-8c4b4125.js} +1 -1
  4. package/Build/Workers/{Color-1bf9a6e0.js → Color-52c60ed7.js} +1 -1
  5. package/Build/Workers/{CoplanarPolygonGeometryLibrary-5c5b981b.js → CoplanarPolygonGeometryLibrary-33c4c1f8.js} +1 -1
  6. package/Build/Workers/{CorridorGeometryLibrary-7cbae7a0.js → CorridorGeometryLibrary-5039cd8e.js} +1 -1
  7. package/Build/Workers/{CylinderGeometry-42740df0.js → CylinderGeometry-3ac44974.js} +1 -1
  8. package/Build/Workers/{EllipseGeometry-49a3ac21.js → EllipseGeometry-a9c9b3be.js} +1 -1
  9. package/Build/Workers/{EllipseGeometryLibrary-b891b2f8.js → EllipseGeometryLibrary-855d4681.js} +1 -1
  10. package/Build/Workers/{EllipseOutlineGeometry-fbd72e07.js → EllipseOutlineGeometry-017a5929.js} +1 -1
  11. package/Build/Workers/{EllipsoidGeometry-a351dba8.js → EllipsoidGeometry-826e7bce.js} +1 -1
  12. package/Build/Workers/{EllipsoidOutlineGeometry-3e8779bf.js → EllipsoidOutlineGeometry-784dcdb5.js} +1 -1
  13. package/Build/Workers/{EllipsoidTangentPlane-cfb50678.js → EllipsoidTangentPlane-ed9443a1.js} +1 -1
  14. package/Build/Workers/{FrustumGeometry-c5754412.js → FrustumGeometry-9f1ee4d8.js} +1 -1
  15. package/Build/Workers/{GeometryAttribute-0bfd05e8.js → GeometryAttribute-334718f8.js} +1 -1
  16. package/Build/Workers/{GeometryPipeline-0166905d.js → GeometryPipeline-8fb0db69.js} +1 -1
  17. package/Build/Workers/{IntersectionTests-a93d3de9.js → IntersectionTests-27d49265.js} +1 -1
  18. package/Build/Workers/{OrientedBoundingBox-b450cb61.js → OrientedBoundingBox-79ee7cbb.js} +1 -1
  19. package/Build/Workers/{PolygonGeometryLibrary-f918ac26.js → PolygonGeometryLibrary-6b5a29e9.js} +1 -1
  20. package/Build/Workers/{PolygonPipeline-f59a8f0a.js → PolygonPipeline-21668b3f.js} +1 -1
  21. package/Build/Workers/{PolylinePipeline-d8e6bd9b.js → PolylinePipeline-5e2e1b21.js} +1 -1
  22. package/Build/Workers/{PolylineVolumeGeometryLibrary-125d2edf.js → PolylineVolumeGeometryLibrary-97f0b94e.js} +1 -1
  23. package/Build/Workers/{PrimitivePipeline-0d7b5ed4.js → PrimitivePipeline-5640850a.js} +1 -1
  24. package/Build/Workers/{RectangleGeometryLibrary-0768db63.js → RectangleGeometryLibrary-d5457f7b.js} +1 -1
  25. package/Build/Workers/{TerrainEncoding-06470d7f.js → TerrainEncoding-bfdf2021.js} +1 -1
  26. package/Build/Workers/{Transforms-26539bce.js → Transforms-a05e5e6e.js} +17 -0
  27. package/Build/Workers/{WallGeometryLibrary-6167b0fc.js → WallGeometryLibrary-6db0ebb6.js} +1 -1
  28. package/Build/Workers/cesiumWorkerBootstrapper.js +68 -2
  29. package/Build/Workers/combineGeometry.js +1 -1
  30. package/Build/Workers/createBoxGeometry.js +1 -1
  31. package/Build/Workers/createBoxOutlineGeometry.js +1 -1
  32. package/Build/Workers/createCircleGeometry.js +1 -1
  33. package/Build/Workers/createCircleOutlineGeometry.js +1 -1
  34. package/Build/Workers/createCoplanarPolygonGeometry.js +1 -1
  35. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +1 -1
  36. package/Build/Workers/createCorridorGeometry.js +1 -1
  37. package/Build/Workers/createCorridorOutlineGeometry.js +1 -1
  38. package/Build/Workers/createCylinderGeometry.js +1 -1
  39. package/Build/Workers/createCylinderOutlineGeometry.js +1 -1
  40. package/Build/Workers/createEllipseGeometry.js +1 -1
  41. package/Build/Workers/createEllipseOutlineGeometry.js +1 -1
  42. package/Build/Workers/createEllipsoidGeometry.js +1 -1
  43. package/Build/Workers/createEllipsoidOutlineGeometry.js +1 -1
  44. package/Build/Workers/createFrustumGeometry.js +1 -1
  45. package/Build/Workers/createFrustumOutlineGeometry.js +1 -1
  46. package/Build/Workers/createGeometry.js +1 -1
  47. package/Build/Workers/createGroundPolylineGeometry.js +1 -1
  48. package/Build/Workers/createPlaneGeometry.js +1 -1
  49. package/Build/Workers/createPlaneOutlineGeometry.js +1 -1
  50. package/Build/Workers/createPolygonGeometry.js +1 -1
  51. package/Build/Workers/createPolygonOutlineGeometry.js +1 -1
  52. package/Build/Workers/createPolylineGeometry.js +1 -1
  53. package/Build/Workers/createPolylineVolumeGeometry.js +1 -1
  54. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +1 -1
  55. package/Build/Workers/createRectangleGeometry.js +1 -1
  56. package/Build/Workers/createRectangleOutlineGeometry.js +1 -1
  57. package/Build/Workers/createSimplePolylineGeometry.js +1 -1
  58. package/Build/Workers/createSphereGeometry.js +1 -1
  59. package/Build/Workers/createSphereOutlineGeometry.js +1 -1
  60. package/Build/Workers/createVectorTileGeometries.js +1 -1
  61. package/Build/Workers/createVectorTilePolygons.js +1 -1
  62. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +1 -1
  63. package/Build/Workers/createVerticesFromHeightmap.js +1 -1
  64. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +1 -1
  65. package/Build/Workers/createWallGeometry.js +1 -1
  66. package/Build/Workers/createWallOutlineGeometry.js +1 -1
  67. package/Build/Workers/decodeDraco.js +9 -1
  68. package/Build/Workers/package.js +1 -1
  69. package/Build/Workers/transcodeKTX2.js +22 -2
  70. package/Build/Workers/transferTypedArrayTest.js +1 -1
  71. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1 -1
  72. package/README.md +14 -16
  73. package/Source/Core/FeatureDetection.js +18 -0
  74. package/Source/Core/Ion.js +1 -2
  75. package/Source/Core/PixelFormat.js +22 -2
  76. package/Source/Core/sampleTerrain.js +5 -0
  77. package/Source/Renderer/AutomaticUniforms.js +3 -3
  78. package/Source/Renderer/Context.js +4 -14
  79. package/Source/Renderer/ShaderBuilder.js +13 -12
  80. package/Source/Renderer/ShaderSource.js +31 -26
  81. package/Source/Renderer/demodernizeShader.js +76 -0
  82. package/Source/Scene/AutoExposure.js +5 -5
  83. package/Source/Scene/BatchTable.js +5 -5
  84. package/Source/Scene/BillboardCollection.js +2 -2
  85. package/Source/Scene/BingMapsImageryProvider.js +1 -1
  86. package/Source/Scene/Cesium3DTile.js +8 -2
  87. package/Source/Scene/Cesium3DTileBatchTable.js +28 -28
  88. package/Source/Scene/Cesium3DTilesVoxelProvider.js +12 -0
  89. package/Source/Scene/Cesium3DTileset.js +6 -1
  90. package/Source/Scene/ClassificationPrimitive.js +3 -8
  91. package/Source/Scene/DebugAppearance.js +7 -9
  92. package/Source/Scene/DebugInspector.js +5 -5
  93. package/Source/Scene/DepthPlane.js +0 -6
  94. package/Source/Scene/DerivedCommand.js +8 -22
  95. package/Source/Scene/EllipsoidPrimitive.js +0 -7
  96. package/Source/Scene/GlobeTranslucencyState.js +6 -6
  97. package/Source/Scene/GroundPolylinePrimitive.js +2 -4
  98. package/Source/Scene/InvertClassification.js +9 -10
  99. package/Source/Scene/Material.js +6 -6
  100. package/Source/Scene/Megatexture.js +2 -2
  101. package/Source/Scene/MetadataSemantic.js +8 -0
  102. package/Source/Scene/Model/CustomShader.js +1 -1
  103. package/Source/Scene/Model/FeatureIdPipelineStage.js +4 -4
  104. package/Source/Scene/Model/LightingModel.js +1 -1
  105. package/Source/Scene/Model/MetadataPipelineStage.js +1 -1
  106. package/Source/Scene/Model/PickingPipelineStage.js +1 -1
  107. package/Source/Scene/OIT.js +211 -119
  108. package/Source/Scene/PickDepth.js +2 -2
  109. package/Source/Scene/PointCloud.js +11 -11
  110. package/Source/Scene/PointCloudEyeDomeLighting.js +9 -4
  111. package/Source/Scene/PolylineCollection.js +2 -7
  112. package/Source/Scene/PolylineMaterialAppearance.js +2 -3
  113. package/Source/Scene/PostProcessStage.js +13 -13
  114. package/Source/Scene/PostProcessStageLibrary.js +3 -3
  115. package/Source/Scene/Primitive.js +22 -31
  116. package/Source/Scene/ShadowMap.js +7 -7
  117. package/Source/Scene/ShadowMapShader.js +9 -9
  118. package/Source/Scene/ShadowVolumeAppearance.js +1 -1
  119. package/Source/Scene/TextureAtlas.js +5 -3
  120. package/Source/Scene/Vector3DTilePolylines.js +1 -1
  121. package/Source/Scene/Vector3DTilePrimitive.js +2 -2
  122. package/Source/Scene/VoxelEllipsoidShape.js +15 -7
  123. package/Source/Scene/VoxelPrimitive.js +4 -4
  124. package/Source/Scene/computeFlyToLocationForRectangle.js +10 -1
  125. package/Source/Scene/createElevationBandMaterial.js +10 -15
  126. package/Source/Scene/getClipAndStyleCode.js +1 -1
  127. package/Source/Scene/getClippingFunction.js +3 -3
  128. package/Source/Scene/processVoxelProperties.js +1 -1
  129. package/Source/Shaders/AdjustTranslucentFS.glsl +9 -6
  130. package/Source/Shaders/AdjustTranslucentFS.js +9 -6
  131. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.glsl +7 -7
  132. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.js +7 -7
  133. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.glsl +12 -12
  134. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.js +12 -12
  135. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.glsl +4 -4
  136. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.js +4 -4
  137. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.glsl +6 -6
  138. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.js +6 -6
  139. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.glsl +5 -5
  140. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js +5 -5
  141. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.glsl +7 -7
  142. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js +7 -7
  143. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.glsl +4 -4
  144. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.js +4 -4
  145. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.glsl +8 -8
  146. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.js +8 -8
  147. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.glsl +2 -2
  148. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js +2 -2
  149. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.glsl +5 -5
  150. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js +5 -5
  151. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.glsl +10 -10
  152. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.js +10 -10
  153. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.glsl +12 -12
  154. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.js +12 -12
  155. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.glsl +5 -5
  156. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.js +5 -5
  157. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.glsl +8 -8
  158. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.js +8 -8
  159. package/Source/Shaders/BillboardCollectionFS.glsl +15 -15
  160. package/Source/Shaders/BillboardCollectionFS.js +15 -15
  161. package/Source/Shaders/BillboardCollectionVS.glsl +23 -23
  162. package/Source/Shaders/BillboardCollectionVS.js +23 -23
  163. package/Source/Shaders/BrdfLutGeneratorFS.glsl +2 -2
  164. package/Source/Shaders/BrdfLutGeneratorFS.js +2 -2
  165. package/Source/Shaders/Builtin/CzmBuiltins.js +2 -0
  166. package/Source/Shaders/Builtin/Functions/depthClamp.glsl +3 -3
  167. package/Source/Shaders/Builtin/Functions/depthClamp.js +3 -3
  168. package/Source/Shaders/Builtin/Functions/getWaterNoise.glsl +4 -4
  169. package/Source/Shaders/Builtin/Functions/getWaterNoise.js +4 -4
  170. package/Source/Shaders/Builtin/Functions/phong.glsl +1 -1
  171. package/Source/Shaders/Builtin/Functions/phong.js +1 -1
  172. package/Source/Shaders/Builtin/Functions/readDepth.glsl +1 -1
  173. package/Source/Shaders/Builtin/Functions/readDepth.js +1 -1
  174. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.glsl +5 -5
  175. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.js +5 -5
  176. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.glsl +3 -3
  177. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.js +3 -3
  178. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.glsl +1 -1
  179. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.js +1 -1
  180. package/Source/Shaders/Builtin/Functions/textureCube.glsl +17 -0
  181. package/Source/Shaders/Builtin/Functions/textureCube.js +18 -0
  182. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +2 -2
  183. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +2 -2
  184. package/Source/Shaders/Builtin/Functions/vertexLogDepth.glsl +2 -2
  185. package/Source/Shaders/Builtin/Functions/vertexLogDepth.js +2 -2
  186. package/Source/Shaders/Builtin/Functions/writeDepthClamp.glsl +5 -8
  187. package/Source/Shaders/Builtin/Functions/writeDepthClamp.js +5 -8
  188. package/Source/Shaders/Builtin/Functions/writeLogDepth.glsl +6 -6
  189. package/Source/Shaders/Builtin/Functions/writeLogDepth.js +6 -6
  190. package/Source/Shaders/CloudCollectionFS.glsl +18 -18
  191. package/Source/Shaders/CloudCollectionFS.js +18 -18
  192. package/Source/Shaders/CloudCollectionVS.glsl +11 -11
  193. package/Source/Shaders/CloudCollectionVS.js +11 -11
  194. package/Source/Shaders/CloudNoiseFS.glsl +5 -5
  195. package/Source/Shaders/CloudNoiseFS.js +5 -5
  196. package/Source/Shaders/CloudNoiseVS.glsl +2 -2
  197. package/Source/Shaders/CloudNoiseVS.js +2 -2
  198. package/Source/Shaders/CompareAndPackTranslucentDepth.glsl +4 -4
  199. package/Source/Shaders/CompareAndPackTranslucentDepth.js +4 -4
  200. package/Source/Shaders/CompositeOITFS.glsl +6 -6
  201. package/Source/Shaders/CompositeOITFS.js +6 -6
  202. package/Source/Shaders/DepthPlaneFS.glsl +2 -2
  203. package/Source/Shaders/DepthPlaneFS.js +2 -2
  204. package/Source/Shaders/DepthPlaneVS.glsl +2 -2
  205. package/Source/Shaders/DepthPlaneVS.js +2 -2
  206. package/Source/Shaders/EllipsoidFS.glsl +5 -13
  207. package/Source/Shaders/EllipsoidFS.js +6 -14
  208. package/Source/Shaders/EllipsoidVS.glsl +2 -2
  209. package/Source/Shaders/EllipsoidVS.js +2 -2
  210. package/Source/Shaders/FXAA3_11.glsl +4 -4
  211. package/Source/Shaders/FXAA3_11.js +4 -4
  212. package/Source/Shaders/GlobeFS.glsl +15 -15
  213. package/Source/Shaders/GlobeFS.js +15 -15
  214. package/Source/Shaders/GlobeVS.glsl +17 -17
  215. package/Source/Shaders/GlobeVS.js +17 -17
  216. package/Source/Shaders/Materials/AspectRampMaterial.glsl +1 -1
  217. package/Source/Shaders/Materials/AspectRampMaterial.js +1 -1
  218. package/Source/Shaders/Materials/BumpMapMaterial.glsl +3 -3
  219. package/Source/Shaders/Materials/BumpMapMaterial.js +3 -3
  220. package/Source/Shaders/Materials/ElevationBandMaterial.glsl +3 -3
  221. package/Source/Shaders/Materials/ElevationBandMaterial.js +3 -3
  222. package/Source/Shaders/Materials/ElevationContourMaterial.glsl +2 -1
  223. package/Source/Shaders/Materials/ElevationContourMaterial.js +2 -1
  224. package/Source/Shaders/Materials/ElevationRampMaterial.glsl +1 -1
  225. package/Source/Shaders/Materials/ElevationRampMaterial.js +1 -1
  226. package/Source/Shaders/Materials/GridMaterial.glsl +3 -2
  227. package/Source/Shaders/Materials/GridMaterial.js +3 -2
  228. package/Source/Shaders/Materials/NormalMapMaterial.glsl +1 -1
  229. package/Source/Shaders/Materials/NormalMapMaterial.js +1 -1
  230. package/Source/Shaders/Materials/PolylineArrowMaterial.glsl +3 -2
  231. package/Source/Shaders/Materials/PolylineArrowMaterial.js +3 -2
  232. package/Source/Shaders/Materials/PolylineDashMaterial.glsl +1 -1
  233. package/Source/Shaders/Materials/PolylineDashMaterial.js +1 -1
  234. package/Source/Shaders/Materials/PolylineOutlineMaterial.glsl +1 -1
  235. package/Source/Shaders/Materials/PolylineOutlineMaterial.js +1 -1
  236. package/Source/Shaders/Materials/SlopeRampMaterial.glsl +1 -1
  237. package/Source/Shaders/Materials/SlopeRampMaterial.js +1 -1
  238. package/Source/Shaders/Materials/Water.glsl +1 -1
  239. package/Source/Shaders/Materials/Water.js +1 -1
  240. package/Source/Shaders/Model/ImageBasedLightingStageFS.glsl +3 -3
  241. package/Source/Shaders/Model/ImageBasedLightingStageFS.js +3 -3
  242. package/Source/Shaders/Model/MaterialStageFS.glsl +10 -10
  243. package/Source/Shaders/Model/MaterialStageFS.js +10 -10
  244. package/Source/Shaders/Model/ModelClippingPlanesStageFS.glsl +3 -3
  245. package/Source/Shaders/Model/ModelClippingPlanesStageFS.js +3 -3
  246. package/Source/Shaders/Model/ModelFS.glsl +1 -1
  247. package/Source/Shaders/Model/ModelFS.js +1 -1
  248. package/Source/Shaders/Model/PrimitiveOutlineStageFS.glsl +3 -3
  249. package/Source/Shaders/Model/PrimitiveOutlineStageFS.js +3 -3
  250. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.glsl +1 -1
  251. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.js +1 -1
  252. package/Source/Shaders/OctahedralProjectionAtlasFS.glsl +8 -8
  253. package/Source/Shaders/OctahedralProjectionAtlasFS.js +8 -8
  254. package/Source/Shaders/OctahedralProjectionFS.glsl +4 -4
  255. package/Source/Shaders/OctahedralProjectionFS.js +4 -4
  256. package/Source/Shaders/OctahedralProjectionVS.glsl +3 -3
  257. package/Source/Shaders/OctahedralProjectionVS.js +3 -3
  258. package/Source/Shaders/PointPrimitiveCollectionFS.glsl +6 -6
  259. package/Source/Shaders/PointPrimitiveCollectionFS.js +6 -6
  260. package/Source/Shaders/PointPrimitiveCollectionVS.glsl +12 -12
  261. package/Source/Shaders/PointPrimitiveCollectionVS.js +12 -12
  262. package/Source/Shaders/PolylineFS.glsl +3 -3
  263. package/Source/Shaders/PolylineFS.js +3 -3
  264. package/Source/Shaders/PolylineShadowVolumeFS.glsl +12 -16
  265. package/Source/Shaders/PolylineShadowVolumeFS.js +12 -16
  266. package/Source/Shaders/PolylineShadowVolumeMorphFS.glsl +8 -8
  267. package/Source/Shaders/PolylineShadowVolumeMorphFS.js +8 -8
  268. package/Source/Shaders/PolylineShadowVolumeMorphVS.glsl +20 -20
  269. package/Source/Shaders/PolylineShadowVolumeMorphVS.js +20 -20
  270. package/Source/Shaders/PolylineShadowVolumeVS.glsl +20 -20
  271. package/Source/Shaders/PolylineShadowVolumeVS.js +20 -20
  272. package/Source/Shaders/PolylineVS.glsl +17 -17
  273. package/Source/Shaders/PolylineVS.js +17 -17
  274. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.glsl +4 -4
  275. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.js +4 -4
  276. package/Source/Shaders/PostProcessStages/AdditiveBlend.glsl +4 -4
  277. package/Source/Shaders/PostProcessStages/AdditiveBlend.js +4 -4
  278. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl +4 -4
  279. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.js +4 -4
  280. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.glsl +4 -4
  281. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.js +4 -4
  282. package/Source/Shaders/PostProcessStages/BlackAndWhite.glsl +4 -4
  283. package/Source/Shaders/PostProcessStages/BlackAndWhite.js +4 -4
  284. package/Source/Shaders/PostProcessStages/BloomComposite.glsl +5 -5
  285. package/Source/Shaders/PostProcessStages/BloomComposite.js +5 -5
  286. package/Source/Shaders/PostProcessStages/BrightPass.glsl +3 -3
  287. package/Source/Shaders/PostProcessStages/BrightPass.js +3 -3
  288. package/Source/Shaders/PostProcessStages/Brightness.glsl +3 -3
  289. package/Source/Shaders/PostProcessStages/Brightness.js +3 -3
  290. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.glsl +5 -5
  291. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.js +5 -5
  292. package/Source/Shaders/PostProcessStages/ContrastBias.glsl +3 -3
  293. package/Source/Shaders/PostProcessStages/ContrastBias.js +3 -3
  294. package/Source/Shaders/PostProcessStages/DepthOfField.glsl +2 -2
  295. package/Source/Shaders/PostProcessStages/DepthOfField.js +2 -2
  296. package/Source/Shaders/PostProcessStages/DepthView.glsl +2 -2
  297. package/Source/Shaders/PostProcessStages/DepthView.js +2 -2
  298. package/Source/Shaders/PostProcessStages/DepthViewPacked.glsl +3 -3
  299. package/Source/Shaders/PostProcessStages/DepthViewPacked.js +3 -3
  300. package/Source/Shaders/PostProcessStages/EdgeDetection.glsl +7 -7
  301. package/Source/Shaders/PostProcessStages/EdgeDetection.js +7 -7
  302. package/Source/Shaders/PostProcessStages/FXAA.glsl +3 -3
  303. package/Source/Shaders/PostProcessStages/FXAA.js +3 -3
  304. package/Source/Shaders/PostProcessStages/FilmicTonemapping.glsl +4 -4
  305. package/Source/Shaders/PostProcessStages/FilmicTonemapping.js +4 -4
  306. package/Source/Shaders/PostProcessStages/GaussianBlur1D.glsl +5 -5
  307. package/Source/Shaders/PostProcessStages/GaussianBlur1D.js +5 -5
  308. package/Source/Shaders/PostProcessStages/LensFlare.glsl +13 -13
  309. package/Source/Shaders/PostProcessStages/LensFlare.js +13 -13
  310. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.glsl +4 -4
  311. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.js +4 -4
  312. package/Source/Shaders/PostProcessStages/NightVision.glsl +3 -3
  313. package/Source/Shaders/PostProcessStages/NightVision.js +3 -3
  314. package/Source/Shaders/PostProcessStages/PassThrough.glsl +2 -2
  315. package/Source/Shaders/PostProcessStages/PassThrough.js +2 -2
  316. package/Source/Shaders/PostProcessStages/PassThroughDepth.glsl +2 -2
  317. package/Source/Shaders/PostProcessStages/PassThroughDepth.js +2 -2
  318. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.glsl +7 -9
  319. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.js +8 -10
  320. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.glsl +4 -4
  321. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.js +4 -4
  322. package/Source/Shaders/PostProcessStages/Silhouette.glsl +4 -4
  323. package/Source/Shaders/PostProcessStages/Silhouette.js +4 -4
  324. package/Source/Shaders/ReprojectWebMercatorFS.glsl +2 -2
  325. package/Source/Shaders/ReprojectWebMercatorFS.js +2 -2
  326. package/Source/Shaders/ReprojectWebMercatorVS.glsl +3 -3
  327. package/Source/Shaders/ReprojectWebMercatorVS.js +3 -3
  328. package/Source/Shaders/ShadowVolumeAppearanceFS.glsl +19 -23
  329. package/Source/Shaders/ShadowVolumeAppearanceFS.js +20 -24
  330. package/Source/Shaders/ShadowVolumeAppearanceVS.glsl +12 -12
  331. package/Source/Shaders/ShadowVolumeAppearanceVS.js +12 -12
  332. package/Source/Shaders/ShadowVolumeFS.glsl +2 -6
  333. package/Source/Shaders/ShadowVolumeFS.js +3 -7
  334. package/Source/Shaders/SkyAtmosphereFS.glsl +6 -6
  335. package/Source/Shaders/SkyAtmosphereFS.js +6 -6
  336. package/Source/Shaders/SkyAtmosphereVS.glsl +6 -6
  337. package/Source/Shaders/SkyAtmosphereVS.js +6 -6
  338. package/Source/Shaders/SkyBoxFS.glsl +3 -3
  339. package/Source/Shaders/SkyBoxFS.js +3 -3
  340. package/Source/Shaders/SkyBoxVS.glsl +2 -2
  341. package/Source/Shaders/SkyBoxVS.js +2 -2
  342. package/Source/Shaders/SunFS.glsl +3 -3
  343. package/Source/Shaders/SunFS.js +3 -3
  344. package/Source/Shaders/SunTextureFS.glsl +2 -2
  345. package/Source/Shaders/SunTextureFS.js +2 -2
  346. package/Source/Shaders/SunVS.glsl +2 -2
  347. package/Source/Shaders/SunVS.js +2 -2
  348. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +9 -13
  349. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +9 -13
  350. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +12 -12
  351. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +12 -12
  352. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +5 -5
  353. package/Source/Shaders/Vector3DTilePolylinesVS.js +5 -5
  354. package/Source/Shaders/VectorTileVS.glsl +2 -2
  355. package/Source/Shaders/VectorTileVS.js +2 -2
  356. package/Source/Shaders/ViewportQuadFS.glsl +2 -2
  357. package/Source/Shaders/ViewportQuadFS.js +2 -2
  358. package/Source/Shaders/ViewportQuadVS.glsl +3 -3
  359. package/Source/Shaders/ViewportQuadVS.js +3 -3
  360. package/Source/Shaders/Voxels/IntersectDepth.glsl +1 -1
  361. package/Source/Shaders/Voxels/IntersectDepth.js +1 -1
  362. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +12 -2
  363. package/Source/Shaders/Voxels/IntersectEllipsoid.js +12 -2
  364. package/Source/Shaders/Voxels/Megatexture.glsl +1 -1
  365. package/Source/Shaders/Voxels/Megatexture.js +1 -1
  366. package/Source/Shaders/Voxels/Octree.glsl +4 -4
  367. package/Source/Shaders/Voxels/Octree.js +4 -4
  368. package/Source/Shaders/Voxels/VoxelFS.glsl +2 -2
  369. package/Source/Shaders/Voxels/VoxelFS.js +2 -2
  370. package/Source/Shaders/Voxels/VoxelVS.glsl +1 -1
  371. package/Source/Shaders/Voxels/VoxelVS.js +1 -1
  372. package/Source/Shaders/Voxels/convertUvToCylinder.glsl +5 -9
  373. package/Source/Shaders/Voxels/convertUvToCylinder.js +5 -9
  374. package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +3 -6
  375. package/Source/Shaders/Voxels/convertUvToEllipsoid.js +3 -6
  376. package/Source/WorkersES6/decodeDraco.js +9 -1
  377. package/index.d.ts +26 -12
  378. package/index.js +53 -52
  379. package/package.json +1 -1
  380. package/Source/Renderer/modernizeShader.js +0 -242
@@ -1,9 +1,9 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec4 v_color;\n\
3
- varying vec4 v_outlineColor;\n\
4
- varying float v_innerPercent;\n\
5
- varying float v_pixelDistance;\n\
6
- varying vec4 v_pickColor;\n\
2
+ export default "in vec4 v_color;\n\
3
+ in vec4 v_outlineColor;\n\
4
+ in float v_innerPercent;\n\
5
+ in float v_pixelDistance;\n\
6
+ in vec4 v_pickColor;\n\
7
7
  \n\
8
8
  void main()\n\
9
9
  {\n\
@@ -39,7 +39,7 @@ void main()\n\
39
39
  #endif\n\
40
40
  #endif\n\
41
41
  \n\
42
- gl_FragColor = czm_gammaCorrect(color);\n\
42
+ out_FragColor = czm_gammaCorrect(color);\n\
43
43
  czm_writeLogDepth();\n\
44
44
  }\n\
45
45
  ";
@@ -1,17 +1,17 @@
1
1
  uniform float u_maxTotalPointSize;
2
2
 
3
- attribute vec4 positionHighAndSize;
4
- attribute vec4 positionLowAndOutline;
5
- attribute vec4 compressedAttribute0; // color, outlineColor, pick color
6
- attribute vec4 compressedAttribute1; // show, translucency by distance, some free space
7
- attribute vec4 scaleByDistance; // near, nearScale, far, farScale
8
- attribute vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance
9
-
10
- varying vec4 v_color;
11
- varying vec4 v_outlineColor;
12
- varying float v_innerPercent;
13
- varying float v_pixelDistance;
14
- varying vec4 v_pickColor;
3
+ in vec4 positionHighAndSize;
4
+ in vec4 positionLowAndOutline;
5
+ in vec4 compressedAttribute0; // color, outlineColor, pick color
6
+ in vec4 compressedAttribute1; // show, translucency by distance, some free space
7
+ in vec4 scaleByDistance; // near, nearScale, far, farScale
8
+ in vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance
9
+
10
+ out vec4 v_color;
11
+ out vec4 v_outlineColor;
12
+ out float v_innerPercent;
13
+ out float v_pixelDistance;
14
+ out vec4 v_pickColor;
15
15
 
16
16
  const float SHIFT_LEFT8 = 256.0;
17
17
  const float SHIFT_RIGHT8 = 1.0 / 256.0;
@@ -1,18 +1,18 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform float u_maxTotalPointSize;\n\
3
3
  \n\
4
- attribute vec4 positionHighAndSize;\n\
5
- attribute vec4 positionLowAndOutline;\n\
6
- attribute vec4 compressedAttribute0; // color, outlineColor, pick color\n\
7
- attribute vec4 compressedAttribute1; // show, translucency by distance, some free space\n\
8
- attribute vec4 scaleByDistance; // near, nearScale, far, farScale\n\
9
- attribute vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance\n\
10
- \n\
11
- varying vec4 v_color;\n\
12
- varying vec4 v_outlineColor;\n\
13
- varying float v_innerPercent;\n\
14
- varying float v_pixelDistance;\n\
15
- varying vec4 v_pickColor;\n\
4
+ in vec4 positionHighAndSize;\n\
5
+ in vec4 positionLowAndOutline;\n\
6
+ in vec4 compressedAttribute0; // color, outlineColor, pick color\n\
7
+ in vec4 compressedAttribute1; // show, translucency by distance, some free space\n\
8
+ in vec4 scaleByDistance; // near, nearScale, far, farScale\n\
9
+ in vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance\n\
10
+ \n\
11
+ out vec4 v_color;\n\
12
+ out vec4 v_outlineColor;\n\
13
+ out float v_innerPercent;\n\
14
+ out float v_pixelDistance;\n\
15
+ out vec4 v_pickColor;\n\
16
16
  \n\
17
17
  const float SHIFT_LEFT8 = 256.0;\n\
18
18
  const float SHIFT_RIGHT8 = 1.0 / 256.0;\n\
@@ -2,7 +2,7 @@
2
2
  uniform vec4 u_highlightColor;
3
3
  #endif
4
4
 
5
- varying vec2 v_st;
5
+ in vec2 v_st;
6
6
 
7
7
  void main()
8
8
  {
@@ -16,9 +16,9 @@ void main()
16
16
  materialInput.str = vec3(st, 0.0);
17
17
 
18
18
  czm_material material = czm_getMaterial(materialInput);
19
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
19
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
20
20
  #ifdef VECTOR_TILE
21
- gl_FragColor *= u_highlightColor;
21
+ out_FragColor *= u_highlightColor;
22
22
  #endif
23
23
 
24
24
  czm_writeLogDepth();
@@ -3,7 +3,7 @@ export default "#ifdef VECTOR_TILE\n\
3
3
  uniform vec4 u_highlightColor;\n\
4
4
  #endif\n\
5
5
  \n\
6
- varying vec2 v_st;\n\
6
+ in vec2 v_st;\n\
7
7
  \n\
8
8
  void main()\n\
9
9
  {\n\
@@ -17,9 +17,9 @@ void main()\n\
17
17
  materialInput.str = vec3(st, 0.0);\n\
18
18
  \n\
19
19
  czm_material material = czm_getMaterial(materialInput);\n\
20
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
20
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
21
21
  #ifdef VECTOR_TILE\n\
22
- gl_FragColor *= u_highlightColor;\n\
22
+ out_FragColor *= u_highlightColor;\n\
23
23
  #endif\n\
24
24
  \n\
25
25
  czm_writeLogDepth();\n\
@@ -1,26 +1,22 @@
1
- #ifdef GL_EXT_frag_depth
2
- #extension GL_EXT_frag_depth : enable
3
- #endif
4
-
5
- varying vec4 v_startPlaneNormalEcAndHalfWidth;
6
- varying vec4 v_endPlaneNormalEcAndBatchId;
7
- varying vec4 v_rightPlaneEC; // Technically can compute distance for this here
8
- varying vec4 v_endEcAndStartEcX;
9
- varying vec4 v_texcoordNormalizationAndStartEcYZ;
1
+ in vec4 v_startPlaneNormalEcAndHalfWidth;
2
+ in vec4 v_endPlaneNormalEcAndBatchId;
3
+ in vec4 v_rightPlaneEC; // Technically can compute distance for this here
4
+ in vec4 v_endEcAndStartEcX;
5
+ in vec4 v_texcoordNormalizationAndStartEcYZ;
10
6
 
11
7
  #ifdef PER_INSTANCE_COLOR
12
- varying vec4 v_color;
8
+ in vec4 v_color;
13
9
  #endif
14
10
 
15
11
  void main(void)
16
12
  {
17
- float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));
13
+ float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));
18
14
  vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);
19
15
 
20
16
  // Discard for sky
21
17
  if (logDepthOrDepth == 0.0) {
22
18
  #ifdef DEBUG_SHOW_VOLUME
23
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
19
+ out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
24
20
  return;
25
21
  #else // DEBUG_SHOW_VOLUME
26
22
  discard;
@@ -40,7 +36,7 @@ void main(void)
40
36
 
41
37
  if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {
42
38
  #ifdef DEBUG_SHOW_VOLUME
43
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
39
+ out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
44
40
  return;
45
41
  #else // DEBUG_SHOW_VOLUME
46
42
  discard;
@@ -65,7 +61,7 @@ void main(void)
65
61
  distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);
66
62
 
67
63
  #ifdef PER_INSTANCE_COLOR
68
- gl_FragColor = czm_gammaCorrect(v_color);
64
+ out_FragColor = czm_gammaCorrect(v_color);
69
65
  #else // PER_INSTANCE_COLOR
70
66
  // Clamp - distance to aligned planes may be negative due to mitering,
71
67
  // so fragment texture coordinate might be out-of-bounds.
@@ -80,11 +76,11 @@ void main(void)
80
76
  materialInput.str = vec3(s, t, 0.0);
81
77
 
82
78
  czm_material material = czm_getMaterial(materialInput);
83
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
79
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
84
80
  #endif // PER_INSTANCE_COLOR
85
81
 
86
82
  // Premultiply alpha. Required for classification primitives on translucent globe.
87
- gl_FragColor.rgb *= gl_FragColor.a;
83
+ out_FragColor.rgb *= out_FragColor.a;
88
84
 
89
85
  czm_writeDepthClamp();
90
86
  }
@@ -1,27 +1,23 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "#ifdef GL_EXT_frag_depth\n\
3
- #extension GL_EXT_frag_depth : enable\n\
4
- #endif\n\
5
- \n\
6
- varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\
7
- varying vec4 v_endPlaneNormalEcAndBatchId;\n\
8
- varying vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\
9
- varying vec4 v_endEcAndStartEcX;\n\
10
- varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\
2
+ export default "in vec4 v_startPlaneNormalEcAndHalfWidth;\n\
3
+ in vec4 v_endPlaneNormalEcAndBatchId;\n\
4
+ in vec4 v_rightPlaneEC; // Technically can compute distance for this here\n\
5
+ in vec4 v_endEcAndStartEcX;\n\
6
+ in vec4 v_texcoordNormalizationAndStartEcYZ;\n\
11
7
  \n\
12
8
  #ifdef PER_INSTANCE_COLOR\n\
13
- varying vec4 v_color;\n\
9
+ in vec4 v_color;\n\
14
10
  #endif\n\
15
11
  \n\
16
12
  void main(void)\n\
17
13
  {\n\
18
- float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\
14
+ float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));\n\
19
15
  vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);\n\
20
16
  \n\
21
17
  // Discard for sky\n\
22
18
  if (logDepthOrDepth == 0.0) {\n\
23
19
  #ifdef DEBUG_SHOW_VOLUME\n\
24
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
20
+ out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
25
21
  return;\n\
26
22
  #else // DEBUG_SHOW_VOLUME\n\
27
23
  discard;\n\
@@ -41,7 +37,7 @@ void main(void)\n\
41
37
  \n\
42
38
  if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {\n\
43
39
  #ifdef DEBUG_SHOW_VOLUME\n\
44
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
40
+ out_FragColor = vec4(1.0, 0.0, 0.0, 0.5);\n\
45
41
  return;\n\
46
42
  #else // DEBUG_SHOW_VOLUME\n\
47
43
  discard;\n\
@@ -66,7 +62,7 @@ void main(void)\n\
66
62
  distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);\n\
67
63
  \n\
68
64
  #ifdef PER_INSTANCE_COLOR\n\
69
- gl_FragColor = czm_gammaCorrect(v_color);\n\
65
+ out_FragColor = czm_gammaCorrect(v_color);\n\
70
66
  #else // PER_INSTANCE_COLOR\n\
71
67
  // Clamp - distance to aligned planes may be negative due to mitering,\n\
72
68
  // so fragment texture coordinate might be out-of-bounds.\n\
@@ -81,11 +77,11 @@ void main(void)\n\
81
77
  materialInput.str = vec3(s, t, 0.0);\n\
82
78
  \n\
83
79
  czm_material material = czm_getMaterial(materialInput);\n\
84
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
80
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
85
81
  #endif // PER_INSTANCE_COLOR\n\
86
82
  \n\
87
83
  // Premultiply alpha. Required for classification primitives on translucent globe.\n\
88
- gl_FragColor.rgb *= gl_FragColor.a;\n\
84
+ out_FragColor.rgb *= out_FragColor.a;\n\
89
85
  \n\
90
86
  czm_writeDepthClamp();\n\
91
87
  }\n\
@@ -1,12 +1,12 @@
1
- varying vec3 v_forwardDirectionEC;
2
- varying vec3 v_texcoordNormalizationAndHalfWidth;
3
- varying float v_batchId;
1
+ in vec3 v_forwardDirectionEC;
2
+ in vec3 v_texcoordNormalizationAndHalfWidth;
3
+ in float v_batchId;
4
4
 
5
5
  #ifdef PER_INSTANCE_COLOR
6
- varying vec4 v_color;
6
+ in vec4 v_color;
7
7
  #else
8
- varying vec2 v_alignedPlaneDistances;
9
- varying float v_texcoordT;
8
+ in vec2 v_alignedPlaneDistances;
9
+ in float v_texcoordT;
10
10
  #endif
11
11
 
12
12
  float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) {
@@ -20,7 +20,7 @@ void main(void)
20
20
  eyeCoordinate /= eyeCoordinate.w;
21
21
 
22
22
  #ifdef PER_INSTANCE_COLOR
23
- gl_FragColor = czm_gammaCorrect(v_color);
23
+ out_FragColor = czm_gammaCorrect(v_color);
24
24
  #else // PER_INSTANCE_COLOR
25
25
  // Use distances for planes aligned with segment to prevent skew in dashing
26
26
  float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x);
@@ -40,6 +40,6 @@ void main(void)
40
40
  materialInput.str = vec3(s, v_texcoordT, 0.0);
41
41
 
42
42
  czm_material material = czm_getMaterial(materialInput);
43
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
43
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
44
44
  #endif // PER_INSTANCE_COLOR
45
45
  }
@@ -1,13 +1,13 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec3 v_forwardDirectionEC;\n\
3
- varying vec3 v_texcoordNormalizationAndHalfWidth;\n\
4
- varying float v_batchId;\n\
2
+ export default "in vec3 v_forwardDirectionEC;\n\
3
+ in vec3 v_texcoordNormalizationAndHalfWidth;\n\
4
+ in float v_batchId;\n\
5
5
  \n\
6
6
  #ifdef PER_INSTANCE_COLOR\n\
7
- varying vec4 v_color;\n\
7
+ in vec4 v_color;\n\
8
8
  #else\n\
9
- varying vec2 v_alignedPlaneDistances;\n\
10
- varying float v_texcoordT;\n\
9
+ in vec2 v_alignedPlaneDistances;\n\
10
+ in float v_texcoordT;\n\
11
11
  #endif\n\
12
12
  \n\
13
13
  float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) {\n\
@@ -21,7 +21,7 @@ void main(void)\n\
21
21
  eyeCoordinate /= eyeCoordinate.w;\n\
22
22
  \n\
23
23
  #ifdef PER_INSTANCE_COLOR\n\
24
- gl_FragColor = czm_gammaCorrect(v_color);\n\
24
+ out_FragColor = czm_gammaCorrect(v_color);\n\
25
25
  #else // PER_INSTANCE_COLOR\n\
26
26
  // Use distances for planes aligned with segment to prevent skew in dashing\n\
27
27
  float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x);\n\
@@ -41,7 +41,7 @@ void main(void)\n\
41
41
  materialInput.str = vec3(s, v_texcoordT, 0.0);\n\
42
42
  \n\
43
43
  czm_material material = czm_getMaterial(materialInput);\n\
44
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
44
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
45
45
  #endif // PER_INSTANCE_COLOR\n\
46
46
  }\n\
47
47
  ";
@@ -1,35 +1,35 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
3
 
4
- attribute vec4 startHiAndForwardOffsetX;
5
- attribute vec4 startLoAndForwardOffsetY;
6
- attribute vec4 startNormalAndForwardOffsetZ;
7
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;
8
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;
9
- attribute vec4 startHiLo2D;
10
- attribute vec4 offsetAndRight2D;
11
- attribute vec4 startEndNormals2D;
12
- attribute vec2 texcoordNormalization2D;
4
+ in vec4 startHiAndForwardOffsetX;
5
+ in vec4 startLoAndForwardOffsetY;
6
+ in vec4 startNormalAndForwardOffsetZ;
7
+ in vec4 endNormalAndTextureCoordinateNormalizationX;
8
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;
9
+ in vec4 startHiLo2D;
10
+ in vec4 offsetAndRight2D;
11
+ in vec4 startEndNormals2D;
12
+ in vec2 texcoordNormalization2D;
13
13
 
14
- attribute float batchId;
14
+ in float batchId;
15
15
 
16
- varying vec3 v_forwardDirectionEC;
17
- varying vec3 v_texcoordNormalizationAndHalfWidth;
18
- varying float v_batchId;
16
+ out vec3 v_forwardDirectionEC;
17
+ out vec3 v_texcoordNormalizationAndHalfWidth;
18
+ out float v_batchId;
19
19
 
20
20
  // For materials
21
21
  #ifdef WIDTH_VARYING
22
- varying float v_width;
22
+ out float v_width;
23
23
  #endif
24
24
  #ifdef ANGLE_VARYING
25
- varying float v_polylineAngle;
25
+ out float v_polylineAngle;
26
26
  #endif
27
27
 
28
28
  #ifdef PER_INSTANCE_COLOR
29
- varying vec4 v_color;
29
+ out vec4 v_color;
30
30
  #else
31
- varying vec2 v_alignedPlaneDistances;
32
- varying float v_texcoordT;
31
+ out vec2 v_alignedPlaneDistances;
32
+ out float v_texcoordT;
33
33
  #endif
34
34
 
35
35
  // Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume.
@@ -1,36 +1,36 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
4
  \n\
5
- attribute vec4 startHiAndForwardOffsetX;\n\
6
- attribute vec4 startLoAndForwardOffsetY;\n\
7
- attribute vec4 startNormalAndForwardOffsetZ;\n\
8
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\
9
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
10
- attribute vec4 startHiLo2D;\n\
11
- attribute vec4 offsetAndRight2D;\n\
12
- attribute vec4 startEndNormals2D;\n\
13
- attribute vec2 texcoordNormalization2D;\n\
5
+ in vec4 startHiAndForwardOffsetX;\n\
6
+ in vec4 startLoAndForwardOffsetY;\n\
7
+ in vec4 startNormalAndForwardOffsetZ;\n\
8
+ in vec4 endNormalAndTextureCoordinateNormalizationX;\n\
9
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
10
+ in vec4 startHiLo2D;\n\
11
+ in vec4 offsetAndRight2D;\n\
12
+ in vec4 startEndNormals2D;\n\
13
+ in vec2 texcoordNormalization2D;\n\
14
14
  \n\
15
- attribute float batchId;\n\
15
+ in float batchId;\n\
16
16
  \n\
17
- varying vec3 v_forwardDirectionEC;\n\
18
- varying vec3 v_texcoordNormalizationAndHalfWidth;\n\
19
- varying float v_batchId;\n\
17
+ out vec3 v_forwardDirectionEC;\n\
18
+ out vec3 v_texcoordNormalizationAndHalfWidth;\n\
19
+ out float v_batchId;\n\
20
20
  \n\
21
21
  // For materials\n\
22
22
  #ifdef WIDTH_VARYING\n\
23
- varying float v_width;\n\
23
+ out float v_width;\n\
24
24
  #endif\n\
25
25
  #ifdef ANGLE_VARYING\n\
26
- varying float v_polylineAngle;\n\
26
+ out float v_polylineAngle;\n\
27
27
  #endif\n\
28
28
  \n\
29
29
  #ifdef PER_INSTANCE_COLOR\n\
30
- varying vec4 v_color;\n\
30
+ out vec4 v_color;\n\
31
31
  #else\n\
32
- varying vec2 v_alignedPlaneDistances;\n\
33
- varying float v_texcoordT;\n\
32
+ out vec2 v_alignedPlaneDistances;\n\
33
+ out float v_texcoordT;\n\
34
34
  #endif\n\
35
35
  \n\
36
36
  // Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume.\n\
@@ -1,40 +1,40 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
3
 
4
4
  // In 2D and in 3D, texture coordinate normalization component signs encodes:
5
5
  // * X sign - sidedness relative to right plane
6
6
  // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume
7
7
  #ifndef COLUMBUS_VIEW_2D
8
- attribute vec4 startHiAndForwardOffsetX;
9
- attribute vec4 startLoAndForwardOffsetY;
10
- attribute vec4 startNormalAndForwardOffsetZ;
11
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;
12
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;
8
+ in vec4 startHiAndForwardOffsetX;
9
+ in vec4 startLoAndForwardOffsetY;
10
+ in vec4 startNormalAndForwardOffsetZ;
11
+ in vec4 endNormalAndTextureCoordinateNormalizationX;
12
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;
13
13
  #else
14
- attribute vec4 startHiLo2D;
15
- attribute vec4 offsetAndRight2D;
16
- attribute vec4 startEndNormals2D;
17
- attribute vec2 texcoordNormalization2D;
14
+ in vec4 startHiLo2D;
15
+ in vec4 offsetAndRight2D;
16
+ in vec4 startEndNormals2D;
17
+ in vec2 texcoordNormalization2D;
18
18
  #endif
19
19
 
20
- attribute float batchId;
20
+ in float batchId;
21
21
 
22
- varying vec4 v_startPlaneNormalEcAndHalfWidth;
23
- varying vec4 v_endPlaneNormalEcAndBatchId;
24
- varying vec4 v_rightPlaneEC;
25
- varying vec4 v_endEcAndStartEcX;
26
- varying vec4 v_texcoordNormalizationAndStartEcYZ;
22
+ out vec4 v_startPlaneNormalEcAndHalfWidth;
23
+ out vec4 v_endPlaneNormalEcAndBatchId;
24
+ out vec4 v_rightPlaneEC;
25
+ out vec4 v_endEcAndStartEcX;
26
+ out vec4 v_texcoordNormalizationAndStartEcYZ;
27
27
 
28
28
  // For materials
29
29
  #ifdef WIDTH_VARYING
30
- varying float v_width;
30
+ out float v_width;
31
31
  #endif
32
32
  #ifdef ANGLE_VARYING
33
- varying float v_polylineAngle;
33
+ out float v_polylineAngle;
34
34
  #endif
35
35
 
36
36
  #ifdef PER_INSTANCE_COLOR
37
- varying vec4 v_color;
37
+ out vec4 v_color;
38
38
  #endif
39
39
 
40
40
  void main()
@@ -1,41 +1,41 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
4
  \n\
5
5
  // In 2D and in 3D, texture coordinate normalization component signs encodes:\n\
6
6
  // * X sign - sidedness relative to right plane\n\
7
7
  // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume\n\
8
8
  #ifndef COLUMBUS_VIEW_2D\n\
9
- attribute vec4 startHiAndForwardOffsetX;\n\
10
- attribute vec4 startLoAndForwardOffsetY;\n\
11
- attribute vec4 startNormalAndForwardOffsetZ;\n\
12
- attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\
13
- attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
9
+ in vec4 startHiAndForwardOffsetX;\n\
10
+ in vec4 startLoAndForwardOffsetY;\n\
11
+ in vec4 startNormalAndForwardOffsetZ;\n\
12
+ in vec4 endNormalAndTextureCoordinateNormalizationX;\n\
13
+ in vec4 rightNormalAndTextureCoordinateNormalizationY;\n\
14
14
  #else\n\
15
- attribute vec4 startHiLo2D;\n\
16
- attribute vec4 offsetAndRight2D;\n\
17
- attribute vec4 startEndNormals2D;\n\
18
- attribute vec2 texcoordNormalization2D;\n\
15
+ in vec4 startHiLo2D;\n\
16
+ in vec4 offsetAndRight2D;\n\
17
+ in vec4 startEndNormals2D;\n\
18
+ in vec2 texcoordNormalization2D;\n\
19
19
  #endif\n\
20
20
  \n\
21
- attribute float batchId;\n\
21
+ in float batchId;\n\
22
22
  \n\
23
- varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\
24
- varying vec4 v_endPlaneNormalEcAndBatchId;\n\
25
- varying vec4 v_rightPlaneEC;\n\
26
- varying vec4 v_endEcAndStartEcX;\n\
27
- varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\
23
+ out vec4 v_startPlaneNormalEcAndHalfWidth;\n\
24
+ out vec4 v_endPlaneNormalEcAndBatchId;\n\
25
+ out vec4 v_rightPlaneEC;\n\
26
+ out vec4 v_endEcAndStartEcX;\n\
27
+ out vec4 v_texcoordNormalizationAndStartEcYZ;\n\
28
28
  \n\
29
29
  // For materials\n\
30
30
  #ifdef WIDTH_VARYING\n\
31
- varying float v_width;\n\
31
+ out float v_width;\n\
32
32
  #endif\n\
33
33
  #ifdef ANGLE_VARYING\n\
34
- varying float v_polylineAngle;\n\
34
+ out float v_polylineAngle;\n\
35
35
  #endif\n\
36
36
  \n\
37
37
  #ifdef PER_INSTANCE_COLOR\n\
38
- varying vec4 v_color;\n\
38
+ out vec4 v_color;\n\
39
39
  #endif\n\
40
40
  \n\
41
41
  void main()\n\
@@ -1,21 +1,21 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
3
- attribute vec3 position2DHigh;
4
- attribute vec3 position2DLow;
5
- attribute vec3 prevPosition3DHigh;
6
- attribute vec3 prevPosition3DLow;
7
- attribute vec3 prevPosition2DHigh;
8
- attribute vec3 prevPosition2DLow;
9
- attribute vec3 nextPosition3DHigh;
10
- attribute vec3 nextPosition3DLow;
11
- attribute vec3 nextPosition2DHigh;
12
- attribute vec3 nextPosition2DLow;
13
- attribute vec4 texCoordExpandAndBatchIndex;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
+ in vec3 position2DHigh;
4
+ in vec3 position2DLow;
5
+ in vec3 prevPosition3DHigh;
6
+ in vec3 prevPosition3DLow;
7
+ in vec3 prevPosition2DHigh;
8
+ in vec3 prevPosition2DLow;
9
+ in vec3 nextPosition3DHigh;
10
+ in vec3 nextPosition3DLow;
11
+ in vec3 nextPosition2DHigh;
12
+ in vec3 nextPosition2DLow;
13
+ in vec4 texCoordExpandAndBatchIndex;
14
14
 
15
- varying vec2 v_st;
16
- varying float v_width;
17
- varying vec4 v_pickColor;
18
- varying float v_polylineAngle;
15
+ out vec2 v_st;
16
+ out float v_width;
17
+ out vec4 v_pickColor;
18
+ out float v_polylineAngle;
19
19
 
20
20
  void main()
21
21
  {
@@ -1,22 +1,22 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
4
- attribute vec3 position2DHigh;\n\
5
- attribute vec3 position2DLow;\n\
6
- attribute vec3 prevPosition3DHigh;\n\
7
- attribute vec3 prevPosition3DLow;\n\
8
- attribute vec3 prevPosition2DHigh;\n\
9
- attribute vec3 prevPosition2DLow;\n\
10
- attribute vec3 nextPosition3DHigh;\n\
11
- attribute vec3 nextPosition3DLow;\n\
12
- attribute vec3 nextPosition2DHigh;\n\
13
- attribute vec3 nextPosition2DLow;\n\
14
- attribute vec4 texCoordExpandAndBatchIndex;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
+ in vec3 position2DHigh;\n\
5
+ in vec3 position2DLow;\n\
6
+ in vec3 prevPosition3DHigh;\n\
7
+ in vec3 prevPosition3DLow;\n\
8
+ in vec3 prevPosition2DHigh;\n\
9
+ in vec3 prevPosition2DLow;\n\
10
+ in vec3 nextPosition3DHigh;\n\
11
+ in vec3 nextPosition3DLow;\n\
12
+ in vec3 nextPosition2DHigh;\n\
13
+ in vec3 nextPosition2DLow;\n\
14
+ in vec4 texCoordExpandAndBatchIndex;\n\
15
15
  \n\
16
- varying vec2 v_st;\n\
17
- varying float v_width;\n\
18
- varying vec4 v_pickColor;\n\
19
- varying float v_polylineAngle;\n\
16
+ out vec2 v_st;\n\
17
+ out float v_width;\n\
18
+ out vec4 v_pickColor;\n\
19
+ out float v_polylineAngle;\n\
20
20
  \n\
21
21
  void main()\n\
22
22
  {\n\