@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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uniform sampler2D colorTexture;
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in vec2 v_textureCoordinates;
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#ifdef AUTO_EXPOSURE
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uniform sampler2D autoExposure;
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void main()
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{
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vec4 fragmentColor =
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vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
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vec3 color = fragmentColor.rgb;
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#ifdef AUTO_EXPOSURE
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color /=
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color /= texture(autoExposure, vec2(0.5)).r;
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#endif
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color = czm_acesTonemapping(color);
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color = czm_inverseGamma(color);
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out_FragColor = vec4(color, fragmentColor.a);
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}
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//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D colorTexture;\n\
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\n\
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in vec2 v_textureCoordinates;\n\
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\n\
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#ifdef AUTO_EXPOSURE\n\
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uniform sampler2D autoExposure;\n\
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\n\
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void main()\n\
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{\n\
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vec4 fragmentColor =
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vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
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vec3 color = fragmentColor.rgb;\n\
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\n\
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#ifdef AUTO_EXPOSURE\n\
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color /=
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color /= texture(autoExposure, vec2(0.5)).r;\n\
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#endif\n\
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color = czm_acesTonemapping(color);\n\
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color = czm_inverseGamma(color);\n\
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\n\
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out_FragColor = vec4(color, fragmentColor.a);\n\
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}\n\
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";
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uniform vec2 center;
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uniform float radius;
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in vec2 v_textureCoordinates;
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void main()
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{
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vec4 color0 =
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vec4 color1 =
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vec4 color0 = texture(colorTexture, v_textureCoordinates);
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vec4 color1 = texture(colorTexture2, v_textureCoordinates);
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float x = length(gl_FragCoord.xy - center) / radius;
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float t = smoothstep(0.5, 0.8, x);
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out_FragColor = mix(color0 + color1, color1, t);
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}
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uniform vec2 center;\n\
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uniform float radius;\n\
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in vec2 v_textureCoordinates;\n\
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void main()\n\
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{\n\
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vec4 color0 =
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vec4 color1 =
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vec4 color0 = texture(colorTexture, v_textureCoordinates);\n\
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vec4 color1 = texture(colorTexture2, v_textureCoordinates);\n\
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float x = length(gl_FragCoord.xy - center) / radius;\n\
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float t = smoothstep(0.5, 0.8, x);\n\
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out_FragColor = mix(color0 + color1, color1, t);\n\
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}\n\
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";
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uniform float stepSize;
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uniform float frustumLength;
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in vec2 v_textureCoordinates;
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vec4 clipToEye(vec2 uv, float depth)
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{
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if (posInCamera.z > frustumLength)
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{
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out_FragColor = vec4(1.0);
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return;
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}
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float gapAngle = 90.0 * czm_radiansPerDegree;
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// RandomNoise
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float randomVal =
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float randomVal = texture(randomTexture, v_textureCoordinates).x;
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//Loop for each direction
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for (int i = 0; i < 4; i++)
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ao /= 4.0;
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ao = 1.0 - clamp(ao, 0.0, 1.0);
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ao = pow(ao, intensity);
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out_FragColor = vec4(vec3(ao), 1.0);
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}
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uniform float stepSize;\n\
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uniform float frustumLength;\n\
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in vec2 v_textureCoordinates;\n\
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vec4 clipToEye(vec2 uv, float depth)\n\
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{\n\
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if (posInCamera.z > frustumLength)\n\
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out_FragColor = vec4(1.0);\n\
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return;\n\
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}\n\
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float gapAngle = 90.0 * czm_radiansPerDegree;\n\
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// RandomNoise\n\
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float randomVal =
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float randomVal = texture(randomTexture, v_textureCoordinates).x;\n\
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\n\
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//Loop for each direction\n\
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for (int i = 0; i < 4; i++)\n\
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ao /= 4.0;\n\
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ao = 1.0 - clamp(ao, 0.0, 1.0);\n\
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ao = pow(ao, intensity);\n\
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out_FragColor = vec4(vec3(ao), 1.0);\n\
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";
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uniform sampler2D colorTexture;
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uniform sampler2D ambientOcclusionTexture;
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uniform bool ambientOcclusionOnly;
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in vec2 v_textureCoordinates;
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void main(void)
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vec3 color =
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vec3 ao =
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vec3 color = texture(colorTexture, v_textureCoordinates).rgb;
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vec3 ao = texture(ambientOcclusionTexture, v_textureCoordinates).rgb;
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out_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
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}
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export default "uniform sampler2D colorTexture;\n\
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uniform sampler2D ambientOcclusionTexture;\n\
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uniform bool ambientOcclusionOnly;\n\
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in vec2 v_textureCoordinates;\n\
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void main(void)\n\
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vec3 color =
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vec3 ao =
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vec3 color = texture(colorTexture, v_textureCoordinates).rgb;\n\
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vec3 ao = texture(ambientOcclusionTexture, v_textureCoordinates).rgb;\n\
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out_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;\n\
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}\n\
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";
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uniform sampler2D colorTexture;
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uniform float gradations;
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in vec2 v_textureCoordinates;
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void main(void)
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vec3 rgb =
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vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;
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#ifdef CZM_SELECTED_FEATURE
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out_FragColor = vec4(rgb, 1.0);
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return;
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}
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#endif
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float luminance = czm_luminance(rgb);
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float darkness = luminance * gradations;
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darkness = (darkness - fract(darkness)) / gradations;
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out_FragColor = vec4(vec3(darkness), 1.0);
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}
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export default "uniform sampler2D colorTexture;\n\
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uniform float gradations;\n\
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in vec2 v_textureCoordinates;\n\
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void main(void)\n\
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vec3 rgb =
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vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;\n\
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#ifdef CZM_SELECTED_FEATURE\n\
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if (czm_selected()) {\n\
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out_FragColor = vec4(rgb, 1.0);\n\
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#endif\n\
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float luminance = czm_luminance(rgb);\n\
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float darkness = luminance * gradations;\n\
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darkness = (darkness - fract(darkness)) / gradations;\n\
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out_FragColor = vec4(vec3(darkness), 1.0);\n\
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";
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uniform sampler2D bloomTexture;
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uniform bool glowOnly;
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in vec2 v_textureCoordinates;
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void main(void)
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vec4 color =
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vec4 color = texture(colorTexture, v_textureCoordinates);
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#ifdef CZM_SELECTED_FEATURE
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out_FragColor = color;
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}
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#endif
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vec4 bloom =
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vec4 bloom = texture(bloomTexture, v_textureCoordinates);
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out_FragColor = glowOnly ? bloom : bloom + color;
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}
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@@ -3,20 +3,20 @@ export default "uniform sampler2D colorTexture;\n\
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uniform sampler2D bloomTexture;\n\
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uniform bool glowOnly;\n\
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in vec2 v_textureCoordinates;\n\
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void main(void)\n\
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vec4 color =
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vec4 color = texture(colorTexture, v_textureCoordinates);\n\
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#ifdef CZM_SELECTED_FEATURE\n\
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if (czm_selected()) {\n\
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out_FragColor = color;\n\
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return;\n\
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#endif\n\
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vec4 bloom =
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vec4 bloom = texture(bloomTexture, v_textureCoordinates);\n\
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out_FragColor = glowOnly ? bloom : bloom + color;\n\
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}\n\
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";
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@@ -4,7 +4,7 @@ uniform float avgLuminance;
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uniform float threshold;
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uniform float offset;
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in vec2 v_textureCoordinates;
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float key(float avg)
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@@ -17,7 +17,7 @@ float key(float avg)
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void main()
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{
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vec4 color =
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vec4 color = texture(colorTexture, v_textureCoordinates);
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vec3 xyz = czm_RGBToXYZ(color.rgb);
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float luminance = xyz.r;
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@@ -26,5 +26,5 @@ void main()
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float brightness = brightLum / (offset + brightLum);
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xyz.r = brightness;
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-
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out_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);
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}
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@@ -5,7 +5,7 @@ uniform float avgLuminance;\n\
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uniform float threshold;\n\
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uniform float offset;\n\
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\n\
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-
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in vec2 v_textureCoordinates;\n\
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\n\
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float key(float avg)\n\
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{\n\
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@@ -18,7 +18,7 @@ float key(float avg)\n\
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\n\
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void main()\n\
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{\n\
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vec4 color =
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vec4 color = texture(colorTexture, v_textureCoordinates);\n\
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vec3 xyz = czm_RGBToXYZ(color.rgb);\n\
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float luminance = xyz.r;\n\
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\n\
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@@ -27,6 +27,6 @@ void main()\n\
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float brightness = brightLum / (offset + brightLum);\n\
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\n\
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xyz.r = brightness;\n\
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-
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out_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);\n\
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}\n\
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";
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@@ -1,11 +1,11 @@
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uniform sampler2D colorTexture;
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uniform float brightness;
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in vec2 v_textureCoordinates;
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void main(void)
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{
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vec3 rgb =
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vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;
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vec3 target = vec3(0.0);
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out_FragColor = vec4(mix(target, rgb, brightness), 1.0);
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}
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@@ -2,12 +2,12 @@
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export default "uniform sampler2D colorTexture;\n\
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uniform float brightness;\n\
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\n\
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in vec2 v_textureCoordinates;\n\
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\n\
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void main(void)\n\
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{\n\
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vec3 rgb =
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vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;\n\
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vec3 target = vec3(0.0);\n\
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-
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out_FragColor = vec4(mix(target, rgb, brightness), 1.0);\n\
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}\n\
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";
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@@ -4,18 +4,18 @@ uniform sampler2D colorTexture;
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uniform sampler2D u_packedTranslucentDepth;
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#endif
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in vec2 v_textureCoordinates;
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void main()
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{
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#ifdef DEBUG_SHOW_DEPTH
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if (v_textureCoordinates.x < 0.5)
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{
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out_FragColor.rgb = vec3(czm_unpackDepth(texture(u_packedTranslucentDepth, v_textureCoordinates)));
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out_FragColor.a = 1.0;
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}
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#else
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vec4 color =
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vec4 color = texture(colorTexture, v_textureCoordinates);
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#ifdef PICK
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if (color == vec4(0.0))
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@@ -26,6 +26,6 @@ void main()
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// Reverse premultiplication process to get the correct composited result of the classification primitives
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color.rgb /= color.a;
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#endif
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out_FragColor = color;
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#endif
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}
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@@ -5,18 +5,18 @@ export default "uniform sampler2D colorTexture;\n\
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uniform sampler2D u_packedTranslucentDepth;\n\
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#endif\n\
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\n\
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in vec2 v_textureCoordinates;\n\
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\n\
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void main()\n\
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{\n\
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#ifdef DEBUG_SHOW_DEPTH\n\
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if (v_textureCoordinates.x < 0.5)\n\
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{\n\
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-
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-
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out_FragColor.rgb = vec3(czm_unpackDepth(texture(u_packedTranslucentDepth, v_textureCoordinates)));\n\
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out_FragColor.a = 1.0;\n\
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}\n\
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#else\n\
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vec4 color =
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vec4 color = texture(colorTexture, v_textureCoordinates);\n\
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\n\
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#ifdef PICK\n\
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if (color == vec4(0.0))\n\
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@@ -27,7 +27,7 @@ void main()\n\
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// Reverse premultiplication process to get the correct composited result of the classification primitives\n\
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color.rgb /= color.a;\n\
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#endif\n\
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out_FragColor = color;\n\
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#endif\n\
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}\n\
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";
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@@ -2,16 +2,16 @@ uniform sampler2D colorTexture;
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uniform float contrast;
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uniform float brightness;
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in vec2 v_textureCoordinates;
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void main(void)
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{
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vec3 sceneColor =
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vec3 sceneColor = texture(colorTexture, v_textureCoordinates).xyz;
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sceneColor = czm_RGBToHSB(sceneColor);
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sceneColor.z += brightness;
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sceneColor = czm_HSBToRGB(sceneColor);
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float factor = (259.0 * (contrast + 255.0)) / (255.0 * (259.0 - contrast));
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sceneColor = factor * (sceneColor - vec3(0.5)) + vec3(0.5);
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out_FragColor = vec4(sceneColor, 1.0);
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}
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@@ -3,17 +3,17 @@ export default "uniform sampler2D colorTexture;\n\
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uniform float contrast;\n\
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uniform float brightness;\n\
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\n\
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in vec2 v_textureCoordinates;\n\
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\n\
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void main(void)\n\
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{\n\
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vec3 sceneColor =
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vec3 sceneColor = texture(colorTexture, v_textureCoordinates).xyz;\n\
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sceneColor = czm_RGBToHSB(sceneColor);\n\
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sceneColor.z += brightness;\n\
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sceneColor = czm_HSBToRGB(sceneColor);\n\
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\n\
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float factor = (259.0 * (contrast + 255.0)) / (255.0 * (259.0 - contrast));\n\
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sceneColor = factor * (sceneColor - vec3(0.5)) + vec3(0.5);\n\
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out_FragColor = vec4(sceneColor, 1.0);\n\
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}\n\
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";
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@@ -3,7 +3,7 @@ uniform sampler2D blurTexture;
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uniform sampler2D depthTexture;
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uniform float focalDistance;
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in vec2 v_textureCoordinates;
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vec4 toEye(vec2 uv, float depth)
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{
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@@ -35,5 +35,5 @@ void main(void)
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float depth = czm_readDepth(depthTexture, v_textureCoordinates);
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vec4 posInCamera = toEye(v_textureCoordinates, depth);
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float d = computeDepthBlur(-posInCamera.z);
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out_FragColor = mix(texture(colorTexture, v_textureCoordinates), texture(blurTexture, v_textureCoordinates), d);
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}
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@@ -4,7 +4,7 @@ uniform sampler2D blurTexture;\n\
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uniform sampler2D depthTexture;\n\
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uniform float focalDistance;\n\
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in vec2 v_textureCoordinates;\n\
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vec4 toEye(vec2 uv, float depth)\n\
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{\n\
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@@ -36,6 +36,6 @@ void main(void)\n\
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float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\
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vec4 posInCamera = toEye(v_textureCoordinates, depth);\n\
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float d = computeDepthBlur(-posInCamera.z);\n\
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out_FragColor = mix(texture(colorTexture, v_textureCoordinates), texture(blurTexture, v_textureCoordinates), d);\n\
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}\n\
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";
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@@ -1,9 +1,9 @@
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uniform sampler2D depthTexture;
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in vec2 v_textureCoordinates;
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void main(void)
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{
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float depth = czm_readDepth(depthTexture, v_textureCoordinates);
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out_FragColor = vec4(vec3(depth), 1.0);
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}
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@@ -1,11 +1,11 @@
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//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D depthTexture;\n\
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\n\
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in vec2 v_textureCoordinates;\n\
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void main(void)\n\
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{\n\
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float depth = czm_readDepth(depthTexture, v_textureCoordinates);\n\
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out_FragColor = vec4(vec3(depth), 1.0);\n\
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}\n\
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";
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@@ -1,14 +1,14 @@
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uniform sampler2D u_depthTexture;
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in vec2 v_textureCoordinates;
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void main()
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{
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float z_window = czm_unpackDepth(
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float z_window = czm_unpackDepth(texture(u_depthTexture, v_textureCoordinates));
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z_window = czm_reverseLogDepth(z_window);
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float n_range = czm_depthRange.near;
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float f_range = czm_depthRange.far;
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float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);
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float scale = pow(z_ndc * 0.5 + 0.5, 8.0);
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out_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);
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}
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@@ -1,16 +1,16 @@
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//This file is automatically rebuilt by the Cesium build process.
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export default "uniform sampler2D u_depthTexture;\n\
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\n\
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in vec2 v_textureCoordinates;\n\
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\n\
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void main()\n\
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{\n\
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float z_window = czm_unpackDepth(
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float z_window = czm_unpackDepth(texture(u_depthTexture, v_textureCoordinates));\n\
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z_window = czm_reverseLogDepth(z_window);\n\
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float n_range = czm_depthRange.near;\n\
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float f_range = czm_depthRange.far;\n\
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float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);\n\
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float scale = pow(z_ndc * 0.5 + 0.5, 8.0);\n\
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-
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out_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);\n\
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}\n\
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";
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@@ -2,7 +2,7 @@ uniform sampler2D depthTexture;
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uniform float length;
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uniform vec4 color;
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-
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in vec2 v_textureCoordinates;
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void main(void)
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{
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@@ -35,7 +35,7 @@ void main(void)
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}
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if (!selected)
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{
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out_FragColor = vec4(color.rgb, 0.0);
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return;
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}
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#endif
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@@ -48,13 +48,13 @@ void main(void)
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float dir = directions[i];
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float scale = scalars[i];
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-
horizEdge -=
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horizEdge +=
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horizEdge -= texture(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;
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horizEdge += texture(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;
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vertEdge -=
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vertEdge +=
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vertEdge -= texture(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;
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vertEdge += texture(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;
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}
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float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);
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-
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+
out_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);
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}
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