@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
@@ -3,7 +3,7 @@ export default "uniform sampler2D depthTexture;\n\
3
3
  uniform float length;\n\
4
4
  uniform vec4 color;\n\
5
5
  \n\
6
- varying vec2 v_textureCoordinates;\n\
6
+ in vec2 v_textureCoordinates;\n\
7
7
  \n\
8
8
  void main(void)\n\
9
9
  {\n\
@@ -36,7 +36,7 @@ void main(void)\n\
36
36
  }\n\
37
37
  if (!selected)\n\
38
38
  {\n\
39
- gl_FragColor = vec4(color.rgb, 0.0);\n\
39
+ out_FragColor = vec4(color.rgb, 0.0);\n\
40
40
  return;\n\
41
41
  }\n\
42
42
  #endif\n\
@@ -49,14 +49,14 @@ void main(void)\n\
49
49
  float dir = directions[i];\n\
50
50
  float scale = scalars[i];\n\
51
51
  \n\
52
- horizEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;\n\
53
- horizEdge += texture2D(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;\n\
52
+ horizEdge -= texture(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;\n\
53
+ horizEdge += texture(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;\n\
54
54
  \n\
55
- vertEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;\n\
56
- vertEdge += texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;\n\
55
+ vertEdge -= texture(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;\n\
56
+ vertEdge += texture(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;\n\
57
57
  }\n\
58
58
  \n\
59
59
  float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);\n\
60
- gl_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);\n\
60
+ out_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);\n\
61
61
  }\n\
62
62
  ";
@@ -1,4 +1,4 @@
1
- varying vec2 v_textureCoordinates;
1
+ in vec2 v_textureCoordinates;
2
2
 
3
3
  uniform sampler2D colorTexture;
4
4
 
@@ -16,6 +16,6 @@ void main()
16
16
  fxaaQualitySubpix,
17
17
  fxaaQualityEdgeThreshold,
18
18
  fxaaQualityEdgeThresholdMin);
19
- float alpha = texture2D(colorTexture, v_textureCoordinates).a;
20
- gl_FragColor = vec4(color.rgb, alpha);
19
+ float alpha = texture(colorTexture, v_textureCoordinates).a;
20
+ out_FragColor = vec4(color.rgb, alpha);
21
21
  }
@@ -1,5 +1,5 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec2 v_textureCoordinates;\n\
2
+ export default "in vec2 v_textureCoordinates;\n\
3
3
  \n\
4
4
  uniform sampler2D colorTexture;\n\
5
5
  \n\
@@ -17,7 +17,7 @@ void main()\n\
17
17
  fxaaQualitySubpix,\n\
18
18
  fxaaQualityEdgeThreshold,\n\
19
19
  fxaaQualityEdgeThresholdMin);\n\
20
- float alpha = texture2D(colorTexture, v_textureCoordinates).a;\n\
21
- gl_FragColor = vec4(color.rgb, alpha);\n\
20
+ float alpha = texture(colorTexture, v_textureCoordinates).a;\n\
21
+ out_FragColor = vec4(color.rgb, alpha);\n\
22
22
  }\n\
23
23
  ";
@@ -1,6 +1,6 @@
1
1
  uniform sampler2D colorTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  #ifdef AUTO_EXPOSURE
6
6
  uniform sampler2D autoExposure;
@@ -11,11 +11,11 @@ uniform sampler2D autoExposure;
11
11
 
12
12
  void main()
13
13
  {
14
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
14
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
15
15
  vec3 color = fragmentColor.rgb;
16
16
 
17
17
  #ifdef AUTO_EXPOSURE
18
- float exposure = texture2D(autoExposure, vec2(0.5)).r;
18
+ float exposure = texture(autoExposure, vec2(0.5)).r;
19
19
  color /= exposure;
20
20
  #endif
21
21
 
@@ -32,5 +32,5 @@ void main()
32
32
  float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;
33
33
 
34
34
  c = czm_inverseGamma(c / w);
35
- gl_FragColor = vec4(c, fragmentColor.a);
35
+ out_FragColor = vec4(c, fragmentColor.a);
36
36
  }
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  #ifdef AUTO_EXPOSURE\n\
7
7
  uniform sampler2D autoExposure;\n\
@@ -12,11 +12,11 @@ uniform sampler2D autoExposure;\n\
12
12
  \n\
13
13
  void main()\n\
14
14
  {\n\
15
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\
15
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
16
16
  vec3 color = fragmentColor.rgb;\n\
17
17
  \n\
18
18
  #ifdef AUTO_EXPOSURE\n\
19
- float exposure = texture2D(autoExposure, vec2(0.5)).r;\n\
19
+ float exposure = texture(autoExposure, vec2(0.5)).r;\n\
20
20
  color /= exposure;\n\
21
21
  #endif\n\
22
22
  \n\
@@ -33,6 +33,6 @@ void main()\n\
33
33
  float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;\n\
34
34
  \n\
35
35
  c = czm_inverseGamma(c / w);\n\
36
- gl_FragColor = vec4(c, fragmentColor.a);\n\
36
+ out_FragColor = vec4(c, fragmentColor.a);\n\
37
37
  }\n\
38
38
  ";
@@ -12,7 +12,7 @@ uniform float stepSize;
12
12
  uniform vec2 step;
13
13
  #endif
14
14
 
15
- varying vec2 v_textureCoordinates;
15
+ in vec2 v_textureCoordinates;
16
16
 
17
17
  // Incremental Computation of the Gaussian:
18
18
  // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html
@@ -33,15 +33,15 @@ void main()
33
33
  g.y = exp((-0.5 * delta * delta) / (sigma * sigma));
34
34
  g.z = g.y * g.y;
35
35
 
36
- vec4 result = texture2D(colorTexture, st) * g.x;
36
+ vec4 result = texture(colorTexture, st) * g.x;
37
37
  for (int i = 1; i < SAMPLES; ++i)
38
38
  {
39
39
  g.xy *= g.yz;
40
40
 
41
41
  vec2 offset = float(i) * dir * step;
42
- result += texture2D(colorTexture, st - offset) * g.x;
43
- result += texture2D(colorTexture, st + offset) * g.x;
42
+ result += texture(colorTexture, st - offset) * g.x;
43
+ result += texture(colorTexture, st + offset) * g.x;
44
44
  }
45
45
 
46
- gl_FragColor = result;
46
+ out_FragColor = result;
47
47
  }
@@ -13,7 +13,7 @@ uniform float stepSize;\n\
13
13
  uniform vec2 step;\n\
14
14
  #endif\n\
15
15
  \n\
16
- varying vec2 v_textureCoordinates;\n\
16
+ in vec2 v_textureCoordinates;\n\
17
17
  \n\
18
18
  // Incremental Computation of the Gaussian:\n\
19
19
  // https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html\n\
@@ -34,16 +34,16 @@ void main()\n\
34
34
  g.y = exp((-0.5 * delta * delta) / (sigma * sigma));\n\
35
35
  g.z = g.y * g.y;\n\
36
36
  \n\
37
- vec4 result = texture2D(colorTexture, st) * g.x;\n\
37
+ vec4 result = texture(colorTexture, st) * g.x;\n\
38
38
  for (int i = 1; i < SAMPLES; ++i)\n\
39
39
  {\n\
40
40
  g.xy *= g.yz;\n\
41
41
  \n\
42
42
  vec2 offset = float(i) * dir * step;\n\
43
- result += texture2D(colorTexture, st - offset) * g.x;\n\
44
- result += texture2D(colorTexture, st + offset) * g.x;\n\
43
+ result += texture(colorTexture, st - offset) * g.x;\n\
44
+ result += texture(colorTexture, st + offset) * g.x;\n\
45
45
  }\n\
46
46
  \n\
47
- gl_FragColor = result;\n\
47
+ out_FragColor = result;\n\
48
48
  }\n\
49
49
  ";
@@ -9,7 +9,7 @@ uniform float dirtAmount;
9
9
  uniform float earthRadius;
10
10
  uniform float intensity;
11
11
 
12
- varying vec2 v_textureCoordinates;
12
+ in vec2 v_textureCoordinates;
13
13
 
14
14
  // whether it is in space or not
15
15
  // 6500000.0 is empirical value
@@ -46,22 +46,22 @@ vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distort
46
46
  vec3 color;
47
47
  if(isSpace)
48
48
  {
49
- color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture2D(tex, texcoord + direction * distortion.r).r;
50
- color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture2D(tex, texcoord + direction * distortion.g).g;
51
- color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture2D(tex, texcoord + direction * distortion.b).b;
49
+ color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture(tex, texcoord + direction * distortion.r).r;
50
+ color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture(tex, texcoord + direction * distortion.g).g;
51
+ color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture(tex, texcoord + direction * distortion.b).b;
52
52
  }
53
53
  else
54
54
  {
55
- color.r = texture2D(tex, texcoord + direction * distortion.r).r;
56
- color.g = texture2D(tex, texcoord + direction * distortion.g).g;
57
- color.b = texture2D(tex, texcoord + direction * distortion.b).b;
55
+ color.r = texture(tex, texcoord + direction * distortion.r).r;
56
+ color.g = texture(tex, texcoord + direction * distortion.g).g;
57
+ color.b = texture(tex, texcoord + direction * distortion.b).b;
58
58
  }
59
59
  return vec4(clamp(color, 0.0, 1.0), 0.0);
60
60
  }
61
61
 
62
62
  void main(void)
63
63
  {
64
- vec4 originalColor = texture2D(colorTexture, v_textureCoordinates);
64
+ vec4 originalColor = texture(colorTexture, v_textureCoordinates);
65
65
  vec3 rgb = originalColor.rgb;
66
66
  bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;
67
67
 
@@ -76,7 +76,7 @@ void main(void)
76
76
  {
77
77
  // Lens flare is disabled when not in space until #5932 is fixed.
78
78
  // https://github.com/CesiumGS/cesium/issues/5932
79
- gl_FragColor = originalColor;
79
+ out_FragColor = originalColor;
80
80
  return;
81
81
  }
82
82
 
@@ -117,7 +117,7 @@ void main(void)
117
117
  {
118
118
  dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);
119
119
  }
120
- result += dirtAmount * texture2D(dirtTexture, dirtTexCoords);
120
+ result += dirtAmount * texture(dirtTexture, dirtTexCoords);
121
121
 
122
122
  // Rotating starburst texture's coordinate
123
123
  // dot(czm_view[0].xyz, vec3(0.0, 0.0, 1.0)) + dot(czm_view[1].xyz, vec3(0.0, 1.0, 0.0))
@@ -144,10 +144,10 @@ void main(void)
144
144
  else
145
145
  {
146
146
  result *= oneMinusWeightForLensFlare * intensity;
147
- result *= texture2D(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
147
+ result *= texture(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
148
148
  }
149
149
 
150
- result += texture2D(colorTexture, v_textureCoordinates);
150
+ result += texture(colorTexture, v_textureCoordinates);
151
151
 
152
- gl_FragColor = result;
152
+ out_FragColor = result;
153
153
  }
@@ -10,7 +10,7 @@ uniform float dirtAmount;\n\
10
10
  uniform float earthRadius;\n\
11
11
  uniform float intensity;\n\
12
12
  \n\
13
- varying vec2 v_textureCoordinates;\n\
13
+ in vec2 v_textureCoordinates;\n\
14
14
  \n\
15
15
  // whether it is in space or not\n\
16
16
  // 6500000.0 is empirical value\n\
@@ -47,22 +47,22 @@ vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distort
47
47
  vec3 color;\n\
48
48
  if(isSpace)\n\
49
49
  {\n\
50
- color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture2D(tex, texcoord + direction * distortion.r).r;\n\
51
- color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture2D(tex, texcoord + direction * distortion.g).g;\n\
52
- color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture2D(tex, texcoord + direction * distortion.b).b;\n\
50
+ color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture(tex, texcoord + direction * distortion.r).r;\n\
51
+ color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture(tex, texcoord + direction * distortion.g).g;\n\
52
+ color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture(tex, texcoord + direction * distortion.b).b;\n\
53
53
  }\n\
54
54
  else\n\
55
55
  {\n\
56
- color.r = texture2D(tex, texcoord + direction * distortion.r).r;\n\
57
- color.g = texture2D(tex, texcoord + direction * distortion.g).g;\n\
58
- color.b = texture2D(tex, texcoord + direction * distortion.b).b;\n\
56
+ color.r = texture(tex, texcoord + direction * distortion.r).r;\n\
57
+ color.g = texture(tex, texcoord + direction * distortion.g).g;\n\
58
+ color.b = texture(tex, texcoord + direction * distortion.b).b;\n\
59
59
  }\n\
60
60
  return vec4(clamp(color, 0.0, 1.0), 0.0);\n\
61
61
  }\n\
62
62
  \n\
63
63
  void main(void)\n\
64
64
  {\n\
65
- vec4 originalColor = texture2D(colorTexture, v_textureCoordinates);\n\
65
+ vec4 originalColor = texture(colorTexture, v_textureCoordinates);\n\
66
66
  vec3 rgb = originalColor.rgb;\n\
67
67
  bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;\n\
68
68
  \n\
@@ -77,7 +77,7 @@ void main(void)\n\
77
77
  {\n\
78
78
  // Lens flare is disabled when not in space until #5932 is fixed.\n\
79
79
  // https://github.com/CesiumGS/cesium/issues/5932\n\
80
- gl_FragColor = originalColor;\n\
80
+ out_FragColor = originalColor;\n\
81
81
  return;\n\
82
82
  }\n\
83
83
  \n\
@@ -118,7 +118,7 @@ void main(void)\n\
118
118
  {\n\
119
119
  dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);\n\
120
120
  }\n\
121
- result += dirtAmount * texture2D(dirtTexture, dirtTexCoords);\n\
121
+ result += dirtAmount * texture(dirtTexture, dirtTexCoords);\n\
122
122
  \n\
123
123
  // Rotating starburst texture's coordinate\n\
124
124
  // dot(czm_view[0].xyz, vec3(0.0, 0.0, 1.0)) + dot(czm_view[1].xyz, vec3(0.0, 1.0, 0.0))\n\
@@ -145,11 +145,11 @@ void main(void)\n\
145
145
  else\n\
146
146
  {\n\
147
147
  result *= oneMinusWeightForLensFlare * intensity;\n\
148
- result *= texture2D(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;\n\
148
+ result *= texture(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;\n\
149
149
  }\n\
150
150
  \n\
151
- result += texture2D(colorTexture, v_textureCoordinates);\n\
151
+ result += texture(colorTexture, v_textureCoordinates);\n\
152
152
  \n\
153
- gl_FragColor = result;\n\
153
+ out_FragColor = result;\n\
154
154
  }\n\
155
155
  ";
@@ -1,7 +1,7 @@
1
1
  uniform sampler2D colorTexture;
2
2
  uniform vec3 white;
3
3
 
4
- varying vec2 v_textureCoordinates;
4
+ in vec2 v_textureCoordinates;
5
5
 
6
6
  #ifdef AUTO_EXPOSURE
7
7
  uniform sampler2D autoExposure;
@@ -12,13 +12,13 @@ uniform sampler2D autoExposure;
12
12
 
13
13
  void main()
14
14
  {
15
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
15
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
16
16
  vec3 color = fragmentColor.rgb;
17
17
  #ifdef AUTO_EXPOSURE
18
- float exposure = texture2D(autoExposure, vec2(0.5)).r;
18
+ float exposure = texture(autoExposure, vec2(0.5)).r;
19
19
  color /= exposure;
20
20
  #endif
21
21
  color = (color * (1.0 + color / white)) / (1.0 + color);
22
22
  color = czm_inverseGamma(color);
23
- gl_FragColor = vec4(color, fragmentColor.a);
23
+ out_FragColor = vec4(color, fragmentColor.a);
24
24
  }
@@ -2,7 +2,7 @@
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  uniform vec3 white;\n\
4
4
  \n\
5
- varying vec2 v_textureCoordinates;\n\
5
+ in vec2 v_textureCoordinates;\n\
6
6
  \n\
7
7
  #ifdef AUTO_EXPOSURE\n\
8
8
  uniform sampler2D autoExposure;\n\
@@ -13,14 +13,14 @@ uniform sampler2D autoExposure;\n\
13
13
  \n\
14
14
  void main()\n\
15
15
  {\n\
16
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\
16
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
17
17
  vec3 color = fragmentColor.rgb;\n\
18
18
  #ifdef AUTO_EXPOSURE\n\
19
- float exposure = texture2D(autoExposure, vec2(0.5)).r;\n\
19
+ float exposure = texture(autoExposure, vec2(0.5)).r;\n\
20
20
  color /= exposure;\n\
21
21
  #endif\n\
22
22
  color = (color * (1.0 + color / white)) / (1.0 + color);\n\
23
23
  color = czm_inverseGamma(color);\n\
24
- gl_FragColor = vec4(color, fragmentColor.a);\n\
24
+ out_FragColor = vec4(color, fragmentColor.a);\n\
25
25
  }\n\
26
26
  ";
@@ -1,6 +1,6 @@
1
1
  uniform sampler2D colorTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  float rand(vec2 co)
6
6
  {
@@ -10,7 +10,7 @@ float rand(vec2 co)
10
10
  void main(void)
11
11
  {
12
12
  float noiseValue = rand(v_textureCoordinates + sin(czm_frameNumber)) * 0.1;
13
- vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
13
+ vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;
14
14
  vec3 green = vec3(0.0, 1.0, 0.0);
15
- gl_FragColor = vec4((noiseValue + rgb) * green, 1.0);
15
+ out_FragColor = vec4((noiseValue + rgb) * green, 1.0);
16
16
  }
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  float rand(vec2 co)\n\
7
7
  {\n\
@@ -11,8 +11,8 @@ float rand(vec2 co)\n\
11
11
  void main(void)\n\
12
12
  {\n\
13
13
  float noiseValue = rand(v_textureCoordinates + sin(czm_frameNumber)) * 0.1;\n\
14
- vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;\n\
14
+ vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;\n\
15
15
  vec3 green = vec3(0.0, 1.0, 0.0);\n\
16
- gl_FragColor = vec4((noiseValue + rgb) * green, 1.0);\n\
16
+ out_FragColor = vec4((noiseValue + rgb) * green, 1.0);\n\
17
17
  }\n\
18
18
  ";
@@ -1,8 +1,8 @@
1
1
  uniform sampler2D colorTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  void main()
6
6
  {
7
- gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
7
+ out_FragColor = texture(colorTexture, v_textureCoordinates);
8
8
  }
@@ -1,10 +1,10 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
8
- gl_FragColor = texture2D(colorTexture, v_textureCoordinates);\n\
8
+ out_FragColor = texture(colorTexture, v_textureCoordinates);\n\
9
9
  }\n\
10
10
  ";
@@ -1,8 +1,8 @@
1
1
  uniform highp sampler2D u_depthTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  void main()
6
6
  {
7
- gl_FragColor = czm_packDepth(texture2D(u_depthTexture, v_textureCoordinates).r);
7
+ out_FragColor = czm_packDepth(texture(u_depthTexture, v_textureCoordinates).r);
8
8
  }
@@ -1,10 +1,10 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform highp sampler2D u_depthTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
8
- gl_FragColor = czm_packDepth(texture2D(u_depthTexture, v_textureCoordinates).r);\n\
8
+ out_FragColor = czm_packDepth(texture(u_depthTexture, v_textureCoordinates).r);\n\
9
9
  }\n\
10
10
  ";
@@ -1,9 +1,7 @@
1
- #extension GL_EXT_frag_depth : enable
2
-
3
1
  uniform sampler2D u_pointCloud_colorGBuffer;
4
2
  uniform sampler2D u_pointCloud_depthGBuffer;
5
3
  uniform vec2 u_distanceAndEdlStrength;
6
- varying vec2 v_textureCoordinates;
4
+ in vec2 v_textureCoordinates;
7
5
 
8
6
  vec2 neighborContribution(float log2Depth, vec2 offset)
9
7
  {
@@ -12,8 +10,8 @@ vec2 neighborContribution(float log2Depth, vec2 offset)
12
10
  vec2 texCoord0 = v_textureCoordinates + offset * floor(dist);
13
11
  vec2 texCoord1 = v_textureCoordinates + offset * ceil(dist);
14
12
 
15
- float depthOrLogDepth0 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord0));
16
- float depthOrLogDepth1 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord1));
13
+ float depthOrLogDepth0 = czm_unpackDepth(texture(u_pointCloud_depthGBuffer, texCoord0));
14
+ float depthOrLogDepth1 = czm_unpackDepth(texture(u_pointCloud_depthGBuffer, texCoord1));
17
15
 
18
16
  // ignore depth values that are the clear depth
19
17
  if (depthOrLogDepth0 == 0.0 || depthOrLogDepth1 == 0.0) {
@@ -28,7 +26,7 @@ vec2 neighborContribution(float log2Depth, vec2 offset)
28
26
 
29
27
  void main()
30
28
  {
31
- float depthOrLogDepth = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, v_textureCoordinates));
29
+ float depthOrLogDepth = czm_unpackDepth(texture(u_pointCloud_depthGBuffer, v_textureCoordinates));
32
30
 
33
31
  vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depthOrLogDepth);
34
32
  eyeCoordinate /= eyeCoordinate.w;
@@ -40,7 +38,7 @@ void main()
40
38
  discard;
41
39
  }
42
40
 
43
- vec4 color = texture2D(u_pointCloud_colorGBuffer, v_textureCoordinates);
41
+ vec4 color = texture(u_pointCloud_colorGBuffer, v_textureCoordinates);
44
42
 
45
43
  // sample from neighbors left, right, down, up
46
44
  vec2 texelSize = 1.0 / czm_viewport.zw;
@@ -56,8 +54,8 @@ void main()
56
54
  float strength = u_distanceAndEdlStrength.y;
57
55
  float shade = exp(-response * 300.0 * strength);
58
56
  color.rgb *= shade;
59
- gl_FragColor = vec4(color);
57
+ out_FragColor = vec4(color);
60
58
 
61
59
  // Input and output depth are the same.
62
- gl_FragDepthEXT = depthOrLogDepth;
60
+ gl_FragDepth = depthOrLogDepth;
63
61
  }
@@ -1,10 +1,8 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "#extension GL_EXT_frag_depth : enable\n\
3
- \n\
4
- uniform sampler2D u_pointCloud_colorGBuffer;\n\
2
+ export default "uniform sampler2D u_pointCloud_colorGBuffer;\n\
5
3
  uniform sampler2D u_pointCloud_depthGBuffer;\n\
6
4
  uniform vec2 u_distanceAndEdlStrength;\n\
7
- varying vec2 v_textureCoordinates;\n\
5
+ in vec2 v_textureCoordinates;\n\
8
6
  \n\
9
7
  vec2 neighborContribution(float log2Depth, vec2 offset)\n\
10
8
  {\n\
@@ -13,8 +11,8 @@ vec2 neighborContribution(float log2Depth, vec2 offset)\n\
13
11
  vec2 texCoord0 = v_textureCoordinates + offset * floor(dist);\n\
14
12
  vec2 texCoord1 = v_textureCoordinates + offset * ceil(dist);\n\
15
13
  \n\
16
- float depthOrLogDepth0 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord0));\n\
17
- float depthOrLogDepth1 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord1));\n\
14
+ float depthOrLogDepth0 = czm_unpackDepth(texture(u_pointCloud_depthGBuffer, texCoord0));\n\
15
+ float depthOrLogDepth1 = czm_unpackDepth(texture(u_pointCloud_depthGBuffer, texCoord1));\n\
18
16
  \n\
19
17
  // ignore depth values that are the clear depth\n\
20
18
  if (depthOrLogDepth0 == 0.0 || depthOrLogDepth1 == 0.0) {\n\
@@ -29,7 +27,7 @@ vec2 neighborContribution(float log2Depth, vec2 offset)\n\
29
27
  \n\
30
28
  void main()\n\
31
29
  {\n\
32
- float depthOrLogDepth = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, v_textureCoordinates));\n\
30
+ float depthOrLogDepth = czm_unpackDepth(texture(u_pointCloud_depthGBuffer, v_textureCoordinates));\n\
33
31
  \n\
34
32
  vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depthOrLogDepth);\n\
35
33
  eyeCoordinate /= eyeCoordinate.w;\n\
@@ -41,7 +39,7 @@ void main()\n\
41
39
  discard;\n\
42
40
  }\n\
43
41
  \n\
44
- vec4 color = texture2D(u_pointCloud_colorGBuffer, v_textureCoordinates);\n\
42
+ vec4 color = texture(u_pointCloud_colorGBuffer, v_textureCoordinates);\n\
45
43
  \n\
46
44
  // sample from neighbors left, right, down, up\n\
47
45
  vec2 texelSize = 1.0 / czm_viewport.zw;\n\
@@ -57,9 +55,9 @@ void main()\n\
57
55
  float strength = u_distanceAndEdlStrength.y;\n\
58
56
  float shade = exp(-response * 300.0 * strength);\n\
59
57
  color.rgb *= shade;\n\
60
- gl_FragColor = vec4(color);\n\
58
+ out_FragColor = vec4(color);\n\
61
59
  \n\
62
60
  // Input and output depth are the same.\n\
63
- gl_FragDepthEXT = depthOrLogDepth;\n\
61
+ gl_FragDepth = depthOrLogDepth;\n\
64
62
  }\n\
65
63
  ";
@@ -1,6 +1,6 @@
1
1
  uniform sampler2D colorTexture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  #ifdef AUTO_EXPOSURE
6
6
  uniform sampler2D autoExposure;
@@ -11,13 +11,13 @@ uniform sampler2D autoExposure;
11
11
 
12
12
  void main()
13
13
  {
14
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
14
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
15
15
  vec3 color = fragmentColor.rgb;
16
16
  #ifdef AUTO_EXPOSURE
17
- float exposure = texture2D(autoExposure, vec2(0.5)).r;
17
+ float exposure = texture(autoExposure, vec2(0.5)).r;
18
18
  color /= exposure;
19
19
  #endif
20
20
  color = color / (1.0 + color);
21
21
  color = czm_inverseGamma(color);
22
- gl_FragColor = vec4(color, fragmentColor.a);
22
+ out_FragColor = vec4(color, fragmentColor.a);
23
23
  }
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  #ifdef AUTO_EXPOSURE\n\
7
7
  uniform sampler2D autoExposure;\n\
@@ -12,14 +12,14 @@ uniform sampler2D autoExposure;\n\
12
12
  \n\
13
13
  void main()\n\
14
14
  {\n\
15
- vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);\n\
15
+ vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
16
16
  vec3 color = fragmentColor.rgb;\n\
17
17
  #ifdef AUTO_EXPOSURE\n\
18
- float exposure = texture2D(autoExposure, vec2(0.5)).r;\n\
18
+ float exposure = texture(autoExposure, vec2(0.5)).r;\n\
19
19
  color /= exposure;\n\
20
20
  #endif\n\
21
21
  color = color / (1.0 + color);\n\
22
22
  color = czm_inverseGamma(color);\n\
23
- gl_FragColor = vec4(color, fragmentColor.a);\n\
23
+ out_FragColor = vec4(color, fragmentColor.a);\n\
24
24
  }\n\
25
25
  ";
@@ -1,11 +1,11 @@
1
1
  uniform sampler2D colorTexture;
2
2
  uniform sampler2D silhouetteTexture;
3
3
 
4
- varying vec2 v_textureCoordinates;
4
+ in vec2 v_textureCoordinates;
5
5
 
6
6
  void main(void)
7
7
  {
8
- vec4 silhouetteColor = texture2D(silhouetteTexture, v_textureCoordinates);
9
- vec4 color = texture2D(colorTexture, v_textureCoordinates);
10
- gl_FragColor = mix(color, silhouetteColor, silhouetteColor.a);
8
+ vec4 silhouetteColor = texture(silhouetteTexture, v_textureCoordinates);
9
+ vec4 color = texture(colorTexture, v_textureCoordinates);
10
+ out_FragColor = mix(color, silhouetteColor, silhouetteColor.a);
11
11
  }