@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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@@ -3,7 +3,7 @@ export default "uniform sampler2D depthTexture;\n\
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uniform float length;\n\
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uniform vec4 color;\n\
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in vec2 v_textureCoordinates;\n\
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void main(void)\n\
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if (!selected)\n\
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{\n\
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out_FragColor = vec4(color.rgb, 0.0);\n\
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return;\n\
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#endif\n\
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float dir = directions[i];\n\
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float scale = scalars[i];\n\
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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;\n\
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horizEdge += texture(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;\n\
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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;\n\
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vertEdge += texture(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;\n\
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float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);\n\
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out_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);\n\
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";
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in vec2 v_textureCoordinates;
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uniform sampler2D colorTexture;
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fxaaQualitySubpix,
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fxaaQualityEdgeThreshold,
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float alpha =
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float alpha = texture(colorTexture, v_textureCoordinates).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 "
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export default "in vec2 v_textureCoordinates;\n\
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uniform sampler2D colorTexture;\n\
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fxaaQualitySubpix,\n\
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fxaaQualityEdgeThreshold,\n\
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fxaaQualityEdgeThresholdMin);\n\
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float alpha =
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float alpha = texture(colorTexture, v_textureCoordinates).a;\n\
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";
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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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vec4 fragmentColor =
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#ifdef AUTO_EXPOSURE
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float exposure =
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float exposure = texture(autoExposure, vec2(0.5)).r;
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color /= exposure;
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#endif
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float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;
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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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in vec2 v_textureCoordinates;\n\
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#ifdef AUTO_EXPOSURE\n\
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uniform sampler2D autoExposure;\n\
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void main()\n\
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vec4 fragmentColor =
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vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
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#ifdef AUTO_EXPOSURE\n\
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float exposure =
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float exposure = texture(autoExposure, vec2(0.5)).r;\n\
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color /= exposure;\n\
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#endif\n\
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float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;\n\
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in vec2 v_textureCoordinates;
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// Incremental Computation of the Gaussian:
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vec4 result =
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vec4 result = texture(colorTexture, st) * g.x;
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result +=
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result +=
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result += texture(colorTexture, st - offset) * g.x;
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out_FragColor = result;
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}
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#endif\n\
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in vec2 v_textureCoordinates;\n\
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// Incremental Computation of the Gaussian:\n\
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// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html\n\
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vec4 result =
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vec4 result = texture(colorTexture, st) * g.x;\n\
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result +=
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result +=
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result += texture(colorTexture, st - offset) * g.x;\n\
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result += texture(colorTexture, st + offset) * g.x;\n\
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out_FragColor = result;\n\
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@@ -9,7 +9,7 @@ uniform float dirtAmount;
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in vec2 v_textureCoordinates;
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if(isSpace)
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color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture(tex, texcoord + direction * distortion.r).r;
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color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture(tex, texcoord + direction * distortion.g).g;
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color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture(tex, texcoord + direction * distortion.b).b;
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else
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color.r =
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color.g =
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color.b =
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color.r = texture(tex, texcoord + direction * distortion.r).r;
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color.g = texture(tex, texcoord + direction * distortion.g).g;
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color.b = texture(tex, texcoord + direction * distortion.b).b;
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void main(void)
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vec4 originalColor = texture(colorTexture, v_textureCoordinates);
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vec3 rgb = originalColor.rgb;
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bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;
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@@ -76,7 +76,7 @@ void main(void)
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dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);
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}
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result += dirtAmount *
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result += dirtAmount * texture(dirtTexture, dirtTexCoords);
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// Rotating starburst texture's coordinate
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// dot(czm_view[0].xyz, vec3(0.0, 0.0, 1.0)) + dot(czm_view[1].xyz, vec3(0.0, 1.0, 0.0))
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result *= oneMinusWeightForLensFlare * intensity;
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result *=
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result *= texture(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
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result +=
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result += texture(colorTexture, v_textureCoordinates);
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out_FragColor = result;
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@@ -10,7 +10,7 @@ uniform float dirtAmount;\n\
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uniform float intensity;\n\
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in vec2 v_textureCoordinates;\n\
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\n\
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// whether it is in space or not\n\
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// 6500000.0 is empirical value\n\
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@@ -47,22 +47,22 @@ vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distort
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vec3 color;\n\
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if(isSpace)\n\
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{\n\
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color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) *
|
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color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) *
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color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) *
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color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture(tex, texcoord + direction * distortion.r).r;\n\
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color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture(tex, texcoord + direction * distortion.g).g;\n\
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color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture(tex, texcoord + direction * distortion.b).b;\n\
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}\n\
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else\n\
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{\n\
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-
color.r =
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-
color.g =
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-
color.b =
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+
color.r = texture(tex, texcoord + direction * distortion.r).r;\n\
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+
color.g = texture(tex, texcoord + direction * distortion.g).g;\n\
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color.b = texture(tex, texcoord + direction * distortion.b).b;\n\
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}\n\
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return vec4(clamp(color, 0.0, 1.0), 0.0);\n\
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}\n\
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\n\
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void main(void)\n\
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{\n\
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-
vec4 originalColor =
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+
vec4 originalColor = texture(colorTexture, v_textureCoordinates);\n\
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vec3 rgb = originalColor.rgb;\n\
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bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;\n\
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\n\
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@@ -77,7 +77,7 @@ void main(void)\n\
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{\n\
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// Lens flare is disabled when not in space until #5932 is fixed.\n\
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// https://github.com/CesiumGS/cesium/issues/5932\n\
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-
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+
out_FragColor = originalColor;\n\
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return;\n\
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}\n\
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\n\
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@@ -118,7 +118,7 @@ void main(void)\n\
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{\n\
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dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);\n\
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}\n\
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-
result += dirtAmount *
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result += dirtAmount * texture(dirtTexture, dirtTexCoords);\n\
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\n\
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// Rotating starburst texture's coordinate\n\
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// 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\
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@@ -145,11 +145,11 @@ void main(void)\n\
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else\n\
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{\n\
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result *= oneMinusWeightForLensFlare * intensity;\n\
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-
result *=
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+
result *= texture(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;\n\
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}\n\
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\n\
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-
result +=
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+
result += texture(colorTexture, v_textureCoordinates);\n\
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\n\
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-
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out_FragColor = result;\n\
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}\n\
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";
|
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@@ -1,7 +1,7 @@
|
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1
1
|
uniform sampler2D colorTexture;
|
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2
2
|
uniform vec3 white;
|
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3
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4
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-
|
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4
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+
in vec2 v_textureCoordinates;
|
|
5
5
|
|
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6
6
|
#ifdef AUTO_EXPOSURE
|
|
7
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|
uniform sampler2D autoExposure;
|
|
@@ -12,13 +12,13 @@ uniform sampler2D autoExposure;
|
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12
12
|
|
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13
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|
void main()
|
|
14
14
|
{
|
|
15
|
-
vec4 fragmentColor =
|
|
15
|
+
vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
|
|
16
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|
vec3 color = fragmentColor.rgb;
|
|
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|
#ifdef AUTO_EXPOSURE
|
|
18
|
-
float exposure =
|
|
18
|
+
float exposure = texture(autoExposure, vec2(0.5)).r;
|
|
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|
color /= exposure;
|
|
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#endif
|
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color = (color * (1.0 + color / white)) / (1.0 + color);
|
|
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|
color = czm_inverseGamma(color);
|
|
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|
-
|
|
23
|
+
out_FragColor = vec4(color, fragmentColor.a);
|
|
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|
}
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
export default "uniform sampler2D colorTexture;\n\
|
|
3
3
|
uniform vec3 white;\n\
|
|
4
4
|
\n\
|
|
5
|
-
|
|
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 =
|
|
16
|
+
vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
|
|
17
17
|
vec3 color = fragmentColor.rgb;\n\
|
|
18
18
|
#ifdef AUTO_EXPOSURE\n\
|
|
19
|
-
float exposure =
|
|
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
|
-
|
|
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
|
-
|
|
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 =
|
|
13
|
+
vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;
|
|
14
14
|
vec3 green = vec3(0.0, 1.0, 0.0);
|
|
15
|
-
|
|
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
|
-
|
|
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 =
|
|
14
|
+
vec3 rgb = texture(colorTexture, v_textureCoordinates).rgb;\n\
|
|
15
15
|
vec3 green = vec3(0.0, 1.0, 0.0);\n\
|
|
16
|
-
|
|
16
|
+
out_FragColor = vec4((noiseValue + rgb) * green, 1.0);\n\
|
|
17
17
|
}\n\
|
|
18
18
|
";
|
|
@@ -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
|
-
|
|
4
|
+
in vec2 v_textureCoordinates;\n\
|
|
5
5
|
\n\
|
|
6
6
|
void main()\n\
|
|
7
7
|
{\n\
|
|
8
|
-
|
|
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
|
-
|
|
3
|
+
in vec2 v_textureCoordinates;
|
|
4
4
|
|
|
5
5
|
void main()
|
|
6
6
|
{
|
|
7
|
-
|
|
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
|
-
|
|
4
|
+
in vec2 v_textureCoordinates;\n\
|
|
5
5
|
\n\
|
|
6
6
|
void main()\n\
|
|
7
7
|
{\n\
|
|
8
|
-
|
|
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
|
-
|
|
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(
|
|
16
|
-
float depthOrLogDepth1 = czm_unpackDepth(
|
|
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(
|
|
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 =
|
|
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
|
-
|
|
57
|
+
out_FragColor = vec4(color);
|
|
60
58
|
|
|
61
59
|
// Input and output depth are the same.
|
|
62
|
-
|
|
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 "
|
|
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
|
-
|
|
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(
|
|
17
|
-
float depthOrLogDepth1 = czm_unpackDepth(
|
|
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(
|
|
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 =
|
|
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
|
-
|
|
58
|
+
out_FragColor = vec4(color);\n\
|
|
61
59
|
\n\
|
|
62
60
|
// Input and output depth are the same.\n\
|
|
63
|
-
|
|
61
|
+
gl_FragDepth = depthOrLogDepth;\n\
|
|
64
62
|
}\n\
|
|
65
63
|
";
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
uniform sampler2D colorTexture;
|
|
2
2
|
|
|
3
|
-
|
|
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 =
|
|
14
|
+
vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);
|
|
15
15
|
vec3 color = fragmentColor.rgb;
|
|
16
16
|
#ifdef AUTO_EXPOSURE
|
|
17
|
-
float exposure =
|
|
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
|
-
|
|
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
|
-
|
|
4
|
+
in vec2 v_textureCoordinates;\n\
|
|
5
5
|
\n\
|
|
6
6
|
#ifdef AUTO_EXPOSURE\n\
|
|
7
7
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uniform sampler2D autoExposure;\n\
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@@ -12,14 +12,14 @@ uniform sampler2D autoExposure;\n\
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12
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\n\
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void main()\n\
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14
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{\n\
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15
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-
vec4 fragmentColor =
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15
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+
vec4 fragmentColor = texture(colorTexture, v_textureCoordinates);\n\
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vec3 color = fragmentColor.rgb;\n\
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#ifdef AUTO_EXPOSURE\n\
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18
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-
float exposure =
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18
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+
float exposure = texture(autoExposure, vec2(0.5)).r;\n\
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color /= exposure;\n\
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#endif\n\
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color = color / (1.0 + color);\n\
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color = czm_inverseGamma(color);\n\
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-
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23
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+
out_FragColor = vec4(color, fragmentColor.a);\n\
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}\n\
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";
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@@ -1,11 +1,11 @@
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1
1
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uniform sampler2D colorTexture;
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2
2
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uniform sampler2D silhouetteTexture;
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3
3
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4
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-
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4
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+
in vec2 v_textureCoordinates;
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5
5
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6
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void main(void)
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7
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{
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8
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-
vec4 silhouetteColor =
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9
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-
vec4 color =
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10
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-
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8
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+
vec4 silhouetteColor = texture(silhouetteTexture, v_textureCoordinates);
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9
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+
vec4 color = texture(colorTexture, v_textureCoordinates);
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10
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+
out_FragColor = mix(color, silhouetteColor, silhouetteColor.a);
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11
11
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}
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