@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
@@ -2,12 +2,12 @@
2
2
  export default "uniform sampler2D colorTexture;\n\
3
3
  uniform sampler2D silhouetteTexture;\n\
4
4
  \n\
5
- varying vec2 v_textureCoordinates;\n\
5
+ in vec2 v_textureCoordinates;\n\
6
6
  \n\
7
7
  void main(void)\n\
8
8
  {\n\
9
- vec4 silhouetteColor = texture2D(silhouetteTexture, v_textureCoordinates);\n\
10
- vec4 color = texture2D(colorTexture, v_textureCoordinates);\n\
11
- gl_FragColor = mix(color, silhouetteColor, silhouetteColor.a);\n\
9
+ vec4 silhouetteColor = texture(silhouetteTexture, v_textureCoordinates);\n\
10
+ vec4 color = texture(colorTexture, v_textureCoordinates);\n\
11
+ out_FragColor = mix(color, silhouetteColor, silhouetteColor.a);\n\
12
12
  }\n\
13
13
  ";
@@ -1,8 +1,8 @@
1
1
  uniform sampler2D u_texture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  void main()
6
6
  {
7
- gl_FragColor = texture2D(u_texture, v_textureCoordinates);
7
+ out_FragColor = texture(u_texture, 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 u_texture;\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(u_texture, v_textureCoordinates);\n\
8
+ out_FragColor = texture(u_texture, v_textureCoordinates);\n\
9
9
  }\n\
10
10
  ";
@@ -1,9 +1,9 @@
1
- attribute vec4 position;
2
- attribute float webMercatorT;
1
+ in vec4 position;
2
+ in float webMercatorT;
3
3
 
4
4
  uniform vec2 u_textureDimensions;
5
5
 
6
- varying vec2 v_textureCoordinates;
6
+ out vec2 v_textureCoordinates;
7
7
 
8
8
  void main()
9
9
  {
@@ -1,10 +1,10 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec4 position;\n\
3
- attribute float webMercatorT;\n\
2
+ export default "in vec4 position;\n\
3
+ in float webMercatorT;\n\
4
4
  \n\
5
5
  uniform vec2 u_textureDimensions;\n\
6
6
  \n\
7
- varying vec2 v_textureCoordinates;\n\
7
+ out vec2 v_textureCoordinates;\n\
8
8
  \n\
9
9
  void main()\n\
10
10
  {\n\
@@ -1,22 +1,18 @@
1
- #ifdef GL_EXT_frag_depth
2
- #extension GL_EXT_frag_depth : enable
3
- #endif
4
-
5
1
  #ifdef TEXTURE_COORDINATES
6
2
  #ifdef SPHERICAL
7
- varying vec4 v_sphericalExtents;
3
+ in vec4 v_sphericalExtents;
8
4
  #else // SPHERICAL
9
- varying vec2 v_inversePlaneExtents;
10
- varying vec4 v_westPlane;
11
- varying vec4 v_southPlane;
5
+ in vec2 v_inversePlaneExtents;
6
+ in vec4 v_westPlane;
7
+ in vec4 v_southPlane;
12
8
  #endif // SPHERICAL
13
- varying vec3 v_uvMinAndSphericalLongitudeRotation;
14
- varying vec3 v_uMaxAndInverseDistance;
15
- varying vec3 v_vMaxAndInverseDistance;
9
+ in vec3 v_uvMinAndSphericalLongitudeRotation;
10
+ in vec3 v_uMaxAndInverseDistance;
11
+ in vec3 v_vMaxAndInverseDistance;
16
12
  #endif // TEXTURE_COORDINATES
17
13
 
18
14
  #ifdef PER_INSTANCE_COLOR
19
- varying vec4 v_color;
15
+ in vec4 v_color;
20
16
  #endif
21
17
 
22
18
  #ifdef NORMAL_EC
@@ -28,8 +24,8 @@ vec3 getEyeCoordinate3FromWindowCoordinate(vec2 fragCoord, float logDepthOrDepth
28
24
  vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) {
29
25
  vec2 glFragCoordXY = gl_FragCoord.xy;
30
26
  // Sample depths at both offset and negative offset
31
- float upOrRightLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw));
32
- float downOrLeftLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY - positiveOffset) / czm_viewport.zw));
27
+ float upOrRightLogDepth = czm_unpackDepth(texture(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw));
28
+ float downOrLeftLogDepth = czm_unpackDepth(texture(czm_globeDepthTexture, (glFragCoordXY - positiveOffset) / czm_viewport.zw));
33
29
  // Explicitly evaluate both paths
34
30
  // Necessary for multifrustum and for edges of the screen
35
31
  bvec2 upOrRightInBounds = lessThan(glFragCoordXY + positiveOffset, czm_viewport.zw);
@@ -44,7 +40,7 @@ vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) {
44
40
  void main(void)
45
41
  {
46
42
  #ifdef REQUIRES_EC
47
- float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw));
43
+ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw));
48
44
  vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
49
45
  #endif
50
46
 
@@ -76,11 +72,11 @@ void main(void)
76
72
  // being opaque pixels there in another buffer.
77
73
  // Check for logDepthOrDepth != 0.0 to make sure this should be classified.
78
74
  if (0.0 <= uv.x && uv.x <= 1.0 && 0.0 <= uv.y && uv.y <= 1.0 || logDepthOrDepth != 0.0) {
79
- gl_FragColor.a = 1.0; // 0.0 alpha leads to discard from ShaderSource.createPickFragmentShaderSource
75
+ out_FragColor.a = 1.0; // 0.0 alpha leads to discard from ShaderSource.createPickFragmentShaderSource
80
76
  czm_writeDepthClamp();
81
77
  }
82
78
  #else // CULL_FRAGMENTS
83
- gl_FragColor.a = 1.0;
79
+ out_FragColor.a = 1.0;
84
80
  #endif // CULL_FRAGMENTS
85
81
  #else // PICK
86
82
 
@@ -105,7 +101,7 @@ void main(void)
105
101
 
106
102
  vec4 color = czm_gammaCorrect(v_color);
107
103
  #ifdef FLAT
108
- gl_FragColor = color;
104
+ out_FragColor = color;
109
105
  #else // FLAT
110
106
  czm_materialInput materialInput;
111
107
  materialInput.normalEC = normalEC;
@@ -114,11 +110,11 @@ void main(void)
114
110
  material.diffuse = color.rgb;
115
111
  material.alpha = color.a;
116
112
 
117
- gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);
113
+ out_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);
118
114
  #endif // FLAT
119
115
 
120
116
  // Premultiply alpha. Required for classification primitives on translucent globe.
121
- gl_FragColor.rgb *= gl_FragColor.a;
117
+ out_FragColor.rgb *= out_FragColor.a;
122
118
 
123
119
  #else // PER_INSTANCE_COLOR
124
120
 
@@ -151,13 +147,13 @@ void main(void)
151
147
  czm_material material = czm_getMaterial(materialInput);
152
148
 
153
149
  #ifdef FLAT
154
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
150
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
155
151
  #else // FLAT
156
- gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);
152
+ out_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);
157
153
  #endif // FLAT
158
154
 
159
155
  // Premultiply alpha. Required for classification primitives on translucent globe.
160
- gl_FragColor.rgb *= gl_FragColor.a;
156
+ out_FragColor.rgb *= out_FragColor.a;
161
157
 
162
158
  #endif // PER_INSTANCE_COLOR
163
159
  czm_writeDepthClamp();
@@ -1,23 +1,19 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "#ifdef GL_EXT_frag_depth\n\
3
- #extension GL_EXT_frag_depth : enable\n\
4
- #endif\n\
5
- \n\
6
- #ifdef TEXTURE_COORDINATES\n\
2
+ export default "#ifdef TEXTURE_COORDINATES\n\
7
3
  #ifdef SPHERICAL\n\
8
- varying vec4 v_sphericalExtents;\n\
4
+ in vec4 v_sphericalExtents;\n\
9
5
  #else // SPHERICAL\n\
10
- varying vec2 v_inversePlaneExtents;\n\
11
- varying vec4 v_westPlane;\n\
12
- varying vec4 v_southPlane;\n\
6
+ in vec2 v_inversePlaneExtents;\n\
7
+ in vec4 v_westPlane;\n\
8
+ in vec4 v_southPlane;\n\
13
9
  #endif // SPHERICAL\n\
14
- varying vec3 v_uvMinAndSphericalLongitudeRotation;\n\
15
- varying vec3 v_uMaxAndInverseDistance;\n\
16
- varying vec3 v_vMaxAndInverseDistance;\n\
10
+ in vec3 v_uvMinAndSphericalLongitudeRotation;\n\
11
+ in vec3 v_uMaxAndInverseDistance;\n\
12
+ in vec3 v_vMaxAndInverseDistance;\n\
17
13
  #endif // TEXTURE_COORDINATES\n\
18
14
  \n\
19
15
  #ifdef PER_INSTANCE_COLOR\n\
20
- varying vec4 v_color;\n\
16
+ in vec4 v_color;\n\
21
17
  #endif\n\
22
18
  \n\
23
19
  #ifdef NORMAL_EC\n\
@@ -29,8 +25,8 @@ vec3 getEyeCoordinate3FromWindowCoordinate(vec2 fragCoord, float logDepthOrDepth
29
25
  vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) {\n\
30
26
  vec2 glFragCoordXY = gl_FragCoord.xy;\n\
31
27
  // Sample depths at both offset and negative offset\n\
32
- float upOrRightLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw));\n\
33
- float downOrLeftLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY - positiveOffset) / czm_viewport.zw));\n\
28
+ float upOrRightLogDepth = czm_unpackDepth(texture(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw));\n\
29
+ float downOrLeftLogDepth = czm_unpackDepth(texture(czm_globeDepthTexture, (glFragCoordXY - positiveOffset) / czm_viewport.zw));\n\
34
30
  // Explicitly evaluate both paths\n\
35
31
  // Necessary for multifrustum and for edges of the screen\n\
36
32
  bvec2 upOrRightInBounds = lessThan(glFragCoordXY + positiveOffset, czm_viewport.zw);\n\
@@ -45,7 +41,7 @@ vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) {\n\
45
41
  void main(void)\n\
46
42
  {\n\
47
43
  #ifdef REQUIRES_EC\n\
48
- float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw));\n\
44
+ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw));\n\
49
45
  vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);\n\
50
46
  #endif\n\
51
47
  \n\
@@ -77,11 +73,11 @@ void main(void)\n\
77
73
  // being opaque pixels there in another buffer.\n\
78
74
  // Check for logDepthOrDepth != 0.0 to make sure this should be classified.\n\
79
75
  if (0.0 <= uv.x && uv.x <= 1.0 && 0.0 <= uv.y && uv.y <= 1.0 || logDepthOrDepth != 0.0) {\n\
80
- gl_FragColor.a = 1.0; // 0.0 alpha leads to discard from ShaderSource.createPickFragmentShaderSource\n\
76
+ out_FragColor.a = 1.0; // 0.0 alpha leads to discard from ShaderSource.createPickFragmentShaderSource\n\
81
77
  czm_writeDepthClamp();\n\
82
78
  }\n\
83
79
  #else // CULL_FRAGMENTS\n\
84
- gl_FragColor.a = 1.0;\n\
80
+ out_FragColor.a = 1.0;\n\
85
81
  #endif // CULL_FRAGMENTS\n\
86
82
  #else // PICK\n\
87
83
  \n\
@@ -106,7 +102,7 @@ void main(void)\n\
106
102
  \n\
107
103
  vec4 color = czm_gammaCorrect(v_color);\n\
108
104
  #ifdef FLAT\n\
109
- gl_FragColor = color;\n\
105
+ out_FragColor = color;\n\
110
106
  #else // FLAT\n\
111
107
  czm_materialInput materialInput;\n\
112
108
  materialInput.normalEC = normalEC;\n\
@@ -115,11 +111,11 @@ void main(void)\n\
115
111
  material.diffuse = color.rgb;\n\
116
112
  material.alpha = color.a;\n\
117
113
  \n\
118
- gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);\n\
114
+ out_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);\n\
119
115
  #endif // FLAT\n\
120
116
  \n\
121
117
  // Premultiply alpha. Required for classification primitives on translucent globe.\n\
122
- gl_FragColor.rgb *= gl_FragColor.a;\n\
118
+ out_FragColor.rgb *= out_FragColor.a;\n\
123
119
  \n\
124
120
  #else // PER_INSTANCE_COLOR\n\
125
121
  \n\
@@ -152,13 +148,13 @@ void main(void)\n\
152
148
  czm_material material = czm_getMaterial(materialInput);\n\
153
149
  \n\
154
150
  #ifdef FLAT\n\
155
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
151
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
156
152
  #else // FLAT\n\
157
- gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);\n\
153
+ out_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);\n\
158
154
  #endif // FLAT\n\
159
155
  \n\
160
156
  // Premultiply alpha. Required for classification primitives on translucent globe.\n\
161
- gl_FragColor.rgb *= gl_FragColor.a;\n\
157
+ out_FragColor.rgb *= out_FragColor.a;\n\
162
158
  \n\
163
159
  #endif // PER_INSTANCE_COLOR\n\
164
160
  czm_writeDepthClamp();\n\
@@ -1,28 +1,28 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
3
- attribute float batchId;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
+ in float batchId;
4
4
 
5
5
  #ifdef EXTRUDED_GEOMETRY
6
- attribute vec3 extrudeDirection;
6
+ in vec3 extrudeDirection;
7
7
 
8
8
  uniform float u_globeMinimumAltitude;
9
9
  #endif // EXTRUDED_GEOMETRY
10
10
 
11
11
  #ifdef PER_INSTANCE_COLOR
12
- varying vec4 v_color;
12
+ out vec4 v_color;
13
13
  #endif // PER_INSTANCE_COLOR
14
14
 
15
15
  #ifdef TEXTURE_COORDINATES
16
16
  #ifdef SPHERICAL
17
- varying vec4 v_sphericalExtents;
17
+ out vec4 v_sphericalExtents;
18
18
  #else // SPHERICAL
19
- varying vec2 v_inversePlaneExtents;
20
- varying vec4 v_westPlane;
21
- varying vec4 v_southPlane;
19
+ out vec2 v_inversePlaneExtents;
20
+ out vec4 v_westPlane;
21
+ out vec4 v_southPlane;
22
22
  #endif // SPHERICAL
23
- varying vec3 v_uvMinAndSphericalLongitudeRotation;
24
- varying vec3 v_uMaxAndInverseDistance;
25
- varying vec3 v_vMaxAndInverseDistance;
23
+ out vec3 v_uvMinAndSphericalLongitudeRotation;
24
+ out vec3 v_uMaxAndInverseDistance;
25
+ out vec3 v_vMaxAndInverseDistance;
26
26
  #endif // TEXTURE_COORDINATES
27
27
 
28
28
  void main()
@@ -1,29 +1,29 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
4
- attribute float batchId;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
+ in float batchId;\n\
5
5
  \n\
6
6
  #ifdef EXTRUDED_GEOMETRY\n\
7
- attribute vec3 extrudeDirection;\n\
7
+ in vec3 extrudeDirection;\n\
8
8
  \n\
9
9
  uniform float u_globeMinimumAltitude;\n\
10
10
  #endif // EXTRUDED_GEOMETRY\n\
11
11
  \n\
12
12
  #ifdef PER_INSTANCE_COLOR\n\
13
- varying vec4 v_color;\n\
13
+ out vec4 v_color;\n\
14
14
  #endif // PER_INSTANCE_COLOR\n\
15
15
  \n\
16
16
  #ifdef TEXTURE_COORDINATES\n\
17
17
  #ifdef SPHERICAL\n\
18
- varying vec4 v_sphericalExtents;\n\
18
+ out vec4 v_sphericalExtents;\n\
19
19
  #else // SPHERICAL\n\
20
- varying vec2 v_inversePlaneExtents;\n\
21
- varying vec4 v_westPlane;\n\
22
- varying vec4 v_southPlane;\n\
20
+ out vec2 v_inversePlaneExtents;\n\
21
+ out vec4 v_westPlane;\n\
22
+ out vec4 v_southPlane;\n\
23
23
  #endif // SPHERICAL\n\
24
- varying vec3 v_uvMinAndSphericalLongitudeRotation;\n\
25
- varying vec3 v_uMaxAndInverseDistance;\n\
26
- varying vec3 v_vMaxAndInverseDistance;\n\
24
+ out vec3 v_uvMinAndSphericalLongitudeRotation;\n\
25
+ out vec3 v_uMaxAndInverseDistance;\n\
26
+ out vec3 v_vMaxAndInverseDistance;\n\
27
27
  #endif // TEXTURE_COORDINATES\n\
28
28
  \n\
29
29
  void main()\n\
@@ -1,7 +1,3 @@
1
- #ifdef GL_EXT_frag_depth
2
- #extension GL_EXT_frag_depth : enable
3
- #endif
4
-
5
1
  #ifdef VECTOR_TILE
6
2
  uniform vec4 u_highlightColor;
7
3
  #endif
@@ -9,9 +5,9 @@ uniform vec4 u_highlightColor;
9
5
  void main(void)
10
6
  {
11
7
  #ifdef VECTOR_TILE
12
- gl_FragColor = czm_gammaCorrect(u_highlightColor);
8
+ out_FragColor = czm_gammaCorrect(u_highlightColor);
13
9
  #else
14
- gl_FragColor = vec4(1.0);
10
+ out_FragColor = vec4(1.0);
15
11
  #endif
16
12
  czm_writeDepthClamp();
17
13
  }
@@ -1,18 +1,14 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "#ifdef GL_EXT_frag_depth\n\
3
- #extension GL_EXT_frag_depth : enable\n\
4
- #endif\n\
5
- \n\
6
- #ifdef VECTOR_TILE\n\
2
+ export default "#ifdef VECTOR_TILE\n\
7
3
  uniform vec4 u_highlightColor;\n\
8
4
  #endif\n\
9
5
  \n\
10
6
  void main(void)\n\
11
7
  {\n\
12
8
  #ifdef VECTOR_TILE\n\
13
- gl_FragColor = czm_gammaCorrect(u_highlightColor);\n\
9
+ out_FragColor = czm_gammaCorrect(u_highlightColor);\n\
14
10
  #else\n\
15
- gl_FragColor = vec4(1.0);\n\
11
+ out_FragColor = vec4(1.0);\n\
16
12
  #endif\n\
17
13
  czm_writeDepthClamp();\n\
18
14
  }\n\
@@ -1,12 +1,12 @@
1
- varying vec3 v_outerPositionWC;
1
+ in vec3 v_outerPositionWC;
2
2
 
3
3
  uniform vec3 u_hsbShift;
4
4
 
5
5
  #ifndef PER_FRAGMENT_ATMOSPHERE
6
- varying vec3 v_mieColor;
7
- varying vec3 v_rayleighColor;
8
- varying float v_opacity;
9
- varying float v_translucent;
6
+ in vec3 v_mieColor;
7
+ in vec3 v_rayleighColor;
8
+ in float v_opacity;
9
+ in float v_translucent;
10
10
  #endif
11
11
 
12
12
  void main (void)
@@ -60,5 +60,5 @@ void main (void)
60
60
  color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);
61
61
  }
62
62
 
63
- gl_FragColor = color;
63
+ out_FragColor = color;
64
64
  }
@@ -1,13 +1,13 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec3 v_outerPositionWC;\n\
2
+ export default "in vec3 v_outerPositionWC;\n\
3
3
  \n\
4
4
  uniform vec3 u_hsbShift;\n\
5
5
  \n\
6
6
  #ifndef PER_FRAGMENT_ATMOSPHERE\n\
7
- varying vec3 v_mieColor;\n\
8
- varying vec3 v_rayleighColor;\n\
9
- varying float v_opacity;\n\
10
- varying float v_translucent;\n\
7
+ in vec3 v_mieColor;\n\
8
+ in vec3 v_rayleighColor;\n\
9
+ in float v_opacity;\n\
10
+ in float v_translucent;\n\
11
11
  #endif\n\
12
12
  \n\
13
13
  void main (void)\n\
@@ -61,6 +61,6 @@ void main (void)\n\
61
61
  color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);\n\
62
62
  }\n\
63
63
  \n\
64
- gl_FragColor = color;\n\
64
+ out_FragColor = color;\n\
65
65
  }\n\
66
66
  ";
@@ -1,12 +1,12 @@
1
- attribute vec4 position;
1
+ in vec4 position;
2
2
 
3
- varying vec3 v_outerPositionWC;
3
+ out vec3 v_outerPositionWC;
4
4
 
5
5
  #ifndef PER_FRAGMENT_ATMOSPHERE
6
- varying vec3 v_mieColor;
7
- varying vec3 v_rayleighColor;
8
- varying float v_opacity;
9
- varying float v_translucent;
6
+ out vec3 v_mieColor;
7
+ out vec3 v_rayleighColor;
8
+ out float v_opacity;
9
+ out float v_translucent;
10
10
  #endif
11
11
 
12
12
  void main(void)
@@ -1,13 +1,13 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec4 position;\n\
2
+ export default "in vec4 position;\n\
3
3
  \n\
4
- varying vec3 v_outerPositionWC;\n\
4
+ out vec3 v_outerPositionWC;\n\
5
5
  \n\
6
6
  #ifndef PER_FRAGMENT_ATMOSPHERE\n\
7
- varying vec3 v_mieColor;\n\
8
- varying vec3 v_rayleighColor;\n\
9
- varying float v_opacity;\n\
10
- varying float v_translucent;\n\
7
+ out vec3 v_mieColor;\n\
8
+ out vec3 v_rayleighColor;\n\
9
+ out float v_opacity;\n\
10
+ out float v_translucent;\n\
11
11
  #endif\n\
12
12
  \n\
13
13
  void main(void)\n\
@@ -1,9 +1,9 @@
1
1
  uniform samplerCube u_cubeMap;
2
2
 
3
- varying vec3 v_texCoord;
3
+ in vec3 v_texCoord;
4
4
 
5
5
  void main()
6
6
  {
7
- vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));
8
- gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
7
+ vec4 color = czm_textureCube(u_cubeMap, normalize(v_texCoord));
8
+ out_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
9
9
  }
@@ -1,11 +1,11 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform samplerCube u_cubeMap;\n\
3
3
  \n\
4
- varying vec3 v_texCoord;\n\
4
+ in vec3 v_texCoord;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
8
- vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));\n\
9
- gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);\n\
8
+ vec4 color = czm_textureCube(u_cubeMap, normalize(v_texCoord));\n\
9
+ out_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);\n\
10
10
  }\n\
11
11
  ";
@@ -1,6 +1,6 @@
1
- attribute vec3 position;
1
+ in vec3 position;
2
2
 
3
- varying vec3 v_texCoord;
3
+ out vec3 v_texCoord;
4
4
 
5
5
  void main()
6
6
  {
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position;\n\
2
+ export default "in vec3 position;\n\
3
3
  \n\
4
- varying vec3 v_texCoord;\n\
4
+ out vec3 v_texCoord;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
@@ -1,9 +1,9 @@
1
1
  uniform sampler2D u_texture;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  void main()
6
6
  {
7
- vec4 color = texture2D(u_texture, v_textureCoordinates);
8
- gl_FragColor = czm_gammaCorrect(color);
7
+ vec4 color = texture(u_texture, v_textureCoordinates);
8
+ out_FragColor = czm_gammaCorrect(color);
9
9
  }
@@ -1,11 +1,11 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform sampler2D u_texture;\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
- vec4 color = texture2D(u_texture, v_textureCoordinates);\n\
9
- gl_FragColor = czm_gammaCorrect(color);\n\
8
+ vec4 color = texture(u_texture, v_textureCoordinates);\n\
9
+ out_FragColor = czm_gammaCorrect(color);\n\
10
10
  }\n\
11
11
  ";
@@ -1,6 +1,6 @@
1
1
  uniform float u_radiusTS;
2
2
 
3
- varying vec2 v_textureCoordinates;
3
+ in vec2 v_textureCoordinates;
4
4
 
5
5
  vec2 rotate(vec2 p, vec2 direction)
6
6
  {
@@ -51,5 +51,5 @@ void main()
51
51
 
52
52
  color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;
53
53
 
54
- gl_FragColor = clamp(color, vec4(0.0), vec4(1.0));
54
+ out_FragColor = clamp(color, vec4(0.0), vec4(1.0));
55
55
  }
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "uniform float u_radiusTS;\n\
3
3
  \n\
4
- varying vec2 v_textureCoordinates;\n\
4
+ in vec2 v_textureCoordinates;\n\
5
5
  \n\
6
6
  vec2 rotate(vec2 p, vec2 direction)\n\
7
7
  {\n\
@@ -52,6 +52,6 @@ void main()\n\
52
52
  \n\
53
53
  color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;\n\
54
54
  \n\
55
- gl_FragColor = clamp(color, vec4(0.0), vec4(1.0));\n\
55
+ out_FragColor = clamp(color, vec4(0.0), vec4(1.0));\n\
56
56
  }\n\
57
57
  ";
@@ -1,8 +1,8 @@
1
- attribute vec2 direction;
1
+ in vec2 direction;
2
2
 
3
3
  uniform float u_size;
4
4
 
5
- varying vec2 v_textureCoordinates;
5
+ out vec2 v_textureCoordinates;
6
6
 
7
7
  void main()
8
8
  {
@@ -1,9 +1,9 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec2 direction;\n\
2
+ export default "in vec2 direction;\n\
3
3
  \n\
4
4
  uniform float u_size;\n\
5
5
  \n\
6
- varying vec2 v_textureCoordinates;\n\
6
+ out vec2 v_textureCoordinates;\n\
7
7
  \n\
8
8
  void main() \n\
9
9
  {\n\