@cesium/engine 1.1.0 → 2.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (380) hide show
  1. package/Build/Workers/{AxisAlignedBoundingBox-a4321399.js → AxisAlignedBoundingBox-47525601.js} +1 -1
  2. package/Build/Workers/{BoundingRectangle-80d8801f.js → BoundingRectangle-93b263ac.js} +1 -1
  3. package/Build/Workers/{BoxGeometry-33c10a4f.js → BoxGeometry-8c4b4125.js} +1 -1
  4. package/Build/Workers/{Color-1bf9a6e0.js → Color-52c60ed7.js} +1 -1
  5. package/Build/Workers/{CoplanarPolygonGeometryLibrary-5c5b981b.js → CoplanarPolygonGeometryLibrary-33c4c1f8.js} +1 -1
  6. package/Build/Workers/{CorridorGeometryLibrary-7cbae7a0.js → CorridorGeometryLibrary-5039cd8e.js} +1 -1
  7. package/Build/Workers/{CylinderGeometry-42740df0.js → CylinderGeometry-3ac44974.js} +1 -1
  8. package/Build/Workers/{EllipseGeometry-49a3ac21.js → EllipseGeometry-a9c9b3be.js} +1 -1
  9. package/Build/Workers/{EllipseGeometryLibrary-b891b2f8.js → EllipseGeometryLibrary-855d4681.js} +1 -1
  10. package/Build/Workers/{EllipseOutlineGeometry-fbd72e07.js → EllipseOutlineGeometry-017a5929.js} +1 -1
  11. package/Build/Workers/{EllipsoidGeometry-a351dba8.js → EllipsoidGeometry-826e7bce.js} +1 -1
  12. package/Build/Workers/{EllipsoidOutlineGeometry-3e8779bf.js → EllipsoidOutlineGeometry-784dcdb5.js} +1 -1
  13. package/Build/Workers/{EllipsoidTangentPlane-cfb50678.js → EllipsoidTangentPlane-ed9443a1.js} +1 -1
  14. package/Build/Workers/{FrustumGeometry-c5754412.js → FrustumGeometry-9f1ee4d8.js} +1 -1
  15. package/Build/Workers/{GeometryAttribute-0bfd05e8.js → GeometryAttribute-334718f8.js} +1 -1
  16. package/Build/Workers/{GeometryPipeline-0166905d.js → GeometryPipeline-8fb0db69.js} +1 -1
  17. package/Build/Workers/{IntersectionTests-a93d3de9.js → IntersectionTests-27d49265.js} +1 -1
  18. package/Build/Workers/{OrientedBoundingBox-b450cb61.js → OrientedBoundingBox-79ee7cbb.js} +1 -1
  19. package/Build/Workers/{PolygonGeometryLibrary-f918ac26.js → PolygonGeometryLibrary-6b5a29e9.js} +1 -1
  20. package/Build/Workers/{PolygonPipeline-f59a8f0a.js → PolygonPipeline-21668b3f.js} +1 -1
  21. package/Build/Workers/{PolylinePipeline-d8e6bd9b.js → PolylinePipeline-5e2e1b21.js} +1 -1
  22. package/Build/Workers/{PolylineVolumeGeometryLibrary-125d2edf.js → PolylineVolumeGeometryLibrary-97f0b94e.js} +1 -1
  23. package/Build/Workers/{PrimitivePipeline-0d7b5ed4.js → PrimitivePipeline-5640850a.js} +1 -1
  24. package/Build/Workers/{RectangleGeometryLibrary-0768db63.js → RectangleGeometryLibrary-d5457f7b.js} +1 -1
  25. package/Build/Workers/{TerrainEncoding-06470d7f.js → TerrainEncoding-bfdf2021.js} +1 -1
  26. package/Build/Workers/{Transforms-26539bce.js → Transforms-a05e5e6e.js} +17 -0
  27. package/Build/Workers/{WallGeometryLibrary-6167b0fc.js → WallGeometryLibrary-6db0ebb6.js} +1 -1
  28. package/Build/Workers/cesiumWorkerBootstrapper.js +68 -2
  29. package/Build/Workers/combineGeometry.js +1 -1
  30. package/Build/Workers/createBoxGeometry.js +1 -1
  31. package/Build/Workers/createBoxOutlineGeometry.js +1 -1
  32. package/Build/Workers/createCircleGeometry.js +1 -1
  33. package/Build/Workers/createCircleOutlineGeometry.js +1 -1
  34. package/Build/Workers/createCoplanarPolygonGeometry.js +1 -1
  35. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +1 -1
  36. package/Build/Workers/createCorridorGeometry.js +1 -1
  37. package/Build/Workers/createCorridorOutlineGeometry.js +1 -1
  38. package/Build/Workers/createCylinderGeometry.js +1 -1
  39. package/Build/Workers/createCylinderOutlineGeometry.js +1 -1
  40. package/Build/Workers/createEllipseGeometry.js +1 -1
  41. package/Build/Workers/createEllipseOutlineGeometry.js +1 -1
  42. package/Build/Workers/createEllipsoidGeometry.js +1 -1
  43. package/Build/Workers/createEllipsoidOutlineGeometry.js +1 -1
  44. package/Build/Workers/createFrustumGeometry.js +1 -1
  45. package/Build/Workers/createFrustumOutlineGeometry.js +1 -1
  46. package/Build/Workers/createGeometry.js +1 -1
  47. package/Build/Workers/createGroundPolylineGeometry.js +1 -1
  48. package/Build/Workers/createPlaneGeometry.js +1 -1
  49. package/Build/Workers/createPlaneOutlineGeometry.js +1 -1
  50. package/Build/Workers/createPolygonGeometry.js +1 -1
  51. package/Build/Workers/createPolygonOutlineGeometry.js +1 -1
  52. package/Build/Workers/createPolylineGeometry.js +1 -1
  53. package/Build/Workers/createPolylineVolumeGeometry.js +1 -1
  54. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +1 -1
  55. package/Build/Workers/createRectangleGeometry.js +1 -1
  56. package/Build/Workers/createRectangleOutlineGeometry.js +1 -1
  57. package/Build/Workers/createSimplePolylineGeometry.js +1 -1
  58. package/Build/Workers/createSphereGeometry.js +1 -1
  59. package/Build/Workers/createSphereOutlineGeometry.js +1 -1
  60. package/Build/Workers/createVectorTileGeometries.js +1 -1
  61. package/Build/Workers/createVectorTilePolygons.js +1 -1
  62. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +1 -1
  63. package/Build/Workers/createVerticesFromHeightmap.js +1 -1
  64. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +1 -1
  65. package/Build/Workers/createWallGeometry.js +1 -1
  66. package/Build/Workers/createWallOutlineGeometry.js +1 -1
  67. package/Build/Workers/decodeDraco.js +9 -1
  68. package/Build/Workers/package.js +1 -1
  69. package/Build/Workers/transcodeKTX2.js +22 -2
  70. package/Build/Workers/transferTypedArrayTest.js +1 -1
  71. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1 -1
  72. package/README.md +14 -16
  73. package/Source/Core/FeatureDetection.js +18 -0
  74. package/Source/Core/Ion.js +1 -2
  75. package/Source/Core/PixelFormat.js +22 -2
  76. package/Source/Core/sampleTerrain.js +5 -0
  77. package/Source/Renderer/AutomaticUniforms.js +3 -3
  78. package/Source/Renderer/Context.js +4 -14
  79. package/Source/Renderer/ShaderBuilder.js +13 -12
  80. package/Source/Renderer/ShaderSource.js +31 -26
  81. package/Source/Renderer/demodernizeShader.js +76 -0
  82. package/Source/Scene/AutoExposure.js +5 -5
  83. package/Source/Scene/BatchTable.js +5 -5
  84. package/Source/Scene/BillboardCollection.js +2 -2
  85. package/Source/Scene/BingMapsImageryProvider.js +1 -1
  86. package/Source/Scene/Cesium3DTile.js +8 -2
  87. package/Source/Scene/Cesium3DTileBatchTable.js +28 -28
  88. package/Source/Scene/Cesium3DTilesVoxelProvider.js +12 -0
  89. package/Source/Scene/Cesium3DTileset.js +6 -1
  90. package/Source/Scene/ClassificationPrimitive.js +3 -8
  91. package/Source/Scene/DebugAppearance.js +7 -9
  92. package/Source/Scene/DebugInspector.js +5 -5
  93. package/Source/Scene/DepthPlane.js +0 -6
  94. package/Source/Scene/DerivedCommand.js +8 -22
  95. package/Source/Scene/EllipsoidPrimitive.js +0 -7
  96. package/Source/Scene/GlobeTranslucencyState.js +6 -6
  97. package/Source/Scene/GroundPolylinePrimitive.js +2 -4
  98. package/Source/Scene/InvertClassification.js +9 -10
  99. package/Source/Scene/Material.js +6 -6
  100. package/Source/Scene/Megatexture.js +2 -2
  101. package/Source/Scene/MetadataSemantic.js +8 -0
  102. package/Source/Scene/Model/CustomShader.js +1 -1
  103. package/Source/Scene/Model/FeatureIdPipelineStage.js +4 -4
  104. package/Source/Scene/Model/LightingModel.js +1 -1
  105. package/Source/Scene/Model/MetadataPipelineStage.js +1 -1
  106. package/Source/Scene/Model/PickingPipelineStage.js +1 -1
  107. package/Source/Scene/OIT.js +211 -119
  108. package/Source/Scene/PickDepth.js +2 -2
  109. package/Source/Scene/PointCloud.js +11 -11
  110. package/Source/Scene/PointCloudEyeDomeLighting.js +9 -4
  111. package/Source/Scene/PolylineCollection.js +2 -7
  112. package/Source/Scene/PolylineMaterialAppearance.js +2 -3
  113. package/Source/Scene/PostProcessStage.js +13 -13
  114. package/Source/Scene/PostProcessStageLibrary.js +3 -3
  115. package/Source/Scene/Primitive.js +22 -31
  116. package/Source/Scene/ShadowMap.js +7 -7
  117. package/Source/Scene/ShadowMapShader.js +9 -9
  118. package/Source/Scene/ShadowVolumeAppearance.js +1 -1
  119. package/Source/Scene/TextureAtlas.js +5 -3
  120. package/Source/Scene/Vector3DTilePolylines.js +1 -1
  121. package/Source/Scene/Vector3DTilePrimitive.js +2 -2
  122. package/Source/Scene/VoxelEllipsoidShape.js +15 -7
  123. package/Source/Scene/VoxelPrimitive.js +4 -4
  124. package/Source/Scene/computeFlyToLocationForRectangle.js +10 -1
  125. package/Source/Scene/createElevationBandMaterial.js +10 -15
  126. package/Source/Scene/getClipAndStyleCode.js +1 -1
  127. package/Source/Scene/getClippingFunction.js +3 -3
  128. package/Source/Scene/processVoxelProperties.js +1 -1
  129. package/Source/Shaders/AdjustTranslucentFS.glsl +9 -6
  130. package/Source/Shaders/AdjustTranslucentFS.js +9 -6
  131. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.glsl +7 -7
  132. package/Source/Shaders/Appearances/AllMaterialAppearanceFS.js +7 -7
  133. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.glsl +12 -12
  134. package/Source/Shaders/Appearances/AllMaterialAppearanceVS.js +12 -12
  135. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.glsl +4 -4
  136. package/Source/Shaders/Appearances/BasicMaterialAppearanceFS.js +4 -4
  137. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.glsl +6 -6
  138. package/Source/Shaders/Appearances/BasicMaterialAppearanceVS.js +6 -6
  139. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.glsl +5 -5
  140. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js +5 -5
  141. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.glsl +7 -7
  142. package/Source/Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js +7 -7
  143. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.glsl +4 -4
  144. package/Source/Shaders/Appearances/PerInstanceColorAppearanceFS.js +4 -4
  145. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.glsl +8 -8
  146. package/Source/Shaders/Appearances/PerInstanceColorAppearanceVS.js +8 -8
  147. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.glsl +2 -2
  148. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js +2 -2
  149. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.glsl +5 -5
  150. package/Source/Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js +5 -5
  151. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.glsl +10 -10
  152. package/Source/Shaders/Appearances/PolylineColorAppearanceVS.js +10 -10
  153. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.glsl +12 -12
  154. package/Source/Shaders/Appearances/PolylineMaterialAppearanceVS.js +12 -12
  155. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.glsl +5 -5
  156. package/Source/Shaders/Appearances/TexturedMaterialAppearanceFS.js +5 -5
  157. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.glsl +8 -8
  158. package/Source/Shaders/Appearances/TexturedMaterialAppearanceVS.js +8 -8
  159. package/Source/Shaders/BillboardCollectionFS.glsl +15 -15
  160. package/Source/Shaders/BillboardCollectionFS.js +15 -15
  161. package/Source/Shaders/BillboardCollectionVS.glsl +23 -23
  162. package/Source/Shaders/BillboardCollectionVS.js +23 -23
  163. package/Source/Shaders/BrdfLutGeneratorFS.glsl +2 -2
  164. package/Source/Shaders/BrdfLutGeneratorFS.js +2 -2
  165. package/Source/Shaders/Builtin/CzmBuiltins.js +2 -0
  166. package/Source/Shaders/Builtin/Functions/depthClamp.glsl +3 -3
  167. package/Source/Shaders/Builtin/Functions/depthClamp.js +3 -3
  168. package/Source/Shaders/Builtin/Functions/getWaterNoise.glsl +4 -4
  169. package/Source/Shaders/Builtin/Functions/getWaterNoise.js +4 -4
  170. package/Source/Shaders/Builtin/Functions/phong.glsl +1 -1
  171. package/Source/Shaders/Builtin/Functions/phong.js +1 -1
  172. package/Source/Shaders/Builtin/Functions/readDepth.glsl +1 -1
  173. package/Source/Shaders/Builtin/Functions/readDepth.js +1 -1
  174. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.glsl +5 -5
  175. package/Source/Shaders/Builtin/Functions/sampleOctahedralProjection.js +5 -5
  176. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.glsl +3 -3
  177. package/Source/Shaders/Builtin/Functions/shadowDepthCompare.js +3 -3
  178. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.glsl +1 -1
  179. package/Source/Shaders/Builtin/Functions/tangentToEyeSpaceMatrix.js +1 -1
  180. package/Source/Shaders/Builtin/Functions/textureCube.glsl +17 -0
  181. package/Source/Shaders/Builtin/Functions/textureCube.js +18 -0
  182. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.glsl +2 -2
  183. package/Source/Shaders/Builtin/Functions/translateRelativeToEye.js +2 -2
  184. package/Source/Shaders/Builtin/Functions/vertexLogDepth.glsl +2 -2
  185. package/Source/Shaders/Builtin/Functions/vertexLogDepth.js +2 -2
  186. package/Source/Shaders/Builtin/Functions/writeDepthClamp.glsl +5 -8
  187. package/Source/Shaders/Builtin/Functions/writeDepthClamp.js +5 -8
  188. package/Source/Shaders/Builtin/Functions/writeLogDepth.glsl +6 -6
  189. package/Source/Shaders/Builtin/Functions/writeLogDepth.js +6 -6
  190. package/Source/Shaders/CloudCollectionFS.glsl +18 -18
  191. package/Source/Shaders/CloudCollectionFS.js +18 -18
  192. package/Source/Shaders/CloudCollectionVS.glsl +11 -11
  193. package/Source/Shaders/CloudCollectionVS.js +11 -11
  194. package/Source/Shaders/CloudNoiseFS.glsl +5 -5
  195. package/Source/Shaders/CloudNoiseFS.js +5 -5
  196. package/Source/Shaders/CloudNoiseVS.glsl +2 -2
  197. package/Source/Shaders/CloudNoiseVS.js +2 -2
  198. package/Source/Shaders/CompareAndPackTranslucentDepth.glsl +4 -4
  199. package/Source/Shaders/CompareAndPackTranslucentDepth.js +4 -4
  200. package/Source/Shaders/CompositeOITFS.glsl +6 -6
  201. package/Source/Shaders/CompositeOITFS.js +6 -6
  202. package/Source/Shaders/DepthPlaneFS.glsl +2 -2
  203. package/Source/Shaders/DepthPlaneFS.js +2 -2
  204. package/Source/Shaders/DepthPlaneVS.glsl +2 -2
  205. package/Source/Shaders/DepthPlaneVS.js +2 -2
  206. package/Source/Shaders/EllipsoidFS.glsl +5 -13
  207. package/Source/Shaders/EllipsoidFS.js +6 -14
  208. package/Source/Shaders/EllipsoidVS.glsl +2 -2
  209. package/Source/Shaders/EllipsoidVS.js +2 -2
  210. package/Source/Shaders/FXAA3_11.glsl +4 -4
  211. package/Source/Shaders/FXAA3_11.js +4 -4
  212. package/Source/Shaders/GlobeFS.glsl +15 -15
  213. package/Source/Shaders/GlobeFS.js +15 -15
  214. package/Source/Shaders/GlobeVS.glsl +17 -17
  215. package/Source/Shaders/GlobeVS.js +17 -17
  216. package/Source/Shaders/Materials/AspectRampMaterial.glsl +1 -1
  217. package/Source/Shaders/Materials/AspectRampMaterial.js +1 -1
  218. package/Source/Shaders/Materials/BumpMapMaterial.glsl +3 -3
  219. package/Source/Shaders/Materials/BumpMapMaterial.js +3 -3
  220. package/Source/Shaders/Materials/ElevationBandMaterial.glsl +3 -3
  221. package/Source/Shaders/Materials/ElevationBandMaterial.js +3 -3
  222. package/Source/Shaders/Materials/ElevationContourMaterial.glsl +2 -1
  223. package/Source/Shaders/Materials/ElevationContourMaterial.js +2 -1
  224. package/Source/Shaders/Materials/ElevationRampMaterial.glsl +1 -1
  225. package/Source/Shaders/Materials/ElevationRampMaterial.js +1 -1
  226. package/Source/Shaders/Materials/GridMaterial.glsl +3 -2
  227. package/Source/Shaders/Materials/GridMaterial.js +3 -2
  228. package/Source/Shaders/Materials/NormalMapMaterial.glsl +1 -1
  229. package/Source/Shaders/Materials/NormalMapMaterial.js +1 -1
  230. package/Source/Shaders/Materials/PolylineArrowMaterial.glsl +3 -2
  231. package/Source/Shaders/Materials/PolylineArrowMaterial.js +3 -2
  232. package/Source/Shaders/Materials/PolylineDashMaterial.glsl +1 -1
  233. package/Source/Shaders/Materials/PolylineDashMaterial.js +1 -1
  234. package/Source/Shaders/Materials/PolylineOutlineMaterial.glsl +1 -1
  235. package/Source/Shaders/Materials/PolylineOutlineMaterial.js +1 -1
  236. package/Source/Shaders/Materials/SlopeRampMaterial.glsl +1 -1
  237. package/Source/Shaders/Materials/SlopeRampMaterial.js +1 -1
  238. package/Source/Shaders/Materials/Water.glsl +1 -1
  239. package/Source/Shaders/Materials/Water.js +1 -1
  240. package/Source/Shaders/Model/ImageBasedLightingStageFS.glsl +3 -3
  241. package/Source/Shaders/Model/ImageBasedLightingStageFS.js +3 -3
  242. package/Source/Shaders/Model/MaterialStageFS.glsl +10 -10
  243. package/Source/Shaders/Model/MaterialStageFS.js +10 -10
  244. package/Source/Shaders/Model/ModelClippingPlanesStageFS.glsl +3 -3
  245. package/Source/Shaders/Model/ModelClippingPlanesStageFS.js +3 -3
  246. package/Source/Shaders/Model/ModelFS.glsl +1 -1
  247. package/Source/Shaders/Model/ModelFS.js +1 -1
  248. package/Source/Shaders/Model/PrimitiveOutlineStageFS.glsl +3 -3
  249. package/Source/Shaders/Model/PrimitiveOutlineStageFS.js +3 -3
  250. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.glsl +1 -1
  251. package/Source/Shaders/Model/SelectedFeatureIdStageCommon.js +1 -1
  252. package/Source/Shaders/OctahedralProjectionAtlasFS.glsl +8 -8
  253. package/Source/Shaders/OctahedralProjectionAtlasFS.js +8 -8
  254. package/Source/Shaders/OctahedralProjectionFS.glsl +4 -4
  255. package/Source/Shaders/OctahedralProjectionFS.js +4 -4
  256. package/Source/Shaders/OctahedralProjectionVS.glsl +3 -3
  257. package/Source/Shaders/OctahedralProjectionVS.js +3 -3
  258. package/Source/Shaders/PointPrimitiveCollectionFS.glsl +6 -6
  259. package/Source/Shaders/PointPrimitiveCollectionFS.js +6 -6
  260. package/Source/Shaders/PointPrimitiveCollectionVS.glsl +12 -12
  261. package/Source/Shaders/PointPrimitiveCollectionVS.js +12 -12
  262. package/Source/Shaders/PolylineFS.glsl +3 -3
  263. package/Source/Shaders/PolylineFS.js +3 -3
  264. package/Source/Shaders/PolylineShadowVolumeFS.glsl +12 -16
  265. package/Source/Shaders/PolylineShadowVolumeFS.js +12 -16
  266. package/Source/Shaders/PolylineShadowVolumeMorphFS.glsl +8 -8
  267. package/Source/Shaders/PolylineShadowVolumeMorphFS.js +8 -8
  268. package/Source/Shaders/PolylineShadowVolumeMorphVS.glsl +20 -20
  269. package/Source/Shaders/PolylineShadowVolumeMorphVS.js +20 -20
  270. package/Source/Shaders/PolylineShadowVolumeVS.glsl +20 -20
  271. package/Source/Shaders/PolylineShadowVolumeVS.js +20 -20
  272. package/Source/Shaders/PolylineVS.glsl +17 -17
  273. package/Source/Shaders/PolylineVS.js +17 -17
  274. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.glsl +4 -4
  275. package/Source/Shaders/PostProcessStages/AcesTonemappingStage.js +4 -4
  276. package/Source/Shaders/PostProcessStages/AdditiveBlend.glsl +4 -4
  277. package/Source/Shaders/PostProcessStages/AdditiveBlend.js +4 -4
  278. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.glsl +4 -4
  279. package/Source/Shaders/PostProcessStages/AmbientOcclusionGenerate.js +4 -4
  280. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.glsl +4 -4
  281. package/Source/Shaders/PostProcessStages/AmbientOcclusionModulate.js +4 -4
  282. package/Source/Shaders/PostProcessStages/BlackAndWhite.glsl +4 -4
  283. package/Source/Shaders/PostProcessStages/BlackAndWhite.js +4 -4
  284. package/Source/Shaders/PostProcessStages/BloomComposite.glsl +5 -5
  285. package/Source/Shaders/PostProcessStages/BloomComposite.js +5 -5
  286. package/Source/Shaders/PostProcessStages/BrightPass.glsl +3 -3
  287. package/Source/Shaders/PostProcessStages/BrightPass.js +3 -3
  288. package/Source/Shaders/PostProcessStages/Brightness.glsl +3 -3
  289. package/Source/Shaders/PostProcessStages/Brightness.js +3 -3
  290. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.glsl +5 -5
  291. package/Source/Shaders/PostProcessStages/CompositeTranslucentClassification.js +5 -5
  292. package/Source/Shaders/PostProcessStages/ContrastBias.glsl +3 -3
  293. package/Source/Shaders/PostProcessStages/ContrastBias.js +3 -3
  294. package/Source/Shaders/PostProcessStages/DepthOfField.glsl +2 -2
  295. package/Source/Shaders/PostProcessStages/DepthOfField.js +2 -2
  296. package/Source/Shaders/PostProcessStages/DepthView.glsl +2 -2
  297. package/Source/Shaders/PostProcessStages/DepthView.js +2 -2
  298. package/Source/Shaders/PostProcessStages/DepthViewPacked.glsl +3 -3
  299. package/Source/Shaders/PostProcessStages/DepthViewPacked.js +3 -3
  300. package/Source/Shaders/PostProcessStages/EdgeDetection.glsl +7 -7
  301. package/Source/Shaders/PostProcessStages/EdgeDetection.js +7 -7
  302. package/Source/Shaders/PostProcessStages/FXAA.glsl +3 -3
  303. package/Source/Shaders/PostProcessStages/FXAA.js +3 -3
  304. package/Source/Shaders/PostProcessStages/FilmicTonemapping.glsl +4 -4
  305. package/Source/Shaders/PostProcessStages/FilmicTonemapping.js +4 -4
  306. package/Source/Shaders/PostProcessStages/GaussianBlur1D.glsl +5 -5
  307. package/Source/Shaders/PostProcessStages/GaussianBlur1D.js +5 -5
  308. package/Source/Shaders/PostProcessStages/LensFlare.glsl +13 -13
  309. package/Source/Shaders/PostProcessStages/LensFlare.js +13 -13
  310. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.glsl +4 -4
  311. package/Source/Shaders/PostProcessStages/ModifiedReinhardTonemapping.js +4 -4
  312. package/Source/Shaders/PostProcessStages/NightVision.glsl +3 -3
  313. package/Source/Shaders/PostProcessStages/NightVision.js +3 -3
  314. package/Source/Shaders/PostProcessStages/PassThrough.glsl +2 -2
  315. package/Source/Shaders/PostProcessStages/PassThrough.js +2 -2
  316. package/Source/Shaders/PostProcessStages/PassThroughDepth.glsl +2 -2
  317. package/Source/Shaders/PostProcessStages/PassThroughDepth.js +2 -2
  318. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.glsl +7 -9
  319. package/Source/Shaders/PostProcessStages/PointCloudEyeDomeLighting.js +8 -10
  320. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.glsl +4 -4
  321. package/Source/Shaders/PostProcessStages/ReinhardTonemapping.js +4 -4
  322. package/Source/Shaders/PostProcessStages/Silhouette.glsl +4 -4
  323. package/Source/Shaders/PostProcessStages/Silhouette.js +4 -4
  324. package/Source/Shaders/ReprojectWebMercatorFS.glsl +2 -2
  325. package/Source/Shaders/ReprojectWebMercatorFS.js +2 -2
  326. package/Source/Shaders/ReprojectWebMercatorVS.glsl +3 -3
  327. package/Source/Shaders/ReprojectWebMercatorVS.js +3 -3
  328. package/Source/Shaders/ShadowVolumeAppearanceFS.glsl +19 -23
  329. package/Source/Shaders/ShadowVolumeAppearanceFS.js +20 -24
  330. package/Source/Shaders/ShadowVolumeAppearanceVS.glsl +12 -12
  331. package/Source/Shaders/ShadowVolumeAppearanceVS.js +12 -12
  332. package/Source/Shaders/ShadowVolumeFS.glsl +2 -6
  333. package/Source/Shaders/ShadowVolumeFS.js +3 -7
  334. package/Source/Shaders/SkyAtmosphereFS.glsl +6 -6
  335. package/Source/Shaders/SkyAtmosphereFS.js +6 -6
  336. package/Source/Shaders/SkyAtmosphereVS.glsl +6 -6
  337. package/Source/Shaders/SkyAtmosphereVS.js +6 -6
  338. package/Source/Shaders/SkyBoxFS.glsl +3 -3
  339. package/Source/Shaders/SkyBoxFS.js +3 -3
  340. package/Source/Shaders/SkyBoxVS.glsl +2 -2
  341. package/Source/Shaders/SkyBoxVS.js +2 -2
  342. package/Source/Shaders/SunFS.glsl +3 -3
  343. package/Source/Shaders/SunFS.js +3 -3
  344. package/Source/Shaders/SunTextureFS.glsl +2 -2
  345. package/Source/Shaders/SunTextureFS.js +2 -2
  346. package/Source/Shaders/SunVS.glsl +2 -2
  347. package/Source/Shaders/SunVS.js +2 -2
  348. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +9 -13
  349. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +9 -13
  350. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +12 -12
  351. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +12 -12
  352. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +5 -5
  353. package/Source/Shaders/Vector3DTilePolylinesVS.js +5 -5
  354. package/Source/Shaders/VectorTileVS.glsl +2 -2
  355. package/Source/Shaders/VectorTileVS.js +2 -2
  356. package/Source/Shaders/ViewportQuadFS.glsl +2 -2
  357. package/Source/Shaders/ViewportQuadFS.js +2 -2
  358. package/Source/Shaders/ViewportQuadVS.glsl +3 -3
  359. package/Source/Shaders/ViewportQuadVS.js +3 -3
  360. package/Source/Shaders/Voxels/IntersectDepth.glsl +1 -1
  361. package/Source/Shaders/Voxels/IntersectDepth.js +1 -1
  362. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +12 -2
  363. package/Source/Shaders/Voxels/IntersectEllipsoid.js +12 -2
  364. package/Source/Shaders/Voxels/Megatexture.glsl +1 -1
  365. package/Source/Shaders/Voxels/Megatexture.js +1 -1
  366. package/Source/Shaders/Voxels/Octree.glsl +4 -4
  367. package/Source/Shaders/Voxels/Octree.js +4 -4
  368. package/Source/Shaders/Voxels/VoxelFS.glsl +2 -2
  369. package/Source/Shaders/Voxels/VoxelFS.js +2 -2
  370. package/Source/Shaders/Voxels/VoxelVS.glsl +1 -1
  371. package/Source/Shaders/Voxels/VoxelVS.js +1 -1
  372. package/Source/Shaders/Voxels/convertUvToCylinder.glsl +5 -9
  373. package/Source/Shaders/Voxels/convertUvToCylinder.js +5 -9
  374. package/Source/Shaders/Voxels/convertUvToEllipsoid.glsl +3 -6
  375. package/Source/Shaders/Voxels/convertUvToEllipsoid.js +3 -6
  376. package/Source/WorkersES6/decodeDraco.js +9 -1
  377. package/index.d.ts +26 -12
  378. package/index.js +53 -52
  379. package/package.json +1 -1
  380. package/Source/Renderer/modernizeShader.js +0 -242
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec3 v_positionEC;\n\
3
- varying vec3 v_normalEC;\n\
4
- varying vec2 v_st;\n\
2
+ export default "in vec3 v_positionEC;\n\
3
+ in vec3 v_normalEC;\n\
4
+ in vec2 v_st;\n\
5
5
  \n\
6
6
  void main()\n\
7
7
  {\n\
@@ -19,9 +19,9 @@ void main()\n\
19
19
  czm_material material = czm_getMaterial(materialInput);\n\
20
20
  \n\
21
21
  #ifdef FLAT\n\
22
- gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
22
+ out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
23
23
  #else\n\
24
- gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
24
+ out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
25
25
  #endif\n\
26
26
  }\n\
27
27
  ";
@@ -1,12 +1,12 @@
1
- attribute vec3 position3DHigh;
2
- attribute vec3 position3DLow;
3
- attribute vec3 normal;
4
- attribute vec2 st;
5
- attribute float batchId;
1
+ in vec3 position3DHigh;
2
+ in vec3 position3DLow;
3
+ in vec3 normal;
4
+ in vec2 st;
5
+ in float batchId;
6
6
 
7
- varying vec3 v_positionEC;
8
- varying vec3 v_normalEC;
9
- varying vec2 v_st;
7
+ out vec3 v_positionEC;
8
+ out vec3 v_normalEC;
9
+ out vec2 v_st;
10
10
 
11
11
  void main()
12
12
  {
@@ -1,13 +1,13 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "attribute vec3 position3DHigh;\n\
3
- attribute vec3 position3DLow;\n\
4
- attribute vec3 normal;\n\
5
- attribute vec2 st;\n\
6
- attribute float batchId;\n\
2
+ export default "in vec3 position3DHigh;\n\
3
+ in vec3 position3DLow;\n\
4
+ in vec3 normal;\n\
5
+ in vec2 st;\n\
6
+ in float batchId;\n\
7
7
  \n\
8
- varying vec3 v_positionEC;\n\
9
- varying vec3 v_normalEC;\n\
10
- varying vec2 v_st;\n\
8
+ out vec3 v_positionEC;\n\
9
+ out vec3 v_normalEC;\n\
10
+ out vec2 v_st;\n\
11
11
  \n\
12
12
  void main()\n\
13
13
  {\n\
@@ -8,20 +8,20 @@ uniform sampler2D u_atlas;
8
8
  uniform vec4 u_highlightColor;
9
9
  #endif
10
10
 
11
- varying vec2 v_textureCoordinates;
12
- varying vec4 v_pickColor;
13
- varying vec4 v_color;
11
+ in vec2 v_textureCoordinates;
12
+ in vec4 v_pickColor;
13
+ in vec4 v_color;
14
14
 
15
15
  #ifdef SDF
16
- varying vec4 v_outlineColor;
17
- varying float v_outlineWidth;
16
+ in vec4 v_outlineColor;
17
+ in float v_outlineWidth;
18
18
  #endif
19
19
 
20
20
  #ifdef FRAGMENT_DEPTH_CHECK
21
- varying vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates
22
- varying vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)
23
- varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
24
- varying mat2 v_rotationMatrix;
21
+ in vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates
22
+ in vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)
23
+ in vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
24
+ in mat2 v_rotationMatrix;
25
25
 
26
26
  const float SHIFT_LEFT12 = 4096.0;
27
27
  const float SHIFT_LEFT1 = 2.0;
@@ -45,7 +45,7 @@ float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, ve
45
45
  }
46
46
 
47
47
  vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;
48
- float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));
48
+ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, st));
49
49
 
50
50
  if (logDepthOrDepth == 0.0)
51
51
  {
@@ -63,7 +63,7 @@ float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, ve
63
63
  // Get the distance from the edge of a glyph at a given position sampling an SDF texture.
64
64
  float getDistance(vec2 position)
65
65
  {
66
- return texture2D(u_atlas, position).r;
66
+ return texture(u_atlas, position).r;
67
67
  }
68
68
 
69
69
  // Samples the sdf texture at the given position and produces a color based on the fill color and the outline.
@@ -90,7 +90,7 @@ vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smo
90
90
 
91
91
  void main()
92
92
  {
93
- vec4 color = texture2D(u_atlas, v_textureCoordinates);
93
+ vec4 color = texture(u_atlas, v_textureCoordinates);
94
94
 
95
95
  #ifdef SDF
96
96
  float outlineWidth = v_outlineWidth;
@@ -99,7 +99,7 @@ void main()
99
99
  // Get the current distance
100
100
  float distance = getDistance(v_textureCoordinates);
101
101
 
102
- #ifdef GL_OES_standard_derivatives
102
+ #if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))
103
103
  float smoothing = fwidth(distance);
104
104
  // Get an offset that is approximately half the distance to the neighbor pixels
105
105
  // 0.354 is approximately half of 1/sqrt(2)
@@ -117,7 +117,7 @@ void main()
117
117
  // Equally weight the center sample and the 4 neighboring samples
118
118
  color = (center + color1 + color2 + color3 + color4)/5.0;
119
119
  #else
120
- // Just do a single sample
120
+ // If no derivatives available (IE 10?), just do a single sample
121
121
  float smoothing = 1.0/32.0;
122
122
  color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
123
123
  #endif
@@ -153,7 +153,7 @@ void main()
153
153
  #ifdef VECTOR_TILE
154
154
  color *= u_highlightColor;
155
155
  #endif
156
- gl_FragColor = color;
156
+ out_FragColor = color;
157
157
 
158
158
  #ifdef LOG_DEPTH
159
159
  czm_writeLogDepth();
@@ -9,20 +9,20 @@ uniform sampler2D u_atlas;\n\
9
9
  uniform vec4 u_highlightColor;\n\
10
10
  #endif\n\
11
11
  \n\
12
- varying vec2 v_textureCoordinates;\n\
13
- varying vec4 v_pickColor;\n\
14
- varying vec4 v_color;\n\
12
+ in vec2 v_textureCoordinates;\n\
13
+ in vec4 v_pickColor;\n\
14
+ in vec4 v_color;\n\
15
15
  \n\
16
16
  #ifdef SDF\n\
17
- varying vec4 v_outlineColor;\n\
18
- varying float v_outlineWidth;\n\
17
+ in vec4 v_outlineColor;\n\
18
+ in float v_outlineWidth;\n\
19
19
  #endif\n\
20
20
  \n\
21
21
  #ifdef FRAGMENT_DEPTH_CHECK\n\
22
- varying vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates\n\
23
- varying vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)\n\
24
- varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\
25
- varying mat2 v_rotationMatrix;\n\
22
+ in vec4 v_textureCoordinateBounds; // the min and max x and y values for the texture coordinates\n\
23
+ in vec4 v_originTextureCoordinateAndTranslate; // texture coordinate at the origin, billboard translate (used for label glyphs)\n\
24
+ in vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\
25
+ in mat2 v_rotationMatrix;\n\
26
26
  \n\
27
27
  const float SHIFT_LEFT12 = 4096.0;\n\
28
28
  const float SHIFT_LEFT1 = 2.0;\n\
@@ -46,7 +46,7 @@ float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, ve
46
46
  }\n\
47
47
  \n\
48
48
  vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;\n\
49
- float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));\n\
49
+ float logDepthOrDepth = czm_unpackDepth(texture(czm_globeDepthTexture, st));\n\
50
50
  \n\
51
51
  if (logDepthOrDepth == 0.0)\n\
52
52
  {\n\
@@ -64,7 +64,7 @@ float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, ve
64
64
  // Get the distance from the edge of a glyph at a given position sampling an SDF texture.\n\
65
65
  float getDistance(vec2 position)\n\
66
66
  {\n\
67
- return texture2D(u_atlas, position).r;\n\
67
+ return texture(u_atlas, position).r;\n\
68
68
  }\n\
69
69
  \n\
70
70
  // Samples the sdf texture at the given position and produces a color based on the fill color and the outline.\n\
@@ -91,7 +91,7 @@ vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smo
91
91
  \n\
92
92
  void main()\n\
93
93
  {\n\
94
- vec4 color = texture2D(u_atlas, v_textureCoordinates);\n\
94
+ vec4 color = texture(u_atlas, v_textureCoordinates);\n\
95
95
  \n\
96
96
  #ifdef SDF\n\
97
97
  float outlineWidth = v_outlineWidth;\n\
@@ -100,7 +100,7 @@ void main()\n\
100
100
  // Get the current distance\n\
101
101
  float distance = getDistance(v_textureCoordinates);\n\
102
102
  \n\
103
- #ifdef GL_OES_standard_derivatives\n\
103
+ #if (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))\n\
104
104
  float smoothing = fwidth(distance);\n\
105
105
  // Get an offset that is approximately half the distance to the neighbor pixels\n\
106
106
  // 0.354 is approximately half of 1/sqrt(2)\n\
@@ -118,7 +118,7 @@ void main()\n\
118
118
  // Equally weight the center sample and the 4 neighboring samples\n\
119
119
  color = (center + color1 + color2 + color3 + color4)/5.0;\n\
120
120
  #else\n\
121
- // Just do a single sample\n\
121
+ // If no derivatives available (IE 10?), just do a single sample\n\
122
122
  float smoothing = 1.0/32.0;\n\
123
123
  color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);\n\
124
124
  #endif\n\
@@ -154,7 +154,7 @@ void main()\n\
154
154
  #ifdef VECTOR_TILE\n\
155
155
  color *= u_highlightColor;\n\
156
156
  #endif\n\
157
- gl_FragColor = color;\n\
157
+ out_FragColor = color;\n\
158
158
  \n\
159
159
  #ifdef LOG_DEPTH\n\
160
160
  czm_writeLogDepth();\n\
@@ -1,36 +1,36 @@
1
1
  #ifdef INSTANCED
2
- attribute vec2 direction;
2
+ in vec2 direction;
3
3
  #endif
4
- attribute vec4 positionHighAndScale;
5
- attribute vec4 positionLowAndRotation;
6
- attribute vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)
7
- attribute vec4 compressedAttribute1; // aligned axis, translucency by distance, image width
8
- attribute vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free
9
- attribute vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)
10
- attribute vec4 scaleByDistance; // near, nearScale, far, farScale
11
- attribute vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale
12
- attribute vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions
13
- attribute vec2 sdf; // sdf outline color (rgb) and width (w)
4
+ in vec4 positionHighAndScale;
5
+ in vec4 positionLowAndRotation;
6
+ in vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)
7
+ in vec4 compressedAttribute1; // aligned axis, translucency by distance, image width
8
+ in vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free
9
+ in vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)
10
+ in vec4 scaleByDistance; // near, nearScale, far, farScale
11
+ in vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale
12
+ in vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions
13
+ in vec2 sdf; // sdf outline color (rgb) and width (w)
14
14
  #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
15
- attribute vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates
15
+ in vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates
16
16
  #endif
17
17
  #ifdef VECTOR_TILE
18
- attribute float a_batchId;
18
+ in float a_batchId;
19
19
  #endif
20
20
 
21
- varying vec2 v_textureCoordinates;
21
+ out vec2 v_textureCoordinates;
22
22
  #ifdef FRAGMENT_DEPTH_CHECK
23
- varying vec4 v_textureCoordinateBounds;
24
- varying vec4 v_originTextureCoordinateAndTranslate;
25
- varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
26
- varying mat2 v_rotationMatrix;
23
+ out vec4 v_textureCoordinateBounds;
24
+ out vec4 v_originTextureCoordinateAndTranslate;
25
+ out vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize
26
+ out mat2 v_rotationMatrix;
27
27
  #endif
28
28
 
29
- varying vec4 v_pickColor;
30
- varying vec4 v_color;
29
+ out vec4 v_pickColor;
30
+ out vec4 v_color;
31
31
  #ifdef SDF
32
- varying vec4 v_outlineColor;
33
- varying float v_outlineWidth;
32
+ out vec4 v_outlineColor;
33
+ out float v_outlineWidth;
34
34
  #endif
35
35
 
36
36
  const float UPPER_BOUND = 32768.0;
@@ -95,7 +95,7 @@ float getGlobeDepth(vec4 positionEC)
95
95
  {
96
96
  vec4 posWC = czm_eyeToWindowCoordinates(positionEC);
97
97
 
98
- float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));
98
+ float globeDepth = czm_unpackDepth(texture(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));
99
99
 
100
100
  if (globeDepth == 0.0)
101
101
  {
@@ -1,37 +1,37 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "#ifdef INSTANCED\n\
3
- attribute vec2 direction;\n\
3
+ in vec2 direction;\n\
4
4
  #endif\n\
5
- attribute vec4 positionHighAndScale;\n\
6
- attribute vec4 positionLowAndRotation;\n\
7
- attribute vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)\n\
8
- attribute vec4 compressedAttribute1; // aligned axis, translucency by distance, image width\n\
9
- attribute vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free\n\
10
- attribute vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)\n\
11
- attribute vec4 scaleByDistance; // near, nearScale, far, farScale\n\
12
- attribute vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale\n\
13
- attribute vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions\n\
14
- attribute vec2 sdf; // sdf outline color (rgb) and width (w)\n\
5
+ in vec4 positionHighAndScale;\n\
6
+ in vec4 positionLowAndRotation;\n\
7
+ in vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset)\n\
8
+ in vec4 compressedAttribute1; // aligned axis, translucency by distance, image width\n\
9
+ in vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free\n\
10
+ in vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range)\n\
11
+ in vec4 scaleByDistance; // near, nearScale, far, farScale\n\
12
+ in vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale\n\
13
+ in vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions\n\
14
+ in vec2 sdf; // sdf outline color (rgb) and width (w)\n\
15
15
  #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)\n\
16
- attribute vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates\n\
16
+ in vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates\n\
17
17
  #endif\n\
18
18
  #ifdef VECTOR_TILE\n\
19
- attribute float a_batchId;\n\
19
+ in float a_batchId;\n\
20
20
  #endif\n\
21
21
  \n\
22
- varying vec2 v_textureCoordinates;\n\
22
+ out vec2 v_textureCoordinates;\n\
23
23
  #ifdef FRAGMENT_DEPTH_CHECK\n\
24
- varying vec4 v_textureCoordinateBounds;\n\
25
- varying vec4 v_originTextureCoordinateAndTranslate;\n\
26
- varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\
27
- varying mat2 v_rotationMatrix;\n\
24
+ out vec4 v_textureCoordinateBounds;\n\
25
+ out vec4 v_originTextureCoordinateAndTranslate;\n\
26
+ out vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize\n\
27
+ out mat2 v_rotationMatrix;\n\
28
28
  #endif\n\
29
29
  \n\
30
- varying vec4 v_pickColor;\n\
31
- varying vec4 v_color;\n\
30
+ out vec4 v_pickColor;\n\
31
+ out vec4 v_color;\n\
32
32
  #ifdef SDF\n\
33
- varying vec4 v_outlineColor;\n\
34
- varying float v_outlineWidth;\n\
33
+ out vec4 v_outlineColor;\n\
34
+ out float v_outlineWidth;\n\
35
35
  #endif\n\
36
36
  \n\
37
37
  const float UPPER_BOUND = 32768.0;\n\
@@ -96,7 +96,7 @@ float getGlobeDepth(vec4 positionEC)\n\
96
96
  {\n\
97
97
  vec4 posWC = czm_eyeToWindowCoordinates(positionEC);\n\
98
98
  \n\
99
- float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));\n\
99
+ float globeDepth = czm_unpackDepth(texture(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));\n\
100
100
  \n\
101
101
  if (globeDepth == 0.0)\n\
102
102
  {\n\
@@ -1,4 +1,4 @@
1
- varying vec2 v_textureCoordinates;
1
+ in vec2 v_textureCoordinates;
2
2
  const float M_PI = 3.141592653589793;
3
3
 
4
4
  float vdcRadicalInverse(int i)
@@ -79,5 +79,5 @@ vec2 integrateBrdf(float roughness, float NdotV)
79
79
 
80
80
  void main()
81
81
  {
82
- gl_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);
82
+ out_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);
83
83
  }
@@ -1,5 +1,5 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
- export default "varying vec2 v_textureCoordinates;\n\
2
+ export default "in vec2 v_textureCoordinates;\n\
3
3
  const float M_PI = 3.141592653589793;\n\
4
4
  \n\
5
5
  float vdcRadicalInverse(int i)\n\
@@ -80,6 +80,6 @@ vec2 integrateBrdf(float roughness, float NdotV)\n\
80
80
  \n\
81
81
  void main()\n\
82
82
  {\n\
83
- gl_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);\n\
83
+ out_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);\n\
84
84
  }\n\
85
85
  ";
@@ -116,6 +116,7 @@ import czm_signNotZero from './Functions/signNotZero.js'
116
116
  import czm_sphericalHarmonics from './Functions/sphericalHarmonics.js'
117
117
  import czm_srgbToLinear from './Functions/srgbToLinear.js'
118
118
  import czm_tangentToEyeSpaceMatrix from './Functions/tangentToEyeSpaceMatrix.js'
119
+ import czm_textureCube from './Functions/textureCube.js'
119
120
  import czm_transformPlane from './Functions/transformPlane.js'
120
121
  import czm_translateRelativeToEye from './Functions/translateRelativeToEye.js'
121
122
  import czm_translucentPhong from './Functions/translucentPhong.js'
@@ -248,6 +249,7 @@ export default {
248
249
  czm_sphericalHarmonics : czm_sphericalHarmonics,
249
250
  czm_srgbToLinear : czm_srgbToLinear,
250
251
  czm_tangentToEyeSpaceMatrix : czm_tangentToEyeSpaceMatrix,
252
+ czm_textureCube : czm_textureCube,
251
253
  czm_transformPlane : czm_transformPlane,
252
254
  czm_translateRelativeToEye : czm_translateRelativeToEye,
253
255
  czm_translucentPhong : czm_translucentPhong,
@@ -1,6 +1,6 @@
1
1
  // emulated noperspective
2
- #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
3
- varying float v_WindowZ;
2
+ #if (__VERSION__ == 300 || defined(GL_EXT_frag_depth)) && !defined(LOG_DEPTH)
3
+ out float v_WindowZ;
4
4
  #endif
5
5
 
6
6
  /**
@@ -36,7 +36,7 @@ varying float v_WindowZ;
36
36
  vec4 czm_depthClamp(vec4 coords)
37
37
  {
38
38
  #ifndef LOG_DEPTH
39
- #ifdef GL_EXT_frag_depth
39
+ #if __VERSION__ == 300 || defined(GL_EXT_frag_depth)
40
40
  v_WindowZ = (0.5 * (coords.z / coords.w) + 0.5) * coords.w;
41
41
  coords.z = 0.0;
42
42
  #else
@@ -1,7 +1,7 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "// emulated noperspective\n\
3
- #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)\n\
4
- varying float v_WindowZ;\n\
3
+ #if (__VERSION__ == 300 || defined(GL_EXT_frag_depth)) && !defined(LOG_DEPTH)\n\
4
+ out float v_WindowZ;\n\
5
5
  #endif\n\
6
6
  \n\
7
7
  /**\n\
@@ -37,7 +37,7 @@ varying float v_WindowZ;\n\
37
37
  vec4 czm_depthClamp(vec4 coords)\n\
38
38
  {\n\
39
39
  #ifndef LOG_DEPTH\n\
40
- #ifdef GL_EXT_frag_depth\n\
40
+ #if __VERSION__ == 300 || defined(GL_EXT_frag_depth)\n\
41
41
  v_WindowZ = (0.5 * (coords.z / coords.w) + 0.5) * coords.w;\n\
42
42
  coords.z = 0.0;\n\
43
43
  #else\n\
@@ -27,10 +27,10 @@ vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRa
27
27
  uv1 = fract(uv1);
28
28
  uv2 = fract(uv2);
29
29
  uv3 = fract(uv3);
30
- vec4 noise = (texture2D(normalMap, uv0)) +
31
- (texture2D(normalMap, uv1)) +
32
- (texture2D(normalMap, uv2)) +
33
- (texture2D(normalMap, uv3));
30
+ vec4 noise = (texture(normalMap, uv0)) +
31
+ (texture(normalMap, uv1)) +
32
+ (texture(normalMap, uv2)) +
33
+ (texture(normalMap, uv3));
34
34
 
35
35
  // average and scale to between -1 and 1
36
36
  return ((noise / 4.0) - 0.5) * 2.0;
@@ -28,10 +28,10 @@ vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRa
28
28
  uv1 = fract(uv1);\n\
29
29
  uv2 = fract(uv2);\n\
30
30
  uv3 = fract(uv3);\n\
31
- vec4 noise = (texture2D(normalMap, uv0)) +\n\
32
- (texture2D(normalMap, uv1)) +\n\
33
- (texture2D(normalMap, uv2)) +\n\
34
- (texture2D(normalMap, uv3));\n\
31
+ vec4 noise = (texture(normalMap, uv0)) +\n\
32
+ (texture(normalMap, uv1)) +\n\
33
+ (texture(normalMap, uv2)) +\n\
34
+ (texture(normalMap, uv3));\n\
35
35
  \n\
36
36
  // average and scale to between -1 and 1\n\
37
37
  return ((noise / 4.0) - 0.5) * 2.0;\n\
@@ -23,7 +23,7 @@ float czm_private_getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm
23
23
  * vec3 positionToEyeEC = // ...
24
24
  * czm_material material = // ...
25
25
  * vec3 lightDirectionEC = // ...
26
- * gl_FragColor = czm_phong(normalize(positionToEyeEC), material, lightDirectionEC);
26
+ * out_FragColor = czm_phong(normalize(positionToEyeEC), material, lightDirectionEC);
27
27
  *
28
28
  * @see czm_getMaterial
29
29
  */
@@ -24,7 +24,7 @@ float czm_private_getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm
24
24
  * vec3 positionToEyeEC = // ...\n\
25
25
  * czm_material material = // ...\n\
26
26
  * vec3 lightDirectionEC = // ...\n\
27
- * gl_FragColor = czm_phong(normalize(positionToEyeEC), material, lightDirectionEC);\n\
27
+ * out_FragColor = czm_phong(normalize(positionToEyeEC), material, lightDirectionEC);\n\
28
28
  *\n\
29
29
  * @see czm_getMaterial\n\
30
30
  */\n\
@@ -1,4 +1,4 @@
1
1
  float czm_readDepth(sampler2D depthTexture, vec2 texCoords)
2
2
  {
3
- return czm_reverseLogDepth(texture2D(depthTexture, texCoords).r);
3
+ return czm_reverseLogDepth(texture(depthTexture, texCoords).r);
4
4
  }
@@ -1,6 +1,6 @@
1
1
  //This file is automatically rebuilt by the Cesium build process.
2
2
  export default "float czm_readDepth(sampler2D depthTexture, vec2 texCoords)\n\
3
3
  {\n\
4
- return czm_reverseLogDepth(texture2D(depthTexture, texCoords).r);\n\
4
+ return czm_reverseLogDepth(texture(depthTexture, texCoords).r);\n\
5
5
  }\n\
6
6
  ";
@@ -32,10 +32,10 @@ vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 te
32
32
 
33
33
  // Do bilinear filtering
34
34
  #ifndef OES_texture_float_linear
35
- vec3 color1 = texture2D(projectedMap, coord + vec2(0.0, pixel.y)).rgb;
36
- vec3 color2 = texture2D(projectedMap, coord + vec2(pixel.x, 0.0)).rgb;
37
- vec3 color3 = texture2D(projectedMap, coord + pixel).rgb;
38
- vec3 color4 = texture2D(projectedMap, coord).rgb;
35
+ vec3 color1 = texture(projectedMap, coord + vec2(0.0, pixel.y)).rgb;
36
+ vec3 color2 = texture(projectedMap, coord + vec2(pixel.x, 0.0)).rgb;
37
+ vec3 color3 = texture(projectedMap, coord + pixel).rgb;
38
+ vec3 color4 = texture(projectedMap, coord).rgb;
39
39
 
40
40
  vec2 texturePosition = coord * textureSize;
41
41
 
@@ -47,7 +47,7 @@ vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 te
47
47
 
48
48
  vec3 color = mix(average1, average2, fv);
49
49
  #else
50
- vec3 color = texture2D(projectedMap, coord).rgb;
50
+ vec3 color = texture(projectedMap, coord).rgb;
51
51
  #endif
52
52
 
53
53
  return color;
@@ -33,10 +33,10 @@ vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 te
33
33
  \n\
34
34
  // Do bilinear filtering\n\
35
35
  #ifndef OES_texture_float_linear\n\
36
- vec3 color1 = texture2D(projectedMap, coord + vec2(0.0, pixel.y)).rgb;\n\
37
- vec3 color2 = texture2D(projectedMap, coord + vec2(pixel.x, 0.0)).rgb;\n\
38
- vec3 color3 = texture2D(projectedMap, coord + pixel).rgb;\n\
39
- vec3 color4 = texture2D(projectedMap, coord).rgb;\n\
36
+ vec3 color1 = texture(projectedMap, coord + vec2(0.0, pixel.y)).rgb;\n\
37
+ vec3 color2 = texture(projectedMap, coord + vec2(pixel.x, 0.0)).rgb;\n\
38
+ vec3 color3 = texture(projectedMap, coord + pixel).rgb;\n\
39
+ vec3 color4 = texture(projectedMap, coord).rgb;\n\
40
40
  \n\
41
41
  vec2 texturePosition = coord * textureSize;\n\
42
42
  \n\
@@ -48,7 +48,7 @@ vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 te
48
48
  \n\
49
49
  vec3 color = mix(average1, average2, fv);\n\
50
50
  #else\n\
51
- vec3 color = texture2D(projectedMap, coord).rgb;\n\
51
+ vec3 color = texture(projectedMap, coord).rgb;\n\
52
52
  #endif\n\
53
53
  \n\
54
54
  return color;\n\
@@ -1,15 +1,15 @@
1
1
 
2
2
  float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d)
3
3
  {
4
- return czm_unpackDepth(textureCube(shadowMap, d));
4
+ return czm_unpackDepth(czm_textureCube(shadowMap, d));
5
5
  }
6
6
 
7
7
  float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv)
8
8
  {
9
9
  #ifdef USE_SHADOW_DEPTH_TEXTURE
10
- return texture2D(shadowMap, uv).r;
10
+ return texture(shadowMap, uv).r;
11
11
  #else
12
- return czm_unpackDepth(texture2D(shadowMap, uv));
12
+ return czm_unpackDepth(texture(shadowMap, uv));
13
13
  #endif
14
14
  }
15
15
 
@@ -2,15 +2,15 @@
2
2
  export default "\n\
3
3
  float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d)\n\
4
4
  {\n\
5
- return czm_unpackDepth(textureCube(shadowMap, d));\n\
5
+ return czm_unpackDepth(czm_textureCube(shadowMap, d));\n\
6
6
  }\n\
7
7
  \n\
8
8
  float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv)\n\
9
9
  {\n\
10
10
  #ifdef USE_SHADOW_DEPTH_TEXTURE\n\
11
- return texture2D(shadowMap, uv).r;\n\
11
+ return texture(shadowMap, uv).r;\n\
12
12
  #else\n\
13
- return czm_unpackDepth(texture2D(shadowMap, uv));\n\
13
+ return czm_unpackDepth(texture(shadowMap, uv));\n\
14
14
  #endif\n\
15
15
  }\n\
16
16
  \n\
@@ -12,7 +12,7 @@
12
12
  *
13
13
  * @example
14
14
  * mat3 tangentToEye = czm_tangentToEyeSpaceMatrix(normalEC, tangentEC, bitangentEC);
15
- * vec3 normal = tangentToEye * texture2D(normalMap, st).xyz;
15
+ * vec3 normal = tangentToEye * texture(normalMap, st).xyz;
16
16
  */
17
17
  mat3 czm_tangentToEyeSpaceMatrix(vec3 normalEC, vec3 tangentEC, vec3 bitangentEC)
18
18
  {
@@ -13,7 +13,7 @@ export default "/**\n\
13
13
  *\n\
14
14
  * @example\n\
15
15
  * mat3 tangentToEye = czm_tangentToEyeSpaceMatrix(normalEC, tangentEC, bitangentEC);\n\
16
- * vec3 normal = tangentToEye * texture2D(normalMap, st).xyz;\n\
16
+ * vec3 normal = tangentToEye * texture(normalMap, st).xyz;\n\
17
17
  */\n\
18
18
  mat3 czm_tangentToEyeSpaceMatrix(vec3 normalEC, vec3 tangentEC, vec3 bitangentEC)\n\
19
19
  {\n\