@hztxi/cesium-engine 25.0.2 → 25.0.4

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 (292) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +761 -520
  2. package/Build/Workers/chunk-2KZP32NE.js +3201 -0
  3. package/Build/Workers/chunk-2P5SGQUU.js +44 -0
  4. package/Build/Workers/chunk-2PFSIZOR.js +959 -0
  5. package/Build/Workers/chunk-2RC5GQMH.js +82 -0
  6. package/Build/Workers/chunk-2TM5FET3.js +241 -0
  7. package/Build/Workers/chunk-2ZYMQXBB.js +519 -0
  8. package/Build/Workers/chunk-37IVAHRF.js +3201 -0
  9. package/Build/Workers/chunk-3B2TIEWW.js +73 -0
  10. package/Build/Workers/chunk-3CSWK42O.js +3648 -0
  11. package/Build/Workers/chunk-3GDVUAIX.js +1287 -0
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  110. package/Build/Workers/chunk-JSFKPEFK.js +352 -0
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  227. package/Build/Workers/createBoxGeometry.js +18 -18
  228. package/Build/Workers/createBoxOutlineGeometry.js +16 -16
  229. package/Build/Workers/createCircleGeometry.js +26 -26
  230. package/Build/Workers/createCircleOutlineGeometry.js +19 -19
  231. package/Build/Workers/createCoplanarPolygonGeometry.js +33 -33
  232. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +31 -31
  233. package/Build/Workers/createCorridorGeometry.js +29 -29
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  235. package/Build/Workers/createCylinderGeometry.js +20 -20
  236. package/Build/Workers/createCylinderOutlineGeometry.js +18 -18
  237. package/Build/Workers/createEllipseGeometry.js +26 -26
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  239. package/Build/Workers/createEllipsoidGeometry.js +19 -19
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  241. package/Build/Workers/createFrustumGeometry.js +18 -18
  242. package/Build/Workers/createFrustumOutlineGeometry.js +18 -18
  243. package/Build/Workers/createGeometry.js +24 -24
  244. package/Build/Workers/createGroundPolylineGeometry.js +23 -23
  245. package/Build/Workers/createMvtTile.js +1815 -0
  246. package/Build/Workers/createPlaneGeometry.js +16 -16
  247. package/Build/Workers/createPlaneOutlineGeometry.js +15 -15
  248. package/Build/Workers/createPolygonGeometry.js +32 -32
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  250. package/Build/Workers/createPolylineGeometry.js +25 -25
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  253. package/Build/Workers/createRectangleGeometry.js +27 -27
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  256. package/Build/Workers/createSphereGeometry.js +19 -19
  257. package/Build/Workers/createSphereOutlineGeometry.js +18 -18
  258. package/Build/Workers/createTaskProcessorWorker.js +3 -3
  259. package/Build/Workers/createVectorTileClampedPolylines.js +14 -14
  260. package/Build/Workers/createVectorTileGeometries.js +24 -24
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  262. package/Build/Workers/createVectorTilePolygons.js +22 -22
  263. package/Build/Workers/createVectorTilePolylines.js +14 -14
  264. package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +26 -26
  265. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +23 -23
  266. package/Build/Workers/createVerticesFromHeightmap.js +25 -25
  267. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +21 -21
  268. package/Build/Workers/createWallGeometry.js +24 -24
  269. package/Build/Workers/createWallOutlineGeometry.js +23 -23
  270. package/Build/Workers/decodeDraco.js +10 -10
  271. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +58 -44
  272. package/Build/Workers/decodeI3S.js +10 -10
  273. package/Build/Workers/gaussianSplatSorter.js +4 -4
  274. package/Build/Workers/gaussianSplatTextureGenerator.js +4 -4
  275. package/Build/Workers/incrementallyBuildTerrainPicker.js +10 -10
  276. package/Build/Workers/transcodeKTX2.js +7 -7
  277. package/Build/Workers/transferTypedArrayTest.js +1 -1
  278. package/Build/Workers/upsampleQuantizedTerrainMesh.js +23 -23
  279. package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +26 -26
  280. package/Source/Core/ScreenSpaceEventHandler.js +19 -0
  281. package/Source/Scene/Globe.js +55 -0
  282. package/Source/Scene/GlobeSurfaceShaderSet.js +132 -1
  283. package/Source/Scene/GlobeSurfaceTileProvider.js +378 -2
  284. package/Source/Scene/ImageryLayer.js +244 -10
  285. package/Source/Scene/QuadtreePrimitive.js +256 -2
  286. package/Source/Shaders/GlobeFS.glsl +43 -0
  287. package/Source/Shaders/GlobeFS.js +43 -0
  288. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -1
  289. package/Source/ThirdParty/zip-module.wasm +0 -0
  290. package/index.d.ts +48305 -0
  291. package/index.js +184 -184
  292. package/package.json +1 -1
@@ -1,7 +1,7 @@
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  /**
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  * @license
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  * Cesium - https://github.com/CesiumGS/cesium
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- * Version 1.141.2
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+ * Version 1.141.4
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  *
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  * Copyright 2011-2022 Cesium Contributors
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  *
@@ -25,33 +25,33 @@
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  import {
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  Cesium3DTilesTerrainGeometryProcessor_default
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- } from "./chunk-RHVCL4BF.js";
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- import "./chunk-LC2DM3UY.js";
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- import "./chunk-MNKWZJLE.js";
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- import "./chunk-65RILO72.js";
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+ } from "./chunk-FTRHXHI5.js";
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+ import "./chunk-UTKCX3AS.js";
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+ import "./chunk-AH6GJ5MT.js";
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+ import "./chunk-SUG6ECWR.js";
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  import {
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  createTaskProcessorWorker_default
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- } from "./chunk-KM3TU6SW.js";
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- import "./chunk-EJES53XD.js";
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- import "./chunk-5BQXC3BP.js";
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- import "./chunk-FYOU33DL.js";
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- import "./chunk-53ITLB2Q.js";
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- import "./chunk-2YHL3RU5.js";
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- import "./chunk-DOJQOYSZ.js";
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- import "./chunk-AIA3JN4E.js";
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- import "./chunk-LFVZBOFT.js";
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- import "./chunk-JHL6DEKL.js";
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- import "./chunk-G7QZ6W7K.js";
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- import "./chunk-7QXAVVZH.js";
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- import "./chunk-SOMBAQ6X.js";
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- import "./chunk-TT3NOX52.js";
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- import "./chunk-VYTIQ2Y2.js";
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- import "./chunk-AWP7JHXS.js";
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- import "./chunk-RGNURFR5.js";
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- import "./chunk-VDJVNJXW.js";
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- import "./chunk-KGNDVO6V.js";
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- import "./chunk-N4ECLSTH.js";
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- import "./chunk-27UNFKLP.js";
34
+ } from "./chunk-STXWAEVD.js";
35
+ import "./chunk-EHXAKTME.js";
36
+ import "./chunk-WDSHSR57.js";
37
+ import "./chunk-FF6JKPLF.js";
38
+ import "./chunk-KFRKYG4B.js";
39
+ import "./chunk-642GMGGP.js";
40
+ import "./chunk-65LZTCWG.js";
41
+ import "./chunk-DNEERCHO.js";
42
+ import "./chunk-CADDH6MK.js";
43
+ import "./chunk-PXPUYOFJ.js";
44
+ import "./chunk-Z3KHKVNA.js";
45
+ import "./chunk-UNXJWCXV.js";
46
+ import "./chunk-XQETP7YD.js";
47
+ import "./chunk-IFSGYIDE.js";
48
+ import "./chunk-ZQUSI7YK.js";
49
+ import "./chunk-CJT3FTZK.js";
50
+ import "./chunk-UDXUBVNR.js";
51
+ import "./chunk-MD7CEJO5.js";
52
+ import "./chunk-GH2D6MPO.js";
53
+ import "./chunk-4MHUA5ZK.js";
54
+ import "./chunk-PCXE4XMI.js";
55
55
 
56
56
  // packages/engine/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js
57
57
  function upsampleVerticesFromCesium3DTilesTerrain(options, transferableObjects) {
@@ -19,6 +19,25 @@ function getPosition(screenSpaceEventHandler, event, result) {
19
19
  const rect = element.getBoundingClientRect();
20
20
  result.x = event.clientX - rect.left;
21
21
  result.y = event.clientY - rect.top;
22
+
23
+ // When CSS transforms (e.g. transform: scale) change the rendered size without
24
+ // changing layout clientWidth/clientHeight, event offsets are in "bounding rect"
25
+ // space while the rest of Cesium (Camera#getPickRay, picking, etc.) expects
26
+ // coordinates in clientWidth/clientHeight space. Map between the two.
27
+ const rectWidth = rect.width;
28
+ const rectHeight = rect.height;
29
+ const clientWidth = element.clientWidth;
30
+ const clientHeight = element.clientHeight;
31
+ if (
32
+ rectWidth > 0.0 &&
33
+ rectHeight > 0.0 &&
34
+ clientWidth > 0 &&
35
+ clientHeight > 0
36
+ ) {
37
+ result.x = (result.x * clientWidth) / rectWidth;
38
+ result.y = (result.y * clientHeight) / rectHeight;
39
+ }
40
+
22
41
  return result;
23
42
  }
24
43
 
@@ -97,6 +97,60 @@ function Globe(ellipsoid) {
97
97
  */
98
98
  this.maximumScreenSpaceError = 2;
99
99
 
100
+ /**
101
+ * Gets or sets the uniform level-of-detail mode configuration. When enabled,
102
+ * tile refinement is evaluated against a single per-frame reference distance
103
+ * instead of each tile's own distance to the camera, so the tiles in view
104
+ * converge on one LOD level instead of a distance-dependent mix of levels.
105
+ * This eliminates visible cross-level seams (e.g. between differently-styled
106
+ * imagery levels) at the cost of loading more tiles in tilted views.
107
+ *
108
+ * The object has the following fields:
109
+ * <ul>
110
+ * <li><code>enabled</code>: set to <code>true</code> to activate the mode.</li>
111
+ * <li><code>reference</code>: which distance all tiles are evaluated against.
112
+ * <code>"center"</code> (default) uses the distance from the camera to the
113
+ * globe along the center of the view; <code>"nearest"</code> uses the
114
+ * nearest visible tile distance from the previous frame, which selects
115
+ * the highest detail level in view (more tiles).</li>
116
+ * <li><code>maxDeviationLevels</code>: caps how many levels above the natural
117
+ * LOD far tiles may be forced to refine (default <code>3</code>). Each
118
+ * allowed level roughly quadruples the extra tile count toward the
119
+ * horizon; lower values are cheaper, higher values are more uniform.</li>
120
+ * <li><code>maxCoarsenLevels</code>: caps how many levels below the natural
121
+ * LOD near (foreground) tiles may be held back (default <code>1</code>).
122
+ * Uncapped, the foreground of a tilted far view lands 2+ levels coarser
123
+ * than natural, and <code>verticalExaggeration &gt; 1</code> multiplies
124
+ * the interpolation error of coarse terrain (1 level = 4x, 2 levels =
125
+ * 16x) into visible tearing. <code>1</code> measures +0~4% tile
126
+ * requests over uncapped; <code>0</code> makes the foreground fully
127
+ * natural (+5~69% requests) but mixes near/far levels again, bringing
128
+ * back the dataset's cross-level color bands.</li>
129
+ * <li><code>pitchRangeDegrees</code>: a <code>[full, none]</code> pair of pitch
130
+ * angles in degrees (e.g. <code>[-50, -25]</code>) between which the effect
131
+ * fades out as the view approaches the horizon. Leave undefined or pass
132
+ * <code>null</code> to keep it fully engaged regardless of pitch, which is
133
+ * appropriate for offline rendering.</li>
134
+ * </ul>
135
+ * Applies in {@link SceneMode.SCENE3D} and {@link SceneMode.COLUMBUS_VIEW};
136
+ * true 2D ({@link SceneMode.SCENE2D}) already uses distance-independent
137
+ * screen-space error and is unaffected.
138
+ *
139
+ * @type {object|undefined}
140
+ * @default undefined
141
+ *
142
+ * @example
143
+ * // Offline video export: full uniformity, no pitch gating
144
+ * globe.uniformLevelMode = {
145
+ * enabled: true,
146
+ * reference: "center",
147
+ * maxDeviationLevels: 4,
148
+ * maxCoarsenLevels: 1,
149
+ * pitchRangeDegrees: null,
150
+ * };
151
+ */
152
+ this.uniformLevelMode = undefined;
153
+
100
154
  /**
101
155
  * The size of the terrain tile cache, expressed as a number of tiles. Any additional
102
156
  * tiles beyond this number will be freed, as long as they aren't needed for rendering
@@ -1015,6 +1069,7 @@ Globe.prototype.beginFrame = function (frameState) {
1015
1069
  }
1016
1070
 
1017
1071
  surface.maximumScreenSpaceError = this.maximumScreenSpaceError;
1072
+ surface.uniformLevelMode = this.uniformLevelMode;
1018
1073
  surface.tileCacheSize = this.tileCacheSize;
1019
1074
  surface.loadingDescendantLimit = this.loadingDescendantLimit;
1020
1075
  surface.preloadAncestors = this.preloadAncestors;
@@ -106,6 +106,9 @@ GlobeSurfaceShaderSet.prototype.getShaderProgram = function (options) {
106
106
  const applyHue = options.applyHue;
107
107
  const applySaturation = options.applySaturation;
108
108
  const applyGamma = options.applyGamma;
109
+ const applyToneMatch = options.applyToneMatch;
110
+ const applyToneMatchEdge = options.applyToneMatchEdge;
111
+ const applyToneMatchCross = options.applyToneMatchCross;
109
112
  const applyAlpha = options.applyAlpha;
110
113
  const applyDayNightAlpha = options.applyDayNightAlpha;
111
114
  const applySplit = options.applySplit;
@@ -197,7 +200,10 @@ GlobeSurfaceShaderSet.prototype.getShaderProgram = function (options) {
197
200
  (showUndergroundColor << 30) |
198
201
  (translucent << 31)) >>>
199
202
  0) +
200
- (applyDayNightAlpha ? 0x100000000 : 0);
203
+ (applyDayNightAlpha ? 0x100000000 : 0) +
204
+ (applyToneMatch ? 0x200000000 : 0) +
205
+ (applyToneMatchEdge ? 0x400000000 : 0) +
206
+ (applyToneMatchCross ? 0x800000000 : 0);
201
207
 
202
208
  let currentClippingShaderState = 0;
203
209
  if (defined(clippingPlanes) && clippingPlanes.length > 0) {
@@ -279,6 +285,15 @@ GlobeSurfaceShaderSet.prototype.getShaderProgram = function (options) {
279
285
  if (applyGamma) {
280
286
  fs.defines.push("APPLY_GAMMA");
281
287
  }
288
+ if (applyToneMatch) {
289
+ fs.defines.push("APPLY_TONE_MATCH");
290
+ }
291
+ if (applyToneMatchEdge) {
292
+ fs.defines.push("APPLY_TONE_MATCH_EDGE");
293
+ }
294
+ if (applyToneMatchCross) {
295
+ fs.defines.push("APPLY_TONE_MATCH_CROSS");
296
+ }
282
297
  if (applyAlpha) {
283
298
  fs.defines.push("APPLY_ALPHA");
284
299
  }
@@ -396,6 +411,49 @@ GlobeSurfaceShaderSet.prototype.getShaderProgram = function (options) {
396
411
  }
397
412
 
398
413
  for (let i = 0; i < numberOfDayTextures; ++i) {
414
+ if (applyToneMatchEdge) {
415
+ computeDayColor += `\
416
+ vec3 toneGain${i} = u_dayTextureToneGain[${i}];
417
+ vec3 toneBias${i} = u_dayTextureToneBias[${i}];
418
+ {
419
+ // Per-edge sequential blend; edges with width 0 (same-level / finer /
420
+ // no neighbor) must NOT participate: an argmin over all four edge
421
+ // distances truncates the band into diagonal wedges at corners where
422
+ // an active edge meets an inactive one.
423
+ vec2 toneEdgeUV${i} = textureCoordinates.xy;
424
+ float toneEdgeW${i};
425
+ float toneEdgeT${i};
426
+ toneEdgeW${i} = u_dayTextureToneEdgeBlend[${i * 4}];
427
+ if (toneEdgeW${i} > 0.0) {
428
+ toneEdgeT${i} = smoothstep(0.0, toneEdgeW${i}, toneEdgeUV${i}.y);
429
+ toneGain${i} = mix(u_dayTextureToneEdgeGain[${i * 4}], toneGain${i}, toneEdgeT${i});
430
+ toneBias${i} = mix(u_dayTextureToneEdgeBias[${i * 4}], toneBias${i}, toneEdgeT${i});
431
+ }
432
+ toneEdgeW${i} = u_dayTextureToneEdgeBlend[${i * 4 + 1}];
433
+ if (toneEdgeW${i} > 0.0) {
434
+ toneEdgeT${i} = smoothstep(0.0, toneEdgeW${i}, 1.0 - toneEdgeUV${i}.x);
435
+ toneGain${i} = mix(u_dayTextureToneEdgeGain[${i * 4 + 1}], toneGain${i}, toneEdgeT${i});
436
+ toneBias${i} = mix(u_dayTextureToneEdgeBias[${i * 4 + 1}], toneBias${i}, toneEdgeT${i});
437
+ }
438
+ toneEdgeW${i} = u_dayTextureToneEdgeBlend[${i * 4 + 2}];
439
+ if (toneEdgeW${i} > 0.0) {
440
+ toneEdgeT${i} = smoothstep(0.0, toneEdgeW${i}, 1.0 - toneEdgeUV${i}.y);
441
+ toneGain${i} = mix(u_dayTextureToneEdgeGain[${i * 4 + 2}], toneGain${i}, toneEdgeT${i});
442
+ toneBias${i} = mix(u_dayTextureToneEdgeBias[${i * 4 + 2}], toneBias${i}, toneEdgeT${i});
443
+ }
444
+ toneEdgeW${i} = u_dayTextureToneEdgeBlend[${i * 4 + 3}];
445
+ if (toneEdgeW${i} > 0.0) {
446
+ toneEdgeT${i} = smoothstep(0.0, toneEdgeW${i}, toneEdgeUV${i}.x);
447
+ toneGain${i} = mix(u_dayTextureToneEdgeGain[${i * 4 + 3}], toneGain${i}, toneEdgeT${i});
448
+ toneBias${i} = mix(u_dayTextureToneEdgeBias[${i * 4 + 3}], toneBias${i}, toneEdgeT${i});
449
+ }
450
+ }
451
+ `;
452
+ }
453
+ if (applyToneMatchCross) {
454
+ computeDayColor += `\
455
+ vec4 tonePrevColor${i} = color;\n`;
456
+ }
399
457
  if (hasImageryLayerCutout) {
400
458
  computeDayColor += `\
401
459
  cutoutAndColorResult = u_dayTextureCutoutRectangles[${i}];\n\
@@ -420,6 +478,20 @@ GlobeSurfaceShaderSet.prototype.getShaderProgram = function (options) {
420
478
  ${applyHue ? `u_dayTextureHue[${i}]` : "0.0"},\n\
421
479
  ${applySaturation ? `u_dayTextureSaturation[${i}]` : "0.0"},\n\
422
480
  ${applyGamma ? `u_dayTextureOneOverGamma[${i}]` : "0.0"},\n\
481
+ ${
482
+ applyToneMatchEdge
483
+ ? `toneGain${i}`
484
+ : applyToneMatch
485
+ ? `u_dayTextureToneGain[${i}]`
486
+ : "vec3(1.0)"
487
+ },\n\
488
+ ${
489
+ applyToneMatchEdge
490
+ ? `toneBias${i}`
491
+ : applyToneMatch
492
+ ? `u_dayTextureToneBias[${i}]`
493
+ : "vec3(0.0)"
494
+ },\n\
423
495
  ${applySplit ? `u_dayTextureSplit[${i}]` : "0.0"},\n\
424
496
  ${colorToAlpha ? `u_colorsToAlpha[${i}]` : "vec4(0.0)"},\n\
425
497
  nightBlend\);\n`;
@@ -428,6 +500,65 @@ GlobeSurfaceShaderSet.prototype.getShaderProgram = function (options) {
428
500
  "\
429
501
  color = czm_branchFreeTernary(texelUnclipped, cutoutAndColorResult, color);\n";
430
502
  }
503
+ if (applyToneMatchCross) {
504
+ computeDayColor += `\
505
+ if (u_dayTextureCrossBlend[${i * 4}] + u_dayTextureCrossBlend[${i * 4 + 1}] + u_dayTextureCrossBlend[${i * 4 + 2}] + u_dayTextureCrossBlend[${i * 4 + 3}] > 0.0) {
506
+ vec4 crossResult${i} = sampleAndBlend(
507
+ tonePrevColor${i},
508
+ u_dayTextureCrossTexture[${i}],
509
+ u_dayTextureUseWebMercatorT[${i}] ? textureCoordinates.xz : textureCoordinates.xy,
510
+ u_dayTextureTexCoordsRectangle[${i}],
511
+ u_dayTextureCrossTranslationAndScale[${i}],
512
+ ${applyAlpha ? `u_dayTextureAlpha[${i}]` : "1.0"},
513
+ ${applyDayNightAlpha ? `u_dayTextureNightAlpha[${i}]` : "1.0"},
514
+ ${applyDayNightAlpha ? `u_dayTextureDayAlpha[${i}]` : "1.0"},
515
+ ${applyBrightness ? `u_dayTextureBrightness[${i}]` : "0.0"},
516
+ ${applyContrast ? `u_dayTextureContrast[${i}]` : "0.0"},
517
+ ${applyHue ? `u_dayTextureHue[${i}]` : "0.0"},
518
+ ${applySaturation ? `u_dayTextureSaturation[${i}]` : "0.0"},
519
+ ${applyGamma ? `u_dayTextureOneOverGamma[${i}]` : "0.0"},
520
+ u_dayTextureCrossGain[${i}],
521
+ u_dayTextureCrossBias[${i}],
522
+ ${applySplit ? `u_dayTextureSplit[${i}]` : "0.0"},
523
+ ${colorToAlpha ? `u_colorsToAlpha[${i}]` : "vec4(0.0)"},
524
+ nightBlend);
525
+ ${
526
+ hasImageryLayerCutout
527
+ ? `\
528
+ crossResult${i} = czm_branchFreeTernary(texelUnclipped, crossResult${i}, tonePrevColor${i});\n`
529
+ : ""
530
+ }\
531
+ // Only edges with a positive width participate; combining by min over
532
+ // active edges keeps the fade band anchored to the seam. An argmin over
533
+ // all four distances lets a width-0 edge win near active/inactive
534
+ // corners, truncating the band into periodic unblended wedges.
535
+ float crossT${i} = 1.0;
536
+ float crossW${i};
537
+ float crossTOne${i};
538
+ crossW${i} = u_dayTextureCrossBlend[${i * 4}];
539
+ if (crossW${i} > 0.0) {
540
+ crossTOne${i} = smoothstep(0.0, crossW${i}, textureCoordinates.y);
541
+ crossT${i} = min(crossT${i}, crossTOne${i});
542
+ }
543
+ crossW${i} = u_dayTextureCrossBlend[${i * 4 + 1}];
544
+ if (crossW${i} > 0.0) {
545
+ crossTOne${i} = smoothstep(0.0, crossW${i}, 1.0 - textureCoordinates.x);
546
+ crossT${i} = min(crossT${i}, crossTOne${i});
547
+ }
548
+ crossW${i} = u_dayTextureCrossBlend[${i * 4 + 2}];
549
+ if (crossW${i} > 0.0) {
550
+ crossTOne${i} = smoothstep(0.0, crossW${i}, 1.0 - textureCoordinates.y);
551
+ crossT${i} = min(crossT${i}, crossTOne${i});
552
+ }
553
+ crossW${i} = u_dayTextureCrossBlend[${i * 4 + 3}];
554
+ if (crossW${i} > 0.0) {
555
+ crossTOne${i} = smoothstep(0.0, crossW${i}, textureCoordinates.x);
556
+ crossT${i} = min(crossT${i}, crossTOne${i});
557
+ }
558
+ color = mix(crossResult${i}, color, crossT${i});
559
+ }
560
+ `;
561
+ }
431
562
  }
432
563
 
433
564
  computeDayColor +=