@itwin/core-frontend 3.2.0-dev.29 → 3.2.0-dev.33

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Files changed (134) hide show
  1. package/CHANGELOG.md +8 -1
  2. package/lib/cjs/ViewManager.d.ts.map +1 -1
  3. package/lib/cjs/ViewManager.js +1 -0
  4. package/lib/cjs/ViewManager.js.map +1 -1
  5. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
  6. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  7. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  8. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +0 -1
  9. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  10. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +1 -1
  11. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  12. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -4
  13. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  14. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  15. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  16. package/lib/cjs/render/webgl/DrawCommand.js +2 -1
  17. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  18. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +5 -4
  19. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  20. package/lib/cjs/render/webgl/ShaderBuilder.js +7 -6
  21. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  22. package/lib/cjs/render/webgl/Technique.d.ts +4 -2
  23. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  24. package/lib/cjs/render/webgl/Technique.js +148 -120
  25. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  26. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -3
  27. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  28. package/lib/cjs/render/webgl/TechniqueFlags.js +17 -4
  29. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  30. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  31. package/lib/cjs/render/webgl/glsl/Animation.js +2 -0
  32. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  33. package/lib/cjs/render/webgl/glsl/Color.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/glsl/Color.js +8 -7
  35. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  36. package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -2
  37. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  38. package/lib/cjs/render/webgl/glsl/Edge.js +6 -10
  39. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  40. package/lib/cjs/render/webgl/glsl/PointString.d.ts +3 -3
  41. package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/glsl/PointString.js +6 -6
  43. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  44. package/lib/cjs/render/webgl/glsl/Polyline.d.ts +3 -3
  45. package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/glsl/Polyline.js +6 -10
  47. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  48. package/lib/cjs/render/webgl/glsl/Surface.d.ts +2 -2
  49. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  50. package/lib/cjs/render/webgl/glsl/Surface.js +33 -16
  51. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  52. package/lib/cjs/render/webgl/glsl/Vertex.d.ts +3 -1
  53. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/glsl/Vertex.js +139 -37
  55. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  56. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -1
  57. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  58. package/lib/cjs/tile/RealityTileLoader.js +29 -6
  59. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  60. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
  61. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  62. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
  63. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  64. package/lib/cjs/tile/map/WmsCapabilities.d.ts +3 -2
  65. package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
  66. package/lib/cjs/tile/map/WmsCapabilities.js +11 -10
  67. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  68. package/lib/esm/ViewManager.d.ts.map +1 -1
  69. package/lib/esm/ViewManager.js +1 -0
  70. package/lib/esm/ViewManager.js.map +1 -1
  71. package/lib/esm/render/primitives/VertexTable.d.ts +1 -1
  72. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  73. package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  74. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +0 -1
  75. package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  76. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +1 -1
  77. package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  78. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +0 -4
  79. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  80. package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  81. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  82. package/lib/esm/render/webgl/DrawCommand.js +2 -1
  83. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  84. package/lib/esm/render/webgl/ShaderBuilder.d.ts +5 -4
  85. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  86. package/lib/esm/render/webgl/ShaderBuilder.js +7 -6
  87. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  88. package/lib/esm/render/webgl/Technique.d.ts +4 -2
  89. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  90. package/lib/esm/render/webgl/Technique.js +148 -120
  91. package/lib/esm/render/webgl/Technique.js.map +1 -1
  92. package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -3
  93. package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
  94. package/lib/esm/render/webgl/TechniqueFlags.js +17 -4
  95. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  96. package/lib/esm/render/webgl/glsl/Animation.d.ts.map +1 -1
  97. package/lib/esm/render/webgl/glsl/Animation.js +2 -0
  98. package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
  99. package/lib/esm/render/webgl/glsl/Color.d.ts.map +1 -1
  100. package/lib/esm/render/webgl/glsl/Color.js +8 -7
  101. package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
  102. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -2
  103. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  104. package/lib/esm/render/webgl/glsl/Edge.js +7 -11
  105. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  106. package/lib/esm/render/webgl/glsl/PointString.d.ts +3 -3
  107. package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
  108. package/lib/esm/render/webgl/glsl/PointString.js +6 -6
  109. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  110. package/lib/esm/render/webgl/glsl/Polyline.d.ts +3 -3
  111. package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
  112. package/lib/esm/render/webgl/glsl/Polyline.js +7 -11
  113. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  114. package/lib/esm/render/webgl/glsl/Surface.d.ts +2 -2
  115. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/glsl/Surface.js +33 -16
  117. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  118. package/lib/esm/render/webgl/glsl/Vertex.d.ts +3 -1
  119. package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
  120. package/lib/esm/render/webgl/glsl/Vertex.js +138 -37
  121. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  122. package/lib/esm/tile/RealityTileLoader.d.ts +1 -1
  123. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  124. package/lib/esm/tile/RealityTileLoader.js +30 -7
  125. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  126. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
  127. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  128. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
  129. package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  130. package/lib/esm/tile/map/WmsCapabilities.d.ts +3 -2
  131. package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
  132. package/lib/esm/tile/map/WmsCapabilities.js +11 -10
  133. package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
  134. package/package.json +20 -20
@@ -190,10 +190,10 @@ const adjustEyeSpace = `
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  const computePositionPostlude = `
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  return u_proj * pos;
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  `;
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- function createCommon(isInstanced, animated, shadowable, isThematic, isHiliter) {
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+ function createCommon(isInstanced, animated, shadowable, isThematic, isHiliter, positionType) {
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  const instanced = 1 /* Yes */ === isInstanced;
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  const attrMap = AttributeMap_1.AttributeMap.findAttributeMap(0 /* Surface */, instanced);
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- const builder = new ShaderBuilder_1.ProgramBuilder(attrMap, { maxRgbaPerVertex: 6, instanced });
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+ const builder = new ShaderBuilder_1.ProgramBuilder(attrMap, { positionType, instanced });
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  const vert = builder.vert;
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  if (animated)
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  (0, Animation_1.addAnimation)(vert, true, isThematic);
@@ -216,8 +216,8 @@ function createCommon(isInstanced, animated, shadowable, isThematic, isHiliter)
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  return builder;
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  }
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  /** @internal */
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- function createSurfaceHiliter(instanced, classified) {
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- const builder = createCommon(instanced, 0 /* No */, 0 /* No */, 0 /* No */, true);
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+ function createSurfaceHiliter(instanced, classified, posType) {
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+ const builder = createCommon(instanced, 0 /* No */, 0 /* No */, 0 /* No */, true, posType);
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  addSurfaceFlags(builder, true, false);
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  addTexture(builder, 0 /* No */, 0 /* No */);
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  if (classified) {
@@ -313,28 +313,43 @@ vec3 octDecodeNormal(vec2 e) {
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  return normalize(n);
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  }
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  `;
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- const computeNormal = `
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+ function getComputeNormal(quantized) {
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+ const a = quantized ? "g_vertLutData3.xy" : "g_vertLutData4.zw";
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+ const b = quantized ? "g_vertLutData1.zw" : "g_vertLutData5.xy";
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+ return `
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  if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])
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  return vec3(0.0);
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- vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? g_vertLutData3.xy : g_vertLutData1.zw;
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+
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+ vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};
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  return normalize(MAT_NORM * octDecodeNormal(normal));
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  `;
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- const computeAnimatedNormal = `
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+ }
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+ function getComputeAnimatedNormal(quantized) {
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+ return `
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  if (u_animNormalParams.x >= 0.0)
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  return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));
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- ${computeNormal}`;
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+
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+ ${getComputeNormal(quantized)}`;
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+ }
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  const applyBackgroundColor = `
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  return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;
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  `;
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- const computeTexCoord = `
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- vec4 rgba = g_vertLutData3;
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+ function getComputeTexCoord(quantized) {
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+ const vertData = quantized ? "g_vertLutData3" : "g_vertLutData4";
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+ return `
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+ vec4 rgba = ${vertData};
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  vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));
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  return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);
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  `;
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- const computeAnimatedTexCoord = `
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+ }
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+ function getComputeAnimatedTexCoord(quantized) {
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+ return `
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  if (u_animScalarQParams.x >= 0.0)
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  return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);
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- ${computeTexCoord}`;
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+
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+ ${getComputeTexCoord(quantized)}
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+ `;
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+ }
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  const getSurfaceColor = `
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  vec4 getSurfaceColor() { return v_color; }
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  `;
@@ -385,10 +400,11 @@ function addSurfaceFlags(builder, withFeatureOverrides, withFeatureColor) {
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  exports.addSurfaceFlags = addSurfaceFlags;
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  function addNormal(builder, instanced, animated) {
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  (0, Vertex_1.addNormalMatrix)(builder.vert, instanced);
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+ const quantized = "quantized" === builder.vert.positionType;
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  builder.vert.addFunction(exports.octDecodeNormal);
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  (0, Common_1.addChooseWithBitFlagFunctions)(builder.vert);
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- builder.vert.addFunction("vec3 computeSurfaceNormal()", computeNormal);
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- builder.addFunctionComputedVarying("v_n", 4 /* Vec3 */, "computeLightingNormal", animated ? computeAnimatedNormal : "return computeSurfaceNormal();");
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+ builder.vert.addFunction("vec3 computeSurfaceNormal()", getComputeNormal(quantized));
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+ builder.addFunctionComputedVarying("v_n", 4 /* Vec3 */, "computeLightingNormal", animated ? getComputeAnimatedNormal(quantized) : "return computeSurfaceNormal();");
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  // Set to true to colorize surfaces based on normals (in world space).
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  // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.
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  const debugNormals = false;
@@ -405,7 +421,8 @@ function addTexture(builder, animated, isThematic, isPointCloud = false) {
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  else {
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  builder.vert.addFunction(Decode_1.unquantize2d);
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  (0, Common_1.addChooseWithBitFlagFunctions)(builder.vert);
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- builder.addFunctionComputedVarying("v_texCoord", 3 /* Vec2 */, "computeTexCoord", animated ? computeAnimatedTexCoord : computeTexCoord);
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+ const quantized = "quantized" === builder.vert.positionType;
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+ builder.addFunctionComputedVarying("v_texCoord", 3 /* Vec2 */, "computeTexCoord", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));
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  builder.vert.addUniform("u_qTexCoordParams", 5 /* Vec4 */, (prog) => {
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  prog.addGraphicUniform("u_qTexCoordParams", (uniform, params) => {
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  const surfGeom = params.geometry.asSurface;
@@ -474,7 +491,7 @@ function addTransparencyDiscard(frag) {
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  }
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  /** @internal */
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  function createSurfaceBuilder(flags) {
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- const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false);
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+ const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);
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  (0, Common_1.addShaderFlags)(builder);
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  const feat = flags.featureMode;
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  let opts = 2 /* Overrides */ === feat ? 28 /* Surface */ : 0 /* None */;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 6, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nconst computeNormal = `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? g_vertLutData3.xy : g_vertLutData1.zw;\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n\r\nconst computeAnimatedNormal = `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n${computeNormal}`;\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nconst computeTexCoord = `\r\n vec4 rgba = g_vertLutData3;\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\nconst computeAnimatedTexCoord = `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n${computeTexCoord}`;\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", computeNormal);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? computeAnimatedNormal : \"return computeSurfaceNormal();\");\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? computeAnimatedTexCoord : computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
@@ -3,7 +3,9 @@
3
3
  */
4
4
  import { IsInstanced } from "../TechniqueFlags";
5
5
  import { VertexShaderBuilder } from "../ShaderBuilder";
6
- export declare const unquantizeVertexPosition = "\nvec4 unquantizeVertexPosition(vec3 pos, vec3 origin, vec3 scale) { return unquantizePosition(pos, origin, scale); }\n";
6
+ /** @internal */
7
+ export declare const unquantizePosition = "\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\n";
8
+ export declare function addSamplePosition(vert: VertexShaderBuilder): void;
7
9
  /** @internal */
8
10
  export declare function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void;
9
11
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"Vertex.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Vertex.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AAChD,OAAO,EAAgB,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAerE,eAAO,MAAM,wBAAwB,4HAEpC,CAAC;AAcF,gBAAgB;AAChB,wBAAgB,4BAA4B,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAa5E;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAMnE;AAMD,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAcrE;AAED,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAkBlE;AAoBD,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,EAAE,SAAS,EAAE,WAAW,QAqBhF;AAyDD,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,mBAAmB,EAAE,OAAO,EAAE,OAAO,QAqBtE;AAED,gBAAgB;AAChB,wBAAgB,QAAQ,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAMxD;AAED,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAgB7D;AAED,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,mBAAmB,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE/E;AAED,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAgB3D;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE7E;AAUD,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,QAA6D,CAAC;AAC7F,gBAAgB;AAChB,eAAO,MAAM,aAAa,QAA6C,CAAC;AACxE,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,QAAiD,CAAC"}
1
+ {"version":3,"file":"Vertex.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Vertex.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,WAAW,EAAgB,MAAM,mBAAmB,CAAC;AAC9D,OAAO,EAAgB,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAWrE,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,+GAE9B,CAAC;AAgDF,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAEjE;AAgDD,gBAAgB;AAChB,wBAAgB,4BAA4B,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAa5E;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAMnE;AAMD,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAcrE;AAED,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAkBlE;AAoBD,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,EAAE,SAAS,EAAE,WAAW,QAqBhF;AAuFD,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,mBAAmB,EAAE,OAAO,EAAE,OAAO,QAsBtE;AAED,gBAAgB;AAChB,wBAAgB,QAAQ,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAMxD;AAED,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAgB7D;AAED,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,mBAAmB,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE/E;AAED,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAgB3D;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE7E;AAUD,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,QAA6D,CAAC;AAC7F,gBAAgB;AAChB,eAAO,MAAM,aAAa,QAA6C,CAAC;AACxE,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,QAAiD,CAAC"}
@@ -7,7 +7,7 @@
7
7
  * @module WebGL
8
8
  */
9
9
  Object.defineProperty(exports, "__esModule", { value: true });
10
- exports.lateVertexDiscard = exports.vertexDiscard = exports.earlyVertexDiscard = exports.replaceLineCode = exports.addLineCode = exports.replaceLineWeight = exports.addLineWeight = exports.addAlpha = exports.addPosition = exports.addNormalMatrix = exports.addModelViewMatrix = exports.addInstancedRtcMatrix = exports.addProjectionMatrix = exports.addModelViewProjectionMatrix = exports.unquantizeVertexPosition = void 0;
10
+ exports.lateVertexDiscard = exports.vertexDiscard = exports.earlyVertexDiscard = exports.replaceLineCode = exports.addLineCode = exports.replaceLineWeight = exports.addLineWeight = exports.addAlpha = exports.addPosition = exports.addNormalMatrix = exports.addModelViewMatrix = exports.addInstancedRtcMatrix = exports.addProjectionMatrix = exports.addModelViewProjectionMatrix = exports.addSamplePosition = exports.unquantizePosition = void 0;
11
11
  const core_bentley_1 = require("@itwin/core-bentley");
12
12
  const Matrix_1 = require("../Matrix");
13
13
  const RenderFlags_1 = require("../RenderFlags");
@@ -19,22 +19,97 @@ const initializeVertLUTCoords = `
19
19
  g_vertexLUTIndex = decodeUInt24(qpos);
20
20
  g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);
21
21
  `;
22
- const unquantizePosition = `
22
+ /** @internal */
23
+ exports.unquantizePosition = `
23
24
  vec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }
24
25
  `;
25
- exports.unquantizeVertexPosition = `
26
- vec4 unquantizeVertexPosition(vec3 pos, vec3 origin, vec3 scale) { return unquantizePosition(pos, origin, scale); }
26
+ const computeQuantizedPosition = `
27
+ vec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }
27
28
  `;
28
29
  // Need to read 2 rgba values to obtain 6 16-bit integers for position
29
- const unquantizeVertexPositionFromLUT = `
30
- vec4 unquantizeVertexPosition(vec3 encodedIndex, vec3 origin, vec3 scale) {
30
+ const computeVertexPositionFromLUT = `
31
+ vec4 computeVertexPosition(vec3 encodedIndex) {
31
32
  vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));
32
33
  g_featureAndMaterialIndex = g_vertLutData2;
33
- return unquantizePosition(qpos, origin, scale);
34
+ return unquantizePosition(qpos, u_qOrigin, u_qScale);
35
+ }
36
+ `;
37
+ const computeUnquantizedPosition1 = `
38
+ vec4 computeVertexPosition(vec3 encodedIndex) {
39
+ vec3 pf[4];
40
+ pf[0] = g_vertLutData0.xyz;
41
+ g_featureAndMaterialIndex.x = g_vertLutData0.w;
42
+ pf[1] = g_vertLutData1.xyz;
43
+ g_featureAndMaterialIndex.y = g_vertLutData1.w;
44
+ pf[2] = g_vertLutData2.xyz;
45
+ g_featureAndMaterialIndex.z = g_vertLutData2.w;
46
+ pf[3] = g_vertLutData3.xyz;
47
+ g_featureAndMaterialIndex.w = g_vertLutData3.w;
48
+ return vec4(decode3Float32(pf), 1.0);
49
+ }
50
+ `;
51
+ const computeUnquantizedPosition2 = `
52
+ vec4 computeVertexPosition(vec3 encodedIndex) {
53
+ uvec3 vux = uvec3(g_vertLutData0.xyz);
54
+ g_featureAndMaterialIndex.x = g_vertLutData0.w;
55
+ uvec3 vuy = uvec3(g_vertLutData1.xyz);
56
+ g_featureAndMaterialIndex.y = g_vertLutData1.w;
57
+ uvec3 vuz = uvec3(g_vertLutData2.xyz);
58
+ g_featureAndMaterialIndex.z = g_vertLutData2.w;
59
+ uvec3 vuw = uvec3(g_vertLutData3.xyz);
60
+ g_featureAndMaterialIndex.w = g_vertLutData3.w;
61
+ uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
62
+ return vec4(uintBitsToFloat(u), 1.0);
34
63
  }
35
64
  `;
36
65
  const computeLineWeight = "\nfloat computeLineWeight() { return g_lineWeight; }\n";
37
66
  const computeLineCode = "\nfloat computeLineCode() { return g_lineCode; }\n";
67
+ function addSamplePosition(vert) {
68
+ vert.addFunction(getSamplePosition(vert.positionType));
69
+ }
70
+ exports.addSamplePosition = addSamplePosition;
71
+ function getSamplePosition(type) {
72
+ const prelude = `
73
+ vec4 samplePosition(float index) {
74
+ vec2 tc = compute_vert_coords(index);`;
75
+ if ("quantized" === type) {
76
+ return `
77
+ ${prelude}
78
+ vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
79
+ tc.x += g_vert_stepX;
80
+ vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
81
+ vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));
82
+ return unquantizePosition(qpos, u_qOrigin, u_qScale);
83
+ }
84
+ `;
85
+ }
86
+ if (System_1.System.instance.capabilities.isWebGL2) {
87
+ return `
88
+ ${prelude}
89
+ uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
90
+ tc.x += g_vert_stepX;
91
+ uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
92
+ tc.x += g_vert_stepX;
93
+ uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
94
+ tc.x += g_vert_stepX;
95
+ uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
96
+ uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
97
+ return vec4(uintBitsToFloat(u), 1.0);
98
+ }`;
99
+ }
100
+ return `
101
+ ${prelude}
102
+ vec3 pf[4];
103
+ pf[0] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
104
+ tc.x += g_vert_stepX;
105
+ pf[1] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
106
+ tc.x += g_vert_stepX;
107
+ pf[2] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
108
+ tc.x += g_vert_stepX;
109
+ pf[3] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
110
+ return vec4(decode3Float32(pf), 1.0);
111
+ }`;
112
+ }
38
113
  /** @internal */
39
114
  function addModelViewProjectionMatrix(vert) {
40
115
  if (vert.usesInstancedGeometry) {
@@ -139,13 +214,55 @@ function addNormalMatrix(vert, instanced) {
139
214
  }
140
215
  }
141
216
  exports.addNormalMatrix = addNormalMatrix;
217
+ function readVertexData(index) {
218
+ return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;
219
+ }
220
+ const nextVertexData = "tc.x += g_vert_stepX;";
221
+ function readNextVertexData(index) {
222
+ return `
223
+ ${nextVertexData}
224
+ ${readVertexData(index)}`;
225
+ }
226
+ const prereadVertexDataPrelude = `
227
+ vec2 tc = g_vertexBaseCoords;
228
+ ${readVertexData(0)}
229
+ ${readNextVertexData(1)}
230
+ ${readNextVertexData(2)}
231
+ `;
232
+ const prereadQuantizedVertexData = `${prereadVertexDataPrelude}
233
+ if (3.0 < u_vertParams.z) {
234
+ ${readNextVertexData(3)}
235
+ }
236
+ `;
237
+ const prereadUnquantizedVertexData = `${prereadVertexDataPrelude}
238
+ ${readNextVertexData(3)}
239
+ ${readNextVertexData(4)}
240
+ if (5.0 < u_vertParams.z) {
241
+ ${readNextVertexData(5)}
242
+ }
243
+ `;
142
244
  const scratchLutParams = new Float32Array(4);
143
245
  function addPositionFromLUT(vert) {
144
246
  vert.addGlobal("g_vertexLUTIndex", 2 /* Float */);
145
247
  vert.addGlobal("g_vertexBaseCoords", 3 /* Vec2 */);
248
+ const unquantized = "unquantized" === vert.positionType;
249
+ const maxRgbaPerVert = unquantized ? 6 : 4;
250
+ for (let i = 0; i < maxRgbaPerVert; i++)
251
+ vert.addGlobal(`g_vertLutData${i}`, 5 /* Vec4 */);
146
252
  vert.addFunction(Decode_1.decodeUint24);
147
253
  vert.addFunction(Decode_1.decodeUint16);
148
- vert.addFunction(unquantizeVertexPositionFromLUT);
254
+ if (unquantized) {
255
+ if (System_1.System.instance.capabilities.isWebGL2) {
256
+ vert.addFunction(computeUnquantizedPosition2);
257
+ }
258
+ else {
259
+ vert.addFunction(Decode_1.decode3Float32);
260
+ vert.addFunction(computeUnquantizedPosition1);
261
+ }
262
+ }
263
+ else {
264
+ vert.addFunction(computeVertexPositionFromLUT);
265
+ }
149
266
  vert.addUniform("u_vertLUT", 8 /* Sampler2D */, (prog) => {
150
267
  prog.addGraphicUniform("u_vertLUT", (uniform, params) => {
151
268
  (params.geometry.asLUT).lut.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.VertexLUT);
@@ -165,44 +282,29 @@ function addPositionFromLUT(vert) {
165
282
  });
166
283
  (0, LookupTable_1.addLookupTable)(vert, "vert", "u_vertParams.z");
167
284
  vert.addInitializer(initializeVertLUTCoords);
168
- vert.addGlobal(`g_vertLutData0`, 5 /* Vec4 */);
169
- vert.addGlobal(`g_vertLutData1`, 5 /* Vec4 */);
170
- vert.addGlobal(`g_vertLutData2`, 5 /* Vec4 */);
171
- vert.addGlobal(`g_vertLutData3`, 5 /* Vec4 */);
172
285
  vert.addGlobal("g_featureAndMaterialIndex", 5 /* Vec4 */);
173
286
  // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.
174
- vert.addInitializer(`
175
- vec2 tc = g_vertexBaseCoords;
176
- g_vertLutData0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
177
- tc.x += g_vert_stepX;
178
- g_vertLutData1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
179
- tc.x += g_vert_stepX;
180
- g_vertLutData2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
181
- if (3.0 < u_vertParams.z) {
182
- tc.x += g_vert_stepX;
183
- g_vertLutData3 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
184
- }
185
- `);
287
+ vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);
186
288
  }
187
- // Shader tests u_qScale.x < 0 to determine that positions are not quantized.
188
- const unquantizedScale = new Float32Array([-1, -1, -1]);
189
289
  /** @internal */
190
290
  function addPosition(vert, fromLUT) {
191
- vert.addFunction(unquantizePosition);
192
- vert.addUniform("u_qScale", 4 /* Vec3 */, (prog) => {
193
- prog.addGraphicUniform("u_qScale", (uniform, params) => {
194
- uniform.setUniform3fv(params.geometry.usesQuantizedPositions ? params.geometry.qScale : unquantizedScale);
291
+ if (!fromLUT || "quantized" === vert.positionType) {
292
+ vert.addFunction(exports.unquantizePosition);
293
+ vert.addUniform("u_qScale", 4 /* Vec3 */, (prog) => {
294
+ prog.addGraphicUniform("u_qScale", (uniform, params) => {
295
+ (0, core_bentley_1.assert)(params.geometry.usesQuantizedPositions);
296
+ uniform.setUniform3fv(params.geometry.qScale);
297
+ });
195
298
  });
196
- });
197
- vert.addUniform("u_qOrigin", 4 /* Vec3 */, (prog) => {
198
- prog.addGraphicUniform("u_qOrigin", (uniform, params) => {
199
- // If positions aren't quantized, the shader doesn't use the origin - don't bother updating it.
200
- if (params.geometry.usesQuantizedPositions)
299
+ vert.addUniform("u_qOrigin", 4 /* Vec3 */, (prog) => {
300
+ prog.addGraphicUniform("u_qOrigin", (uniform, params) => {
301
+ (0, core_bentley_1.assert)(params.geometry.usesQuantizedPositions);
201
302
  uniform.setUniform3fv(params.geometry.qOrigin);
303
+ });
202
304
  });
203
- });
305
+ }
204
306
  if (!fromLUT) {
205
- vert.addFunction(exports.unquantizeVertexPosition);
307
+ vert.addFunction(computeQuantizedPosition);
206
308
  }
207
309
  else {
208
310
  addPositionFromLUT(vert);