@itwin/core-frontend 4.0.0-dev.77 → 4.0.0-dev.80
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
- package/lib/cjs/AuxCoordSys.js.map +1 -1
- package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/CoordSystem.js.map +1 -1
- package/lib/cjs/DecorationsCache.js.map +1 -1
- package/lib/cjs/DevTools.js.map +1 -1
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.js +5 -5
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/EnvironmentDecorations.d.ts +2 -2
- package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
- package/lib/cjs/EnvironmentDecorations.js +10 -6
- package/lib/cjs/EnvironmentDecorations.js.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/Frustum2d.js.map +1 -1
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/FuzzySearch.js.map +1 -1
- package/lib/cjs/GeoServices.js.map +1 -1
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.js +23 -23
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IModelRoutingContext.js.map +1 -1
- package/lib/cjs/IModeljs-css.js +133 -133
- package/lib/cjs/IModeljs-css.js.map +1 -1
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/LinePlaneIntersect.js.map +1 -1
- package/lib/cjs/LocalhostIpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelSelectorState.js.map +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/NoRenderApp.js.map +1 -1
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
- package/lib/cjs/PlanarClipMaskState.js.map +1 -1
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/StandardView.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/UserPreferences.js.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewContext.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewRect.js.map +1 -1
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewStatus.js.map +1 -1
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.js.map +1 -1
- package/lib/cjs/WebWorkerManager.js.map +1 -1
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/ExtensionHost.js.map +1 -1
- package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -1
- package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -1
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
- package/lib/cjs/gltf/GltfModel.js.map +1 -1
- package/lib/cjs/gltf/GltfParser.js.map +1 -1
- package/lib/cjs/gltf/GltfSchema.js.map +1 -1
- package/lib/cjs/properties/AngleDescription.js.map +1 -1
- package/lib/cjs/properties/FormattedQuantityDescription.js.map +1 -1
- package/lib/cjs/properties/LengthDescription.js.map +1 -1
- package/lib/cjs/public/scripts/checkbrowser.js +24 -24
- package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/LocalUnitFormatProvider.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -1
- package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -1
- package/lib/cjs/render/CanvasDecoration.js.map +1 -1
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/FrameStats.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
- package/lib/cjs/render/InstancedGraphicParams.js.map +1 -1
- package/lib/cjs/render/MockRender.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/render/RenderClipVolume.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderPlan.d.ts +14 -2
- package/lib/cjs/render/RenderPlan.d.ts.map +1 -1
- package/lib/cjs/render/RenderPlan.js +33 -4
- package/lib/cjs/render/RenderPlan.js.map +1 -1
- package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/RenderTexture.js.map +1 -1
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -1
- package/lib/cjs/render/VisibleFeature.js.map +1 -1
- package/lib/cjs/render/primitives/AuxChannelTable.js.map +1 -1
- package/lib/cjs/render/primitives/ColorMap.js.map +1 -1
- package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
- package/lib/cjs/render/primitives/PointStringParams.js.map +1 -1
- package/lib/cjs/render/primitives/Polyface.js.map +1 -1
- package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
- package/lib/cjs/render/primitives/Primitives.js.map +1 -1
- package/lib/cjs/render/primitives/Strokes.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryList.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +48 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.js +152 -0
- package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -0
- package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js.map +1 -1
- package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
- package/lib/cjs/render/webgl/BatchState.js.map +1 -1
- package/lib/cjs/render/webgl/BatchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/BranchStack.js.map +1 -1
- package/lib/cjs/render/webgl/BranchState.js.map +1 -1
- package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/ClipStack.js.map +1 -1
- package/lib/cjs/render/webgl/ClipVolume.js.map +1 -1
- package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
- package/lib/cjs/render/webgl/Diagnostics.js.map +1 -1
- package/lib/cjs/render/webgl/Disposable.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/EdgeSettings.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
- package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/GL.js.map +1 -1
- package/lib/cjs/render/webgl/GLTimer.js.map +1 -1
- package/lib/cjs/render/webgl/Graphic.js.map +1 -1
- package/lib/cjs/render/webgl/HiliteUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/IModelFrameLifecycle.js.map +1 -1
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Layer.js.map +1 -1
- package/lib/cjs/render/webgl/LayerCommands.js.map +1 -1
- package/lib/cjs/render/webgl/LightingUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/LineCode.js.map +1 -1
- package/lib/cjs/render/webgl/Material.js.map +1 -1
- package/lib/cjs/render/webgl/Matrix.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
- package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/Primitive.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/RenderState.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ScratchDrawParams.js.map +1 -1
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +7 -5
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +15 -5
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
- package/lib/cjs/render/webgl/ShadowUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
- package/lib/cjs/render/webgl/StyleUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Sync.js.map +1 -1
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +4 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
- package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +109 -16
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/Texture.js.map +1 -1
- package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
- package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
- package/lib/cjs/render/webgl/ViewRectUniforms.js.map +1 -1
- package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +154 -154
- package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +83 -83
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts +7 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.js +462 -0
- package/lib/cjs/render/webgl/glsl/Atmosphere.js.map +1 -0
- package/lib/cjs/render/webgl/glsl/Blur.js +37 -37
- package/lib/cjs/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +4 -4
- package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +3 -3
- package/lib/cjs/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Clipping.js +60 -60
- package/lib/cjs/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +12 -12
- package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js +7 -7
- package/lib/cjs/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CombineTextures.js +5 -5
- package/lib/cjs/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +16 -16
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Composite.js +71 -71
- package/lib/cjs/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyColor.js +6 -6
- package/lib/cjs/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +3 -3
- package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -4
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +65 -65
- package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EDL.js +103 -103
- package/lib/cjs/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +25 -25
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +146 -146
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +233 -233
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +41 -41
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Instancing.js +21 -21
- package/lib/cjs/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +92 -92
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +19 -19
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Monochrome.js +13 -13
- package/lib/cjs/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js +188 -188
- package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +22 -22
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +28 -28
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +9 -9
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +213 -213
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +87 -84
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts +3 -2
- package/lib/cjs/render/webgl/glsl/SkySphere.d.ts.map +1 -1
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- package/lib/esm/render/webgl/Sync.js.map +1 -1
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts +1 -0
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +4 -0
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/TargetGraphics.js.map +1 -1
- package/lib/esm/render/webgl/TargetUniforms.d.ts +2 -0
- package/lib/esm/render/webgl/TargetUniforms.d.ts.map +1 -1
- package/lib/esm/render/webgl/TargetUniforms.js +2 -0
- package/lib/esm/render/webgl/TargetUniforms.js.map +1 -1
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +110 -17
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -1
- package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.js +10 -1
- package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
- package/lib/esm/render/webgl/Texture.js.map +1 -1
- package/lib/esm/render/webgl/TextureDrape.js.map +1 -1
- package/lib/esm/render/webgl/ThematicSensors.js.map +1 -1
- package/lib/esm/render/webgl/ThematicUniforms.js.map +1 -1
- package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
- package/lib/esm/render/webgl/VertexLUT.js.map +1 -1
- package/lib/esm/render/webgl/ViewRectUniforms.js.map +1 -1
- package/lib/esm/render/webgl/VisibleTileFeatures.js.map +1 -1
- package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +154 -154
- package/lib/esm/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.js +83 -83
- package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Atmosphere.d.ts +7 -0
- package/lib/esm/render/webgl/glsl/Atmosphere.d.ts.map +1 -0
- package/lib/esm/render/webgl/glsl/Atmosphere.js +458 -0
- package/lib/esm/render/webgl/glsl/Atmosphere.js.map +1 -0
- package/lib/esm/render/webgl/glsl/Blur.js +37 -37
- package/lib/esm/render/webgl/glsl/Blur.js.map +1 -1
- package/lib/esm/render/webgl/glsl/ClearPickAndColor.js +4 -4
- package/lib/esm/render/webgl/glsl/ClearPickAndColor.js.map +1 -1
- package/lib/esm/render/webgl/glsl/ClearTranslucent.js +3 -3
- package/lib/esm/render/webgl/glsl/ClearTranslucent.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Clipping.js +60 -60
- package/lib/esm/render/webgl/glsl/Clipping.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Color.js +12 -12
- package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Combine3Textures.js +7 -7
- package/lib/esm/render/webgl/glsl/Combine3Textures.js.map +1 -1
- package/lib/esm/render/webgl/glsl/CombineTextures.js +5 -5
- package/lib/esm/render/webgl/glsl/CombineTextures.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Common.js +16 -16
- package/lib/esm/render/webgl/glsl/Common.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Composite.js +71 -71
- package/lib/esm/render/webgl/glsl/Composite.js.map +1 -1
- package/lib/esm/render/webgl/glsl/CopyColor.js +6 -6
- package/lib/esm/render/webgl/glsl/CopyColor.js.map +1 -1
- package/lib/esm/render/webgl/glsl/CopyPickBuffers.js +3 -3
- package/lib/esm/render/webgl/glsl/CopyPickBuffers.js.map +1 -1
- package/lib/esm/render/webgl/glsl/CopyStencil.js +4 -4
- package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Decode.js +65 -65
- package/lib/esm/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/esm/render/webgl/glsl/EDL.js +103 -103
- package/lib/esm/render/webgl/glsl/EDL.js.map +1 -1
- package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +25 -25
- package/lib/esm/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.js +146 -146
- package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +233 -233
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Fragment.js +41 -41
- package/lib/esm/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Instancing.js +21 -21
- package/lib/esm/render/webgl/glsl/Instancing.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Lighting.js +92 -92
- package/lib/esm/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/esm/render/webgl/glsl/LogarithmicDepthBuffer.js.map +1 -1
- package/lib/esm/render/webgl/glsl/LookupTable.js +19 -19
- package/lib/esm/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Monochrome.js +13 -13
- package/lib/esm/render/webgl/glsl/Monochrome.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PlanarClassification.js +188 -188
- package/lib/esm/render/webgl/glsl/PlanarClassification.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PlanarGrid.js +22 -22
- package/lib/esm/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointCloud.js +28 -28
- package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointString.js +9 -9
- package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.js +213 -213
- package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +87 -84
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RenderPass.js.map +1 -1
- package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +9 -9
- package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/esm/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/esm/render/webgl/glsl/SkySphere.d.ts +3 -2
- package/lib/esm/render/webgl/glsl/SkySphere.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/SkySphere.js +193 -151
- package/lib/esm/render/webgl/glsl/SkySphere.js.map +1 -1
- package/lib/esm/render/webgl/glsl/SolarShadowMapping.js +51 -51
- package/lib/esm/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +240 -240
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Thematic.js +134 -134
- package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Translucency.js +19 -19
- package/lib/esm/render/webgl/glsl/Translucency.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.js +73 -73
- package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Viewport.js +38 -38
- package/lib/esm/render/webgl/glsl/Viewport.js.map +1 -1
- package/lib/esm/render/webgl/glsl/ViewportQuad.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Wiremesh.js +10 -10
- package/lib/esm/render/webgl/glsl/Wiremesh.js.map +1 -1
- package/lib/esm/render-primitives.js.map +1 -1
- package/lib/esm/request/Request.js.map +1 -1
- package/lib/esm/tile/B3dmReader.js.map +1 -1
- package/lib/esm/tile/BatchedTileIdMap.js.map +1 -1
- package/lib/esm/tile/CesiumAssetProvider.js.map +1 -1
- package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
- package/lib/esm/tile/ContextShareProvider.js.map +1 -1
- package/lib/esm/tile/DisclosedTileTreeSet.js.map +1 -1
- package/lib/esm/tile/DynamicIModelTile.js.map +1 -1
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/GraphicsCollector.js.map +1 -1
- package/lib/esm/tile/I3dmReader.js.map +1 -1
- package/lib/esm/tile/IModelTile.js.map +1 -1
- package/lib/esm/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/esm/tile/IModelTileTree.js.map +1 -1
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/LRUTileList.js.map +1 -1
- package/lib/esm/tile/OPCFormatInterpreter.js.map +1 -1
- package/lib/esm/tile/PntsReader.d.ts +2 -2
- package/lib/esm/tile/PntsReader.d.ts.map +1 -1
- package/lib/esm/tile/PntsReader.js +10 -2
- package/lib/esm/tile/PntsReader.js.map +1 -1
- package/lib/esm/tile/RealityTile.js.map +1 -1
- package/lib/esm/tile/RealityTileDrawArgs.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +1 -1
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/RealityTileTree.js.map +1 -1
- package/lib/esm/tile/ThreeDTileFormatInterpreter.js.map +1 -1
- package/lib/esm/tile/Tile.js.map +1 -1
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileContent.js.map +1 -1
- package/lib/esm/tile/TileDrawArgs.js.map +1 -1
- package/lib/esm/tile/TileGeometryCollector.js.map +1 -1
- package/lib/esm/tile/TileParams.js.map +1 -1
- package/lib/esm/tile/TileRequest.js.map +1 -1
- package/lib/esm/tile/TileRequestChannel.js.map +1 -1
- package/lib/esm/tile/TileRequestChannels.js.map +1 -1
- package/lib/esm/tile/TileStorage.js.map +1 -1
- package/lib/esm/tile/TileTree.js.map +1 -1
- package/lib/esm/tile/TileTreeOwner.js.map +1 -1
- package/lib/esm/tile/TileTreeParams.js.map +1 -1
- package/lib/esm/tile/TileTreeReference.js.map +1 -1
- package/lib/esm/tile/TileTreeSupplier.js.map +1 -1
- package/lib/esm/tile/TileUsageMarker.js.map +1 -1
- package/lib/esm/tile/TileUser.js.map +1 -1
- package/lib/esm/tile/TileUserSet.js.map +1 -1
- package/lib/esm/tile/TiledGraphicsProvider.js.map +1 -1
- package/lib/esm/tile/ViewFlagOverrides.js.map +1 -1
- package/lib/esm/tile/internal.js.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/BingElevation.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/EllipsoidTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/AzureMapsLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/BingImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/MapBoxLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/TileUrlImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmtsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapCartoRectangle.js.map +1 -1
- package/lib/esm/tile/map/MapFeatureInfo.js.map +1 -1
- package/lib/esm/tile/map/MapLayerAuthentication.js.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.js +2 -2
- package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
- package/lib/esm/tile/map/MapLayerTileTreeReference.js.map +1 -1
- package/lib/esm/tile/map/MapTile.js.map +1 -1
- package/lib/esm/tile/map/MapTileAvailability.js.map +1 -1
- package/lib/esm/tile/map/MapTileLoader.js.map +1 -1
- package/lib/esm/tile/map/MapTiledGraphicsProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTilingScheme.js.map +1 -1
- package/lib/esm/tile/map/QuadId.js.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/esm/tile/map/TerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/esm/tile/map/WmsUtilities.js.map +1 -1
- package/lib/esm/tile/map/WmtsCapabilities.js.map +1 -1
- package/lib/esm/tools/AccuDrawTool.js.map +1 -1
- package/lib/esm/tools/ClipViewTool.js.map +1 -1
- package/lib/esm/tools/EditManipulator.js.map +1 -1
- package/lib/esm/tools/ElementSetTool.js.map +1 -1
- package/lib/esm/tools/EventController.js.map +1 -1
- package/lib/esm/tools/IdleTool.js.map +1 -1
- package/lib/esm/tools/MeasureTool.js.map +1 -1
- package/lib/esm/tools/PrimitiveTool.js.map +1 -1
- package/lib/esm/tools/SelectTool.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/tools/ToolAssistance.js.map +1 -1
- package/lib/esm/tools/ToolSettings.js.map +1 -1
- package/lib/esm/tools/ViewTool.js.map +1 -1
- package/lib/esm/webgl.js.map +1 -1
- package/lib/public/assets/MapLayerSources.json +25 -25
- package/lib/public/images/cesium-ion.svg +92 -92
- package/lib/public/images/imodeljs-icon.svg +2 -2
- package/lib/public/locales/en/CoreTools.json +477 -477
- package/lib/public/locales/en/iModelJs.json +170 -170
- package/lib/public/scripts/checkbrowser.js +24 -24
- package/package.json +18 -18
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exports.createSkySphereBuilder = void 0;
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const core_geometry_1 = require("@itwin/core-geometry");
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const Atmosphere_1 = require("./Atmosphere");
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const computeGradientValue = `
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// For the gradient sky it's good enough to calculate these in the vertex shader.
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vec3 eyeToVert = a_worldPos - u_worldEye;
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float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);
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float zValue = eyeToVert.z - radius * u_zOffset;
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float d = atan(zValue, radius);
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if (u_skyParams.x < 0.0) { // 2-color gradient
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d = 0.5 - d / 3.14159265359;
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return vec4(d, 0.0, 0.0, 0.0);
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}
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d = d / 1.570796326795;
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return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));
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`;
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const computeSkySphereColorGradient = `
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if (u_skyParams.x < 0.0) // 2-color
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return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
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if (v_gradientValue.x > horizonSize) // above horizon
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return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
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else if (v_gradientValue.x < -horizonSize) // below horizon
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return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
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return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
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const computeSkySphereColorGradient = `
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if (u_skyParams.x < 0.0) // 2-color
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return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);
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if (v_gradientValue.x > horizonSize) // above horizon
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return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);
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else if (v_gradientValue.x < -horizonSize) // below horizon
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return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);
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return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);
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`;
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const computeSkySphereColorAtmosphere = `
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return vec4(0.0, 0.0, 0.0, 1.0);
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`;
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const computeEyeToVert = "v_eyeToVert = a_worldPos - u_worldEye;";
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const computeSkySphereColorTexture = `
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// For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
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float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
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float zValue = v_eyeToVert.z - radius * u_zOffset;
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float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
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float v = 0.5 - atan(zValue, radius) / 3.14159265359;
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if (u < 0.0)
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u += 1.0;
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if (v < 0.0)
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v += 1.0;
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return TEXTURE(s_skyTxtr, vec2(u, v));
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const computeSkySphereColorTexture = `
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// For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.
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float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);
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float zValue = v_eyeToVert.z - radius * u_zOffset;
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float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;
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53
|
+
float v = 0.5 - atan(zValue, radius) / 3.14159265359;
|
|
54
|
+
if (u < 0.0)
|
|
55
|
+
u += 1.0;
|
|
56
|
+
if (v < 0.0)
|
|
57
|
+
v += 1.0;
|
|
58
|
+
return TEXTURE(s_skyTxtr, vec2(u, v));
|
|
55
59
|
`;
|
|
60
|
+
/**
|
|
61
|
+
* Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.
|
|
62
|
+
* For this reason, the modelView matrix is not useful in calculating eyeSpace.
|
|
63
|
+
* Instead, we can calculate the eyeSpace coordinates via the frustum values directly.
|
|
64
|
+
*/
|
|
65
|
+
const computeEyeSpace = `
|
|
66
|
+
vec3 computeEyeSpace(vec4 rawPos) {
|
|
67
|
+
vec3 pos01 = rawPos.xyz * 0.5 + 0.5;
|
|
68
|
+
|
|
69
|
+
float top = u_frustumPlanes.x;
|
|
70
|
+
float bottom = u_frustumPlanes.y;
|
|
71
|
+
float left = u_frustumPlanes.z;
|
|
72
|
+
float right = u_frustumPlanes.w;
|
|
73
|
+
|
|
74
|
+
return vec3(
|
|
75
|
+
mix(left, right, pos01.x),
|
|
76
|
+
mix(bottom, top, pos01.y),
|
|
77
|
+
-u_frustum.x
|
|
78
|
+
);
|
|
79
|
+
}`;
|
|
56
80
|
const scratch3Floats = new Float32Array(3);
|
|
57
81
|
const scratchVec3 = new core_geometry_1.Vector3d();
|
|
58
82
|
const scratchPoint3 = new core_geometry_1.Point3d();
|
|
@@ -64,17 +88,139 @@ function modulateColor(colorIn, t, colorOut) {
|
|
|
64
88
|
colorOut[2] = colorIn[2] * b;
|
|
65
89
|
}
|
|
66
90
|
/** @internal */
|
|
67
|
-
function
|
|
91
|
+
function addGradientUniforms(builder) {
|
|
92
|
+
builder.vert.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
|
|
93
|
+
shader.addGraphicUniform("u_skyParams", (uniform, params) => {
|
|
94
|
+
const geom = params.geometry;
|
|
95
|
+
uniform.setUniform3fv(geom.typeAndExponents);
|
|
96
|
+
});
|
|
97
|
+
});
|
|
98
|
+
builder.vert.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
|
|
99
|
+
shader.addGraphicUniform("u_zOffset", (uniform, params) => {
|
|
100
|
+
const geom = params.geometry;
|
|
101
|
+
uniform.setUniform1f(geom.zOffset);
|
|
102
|
+
});
|
|
103
|
+
});
|
|
104
|
+
builder.frag.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
|
|
105
|
+
shader.addGraphicUniform("u_skyParams", (uniform, params) => {
|
|
106
|
+
const geom = params.geometry;
|
|
107
|
+
uniform.setUniform3fv(geom.typeAndExponents);
|
|
108
|
+
});
|
|
109
|
+
});
|
|
110
|
+
builder.frag.addUniform("u_zenithColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
111
|
+
shader.addGraphicUniform("u_zenithColor", (uniform, params) => {
|
|
112
|
+
const geom = params.geometry;
|
|
113
|
+
const plan = params.target.plan;
|
|
114
|
+
if (plan.backgroundMapOn && plan.isGlobeMode3D) {
|
|
115
|
+
modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);
|
|
116
|
+
uniform.setUniform3fv(scratch3Floats);
|
|
117
|
+
}
|
|
118
|
+
else
|
|
119
|
+
uniform.setUniform3fv(geom.zenithColor);
|
|
120
|
+
});
|
|
121
|
+
});
|
|
122
|
+
builder.frag.addUniform("u_skyColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
123
|
+
shader.addGraphicUniform("u_skyColor", (uniform, params) => {
|
|
124
|
+
const geom = params.geometry;
|
|
125
|
+
const plan = params.target.plan;
|
|
126
|
+
if (plan.backgroundMapOn && plan.isGlobeMode3D) {
|
|
127
|
+
modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);
|
|
128
|
+
uniform.setUniform3fv(scratch3Floats);
|
|
129
|
+
}
|
|
130
|
+
else
|
|
131
|
+
uniform.setUniform3fv(geom.skyColor);
|
|
132
|
+
});
|
|
133
|
+
});
|
|
134
|
+
builder.frag.addUniform("u_groundColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
135
|
+
shader.addGraphicUniform("u_groundColor", (uniform, params) => {
|
|
136
|
+
const geom = params.geometry;
|
|
137
|
+
const plan = params.target.plan;
|
|
138
|
+
if (plan.backgroundMapOn) {
|
|
139
|
+
let clr = geom.skyColor;
|
|
140
|
+
if (-1 === geom.typeAndExponents[0]) // 2-color gradient
|
|
141
|
+
clr = geom.zenithColor;
|
|
142
|
+
if (plan.isGlobeMode3D) {
|
|
143
|
+
modulateColor(clr, plan.globalViewTransition, scratch3Floats);
|
|
144
|
+
uniform.setUniform3fv(scratch3Floats);
|
|
145
|
+
}
|
|
146
|
+
else
|
|
147
|
+
uniform.setUniform3fv(clr);
|
|
148
|
+
}
|
|
149
|
+
else {
|
|
150
|
+
uniform.setUniform3fv(geom.groundColor);
|
|
151
|
+
}
|
|
152
|
+
});
|
|
153
|
+
});
|
|
154
|
+
builder.frag.addUniform("u_nadirColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
155
|
+
shader.addGraphicUniform("u_nadirColor", (uniform, params) => {
|
|
156
|
+
const geom = params.geometry;
|
|
157
|
+
const plan = params.target.plan;
|
|
158
|
+
if (plan.backgroundMapOn) {
|
|
159
|
+
let clr = geom.skyColor;
|
|
160
|
+
if (-1 === geom.typeAndExponents[0]) // 2-color gradient
|
|
161
|
+
clr = geom.nadirColor;
|
|
162
|
+
if (plan.isGlobeMode3D) {
|
|
163
|
+
modulateColor(clr, plan.globalViewTransition, scratch3Floats);
|
|
164
|
+
uniform.setUniform3fv(scratch3Floats);
|
|
165
|
+
}
|
|
166
|
+
else
|
|
167
|
+
uniform.setUniform3fv(clr);
|
|
168
|
+
}
|
|
169
|
+
else {
|
|
170
|
+
uniform.setUniform3fv(geom.nadirColor);
|
|
171
|
+
}
|
|
172
|
+
});
|
|
173
|
+
});
|
|
174
|
+
}
|
|
175
|
+
/** @internal */
|
|
176
|
+
function addTextureUniforms(builder) {
|
|
177
|
+
builder.frag.addUniform("s_skyTxtr", 8 /* VariableType.Sampler2D */, (shader) => {
|
|
178
|
+
shader.addGraphicUniform("s_skyTxtr", (uniform, params) => {
|
|
179
|
+
const geom = params.geometry;
|
|
180
|
+
if (undefined !== geom.skyTexture)
|
|
181
|
+
geom.skyTexture.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.Zero);
|
|
182
|
+
else
|
|
183
|
+
System_1.System.instance.ensureSamplerBound(uniform, RenderFlags_1.TextureUnit.FeatureSymbology);
|
|
184
|
+
});
|
|
185
|
+
});
|
|
186
|
+
builder.frag.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
|
|
187
|
+
shader.addGraphicUniform("u_zOffset", (uniform, params) => {
|
|
188
|
+
const geom = params.geometry;
|
|
189
|
+
uniform.setUniform1f(geom.zOffset);
|
|
190
|
+
});
|
|
191
|
+
});
|
|
192
|
+
builder.frag.addUniform("u_rotation", 2 /* VariableType.Float */, (shader) => {
|
|
193
|
+
shader.addGraphicUniform("u_rotation", (uniform, params) => {
|
|
194
|
+
const geom = params.geometry;
|
|
195
|
+
uniform.setUniform1f(geom.rotation);
|
|
196
|
+
});
|
|
197
|
+
});
|
|
198
|
+
}
|
|
199
|
+
/** @internal */
|
|
200
|
+
function createSkySphereBuilder(isGradient, flags) {
|
|
68
201
|
const attrMap = AttributeMap_1.AttributeMap.findAttributeMap(isGradient ? 24 /* TechniqueId.SkySphereGradient */ : 25 /* TechniqueId.SkySphereTexture */, false);
|
|
69
202
|
const builder = (0, ViewportQuad_1.createViewportQuadBuilder)(false, attrMap);
|
|
70
|
-
if (isGradient) {
|
|
71
|
-
builder.addFunctionComputedVarying("v_gradientValue", 5 /* VariableType.Vec4 */, "computeGradientValue", computeGradientValue);
|
|
72
|
-
builder.addGlobal("horizonSize", 2 /* VariableType.Float */, 3 /* ShaderType.Both */, "0.0015", true);
|
|
73
|
-
}
|
|
74
|
-
else
|
|
75
|
-
builder.addInlineComputedVarying("v_eyeToVert", 4 /* VariableType.Vec3 */, computeEyeToVert);
|
|
76
203
|
const vert = builder.vert;
|
|
77
|
-
|
|
204
|
+
const frag = builder.frag;
|
|
205
|
+
vert.addFunction(computeEyeSpace);
|
|
206
|
+
builder.addInlineComputedVarying("v_eyeSpace", 4 /* VariableType.Vec3 */, "v_eyeSpace = computeEyeSpace(rawPosition);");
|
|
207
|
+
vert.addUniform("u_frustumPlanes", 5 /* VariableType.Vec4 */, (prg) => {
|
|
208
|
+
prg.addGraphicUniform("u_frustumPlanes", (uniform, params) => {
|
|
209
|
+
uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }
|
|
210
|
+
});
|
|
211
|
+
});
|
|
212
|
+
vert.addUniform("u_frustum", 4 /* VariableType.Vec3 */, (prg) => {
|
|
213
|
+
prg.addGraphicUniform("u_frustum", (uniform, params) => {
|
|
214
|
+
uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }
|
|
215
|
+
});
|
|
216
|
+
});
|
|
217
|
+
frag.set(16 /* FragmentShaderComponent.AssignFragData */, Fragment_1.assignFragColor);
|
|
218
|
+
if (flags.enableAtmosphere) {
|
|
219
|
+
frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorAtmosphere);
|
|
220
|
+
(0, Atmosphere_1.addAtmosphericScatteringEffect)(builder, true, true);
|
|
221
|
+
return builder;
|
|
222
|
+
}
|
|
223
|
+
builder.vert.addUniform("u_worldEye", 4 /* VariableType.Vec3 */, (shader) => {
|
|
78
224
|
shader.addGraphicUniform("u_worldEye", (uniform, params) => {
|
|
79
225
|
const frustum = params.target.planFrustum;
|
|
80
226
|
if (2 /* FrustumUniformType.Perspective */ === params.target.uniforms.frustum.type) {
|
|
@@ -106,121 +252,17 @@ function createSkySphereProgram(context, isGradient) {
|
|
|
106
252
|
});
|
|
107
253
|
});
|
|
108
254
|
if (isGradient) {
|
|
109
|
-
|
|
110
|
-
|
|
111
|
-
|
|
112
|
-
uniform.setUniform3fv(geom.typeAndExponents);
|
|
113
|
-
});
|
|
114
|
-
});
|
|
115
|
-
vert.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
|
|
116
|
-
shader.addGraphicUniform("u_zOffset", (uniform, params) => {
|
|
117
|
-
const geom = params.geometry;
|
|
118
|
-
uniform.setUniform1f(geom.zOffset);
|
|
119
|
-
});
|
|
120
|
-
});
|
|
121
|
-
}
|
|
122
|
-
const frag = builder.frag;
|
|
123
|
-
if (isGradient) {
|
|
124
|
-
frag.addUniform("u_skyParams", 4 /* VariableType.Vec3 */, (shader) => {
|
|
125
|
-
shader.addGraphicUniform("u_skyParams", (uniform, params) => {
|
|
126
|
-
const geom = params.geometry;
|
|
127
|
-
uniform.setUniform3fv(geom.typeAndExponents);
|
|
128
|
-
});
|
|
129
|
-
});
|
|
130
|
-
frag.addUniform("u_zenithColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
131
|
-
shader.addGraphicUniform("u_zenithColor", (uniform, params) => {
|
|
132
|
-
const geom = params.geometry;
|
|
133
|
-
const plan = params.target.plan;
|
|
134
|
-
if (plan.backgroundMapOn && plan.isGlobeMode3D) {
|
|
135
|
-
modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);
|
|
136
|
-
uniform.setUniform3fv(scratch3Floats);
|
|
137
|
-
}
|
|
138
|
-
else
|
|
139
|
-
uniform.setUniform3fv(geom.zenithColor);
|
|
140
|
-
});
|
|
141
|
-
});
|
|
142
|
-
frag.addUniform("u_skyColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
143
|
-
shader.addGraphicUniform("u_skyColor", (uniform, params) => {
|
|
144
|
-
const geom = params.geometry;
|
|
145
|
-
const plan = params.target.plan;
|
|
146
|
-
if (plan.backgroundMapOn && plan.isGlobeMode3D) {
|
|
147
|
-
modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);
|
|
148
|
-
uniform.setUniform3fv(scratch3Floats);
|
|
149
|
-
}
|
|
150
|
-
else
|
|
151
|
-
uniform.setUniform3fv(geom.skyColor);
|
|
152
|
-
});
|
|
153
|
-
});
|
|
154
|
-
frag.addUniform("u_groundColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
155
|
-
shader.addGraphicUniform("u_groundColor", (uniform, params) => {
|
|
156
|
-
const geom = params.geometry;
|
|
157
|
-
const plan = params.target.plan;
|
|
158
|
-
if (plan.backgroundMapOn) {
|
|
159
|
-
let clr = geom.skyColor;
|
|
160
|
-
if (-1 === geom.typeAndExponents[0]) // 2-color gradient
|
|
161
|
-
clr = geom.zenithColor;
|
|
162
|
-
if (plan.isGlobeMode3D) {
|
|
163
|
-
modulateColor(clr, plan.globalViewTransition, scratch3Floats);
|
|
164
|
-
uniform.setUniform3fv(scratch3Floats);
|
|
165
|
-
}
|
|
166
|
-
else
|
|
167
|
-
uniform.setUniform3fv(clr);
|
|
168
|
-
}
|
|
169
|
-
else {
|
|
170
|
-
uniform.setUniform3fv(geom.groundColor);
|
|
171
|
-
}
|
|
172
|
-
});
|
|
173
|
-
});
|
|
174
|
-
frag.addUniform("u_nadirColor", 4 /* VariableType.Vec3 */, (shader) => {
|
|
175
|
-
shader.addGraphicUniform("u_nadirColor", (uniform, params) => {
|
|
176
|
-
const geom = params.geometry;
|
|
177
|
-
const plan = params.target.plan;
|
|
178
|
-
if (plan.backgroundMapOn) {
|
|
179
|
-
let clr = geom.skyColor;
|
|
180
|
-
if (-1 === geom.typeAndExponents[0]) // 2-color gradient
|
|
181
|
-
clr = geom.nadirColor;
|
|
182
|
-
if (plan.isGlobeMode3D) {
|
|
183
|
-
modulateColor(clr, plan.globalViewTransition, scratch3Floats);
|
|
184
|
-
uniform.setUniform3fv(scratch3Floats);
|
|
185
|
-
}
|
|
186
|
-
else
|
|
187
|
-
uniform.setUniform3fv(clr);
|
|
188
|
-
}
|
|
189
|
-
else {
|
|
190
|
-
uniform.setUniform3fv(geom.nadirColor);
|
|
191
|
-
}
|
|
192
|
-
});
|
|
193
|
-
});
|
|
255
|
+
addGradientUniforms(builder);
|
|
256
|
+
builder.addGlobal("horizonSize", 2 /* VariableType.Float */, 3 /* ShaderType.Both */, "0.0015", true);
|
|
257
|
+
builder.addFunctionComputedVarying("v_gradientValue", 5 /* VariableType.Vec4 */, "computeGradientValue", computeGradientValue);
|
|
194
258
|
frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorGradient);
|
|
195
259
|
}
|
|
196
260
|
else {
|
|
197
|
-
|
|
198
|
-
|
|
199
|
-
const geom = params.geometry;
|
|
200
|
-
if (undefined !== geom.skyTexture)
|
|
201
|
-
geom.skyTexture.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.Zero);
|
|
202
|
-
else
|
|
203
|
-
System_1.System.instance.ensureSamplerBound(uniform, RenderFlags_1.TextureUnit.FeatureSymbology);
|
|
204
|
-
});
|
|
205
|
-
});
|
|
206
|
-
frag.addUniform("u_zOffset", 2 /* VariableType.Float */, (shader) => {
|
|
207
|
-
shader.addGraphicUniform("u_zOffset", (uniform, params) => {
|
|
208
|
-
const geom = params.geometry;
|
|
209
|
-
uniform.setUniform1f(geom.zOffset);
|
|
210
|
-
});
|
|
211
|
-
});
|
|
212
|
-
frag.addUniform("u_rotation", 2 /* VariableType.Float */, (shader) => {
|
|
213
|
-
shader.addGraphicUniform("u_rotation", (uniform, params) => {
|
|
214
|
-
const geom = params.geometry;
|
|
215
|
-
uniform.setUniform1f(geom.rotation);
|
|
216
|
-
});
|
|
217
|
-
});
|
|
261
|
+
addTextureUniforms(builder);
|
|
262
|
+
builder.addInlineComputedVarying("v_eyeToVert", 4 /* VariableType.Vec3 */, computeEyeToVert);
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218
263
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frag.set(1 /* FragmentShaderComponent.ComputeBaseColor */, computeSkySphereColorTexture);
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219
264
|
}
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-
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221
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-
builder.vert.headerComment = `//!V! SkySphere-${isGradient ? "Gradient" : "Texture"}`;
|
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222
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-
builder.frag.headerComment = `//!F! SkySphere-${isGradient ? "Gradient" : "Texture"}`;
|
|
223
|
-
return builder.buildProgram(context);
|
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265
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+
return builder;
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224
266
|
}
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225
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-
exports.
|
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267
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+
exports.createSkySphereBuilder = createSkySphereBuilder;
|
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268
|
//# sourceMappingURL=SkySphere.js.map
|
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@@ -1 +1 @@
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1
|
-
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { Angle, Point3d, Vector3d } from \"@itwin/core-geometry\";\nimport { Npc } from \"@itwin/core-common\";\nimport { AttributeMap } from \"../AttributeMap\";\nimport { SkySphereViewportQuadGeometry } from \"../CachedGeometry\";\nimport { fromSumOf, FrustumUniformType } from \"../FrustumUniforms\";\nimport { TextureUnit } from \"../RenderFlags\";\nimport { FragmentShaderComponent, ShaderType, VariableType } from \"../ShaderBuilder\";\nimport { ShaderProgram } from \"../ShaderProgram\";\nimport { System } from \"../System\";\nimport { TechniqueId } from \"../TechniqueId\";\nimport { Texture } from \"../Texture\";\nimport { assignFragColor } from \"./Fragment\";\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\n\nconst computeGradientValue = `\n // For the gradient sky it's good enough to calculate these in the vertex shader.\n vec3 eyeToVert = a_worldPos - u_worldEye;\n float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);\n float zValue = eyeToVert.z - radius * u_zOffset;\n float d = atan(zValue, radius);\n if (u_skyParams.x < 0.0) { // 2-color gradient\n d = 0.5 - d / 3.14159265359;\n return vec4(d, 0.0, 0.0, 0.0);\n }\n d = d / 1.570796326795;\n return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));\n`;\n\nconst computeSkySphereColorGradient = `\n if (u_skyParams.x < 0.0) // 2-color\n return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);\n\n if (v_gradientValue.x > horizonSize) // above horizon\n return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);\n else if (v_gradientValue.x < -horizonSize) // below horizon\n return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);\n\n return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);\n`;\n\nconst computeEyeToVert = \"v_eyeToVert = a_worldPos - u_worldEye;\";\n\nconst computeSkySphereColorTexture = `\n // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.\n float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);\n float zValue = v_eyeToVert.z - radius * u_zOffset;\n float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;\n float v = 0.5 - atan(zValue, radius) / 3.14159265359;\n if (u < 0.0)\n u += 1.0;\n if (v < 0.0)\n v += 1.0;\n return TEXTURE(s_skyTxtr, vec2(u, v));\n`;\n\nconst scratch3Floats = new Float32Array(3);\nconst scratchVec3 = new Vector3d();\nconst scratchPoint3 = new Point3d();\n\n/** @internal */\nfunction modulateColor(colorIn: Float32Array, t: number, colorOut: Float32Array): void {\n const b = 1.0 - t;\n colorOut[0] = colorIn[0] * b;\n colorOut[1] = colorIn[1] * b;\n colorOut[2] = colorIn[2] * b;\n}\n\n/** @internal */\nexport function createSkySphereProgram(context: WebGL2RenderingContext, isGradient: boolean): ShaderProgram {\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\n const builder = createViewportQuadBuilder(false, attrMap);\n if (isGradient) {\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\n } else\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\n\n const vert = builder.vert;\n vert.addUniform(\"u_worldEye\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_worldEye\", (uniform, params) => {\n const frustum = params.target.planFrustum;\n if (FrustumUniformType.Perspective === params.target.uniforms.frustum.type) {\n // compute eye point from frustum.\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\n const scale = 1.0 / (1.0 - params.target.planFraction);\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3);\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3);\n scratch3Floats[0] = cameraPosition.x;\n scratch3Floats[1] = cameraPosition.y;\n scratch3Floats[2] = cameraPosition.z;\n uniform.setUniform3fv(scratch3Floats);\n } else {\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3);\n const pseudoCameraHalfAngle = 22.5;\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\n let zScale = focalLength / delta.magnitude();\n if (zScale < 1.000001)\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\n const worldEye = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3);\n scratch3Floats[0] = worldEye.x;\n scratch3Floats[1] = worldEye.y;\n scratch3Floats[2] = worldEye.z;\n uniform.setUniform3fv(scratch3Floats);\n }\n });\n });\n if (isGradient) {\n vert.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform3fv(geom.typeAndExponents);\n });\n });\n vert.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.zOffset);\n });\n });\n }\n\n const frag = builder.frag;\n if (isGradient) {\n frag.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform3fv(geom.typeAndExponents);\n });\n });\n frag.addUniform(\"u_zenithColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_zenithColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\n modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(geom.zenithColor);\n });\n });\n frag.addUniform(\"u_skyColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_skyColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\n modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(geom.skyColor);\n });\n });\n frag.addUniform(\"u_groundColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_groundColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn) {\n let clr = geom.skyColor;\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\n clr = geom.zenithColor;\n if (plan.isGlobeMode3D) {\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(clr);\n } else {\n uniform.setUniform3fv(geom.groundColor);\n }\n });\n });\n frag.addUniform(\"u_nadirColor\", VariableType.Vec3, (shader) => {\n shader.addGraphicUniform(\"u_nadirColor\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n const plan = params.target.plan;\n if (plan.backgroundMapOn) {\n let clr = geom.skyColor;\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\n clr = geom.nadirColor;\n if (plan.isGlobeMode3D) {\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\n uniform.setUniform3fv(scratch3Floats);\n } else\n uniform.setUniform3fv(clr);\n } else {\n uniform.setUniform3fv(geom.nadirColor);\n }\n });\n });\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\n } else {\n frag.addUniform(\"s_skyTxtr\", VariableType.Sampler2D, (shader) => {\n shader.addGraphicUniform(\"s_skyTxtr\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n if (undefined !== geom.skyTexture)\n (geom.skyTexture as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\n else\n System.instance.ensureSamplerBound(uniform, TextureUnit.FeatureSymbology);\n });\n });\n frag.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.zOffset);\n });\n });\n frag.addUniform(\"u_rotation\", VariableType.Float, (shader) => {\n shader.addGraphicUniform(\"u_rotation\", (uniform, params) => {\n const geom = params.geometry as SkySphereViewportQuadGeometry;\n uniform.setUniform1f(geom.rotation);\n });\n });\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\n }\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\n\n builder.vert.headerComment = `//!V! SkySphere-${isGradient ? \"Gradient\" : \"Texture\"}`;\n builder.frag.headerComment = `//!F! SkySphere-${isGradient ? \"Gradient\" : \"Texture\"}`;\n\n return builder.buildProgram(context);\n}\n"]}
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+
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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 { Angle, Point3d, Vector3d } from \"@itwin/core-geometry\";\r\nimport { Npc } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { SkySphereViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { fromSumOf, FrustumUniformType } from \"../FrustumUniforms\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\nimport { addAtmosphericScatteringEffect } from \"./Atmosphere\";\r\nimport { TechniqueFlags } from \"../TechniqueFlags\";\r\n\r\nconst computeGradientValue = `\r\n // For the gradient sky it's good enough to calculate these in the vertex shader.\r\n vec3 eyeToVert = a_worldPos - u_worldEye;\r\n float radius = sqrt(eyeToVert.x * eyeToVert.x + eyeToVert.y * eyeToVert.y);\r\n float zValue = eyeToVert.z - radius * u_zOffset;\r\n float d = atan(zValue, radius);\r\n if (u_skyParams.x < 0.0) { // 2-color gradient\r\n d = 0.5 - d / 3.14159265359;\r\n return vec4(d, 0.0, 0.0, 0.0);\r\n }\r\n d = d / 1.570796326795;\r\n return vec4(d, 1.0 - (d - horizonSize) / (1.0 - horizonSize), 1.0 - (-d - horizonSize) / (1.0 - horizonSize), (d + horizonSize) / (horizonSize * 2.0));\r\n`;\r\n\r\nconst computeSkySphereColorGradient = `\r\n if (u_skyParams.x < 0.0) // 2-color\r\n return vec4(mix(u_zenithColor, u_nadirColor, v_gradientValue.x), 1.0);\r\n\r\n if (v_gradientValue.x > horizonSize) // above horizon\r\n return vec4(mix(u_zenithColor, u_skyColor, pow(v_gradientValue.y, u_skyParams.y)), 1.0);\r\n else if (v_gradientValue.x < -horizonSize) // below horizon\r\n return vec4(mix(u_nadirColor, u_groundColor, pow(v_gradientValue.z, u_skyParams.z)), 1.0);\r\n\r\n return vec4(mix(u_groundColor, u_skyColor, v_gradientValue.w), 1.0);\r\n`;\r\n\r\nconst computeSkySphereColorAtmosphere = `\r\n return vec4(0.0, 0.0, 0.0, 1.0);\r\n`;\r\n\r\nconst computeEyeToVert = \"v_eyeToVert = a_worldPos - u_worldEye;\";\r\n\r\nconst computeSkySphereColorTexture = `\r\n // For the texture we must calculate these per pixel. Alternatively we could use a finer mesh.\r\n float radius = sqrt(v_eyeToVert.x * v_eyeToVert.x + v_eyeToVert.y * v_eyeToVert.y);\r\n float zValue = v_eyeToVert.z - radius * u_zOffset;\r\n float u = 0.25 - (atan(v_eyeToVert.y, v_eyeToVert.x) + u_rotation) / 6.28318530718;\r\n float v = 0.5 - atan(zValue, radius) / 3.14159265359;\r\n if (u < 0.0)\r\n u += 1.0;\r\n if (v < 0.0)\r\n v += 1.0;\r\n return TEXTURE(s_skyTxtr, vec2(u, v));\r\n`;\r\n\r\n/**\r\n * Eye Space for the SkySphere is unique because the ViewportQuad is already aligned with the view.\r\n * For this reason, the modelView matrix is not useful in calculating eyeSpace.\r\n * Instead, we can calculate the eyeSpace coordinates via the frustum values directly.\r\n */\r\nconst computeEyeSpace = `\r\nvec3 computeEyeSpace(vec4 rawPos) {\r\n vec3 pos01 = rawPos.xyz * 0.5 + 0.5;\r\n\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n\r\n return vec3(\r\n mix(left, right, pos01.x),\r\n mix(bottom, top, pos01.y),\r\n -u_frustum.x\r\n );\r\n}`;\r\n\r\nconst scratch3Floats = new Float32Array(3);\r\nconst scratchVec3 = new Vector3d();\r\nconst scratchPoint3 = new Point3d();\r\n\r\n/** @internal */\r\nfunction modulateColor(colorIn: Float32Array, t: number, colorOut: Float32Array): void {\r\n const b = 1.0 - t;\r\n colorOut[0] = colorIn[0] * b;\r\n colorOut[1] = colorIn[1] * b;\r\n colorOut[2] = colorIn[2] * b;\r\n}\r\n\r\n/** @internal */\r\nfunction addGradientUniforms(builder: ProgramBuilder): void {\r\n builder.vert.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform3fv(geom.typeAndExponents);\r\n });\r\n });\r\n builder.vert.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.zOffset);\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_skyParams\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyParams\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform3fv(geom.typeAndExponents);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_zenithColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_zenithColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\r\n modulateColor(geom.zenithColor, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(geom.zenithColor);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_skyColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_skyColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn && plan.isGlobeMode3D) {\r\n modulateColor(geom.skyColor, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(geom.skyColor);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_groundColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_groundColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn) {\r\n let clr = geom.skyColor;\r\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\r\n clr = geom.zenithColor;\r\n if (plan.isGlobeMode3D) {\r\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(clr);\r\n } else {\r\n uniform.setUniform3fv(geom.groundColor);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(\"u_nadirColor\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_nadirColor\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n const plan = params.target.plan;\r\n if (plan.backgroundMapOn) {\r\n let clr = geom.skyColor;\r\n if (-1 === geom.typeAndExponents[0]) // 2-color gradient\r\n clr = geom.nadirColor;\r\n if (plan.isGlobeMode3D) {\r\n modulateColor(clr, plan.globalViewTransition, scratch3Floats);\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else\r\n uniform.setUniform3fv(clr);\r\n } else {\r\n uniform.setUniform3fv(geom.nadirColor);\r\n }\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nfunction addTextureUniforms(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"s_skyTxtr\", VariableType.Sampler2D, (shader) => {\r\n shader.addGraphicUniform(\"s_skyTxtr\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n if (undefined !== geom.skyTexture)\r\n (geom.skyTexture as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\r\n else\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.FeatureSymbology);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_zOffset\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_zOffset\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.zOffset);\r\n });\r\n });\r\n builder.frag.addUniform(\"u_rotation\", VariableType.Float, (shader) => {\r\n shader.addGraphicUniform(\"u_rotation\", (uniform, params) => {\r\n const geom = params.geometry as SkySphereViewportQuadGeometry;\r\n uniform.setUniform1f(geom.rotation);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function createSkySphereBuilder(isGradient: boolean, flags: TechniqueFlags): ProgramBuilder {\r\n const attrMap = AttributeMap.findAttributeMap(isGradient ? TechniqueId.SkySphereGradient : TechniqueId.SkySphereTexture, false);\r\n const builder = createViewportQuadBuilder(false, attrMap);\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.addFunction(computeEyeSpace);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, \"v_eyeSpace = computeEyeSpace(rawPosition);\");\r\n\r\n vert.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prg) => {\r\n prg.addGraphicUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes); // { top, bottom, left, right }\r\n });\r\n });\r\n vert.addUniform(\"u_frustum\", VariableType.Vec3, (prg) => {\r\n prg.addGraphicUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum); // { near, far, type }\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n if (flags.enableAtmosphere) {\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorAtmosphere);\r\n addAtmosphericScatteringEffect(builder, true, true);\r\n return builder;\r\n }\r\n\r\n builder.vert.addUniform(\"u_worldEye\", VariableType.Vec3, (shader) => {\r\n shader.addGraphicUniform(\"u_worldEye\", (uniform, params) => {\r\n const frustum = params.target.planFrustum;\r\n if (FrustumUniformType.Perspective === params.target.uniforms.frustum.type) {\r\n // compute eye point from frustum.\r\n const farLowerLeft = frustum.getCorner(Npc.LeftBottomRear);\r\n const nearLowerLeft = frustum.getCorner(Npc.LeftBottomFront);\r\n const scale = 1.0 / (1.0 - params.target.planFraction);\r\n const zVec = Vector3d.createStartEnd(farLowerLeft, nearLowerLeft, scratchVec3);\r\n const cameraPosition = fromSumOf(farLowerLeft, zVec, scale, scratchPoint3);\r\n scratch3Floats[0] = cameraPosition.x;\r\n scratch3Floats[1] = cameraPosition.y;\r\n scratch3Floats[2] = cameraPosition.z;\r\n uniform.setUniform3fv(scratch3Floats);\r\n } else {\r\n const delta = Vector3d.createStartEnd(frustum.getCorner(Npc.LeftBottomRear), frustum.getCorner(Npc.LeftBottomFront), scratchVec3);\r\n const pseudoCameraHalfAngle = 22.5;\r\n const diagonal = frustum.getCorner(Npc.LeftBottomRear).distance(frustum.getCorner(Npc.RightTopRear));\r\n const focalLength = diagonal / (2 * Math.atan(pseudoCameraHalfAngle * Angle.radiansPerDegree));\r\n let zScale = focalLength / delta.magnitude();\r\n if (zScale < 1.000001)\r\n zScale = 1.000001; // prevent worldEye front being on or inside the frustum front plane\r\n const worldEye = Point3d.createAdd3Scaled(frustum.getCorner(Npc.LeftBottomRear), .5, frustum.getCorner(Npc.RightTopRear), .5, delta, zScale, scratchPoint3);\r\n scratch3Floats[0] = worldEye.x;\r\n scratch3Floats[1] = worldEye.y;\r\n scratch3Floats[2] = worldEye.z;\r\n uniform.setUniform3fv(scratch3Floats);\r\n }\r\n });\r\n });\r\n\r\n if (isGradient) {\r\n addGradientUniforms(builder);\r\n builder.addGlobal(\"horizonSize\", VariableType.Float, ShaderType.Both, \"0.0015\", true);\r\n builder.addFunctionComputedVarying(\"v_gradientValue\", VariableType.Vec4, \"computeGradientValue\", computeGradientValue);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorGradient);\r\n } else {\r\n addTextureUniforms(builder);\r\n builder.addInlineComputedVarying(\"v_eyeToVert\", VariableType.Vec3, computeEyeToVert);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSkySphereColorTexture);\r\n }\r\n\r\n return builder;\r\n}\r\n"]}
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@@ -13,66 +13,66 @@ const webgl_compatibility_1 = require("@itwin/webgl-compatibility");
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const RenderFlags_1 = require("../RenderFlags");
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const System_1 = require("../System");
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const Vertex_1 = require("./Vertex");
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const computeShadowPos = `
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vec4 shadowProj = u_shadowProj * rawPosition;
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v_shadowPos = shadowProj.xyz/shadowProj.w;
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v_shadowPos.z = 1.0 - v_shadowPos.z;
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const computeShadowPos = `
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vec4 shadowProj = u_shadowProj * rawPosition;
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v_shadowPos = shadowProj.xyz/shadowProj.w;
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v_shadowPos.z = 1.0 - v_shadowPos.z;
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`;
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const computeInstancedShadowPos = `
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vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
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v_shadowPos = shadowProj.xyz/shadowProj.w;
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v_shadowPos.z = 1.0 - v_shadowPos.z;
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const computeInstancedShadowPos = `
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vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;
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v_shadowPos = shadowProj.xyz/shadowProj.w;
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v_shadowPos.z = 1.0 - v_shadowPos.z;
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`;
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// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545
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const evsm32Exp = 42.0;
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const evsm16Exp = 5.545;
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exports.warpDepth = `
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// Applies exponential warp to shadow map depth, input depth should be in [0, 1]
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vec2 warpDepth(float depth, float exponent) {
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depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
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float pos = exp( exponent * depth);
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float neg = -exp(-exponent * depth);
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return vec2(pos, neg);
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}
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exports.warpDepth = `
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// Applies exponential warp to shadow map depth, input depth should be in [0, 1]
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vec2 warpDepth(float depth, float exponent) {
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depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]
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float pos = exp( exponent * depth);
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float neg = -exp(-exponent * depth);
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return vec2(pos, neg);
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}
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`;
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const chebyshevUpperBound = `
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float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
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float variance = moments.y - (moments.x * moments.x);
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variance = max(variance, minVariance);
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// Compute probabilistic upper bound
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float d = mean - moments.x;
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float pMax = variance / (variance + (d * d));
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return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
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}
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const chebyshevUpperBound = `
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float chebyshevUpperBound(vec2 moments, float mean, float minVariance) {
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float variance = moments.y - (moments.x * moments.x);
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variance = max(variance, minVariance);
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// Compute probabilistic upper bound
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float d = mean - moments.x;
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float pMax = variance / (variance + (d * d));
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return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev
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}
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`;
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const shadowMapEVSM = `
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float shadowMapEVSM(vec3 shadowPos) {
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vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
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vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
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// Derivative of warping at depth
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vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
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vec2 minVariance = depthScale * depthScale;
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float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
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float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
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return min(posContrib, negContrib);
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}
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const shadowMapEVSM = `
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float shadowMapEVSM(vec3 shadowPos) {
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vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);
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vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)
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// Derivative of warping at depth
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vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;
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vec2 minVariance = depthScale * depthScale;
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+
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float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);
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float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);
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return min(posContrib, negContrib);
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}
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`;
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const applySolarShadowMap = `
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if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
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return baseColor;
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float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
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return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
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const applySolarShadowMap = `
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if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
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return baseColor;
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float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
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return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
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`;
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const applySolarShadowMapTerrain = `
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if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
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return baseColor;
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float visible = shadowMapEVSM(v_shadowPos);
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return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
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const applySolarShadowMapTerrain = `
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if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
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return baseColor;
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+
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float visible = shadowMapEVSM(v_shadowPos);
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return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
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`;
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/** @internal */
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function addEvsmExponent(frag) {
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