@jdultra/threedtiles 13.3.1 → 13.3.2

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@@ -7163,7 +7163,10 @@ class kd extends Ni {
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  this.sortListeners[m](g.data.id) && this.sortListeners.splice(m, 1);
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  }, this.cameraPosition = new Ae(0, 0, 0), this.viewProjModel, this.rotateOnAxis(new Ae(1, 0, 0), 0.5 * Math.PI), this.frustumCulled = !1, this.copyMaterial2D = new oi({ glslVersion: si, uniforms: { sourceTexture: {} }, vertexShader: Qr(), fragmentShader: `
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  precision highp float;
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- layout(location = 0) out uvec4 fragColor;
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+ precision highp int;
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+ precision highp usampler3D;
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+
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+ layout(location = 0) out highp uvec4 fragColor;
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  uniform highp usampler2D sourceTexture;
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  in vec2 vUv;
@@ -7172,7 +7175,10 @@ void main() {
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  fragColor = texture( sourceTexture, vUv );
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  }`, transparent: !1, side: Ta, depthTest: !1, depthWrite: !1 }), this.copyMaterial3D = new oi({ glslVersion: si, uniforms: { sourceTexture: {}, w: { value: 0 } }, vertexShader: Qr(), fragmentShader: `
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  precision highp float;
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- layout(location = 0) out uvec4 fragColor;
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+ precision highp int;
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+ precision highp usampler3D;
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+
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+ layout(location = 0) out highp uvec4 fragColor;
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  uniform highp usampler3D sourceTexture;
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  uniform float w;
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@@ -7288,6 +7294,7 @@ function jd() {
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  return `
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  precision highp float;
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  precision highp int;
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+ precision highp usampler3D;
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  #include <common>
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  #include <packing>
@@ -7295,7 +7302,7 @@ precision highp int;
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  uniform float textureSize;
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  uniform float numSlices;
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  uniform float sizeMultiplier;
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- in uint order;
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+ in highp uint order;
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  out vec4 color;
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  out vec2 vUv;
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  out vec3 splatPositionWorld;
@@ -7348,7 +7355,7 @@ void getVertexData(out vec3 position, out mat3 covariance) {
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  int( sliceIndex + 0.5 ) ); // z slice
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  // Position
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- uvec4 positionColor = texelFetch(positionColorTexture, coord,0);
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+ highp uvec4 positionColor = texelFetch(positionColorTexture, coord,0);
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  position = vec3(uintBitsToFloat(positionColor.r),uintBitsToFloat(positionColor.g),uintBitsToFloat(positionColor.b));
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  color = vec4( (positionColor.a & 255u),
@@ -7357,7 +7364,7 @@ void getVertexData(out vec3 position, out mat3 covariance) {
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  (positionColor.a >> 24) ) / 255.0;
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- uvec4 cov = texelFetch(covarianceTexture, coord, 0);
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+ highp uvec4 cov = texelFetch(covarianceTexture, coord, 0);
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  vec2 c0 = unpackHalf2x16(cov.r);
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  vec2 c1 = unpackHalf2x16(cov.g);
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  vec2 c2 = unpackHalf2x16(cov.b);
@@ -7498,6 +7505,7 @@ function Md() {
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  return `
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  precision highp float;
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  precision highp int;
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+ precision highp usampler3D;
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  in float stds;
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  in vec4 color;
@@ -7516,10 +7524,6 @@ uniform float beta_k; // pow((4.0 * gamma(2.0/k)) /k, k/2)
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  void main() {
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  float l = dot(vUv, vUv);
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  if (l > 0.25) discard; // early out unchanged
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- /* if (l > 0.245){
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- fragColor = vec4(pow(color.xyz, vec3(1.0/2.2)), 0.8);
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- return;
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- } */
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  vec2 p = vUv * stds;
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  float r2 = dot(p, p); // r²
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  float rk = pow(r2, 0.5 * k); // r^{k}
@@ -7534,6 +7538,10 @@ void main() {
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  function Qr() {
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  return `
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+ precision highp float;
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+ precision highp int;
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+ precision highp usampler3D;
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+
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  out vec2 vUv;
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  void main() {