@rtzh/engine 0.0.1
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/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
- package/Build/Workers/chunk-245NZYCR.js +124 -0
- package/Build/Workers/chunk-25BA4527.js +837 -0
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- package/Build/Workers/chunk-55IROWAX.js +139 -0
- package/Build/Workers/chunk-56XTN5NJ.js +1800 -0
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- package/Build/Workers/chunk-66YGZWBI.js +1317 -0
- package/Build/Workers/chunk-6H33B6OL.js +37 -0
- package/Build/Workers/chunk-6LZBBEA7.js +439 -0
- package/Build/Workers/chunk-6XJO625E.js +497 -0
- package/Build/Workers/chunk-75UGCVME.js +102 -0
- package/Build/Workers/chunk-7B23DD46.js +1054 -0
- package/Build/Workers/chunk-7NCJH26L.js +352 -0
- package/Build/Workers/chunk-AIW5F22O.js +352 -0
- package/Build/Workers/chunk-AL22JVIA.js +256 -0
- package/Build/Workers/chunk-AVSQILVI.js +75 -0
- package/Build/Workers/chunk-B2VFNYD7.js +280 -0
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- package/Build/Workers/chunk-EDIUN7V3.js +219 -0
- package/Build/Workers/chunk-EKMWNF4U.js +55 -0
- package/Build/Workers/chunk-ELXGXAYS.js +682 -0
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- package/Build/Workers/chunk-GDIBU55R.js +778 -0
- package/Build/Workers/chunk-HAY6YE7M.js +97 -0
- package/Build/Workers/chunk-I76SRIKN.js +138 -0
- package/Build/Workers/chunk-IELTSYPZ.js +241 -0
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- package/Build/Workers/chunk-OAOREOSO.js +940 -0
- package/Build/Workers/chunk-OFJRMGNX.js +788 -0
- package/Build/Workers/chunk-PLLZB3R4.js +198 -0
- package/Build/Workers/chunk-POY6ZE32.js +2058 -0
- package/Build/Workers/chunk-PV5B2YNB.js +2719 -0
- package/Build/Workers/chunk-Q2DXNFYW.js +414 -0
- package/Build/Workers/chunk-QWV2DM66.js +1443 -0
- package/Build/Workers/chunk-R73BHGGI.js +305 -0
- package/Build/Workers/chunk-S3AE3MZZ.js +511 -0
- package/Build/Workers/chunk-SBFTVHRW.js +57 -0
- package/Build/Workers/chunk-SOR7PD4V.js +114 -0
- package/Build/Workers/chunk-TO7TWUET.js +476 -0
- package/Build/Workers/chunk-TSAJNE4K.js +101 -0
- package/Build/Workers/chunk-TWF4XRZ6.js +73 -0
- package/Build/Workers/chunk-UTWLMOPM.js +387 -0
- package/Build/Workers/chunk-UYT2PBMV.js +58 -0
- package/Build/Workers/chunk-WAS3IHIQ.js +288 -0
- package/Build/Workers/chunk-WO5ZNC7S.js +1045 -0
- package/Build/Workers/chunk-X65Y2JSA.js +55 -0
- package/Build/Workers/chunk-XOVHLPKW.js +299 -0
- package/Build/Workers/chunk-YPGJSFOO.js +1460 -0
- package/Build/Workers/combineGeometry.js +66 -0
- package/Build/Workers/createBoxGeometry.js +58 -0
- package/Build/Workers/createBoxOutlineGeometry.js +231 -0
- package/Build/Workers/createCircleGeometry.js +201 -0
- package/Build/Workers/createCircleOutlineGeometry.js +147 -0
- package/Build/Workers/createCoplanarPolygonGeometry.js +505 -0
- package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +225 -0
- package/Build/Workers/createCorridorGeometry.js +1258 -0
- package/Build/Workers/createCorridorOutlineGeometry.js +563 -0
- package/Build/Workers/createCylinderGeometry.js +60 -0
- package/Build/Workers/createCylinderOutlineGeometry.js +231 -0
- package/Build/Workers/createEllipseGeometry.js +72 -0
- package/Build/Workers/createEllipseOutlineGeometry.js +65 -0
- package/Build/Workers/createEllipsoidGeometry.js +59 -0
- package/Build/Workers/createEllipsoidOutlineGeometry.js +61 -0
- package/Build/Workers/createFrustumGeometry.js +58 -0
- package/Build/Workers/createFrustumOutlineGeometry.js +234 -0
- package/Build/Workers/createGeometry.js +173 -0
- package/Build/Workers/createGroundPolylineGeometry.js +1602 -0
- package/Build/Workers/createPlaneGeometry.js +223 -0
- package/Build/Workers/createPlaneOutlineGeometry.js +124 -0
- package/Build/Workers/createPolygonGeometry.js +1404 -0
- package/Build/Workers/createPolygonOutlineGeometry.js +532 -0
- package/Build/Workers/createPolylineGeometry.js +491 -0
- package/Build/Workers/createPolylineVolumeGeometry.js +374 -0
- package/Build/Workers/createPolylineVolumeOutlineGeometry.js +272 -0
- package/Build/Workers/createRectangleGeometry.js +1264 -0
- package/Build/Workers/createRectangleOutlineGeometry.js +476 -0
- package/Build/Workers/createSimplePolylineGeometry.js +397 -0
- package/Build/Workers/createSphereGeometry.js +116 -0
- package/Build/Workers/createSphereOutlineGeometry.js +116 -0
- package/Build/Workers/createTaskProcessorWorker.js +32 -0
- package/Build/Workers/createVectorTileClampedPolylines.js +492 -0
- package/Build/Workers/createVectorTileGeometries.js +387 -0
- package/Build/Workers/createVectorTilePoints.js +114 -0
- package/Build/Workers/createVectorTilePolygons.js +386 -0
- package/Build/Workers/createVectorTilePolylines.js +262 -0
- package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +91 -0
- package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +565 -0
- package/Build/Workers/createVerticesFromHeightmap.js +2254 -0
- package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +499 -0
- package/Build/Workers/createWallGeometry.js +487 -0
- package/Build/Workers/createWallOutlineGeometry.js +335 -0
- package/Build/Workers/decodeDraco.js +369 -0
- package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +2680 -0
- package/Build/Workers/decodeI3S.js +1339 -0
- package/Build/Workers/gaussianSplatSorter.js +62 -0
- package/Build/Workers/gaussianSplatTextureGenerator.js +68 -0
- package/Build/Workers/incrementallyBuildTerrainPicker.js +121 -0
- package/Build/Workers/transcodeKTX2.js +3463 -0
- package/Build/Workers/transferTypedArrayTest.js +41 -0
- package/Build/Workers/upsampleQuantizedTerrainMesh.js +820 -0
- package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +95 -0
- package/LICENSE.md +928 -0
- package/README.md +9 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
- package/Source/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
- package/Source/Assets/Images/bing_maps_credit.png +0 -0
- package/Source/Assets/Images/cesium_credit.png +0 -0
- package/Source/Assets/Images/google_earth_credit.png +0 -0
- package/Source/Assets/Images/ion-credit.png +0 -0
- package/Source/Assets/Textures/LensFlare/DirtMask.jpg +0 -0
- package/Source/Assets/Textures/LensFlare/StarBurst.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/0/0/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/0/1/0.jpg +0 -0
- package/Source/Assets/Textures/NaturalEarthII/1/0/0.jpg +0 -0
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- package/Source/Assets/Textures/NaturalEarthII/tilemapresource.xml +14 -0
- package/Source/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
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- package/Source/Assets/Textures/maki/airfield.png +0 -0
- package/Source/Assets/Textures/maki/airport.png +0 -0
- package/Source/Assets/Textures/maki/alcohol-shop.png +0 -0
- package/Source/Assets/Textures/maki/america-football.png +0 -0
- package/Source/Assets/Textures/maki/art-gallery.png +0 -0
- package/Source/Assets/Textures/maki/bakery.png +0 -0
- package/Source/Assets/Textures/maki/bank.png +0 -0
- package/Source/Assets/Textures/maki/bar.png +0 -0
- package/Source/Assets/Textures/maki/baseball.png +0 -0
- package/Source/Assets/Textures/maki/basketball.png +0 -0
- package/Source/Assets/Textures/maki/beer.png +0 -0
- package/Source/Assets/Textures/maki/bicycle.png +0 -0
- package/Source/Assets/Textures/maki/building.png +0 -0
- package/Source/Assets/Textures/maki/bus.png +0 -0
- package/Source/Assets/Textures/maki/cafe.png +0 -0
- package/Source/Assets/Textures/maki/camera.png +0 -0
- package/Source/Assets/Textures/maki/campsite.png +0 -0
- package/Source/Assets/Textures/maki/car.png +0 -0
- package/Source/Assets/Textures/maki/cemetery.png +0 -0
- package/Source/Assets/Textures/maki/cesium.png +0 -0
- package/Source/Assets/Textures/maki/chemist.png +0 -0
- package/Source/Assets/Textures/maki/cinema.png +0 -0
- package/Source/Assets/Textures/maki/circle-stroked.png +0 -0
- package/Source/Assets/Textures/maki/circle.png +0 -0
- package/Source/Assets/Textures/maki/city.png +0 -0
- package/Source/Assets/Textures/maki/clothing-store.png +0 -0
- package/Source/Assets/Textures/maki/college.png +0 -0
- package/Source/Assets/Textures/maki/commercial.png +0 -0
- package/Source/Assets/Textures/maki/cricket.png +0 -0
- package/Source/Assets/Textures/maki/cross.png +0 -0
- package/Source/Assets/Textures/maki/dam.png +0 -0
- package/Source/Assets/Textures/maki/danger.png +0 -0
- package/Source/Assets/Textures/maki/disability.png +0 -0
- package/Source/Assets/Textures/maki/dog-park.png +0 -0
- package/Source/Assets/Textures/maki/embassy.png +0 -0
- package/Source/Assets/Textures/maki/emergency-telephone.png +0 -0
- package/Source/Assets/Textures/maki/entrance.png +0 -0
- package/Source/Assets/Textures/maki/farm.png +0 -0
- package/Source/Assets/Textures/maki/fast-food.png +0 -0
- package/Source/Assets/Textures/maki/ferry.png +0 -0
- package/Source/Assets/Textures/maki/fire-station.png +0 -0
- package/Source/Assets/Textures/maki/fuel.png +0 -0
- package/Source/Assets/Textures/maki/garden.png +0 -0
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- package/Source/Assets/Textures/waterNormals.jpg +0 -0
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- package/Source/Assets/approximateTerrainHeights.json +1 -0
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- package/Source/Core/ArcGISTiledElevationTerrainProvider.js +755 -0
- package/Source/Core/ArcType.js +31 -0
- package/Source/Core/ArticulationStageType.js +23 -0
- package/Source/Core/AssociativeArray.js +127 -0
- package/Source/Core/AttributeCompression.js +527 -0
- package/Source/Core/AxisAlignedBoundingBox.js +294 -0
- package/Source/Core/BingMapsGeocoderService.js +127 -0
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- package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.js +195 -0
- package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
- package/Source/ThirdParty/Workers/package.json +1 -0
- package/Source/ThirdParty/Workers/zip-web-worker.js +1 -0
- package/Source/ThirdParty/basis_transcoder.wasm +0 -0
- package/Source/ThirdParty/draco_decoder.wasm +0 -0
- package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
- package/Source/ThirdParty/wasm_splats_bg.wasm +0 -0
- package/Source/ThirdParty/zip-module.wasm +0 -0
- package/Source/Widget/CesiumWidget.css +119 -0
- package/Source/Widget/CesiumWidget.js +1606 -0
- package/Source/Widget/lighter.css +14 -0
- package/Source/Workers/combineGeometry.js +13 -0
- package/Source/Workers/createBoxGeometry.js +10 -0
- package/Source/Workers/createBoxOutlineGeometry.js +10 -0
- package/Source/Workers/createCircleGeometry.js +18 -0
- package/Source/Workers/createCircleOutlineGeometry.js +18 -0
- package/Source/Workers/createCoplanarPolygonGeometry.js +10 -0
- package/Source/Workers/createCoplanarPolygonOutlineGeometry.js +15 -0
- package/Source/Workers/createCorridorGeometry.js +12 -0
- package/Source/Workers/createCorridorOutlineGeometry.js +17 -0
- package/Source/Workers/createCylinderGeometry.js +10 -0
- package/Source/Workers/createCylinderOutlineGeometry.js +10 -0
- package/Source/Workers/createEllipseGeometry.js +14 -0
- package/Source/Workers/createEllipseOutlineGeometry.js +14 -0
- package/Source/Workers/createEllipsoidGeometry.js +10 -0
- package/Source/Workers/createEllipsoidOutlineGeometry.js +13 -0
- package/Source/Workers/createFrustumGeometry.js +10 -0
- package/Source/Workers/createFrustumOutlineGeometry.js +10 -0
- package/Source/Workers/createGeometry.js +78 -0
- package/Source/Workers/createGroundPolylineGeometry.js +16 -0
- package/Source/Workers/createPlaneGeometry.js +10 -0
- package/Source/Workers/createPlaneOutlineGeometry.js +10 -0
- package/Source/Workers/createPolygonGeometry.js +12 -0
- package/Source/Workers/createPolygonOutlineGeometry.js +12 -0
- package/Source/Workers/createPolylineGeometry.js +12 -0
- package/Source/Workers/createPolylineVolumeGeometry.js +17 -0
- package/Source/Workers/createPolylineVolumeOutlineGeometry.js +22 -0
- package/Source/Workers/createRectangleGeometry.js +14 -0
- package/Source/Workers/createRectangleOutlineGeometry.js +17 -0
- package/Source/Workers/createSimplePolylineGeometry.js +17 -0
- package/Source/Workers/createSphereGeometry.js +10 -0
- package/Source/Workers/createSphereOutlineGeometry.js +10 -0
- package/Source/Workers/createTaskProcessorWorker.js +113 -0
- package/Source/Workers/createVectorTileClampedPolylines.js +541 -0
- package/Source/Workers/createVectorTileGeometries.js +414 -0
- package/Source/Workers/createVectorTilePoints.js +81 -0
- package/Source/Workers/createVectorTilePolygons.js +412 -0
- package/Source/Workers/createVectorTilePolylines.js +210 -0
- package/Source/Workers/createVerticesFromCesium3DTilesTerrain.js +46 -0
- package/Source/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +651 -0
- package/Source/Workers/createVerticesFromHeightmap.js +53 -0
- package/Source/Workers/createVerticesFromQuantizedTerrainMesh.js +549 -0
- package/Source/Workers/createWallGeometry.js +12 -0
- package/Source/Workers/createWallOutlineGeometry.js +12 -0
- package/Source/Workers/decodeDraco.js +383 -0
- package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +268 -0
- package/Source/Workers/decodeI3S.js +1652 -0
- package/Source/Workers/gaussianSplatSorter.js +34 -0
- package/Source/Workers/gaussianSplatTextureGenerator.js +39 -0
- package/Source/Workers/incrementallyBuildTerrainPicker.js +108 -0
- package/Source/Workers/transcodeKTX2.js +308 -0
- package/Source/Workers/transferTypedArrayTest.js +16 -0
- package/Source/Workers/upsampleQuantizedTerrainMesh.js +681 -0
- package/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +55 -0
- package/index.d.ts +45957 -0
- package/index.js +1225 -0
- package/package.json +79 -0
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Transforms a position from model to window coordinates. The transformation\n\
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* from model to clip coordinates is done using {@link czm_modelViewProjection}.\n\
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* The transform from normalized device coordinates to window coordinates is\n\
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* done using {@link czm_viewportTransformation}, which assumes a depth range\n\
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* of <code>near = 0</code> and <code>far = 1</code>.\n\
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* <br /><br />\n\
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* This transform is useful when there is a need to manipulate window coordinates\n\
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* in a vertex shader as done by {@link BillboardCollection}.\n\
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* <br /><br />\n\
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* This function should not be confused with {@link czm_viewportOrthographic},\n\
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* which is an orthographic projection matrix that transforms from window \n\
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* coordinates to clip coordinates.\n\
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*\n\
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* @name czm_modelToWindowCoordinates\n\
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* @glslFunction\n\
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*\n\
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* @param {vec4} position The position in model coordinates to transform.\n\
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*\n\
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* @returns {vec4} The transformed position in window coordinates.\n\
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*\n\
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* @see czm_eyeToWindowCoordinates\n\
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* @see czm_modelViewProjection\n\
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* @see czm_viewportTransformation\n\
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* @see czm_viewportOrthographic\n\
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* @see BillboardCollection\n\
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*\n\
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* @example\n\
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* vec4 positionWC = czm_modelToWindowCoordinates(positionMC);\n\
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*/\n\
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vec4 czm_modelToWindowCoordinates(vec4 position)\n\
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{\n\
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vec4 positionEC = czm_modelView * position;\n\
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vec4 q = czm_projection * positionEC;\n\
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q.xyz /= q.w; // normalized device coordinates\n\
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q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates\n\
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return q;\n\
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}\n\
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";
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/**
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* DOC_TBA
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*
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* @name czm_multiplyWithColorBalance
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* @glslFunction
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*/
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vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right)
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{
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// Algorithm from Chapter 10 of Graphics Shaders.
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);
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vec3 target = left * right;
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float leftLuminance = dot(left, W);
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float rightLuminance = dot(right, W);
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float targetLuminance = dot(target, W);
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return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target;
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}
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* DOC_TBA\n\
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*\n\
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* @name czm_multiplyWithColorBalance\n\
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* @glslFunction\n\
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*/\n\
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vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right)\n\
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{\n\
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// Algorithm from Chapter 10 of Graphics Shaders.\n\
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const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n\
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\n\
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vec3 target = left * right;\n\
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float leftLuminance = dot(left, W);\n\
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float rightLuminance = dot(right, W);\n\
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float targetLuminance = dot(target, W);\n\
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\n\
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return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target;\n\
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}\n\
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";
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/**
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* Computes a value that scales with distance. The scaling is clamped at the near and
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* far distances, and does not extrapolate. This function works with the
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* {@link NearFarScalar} JavaScript class.
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*
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* @name czm_nearFarScalar
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* @glslFunction
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*
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* @param {vec4} nearFarScalar A vector with 4 components: Near distance (x), Near value (y), Far distance (z), Far value (w).
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* @param {float} cameraDistSq The square of the current distance from the camera.
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*
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* @returns {float} The value at this distance.
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*/
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float czm_nearFarScalar(vec4 nearFarScalar, float cameraDistSq)
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{
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float valueAtMin = nearFarScalar.y;
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float valueAtMax = nearFarScalar.w;
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float nearDistanceSq = nearFarScalar.x * nearFarScalar.x;
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float farDistanceSq = nearFarScalar.z * nearFarScalar.z;
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float t = (cameraDistSq - nearDistanceSq) / (farDistanceSq - nearDistanceSq);
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t = pow(clamp(t, 0.0, 1.0), 0.2);
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return mix(valueAtMin, valueAtMax, t);
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}
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//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Computes a value that scales with distance. The scaling is clamped at the near and\n\
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* far distances, and does not extrapolate. This function works with the\n\
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* {@link NearFarScalar} JavaScript class.\n\
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*\n\
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* @name czm_nearFarScalar\n\
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* @glslFunction\n\
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*\n\
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* @param {vec4} nearFarScalar A vector with 4 components: Near distance (x), Near value (y), Far distance (z), Far value (w).\n\
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* @param {float} cameraDistSq The square of the current distance from the camera.\n\
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*\n\
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* @returns {float} The value at this distance.\n\
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*/\n\
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float czm_nearFarScalar(vec4 nearFarScalar, float cameraDistSq)\n\
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{\n\
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float valueAtMin = nearFarScalar.y;\n\
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float valueAtMax = nearFarScalar.w;\n\
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float nearDistanceSq = nearFarScalar.x * nearFarScalar.x;\n\
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float farDistanceSq = nearFarScalar.z * nearFarScalar.z;\n\
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\n\
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float t = (cameraDistSq - nearDistanceSq) / (farDistanceSq - nearDistanceSq);\n\
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\n\
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t = pow(clamp(t, 0.0, 1.0), 0.2);\n\
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\n\
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return mix(valueAtMin, valueAtMax, t);\n\
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}\n\
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";
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/**
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* Decodes a unit-length vector in 'oct' encoding to a normalized 3-component Cartesian vector.
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* The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/
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*
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* @name czm_octDecode
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* @param {vec2} encoded The oct-encoded, unit-length vector
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* @param {float} range The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
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* @returns {vec3} The decoded and normalized vector
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*/
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vec3 czm_octDecode(vec2 encoded, float range)
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{
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if (encoded.x == 0.0 && encoded.y == 0.0) {
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return vec3(0.0, 0.0, 0.0);
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}
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encoded = encoded / range * 2.0 - 1.0;
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vec3 v = vec3(encoded.x, encoded.y, 1.0 - abs(encoded.x) - abs(encoded.y));
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if (v.z < 0.0)
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{
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v.xy = (1.0 - abs(v.yx)) * czm_signNotZero(v.xy);
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}
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return normalize(v);
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}
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/**
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* Decodes a unit-length vector in 'oct' encoding to a normalized 3-component Cartesian vector.
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* The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/
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*
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* @name czm_octDecode
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* @param {vec2} encoded The oct-encoded, unit-length vector
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* @returns {vec3} The decoded and normalized vector
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*/
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vec3 czm_octDecode(vec2 encoded)
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{
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return czm_octDecode(encoded, 255.0);
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}
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/**
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* Decodes a unit-length vector in 'oct' encoding packed into a floating-point number to a normalized 3-component Cartesian vector.
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* The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
|
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/
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*
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* @name czm_octDecode
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* @param {float} encoded The oct-encoded, unit-length vector
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* @returns {vec3} The decoded and normalized vector
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*/
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vec3 czm_octDecode(float encoded)
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{
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float temp = encoded / 256.0;
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float x = floor(temp);
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float y = (temp - x) * 256.0;
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return czm_octDecode(vec2(x, y));
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}
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/**
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* Decodes three unit-length vectors in 'oct' encoding packed into two floating-point numbers to normalized 3-component Cartesian vectors.
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* The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
|
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/
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*
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* @name czm_octDecode
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* @param {vec2} encoded The packed oct-encoded, unit-length vectors.
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* @param {vec3} vector1 One decoded and normalized vector.
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* @param {vec3} vector2 One decoded and normalized vector.
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* @param {vec3} vector3 One decoded and normalized vector.
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*/
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void czm_octDecode(vec2 encoded, out vec3 vector1, out vec3 vector2, out vec3 vector3)
|
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{
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float temp = encoded.x / 65536.0;
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float x = floor(temp);
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float encodedFloat1 = (temp - x) * 65536.0;
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temp = encoded.y / 65536.0;
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float y = floor(temp);
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float encodedFloat2 = (temp - y) * 65536.0;
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vector1 = czm_octDecode(encodedFloat1);
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vector2 = czm_octDecode(encodedFloat2);
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vector3 = czm_octDecode(vec2(x, y));
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}
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//This file is automatically rebuilt by the Cesium build process.
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export default " /**\n\
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* Decodes a unit-length vector in 'oct' encoding to a normalized 3-component Cartesian vector.\n\
|
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4
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* The 'oct' encoding is described in \"A Survey of Efficient Representations of Independent Unit Vectors\",\n\
|
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5
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/\n\
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*\n\
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* @name czm_octDecode\n\
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* @param {vec2} encoded The oct-encoded, unit-length vector\n\
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9
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* @param {float} range The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.\n\
|
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10
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* @returns {vec3} The decoded and normalized vector\n\
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*/\n\
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vec3 czm_octDecode(vec2 encoded, float range)\n\
|
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13
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{\n\
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14
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if (encoded.x == 0.0 && encoded.y == 0.0) {\n\
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return vec3(0.0, 0.0, 0.0);\n\
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}\n\
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\n\
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encoded = encoded / range * 2.0 - 1.0;\n\
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vec3 v = vec3(encoded.x, encoded.y, 1.0 - abs(encoded.x) - abs(encoded.y));\n\
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if (v.z < 0.0)\n\
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{\n\
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v.xy = (1.0 - abs(v.yx)) * czm_signNotZero(v.xy);\n\
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}\n\
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\n\
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return normalize(v);\n\
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}\n\
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\n\
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/**\n\
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* Decodes a unit-length vector in 'oct' encoding to a normalized 3-component Cartesian vector.\n\
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* The 'oct' encoding is described in \"A Survey of Efficient Representations of Independent Unit Vectors\",\n\
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/\n\
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*\n\
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* @name czm_octDecode\n\
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* @param {vec2} encoded The oct-encoded, unit-length vector\n\
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* @returns {vec3} The decoded and normalized vector\n\
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*/\n\
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vec3 czm_octDecode(vec2 encoded)\n\
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{\n\
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return czm_octDecode(encoded, 255.0);\n\
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}\n\
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\n\
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/**\n\
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* Decodes a unit-length vector in 'oct' encoding packed into a floating-point number to a normalized 3-component Cartesian vector.\n\
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* The 'oct' encoding is described in \"A Survey of Efficient Representations of Independent Unit Vectors\",\n\
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/\n\
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*\n\
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* @name czm_octDecode\n\
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* @param {float} encoded The oct-encoded, unit-length vector\n\
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* @returns {vec3} The decoded and normalized vector\n\
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*/\n\
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vec3 czm_octDecode(float encoded)\n\
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{\n\
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float temp = encoded / 256.0;\n\
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float x = floor(temp);\n\
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float y = (temp - x) * 256.0;\n\
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return czm_octDecode(vec2(x, y));\n\
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}\n\
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\n\
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/**\n\
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* Decodes three unit-length vectors in 'oct' encoding packed into two floating-point numbers to normalized 3-component Cartesian vectors.\n\
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* The 'oct' encoding is described in \"A Survey of Efficient Representations of Independent Unit Vectors\",\n\
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* Cigolle et al 2014: http://jcgt.org/published/0003/02/01/\n\
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*\n\
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* @name czm_octDecode\n\
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* @param {vec2} encoded The packed oct-encoded, unit-length vectors.\n\
|
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* @param {vec3} vector1 One decoded and normalized vector.\n\
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* @param {vec3} vector2 One decoded and normalized vector.\n\
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* @param {vec3} vector3 One decoded and normalized vector.\n\
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+
*/\n\
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|
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void czm_octDecode(vec2 encoded, out vec3 vector1, out vec3 vector2, out vec3 vector3)\n\
|
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|
+
{\n\
|
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|
+
float temp = encoded.x / 65536.0;\n\
|
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+
float x = floor(temp);\n\
|
|
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+
float encodedFloat1 = (temp - x) * 65536.0;\n\
|
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|
+
\n\
|
|
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|
+
temp = encoded.y / 65536.0;\n\
|
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+
float y = floor(temp);\n\
|
|
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|
+
float encodedFloat2 = (temp - y) * 65536.0;\n\
|
|
79
|
+
\n\
|
|
80
|
+
vector1 = czm_octDecode(encodedFloat1);\n\
|
|
81
|
+
vector2 = czm_octDecode(encodedFloat2);\n\
|
|
82
|
+
vector3 = czm_octDecode(vec2(x, y));\n\
|
|
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|
+
}\n\
|
|
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|
+
\n\
|
|
85
|
+
";
|
|
@@ -0,0 +1,18 @@
|
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1
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/**
|
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2
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+
* Packs a depth value into a vec4 that can be represented by unsigned bytes.
|
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3
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+
*
|
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4
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+
* @name czm_packDepth
|
|
5
|
+
* @glslFunction
|
|
6
|
+
*
|
|
7
|
+
* @param {float} depth The floating-point depth.
|
|
8
|
+
* @returns {vec4} The packed depth.
|
|
9
|
+
*/
|
|
10
|
+
vec4 czm_packDepth(float depth)
|
|
11
|
+
{
|
|
12
|
+
// See Aras Pranckevičius' post Encoding Floats to RGBA
|
|
13
|
+
// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
|
|
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|
+
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;
|
|
15
|
+
enc = fract(enc);
|
|
16
|
+
enc -= enc.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);
|
|
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|
+
return enc;
|
|
18
|
+
}
|
|
@@ -0,0 +1,20 @@
|
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|
1
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+
//This file is automatically rebuilt by the Cesium build process.
|
|
2
|
+
export default "/**\n\
|
|
3
|
+
* Packs a depth value into a vec4 that can be represented by unsigned bytes.\n\
|
|
4
|
+
*\n\
|
|
5
|
+
* @name czm_packDepth\n\
|
|
6
|
+
* @glslFunction\n\
|
|
7
|
+
*\n\
|
|
8
|
+
* @param {float} depth The floating-point depth.\n\
|
|
9
|
+
* @returns {vec4} The packed depth.\n\
|
|
10
|
+
*/\n\
|
|
11
|
+
vec4 czm_packDepth(float depth)\n\
|
|
12
|
+
{\n\
|
|
13
|
+
// See Aras Pranckevičius' post Encoding Floats to RGBA\n\
|
|
14
|
+
// http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/\n\
|
|
15
|
+
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n\
|
|
16
|
+
enc = fract(enc);\n\
|
|
17
|
+
enc -= enc.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n\
|
|
18
|
+
return enc;\n\
|
|
19
|
+
}\n\
|
|
20
|
+
";
|
|
@@ -0,0 +1,164 @@
|
|
|
1
|
+
vec3 lambertianDiffuse(vec3 diffuseColor)
|
|
2
|
+
{
|
|
3
|
+
return diffuseColor / czm_pi;
|
|
4
|
+
}
|
|
5
|
+
|
|
6
|
+
vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH)
|
|
7
|
+
{
|
|
8
|
+
float versine = 1.0 - VdotH;
|
|
9
|
+
// pow(versine, 5.0) is slow. See https://stackoverflow.com/a/68793086/10082269
|
|
10
|
+
float versineSquared = versine * versine;
|
|
11
|
+
return f0 + (f90 - f0) * versineSquared * versineSquared * versine;
|
|
12
|
+
}
|
|
13
|
+
|
|
14
|
+
#ifdef USE_ANISOTROPY
|
|
15
|
+
/**
|
|
16
|
+
* @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent)
|
|
17
|
+
* @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent)
|
|
18
|
+
* @param {vec3} lightDirection The direction from the fragment to the light source, transformed to tangent-bitangent-normal coordinates
|
|
19
|
+
* @param {vec3} viewDirection The direction from the fragment to the camera, transformed to tangent-bitangent-normal coordinates
|
|
20
|
+
*/
|
|
21
|
+
float smithVisibilityGGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 lightDirection, vec3 viewDirection)
|
|
22
|
+
{
|
|
23
|
+
vec3 roughnessScale = vec3(tangentialRoughness, bitangentRoughness, 1.0);
|
|
24
|
+
float GGXV = lightDirection.z * length(roughnessScale * viewDirection);
|
|
25
|
+
float GGXL = viewDirection.z * length(roughnessScale * lightDirection);
|
|
26
|
+
float v = 0.5 / (GGXV + GGXL);
|
|
27
|
+
return clamp(v, 0.0, 1.0);
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
/**
|
|
31
|
+
* @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent)
|
|
32
|
+
* @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent)
|
|
33
|
+
* @param {vec3} halfwayDirection The unit vector halfway between light and view directions, transformed to tangent-bitangent-normal coordinates
|
|
34
|
+
*/
|
|
35
|
+
float GGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 halfwayDirection)
|
|
36
|
+
{
|
|
37
|
+
float roughnessSquared = bitangentRoughness * tangentialRoughness;
|
|
38
|
+
vec3 f = halfwayDirection * vec3(bitangentRoughness, tangentialRoughness, roughnessSquared);
|
|
39
|
+
float w2 = roughnessSquared / dot(f, f);
|
|
40
|
+
return roughnessSquared * w2 * w2 / czm_pi;
|
|
41
|
+
}
|
|
42
|
+
#endif
|
|
43
|
+
|
|
44
|
+
/**
|
|
45
|
+
* Estimate the geometric self-shadowing of the microfacets in a surface,
|
|
46
|
+
* using the Smith Joint GGX visibility function.
|
|
47
|
+
* Note: Vis = G / (4 * NdotL * NdotV)
|
|
48
|
+
* see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3
|
|
49
|
+
* see Real-Time Rendering. Page 331 to 336.
|
|
50
|
+
* see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
|
|
51
|
+
*
|
|
52
|
+
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
|
|
53
|
+
* @param {float} NdotL The cosine of the angle between the surface normal and the direction to the light source.
|
|
54
|
+
* @param {float} NdotV The cosine of the angle between the surface normal and the direction to the camera.
|
|
55
|
+
*/
|
|
56
|
+
float smithVisibilityGGX(float alphaRoughness, float NdotL, float NdotV)
|
|
57
|
+
{
|
|
58
|
+
float alphaRoughnessSq = alphaRoughness * alphaRoughness;
|
|
59
|
+
|
|
60
|
+
float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);
|
|
61
|
+
float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);
|
|
62
|
+
|
|
63
|
+
float GGX = GGXV + GGXL;
|
|
64
|
+
if (GGX > 0.0)
|
|
65
|
+
{
|
|
66
|
+
return 0.5 / GGX;
|
|
67
|
+
}
|
|
68
|
+
return 0.0;
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
/**
|
|
72
|
+
* Estimate the fraction of the microfacets in a surface that are aligned with
|
|
73
|
+
* the halfway vector, which is aligned halfway between the directions from
|
|
74
|
+
* the fragment to the camera and from the fragment to the light source.
|
|
75
|
+
*
|
|
76
|
+
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
|
|
77
|
+
* @param {float} NdotH The cosine of the angle between the surface normal and the halfway vector.
|
|
78
|
+
* @return {float} The fraction of microfacets aligned to the halfway vector.
|
|
79
|
+
*/
|
|
80
|
+
float GGX(float alphaRoughness, float NdotH)
|
|
81
|
+
{
|
|
82
|
+
float alphaRoughnessSquared = alphaRoughness * alphaRoughness;
|
|
83
|
+
float f = (NdotH * alphaRoughnessSquared - NdotH) * NdotH + 1.0;
|
|
84
|
+
return alphaRoughnessSquared / (czm_pi * f * f);
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
/**
|
|
88
|
+
* Compute the strength of the specular reflection due to direct lighting.
|
|
89
|
+
*
|
|
90
|
+
* @param {vec3} normal The surface normal.
|
|
91
|
+
* @param {vec3} lightDirection The unit vector pointing from the fragment to the light source.
|
|
92
|
+
* @param {vec3} viewDirection The unit vector pointing from the fragment to the camera.
|
|
93
|
+
* @param {vec3} halfwayDirection The unit vector pointing from the fragment to halfway between the light source and the camera.
|
|
94
|
+
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.
|
|
95
|
+
* @return {float} The strength of the specular reflection.
|
|
96
|
+
*/
|
|
97
|
+
float computeDirectSpecularStrength(vec3 normal, vec3 lightDirection, vec3 viewDirection, vec3 halfwayDirection, float alphaRoughness)
|
|
98
|
+
{
|
|
99
|
+
float NdotL = clamp(dot(normal, lightDirection), 0.0, 1.0);
|
|
100
|
+
float NdotV = clamp(dot(normal, viewDirection), 0.0, 1.0);
|
|
101
|
+
float G = smithVisibilityGGX(alphaRoughness, NdotL, NdotV);
|
|
102
|
+
float NdotH = clamp(dot(normal, halfwayDirection), 0.0, 1.0);
|
|
103
|
+
float D = GGX(alphaRoughness, NdotH);
|
|
104
|
+
return G * D;
|
|
105
|
+
}
|
|
106
|
+
|
|
107
|
+
/**
|
|
108
|
+
* Compute the diffuse and specular contributions using physically based
|
|
109
|
+
* rendering. This function only handles direct lighting.
|
|
110
|
+
* <p>
|
|
111
|
+
* This function only handles the lighting calculations. Metallic/roughness
|
|
112
|
+
* and specular/glossy must be handled separately. See {@MaterialStageFS}
|
|
113
|
+
* </p>
|
|
114
|
+
*
|
|
115
|
+
* @name czm_pbrLighting
|
|
116
|
+
* @glslFunction
|
|
117
|
+
*
|
|
118
|
+
* @param {vec3} viewDirectionEC Unit vector pointing from the fragment to the eye position
|
|
119
|
+
* @param {vec3} normalEC The surface normal in eye coordinates
|
|
120
|
+
* @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates.
|
|
121
|
+
* @param {czm_modelMaterial} The material properties.
|
|
122
|
+
* @return {vec3} The computed HDR color
|
|
123
|
+
*/
|
|
124
|
+
vec3 czm_pbrLighting(vec3 viewDirectionEC, vec3 normalEC, vec3 lightDirectionEC, czm_modelMaterial material)
|
|
125
|
+
{
|
|
126
|
+
vec3 halfwayDirectionEC = normalize(viewDirectionEC + lightDirectionEC);
|
|
127
|
+
float VdotH = clamp(dot(viewDirectionEC, halfwayDirectionEC), 0.0, 1.0);
|
|
128
|
+
float NdotL = clamp(dot(normalEC, lightDirectionEC), 0.001, 1.0);
|
|
129
|
+
|
|
130
|
+
vec3 f0 = material.specular;
|
|
131
|
+
float reflectance = czm_maximumComponent(f0);
|
|
132
|
+
// Typical dielectrics will have reflectance 0.04, so f90 will be 1.0.
|
|
133
|
+
// In this case, at grazing angle, all incident energy is reflected.
|
|
134
|
+
vec3 f90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));
|
|
135
|
+
vec3 F = fresnelSchlick2(f0, f90, VdotH);
|
|
136
|
+
|
|
137
|
+
#if defined(USE_SPECULAR)
|
|
138
|
+
F *= material.specularWeight;
|
|
139
|
+
#endif
|
|
140
|
+
|
|
141
|
+
float alphaRoughness = material.roughness * material.roughness;
|
|
142
|
+
#ifdef USE_ANISOTROPY
|
|
143
|
+
mat3 tbn = mat3(material.anisotropicT, material.anisotropicB, normalEC);
|
|
144
|
+
vec3 lightDirection = lightDirectionEC * tbn;
|
|
145
|
+
vec3 viewDirection = viewDirectionEC * tbn;
|
|
146
|
+
vec3 halfwayDirection = halfwayDirectionEC * tbn;
|
|
147
|
+
float anisotropyStrength = material.anisotropyStrength;
|
|
148
|
+
float tangentialRoughness = mix(alphaRoughness, 1.0, anisotropyStrength * anisotropyStrength);
|
|
149
|
+
float bitangentRoughness = clamp(alphaRoughness, 0.001, 1.0);
|
|
150
|
+
float G = smithVisibilityGGX_anisotropic(bitangentRoughness, tangentialRoughness, lightDirection, viewDirection);
|
|
151
|
+
float D = GGX_anisotropic(bitangentRoughness, tangentialRoughness, halfwayDirection);
|
|
152
|
+
vec3 specularContribution = F * G * D;
|
|
153
|
+
#else
|
|
154
|
+
float specularStrength = computeDirectSpecularStrength(normalEC, lightDirectionEC, viewDirectionEC, halfwayDirectionEC, alphaRoughness);
|
|
155
|
+
vec3 specularContribution = F * specularStrength;
|
|
156
|
+
#endif
|
|
157
|
+
|
|
158
|
+
vec3 diffuseColor = material.diffuse;
|
|
159
|
+
// F here represents the specular contribution
|
|
160
|
+
vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor);
|
|
161
|
+
|
|
162
|
+
// Lo = (diffuse + specular) * Li * NdotL
|
|
163
|
+
return (diffuseContribution + specularContribution) * NdotL;
|
|
164
|
+
}
|
|
@@ -0,0 +1,166 @@
|
|
|
1
|
+
//This file is automatically rebuilt by the Cesium build process.
|
|
2
|
+
export default "vec3 lambertianDiffuse(vec3 diffuseColor)\n\
|
|
3
|
+
{\n\
|
|
4
|
+
return diffuseColor / czm_pi;\n\
|
|
5
|
+
}\n\
|
|
6
|
+
\n\
|
|
7
|
+
vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH)\n\
|
|
8
|
+
{\n\
|
|
9
|
+
float versine = 1.0 - VdotH;\n\
|
|
10
|
+
// pow(versine, 5.0) is slow. See https://stackoverflow.com/a/68793086/10082269\n\
|
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11
|
+
float versineSquared = versine * versine;\n\
|
|
12
|
+
return f0 + (f90 - f0) * versineSquared * versineSquared * versine;\n\
|
|
13
|
+
}\n\
|
|
14
|
+
\n\
|
|
15
|
+
#ifdef USE_ANISOTROPY\n\
|
|
16
|
+
/**\n\
|
|
17
|
+
* @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent)\n\
|
|
18
|
+
* @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent)\n\
|
|
19
|
+
* @param {vec3} lightDirection The direction from the fragment to the light source, transformed to tangent-bitangent-normal coordinates\n\
|
|
20
|
+
* @param {vec3} viewDirection The direction from the fragment to the camera, transformed to tangent-bitangent-normal coordinates\n\
|
|
21
|
+
*/\n\
|
|
22
|
+
float smithVisibilityGGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 lightDirection, vec3 viewDirection)\n\
|
|
23
|
+
{\n\
|
|
24
|
+
vec3 roughnessScale = vec3(tangentialRoughness, bitangentRoughness, 1.0);\n\
|
|
25
|
+
float GGXV = lightDirection.z * length(roughnessScale * viewDirection);\n\
|
|
26
|
+
float GGXL = viewDirection.z * length(roughnessScale * lightDirection);\n\
|
|
27
|
+
float v = 0.5 / (GGXV + GGXL);\n\
|
|
28
|
+
return clamp(v, 0.0, 1.0);\n\
|
|
29
|
+
}\n\
|
|
30
|
+
\n\
|
|
31
|
+
/**\n\
|
|
32
|
+
* @param {float} bitangentRoughness Material roughness (along the anisotropy bitangent)\n\
|
|
33
|
+
* @param {float} tangentialRoughness Anisotropic roughness (along the anisotropy tangent)\n\
|
|
34
|
+
* @param {vec3} halfwayDirection The unit vector halfway between light and view directions, transformed to tangent-bitangent-normal coordinates\n\
|
|
35
|
+
*/\n\
|
|
36
|
+
float GGX_anisotropic(float bitangentRoughness, float tangentialRoughness, vec3 halfwayDirection)\n\
|
|
37
|
+
{\n\
|
|
38
|
+
float roughnessSquared = bitangentRoughness * tangentialRoughness;\n\
|
|
39
|
+
vec3 f = halfwayDirection * vec3(bitangentRoughness, tangentialRoughness, roughnessSquared);\n\
|
|
40
|
+
float w2 = roughnessSquared / dot(f, f);\n\
|
|
41
|
+
return roughnessSquared * w2 * w2 / czm_pi;\n\
|
|
42
|
+
}\n\
|
|
43
|
+
#endif\n\
|
|
44
|
+
\n\
|
|
45
|
+
/**\n\
|
|
46
|
+
* Estimate the geometric self-shadowing of the microfacets in a surface,\n\
|
|
47
|
+
* using the Smith Joint GGX visibility function.\n\
|
|
48
|
+
* Note: Vis = G / (4 * NdotL * NdotV)\n\
|
|
49
|
+
* see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3\n\
|
|
50
|
+
* see Real-Time Rendering. Page 331 to 336.\n\
|
|
51
|
+
* see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)\n\
|
|
52
|
+
*\n\
|
|
53
|
+
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.\n\
|
|
54
|
+
* @param {float} NdotL The cosine of the angle between the surface normal and the direction to the light source.\n\
|
|
55
|
+
* @param {float} NdotV The cosine of the angle between the surface normal and the direction to the camera.\n\
|
|
56
|
+
*/\n\
|
|
57
|
+
float smithVisibilityGGX(float alphaRoughness, float NdotL, float NdotV)\n\
|
|
58
|
+
{\n\
|
|
59
|
+
float alphaRoughnessSq = alphaRoughness * alphaRoughness;\n\
|
|
60
|
+
\n\
|
|
61
|
+
float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);\n\
|
|
62
|
+
float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - alphaRoughnessSq) + alphaRoughnessSq);\n\
|
|
63
|
+
\n\
|
|
64
|
+
float GGX = GGXV + GGXL;\n\
|
|
65
|
+
if (GGX > 0.0)\n\
|
|
66
|
+
{\n\
|
|
67
|
+
return 0.5 / GGX;\n\
|
|
68
|
+
}\n\
|
|
69
|
+
return 0.0;\n\
|
|
70
|
+
}\n\
|
|
71
|
+
\n\
|
|
72
|
+
/**\n\
|
|
73
|
+
* Estimate the fraction of the microfacets in a surface that are aligned with \n\
|
|
74
|
+
* the halfway vector, which is aligned halfway between the directions from\n\
|
|
75
|
+
* the fragment to the camera and from the fragment to the light source.\n\
|
|
76
|
+
*\n\
|
|
77
|
+
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.\n\
|
|
78
|
+
* @param {float} NdotH The cosine of the angle between the surface normal and the halfway vector.\n\
|
|
79
|
+
* @return {float} The fraction of microfacets aligned to the halfway vector.\n\
|
|
80
|
+
*/\n\
|
|
81
|
+
float GGX(float alphaRoughness, float NdotH)\n\
|
|
82
|
+
{\n\
|
|
83
|
+
float alphaRoughnessSquared = alphaRoughness * alphaRoughness;\n\
|
|
84
|
+
float f = (NdotH * alphaRoughnessSquared - NdotH) * NdotH + 1.0;\n\
|
|
85
|
+
return alphaRoughnessSquared / (czm_pi * f * f);\n\
|
|
86
|
+
}\n\
|
|
87
|
+
\n\
|
|
88
|
+
/**\n\
|
|
89
|
+
* Compute the strength of the specular reflection due to direct lighting.\n\
|
|
90
|
+
*\n\
|
|
91
|
+
* @param {vec3} normal The surface normal.\n\
|
|
92
|
+
* @param {vec3} lightDirection The unit vector pointing from the fragment to the light source.\n\
|
|
93
|
+
* @param {vec3} viewDirection The unit vector pointing from the fragment to the camera.\n\
|
|
94
|
+
* @param {vec3} halfwayDirection The unit vector pointing from the fragment to halfway between the light source and the camera.\n\
|
|
95
|
+
* @param {float} alphaRoughness The roughness of the material, expressed as the square of perceptual roughness.\n\
|
|
96
|
+
* @return {float} The strength of the specular reflection.\n\
|
|
97
|
+
*/\n\
|
|
98
|
+
float computeDirectSpecularStrength(vec3 normal, vec3 lightDirection, vec3 viewDirection, vec3 halfwayDirection, float alphaRoughness)\n\
|
|
99
|
+
{\n\
|
|
100
|
+
float NdotL = clamp(dot(normal, lightDirection), 0.0, 1.0);\n\
|
|
101
|
+
float NdotV = clamp(dot(normal, viewDirection), 0.0, 1.0);\n\
|
|
102
|
+
float G = smithVisibilityGGX(alphaRoughness, NdotL, NdotV);\n\
|
|
103
|
+
float NdotH = clamp(dot(normal, halfwayDirection), 0.0, 1.0);\n\
|
|
104
|
+
float D = GGX(alphaRoughness, NdotH);\n\
|
|
105
|
+
return G * D;\n\
|
|
106
|
+
}\n\
|
|
107
|
+
\n\
|
|
108
|
+
/**\n\
|
|
109
|
+
* Compute the diffuse and specular contributions using physically based\n\
|
|
110
|
+
* rendering. This function only handles direct lighting.\n\
|
|
111
|
+
* <p>\n\
|
|
112
|
+
* This function only handles the lighting calculations. Metallic/roughness\n\
|
|
113
|
+
* and specular/glossy must be handled separately. See {@MaterialStageFS}\n\
|
|
114
|
+
* </p>\n\
|
|
115
|
+
*\n\
|
|
116
|
+
* @name czm_pbrLighting\n\
|
|
117
|
+
* @glslFunction\n\
|
|
118
|
+
*\n\
|
|
119
|
+
* @param {vec3} viewDirectionEC Unit vector pointing from the fragment to the eye position\n\
|
|
120
|
+
* @param {vec3} normalEC The surface normal in eye coordinates\n\
|
|
121
|
+
* @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates.\n\
|
|
122
|
+
* @param {czm_modelMaterial} The material properties.\n\
|
|
123
|
+
* @return {vec3} The computed HDR color\n\
|
|
124
|
+
*/\n\
|
|
125
|
+
vec3 czm_pbrLighting(vec3 viewDirectionEC, vec3 normalEC, vec3 lightDirectionEC, czm_modelMaterial material)\n\
|
|
126
|
+
{\n\
|
|
127
|
+
vec3 halfwayDirectionEC = normalize(viewDirectionEC + lightDirectionEC);\n\
|
|
128
|
+
float VdotH = clamp(dot(viewDirectionEC, halfwayDirectionEC), 0.0, 1.0);\n\
|
|
129
|
+
float NdotL = clamp(dot(normalEC, lightDirectionEC), 0.001, 1.0);\n\
|
|
130
|
+
\n\
|
|
131
|
+
vec3 f0 = material.specular;\n\
|
|
132
|
+
float reflectance = czm_maximumComponent(f0);\n\
|
|
133
|
+
// Typical dielectrics will have reflectance 0.04, so f90 will be 1.0.\n\
|
|
134
|
+
// In this case, at grazing angle, all incident energy is reflected.\n\
|
|
135
|
+
vec3 f90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));\n\
|
|
136
|
+
vec3 F = fresnelSchlick2(f0, f90, VdotH);\n\
|
|
137
|
+
\n\
|
|
138
|
+
#if defined(USE_SPECULAR)\n\
|
|
139
|
+
F *= material.specularWeight;\n\
|
|
140
|
+
#endif\n\
|
|
141
|
+
\n\
|
|
142
|
+
float alphaRoughness = material.roughness * material.roughness;\n\
|
|
143
|
+
#ifdef USE_ANISOTROPY\n\
|
|
144
|
+
mat3 tbn = mat3(material.anisotropicT, material.anisotropicB, normalEC);\n\
|
|
145
|
+
vec3 lightDirection = lightDirectionEC * tbn;\n\
|
|
146
|
+
vec3 viewDirection = viewDirectionEC * tbn;\n\
|
|
147
|
+
vec3 halfwayDirection = halfwayDirectionEC * tbn;\n\
|
|
148
|
+
float anisotropyStrength = material.anisotropyStrength;\n\
|
|
149
|
+
float tangentialRoughness = mix(alphaRoughness, 1.0, anisotropyStrength * anisotropyStrength);\n\
|
|
150
|
+
float bitangentRoughness = clamp(alphaRoughness, 0.001, 1.0);\n\
|
|
151
|
+
float G = smithVisibilityGGX_anisotropic(bitangentRoughness, tangentialRoughness, lightDirection, viewDirection);\n\
|
|
152
|
+
float D = GGX_anisotropic(bitangentRoughness, tangentialRoughness, halfwayDirection);\n\
|
|
153
|
+
vec3 specularContribution = F * G * D;\n\
|
|
154
|
+
#else\n\
|
|
155
|
+
float specularStrength = computeDirectSpecularStrength(normalEC, lightDirectionEC, viewDirectionEC, halfwayDirectionEC, alphaRoughness);\n\
|
|
156
|
+
vec3 specularContribution = F * specularStrength;\n\
|
|
157
|
+
#endif\n\
|
|
158
|
+
\n\
|
|
159
|
+
vec3 diffuseColor = material.diffuse;\n\
|
|
160
|
+
// F here represents the specular contribution\n\
|
|
161
|
+
vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor);\n\
|
|
162
|
+
\n\
|
|
163
|
+
// Lo = (diffuse + specular) * Li * NdotL\n\
|
|
164
|
+
return (diffuseContribution + specularContribution) * NdotL;\n\
|
|
165
|
+
}\n\
|
|
166
|
+
";
|