@xeokit/xeokit-sdk 2.5.2-beta-11 → 2.5.2-beta-13
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/dist/xeokit-sdk.cjs.js +146 -132
- package/dist/xeokit-sdk.es.js +146 -132
- package/dist/xeokit-sdk.es5.js +84 -84
- package/dist/xeokit-sdk.min.cjs.js +1 -1
- package/dist/xeokit-sdk.min.es.js +1 -1
- package/dist/xeokit-sdk.min.es5.js +1 -1
- package/package.json +1 -1
- package/src/viewer/scene/model/SceneModel.js +1 -1
- package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1 -1
- package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1 -1
- package/src/viewer/scene/webgl/Renderer.js +20 -19
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesColorRenderer.js +0 -238
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesColorTextureRenderer.js +0 -270
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesDepthRenderer.js +0 -126
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesEdgesColorRenderer.js +0 -127
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesEdgesRenderer.js +0 -133
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesFlatColorRenderer.js +0 -235
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesNormalsRenderer.js +0 -139
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesOcclusionRenderer.js +0 -125
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPBRRenderer.js +0 -561
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickDepthRenderer.js +0 -144
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickMeshRenderer.js +0 -130
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickNormalsFlatRenderer.js +0 -121
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesPickNormalsRenderer.js +0 -131
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesRenderer.js +0 -33
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesRenderers.js +0 -375
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesShadowRenderer.js +0 -107
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSilhouetteRenderer.js +0 -136
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSnapInitRenderer.js +0 -311
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOBatchingTrianglesSnapRenderer.js +0 -308
- package/src/viewer/scene/model/vbo/batching/triangles/renderers/VBOSceneModelTriangleBatchingEdgesRenderer.js +0 -12
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesColorRenderer.js +0 -253
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesColorTextureRenderer.js +0 -278
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesDepthRenderer.js +0 -126
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesEdgesColorRenderer.js +0 -132
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesEdgesRenderer.js +0 -134
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesFlatColorRenderer.js +0 -244
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesFlatNormalsRenderer.js +0 -130
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesNormalsRenderer.js +0 -138
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesOcclusionRenderer.js +0 -128
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPBRRenderer.js +0 -561
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickDepthRenderer.js +0 -149
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickMeshRenderer.js +0 -136
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickNormalsFlatRenderer.js +0 -130
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesPickNormalsRenderer.js +0 -145
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesRenderers.js +0 -376
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesShadowRenderer.js +0 -113
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSilhouetteRenderer.js +0 -139
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSnapInitRenderer.js +0 -342
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOInstancingTrianglesSnapRenderer.js +0 -325
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOSceneModelTriangleInstancingEdgesRenderer.js +0 -12
- package/src/viewer/scene/model/vbo/instancing/triangles/renderers/VBOSceneModelTriangleInstancingRenderer.js +0 -29
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import {VBOSceneModelTriangleInstancingEdgesRenderer} from "./VBOSceneModelTriangleInstancingEdgesRenderer.js";
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/**
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* @private
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*/
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export class VBOInstancingTrianglesEdgesColorRenderer extends VBOSceneModelTriangleInstancingEdgesRenderer {
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_buildVertexShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// VBOInstancingTrianglesEdgesColorRenderer vertex shader");
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src.push("uniform int renderPass;");
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src.push("in vec3 position;");
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src.push("in vec4 color;");
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if (scene.entityOffsetsEnabled) {
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src.push("in vec3 offset;");
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}
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src.push("in float flags;");
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src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
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src.push("in vec4 modelMatrixCol1;");
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src.push("in vec4 modelMatrixCol2;");
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this._addMatricesUniformBlockLines(src);
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("uniform float logDepthBufFC;");
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src.push("out float vFragDepth;");
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src.push("bool isPerspectiveMatrix(mat4 m) {");
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src.push(" return (m[2][3] == - 1.0);");
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src.push("}");
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src.push("out float isPerspective;");
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}
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if (clipping) {
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src.push("out vec4 vWorldPosition;");
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src.push("out float vFlags;");
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}
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src.push("out vec4 vColor;");
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src.push("void main(void) {");
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// edgeFlag = NOT_RENDERED | EDGES_COLOR_OPAQUE | EDGES_HIGHLIGHTED | EDGES_XRAYED | EDGES_SELECTED
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// renderPass = EDGES_HIGHLIGHTED | EDGES_XRAYED | EDGES_SELECTED
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src.push(`int edgeFlag = int(flags) >> 8 & 0xF;`);
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src.push(`if (edgeFlag != renderPass) {`);
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src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
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src.push("} else {");
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src.push("vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
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src.push("worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
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if (scene.entityOffsetsEnabled) {
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src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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}
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src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
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if (clipping) {
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src.push("vWorldPosition = worldPosition;");
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src.push("vFlags = flags;");
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}
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src.push("vec4 clipPos = projMatrix * viewPosition;");
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("vFragDepth = 1.0 + clipPos.w;");
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src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
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}
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src.push("gl_Position = clipPos;");
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// src.push("vColor = vec4(float(color.r-100.0) / 255.0, float(color.g-100.0) / 255.0, float(color.b-100.0) / 255.0, float(color.a) / 255.0);");
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src.push("vColor = vec4(float(color.r*0.5) / 255.0, float(color.g*0.5) / 255.0, float(color.b*0.5) / 255.0, float(color.a) / 255.0);");
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src.push("}");
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src.push("}");
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return src;
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}
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_buildFragmentShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// VBOInstancingTrianglesEdgesColorRenderer fragment shader");
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src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
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src.push("precision highp float;");
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src.push("precision highp int;");
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src.push("#else");
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src.push("precision mediump float;");
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src.push("precision mediump int;");
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src.push("#endif");
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("in float isPerspective;");
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src.push("uniform float logDepthBufFC;");
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src.push("in float vFragDepth;");
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}
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if (clipping) {
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src.push("in vec4 vWorldPosition;");
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src.push("in float vFlags;");
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for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
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src.push("uniform bool sectionPlaneActive" + i + ";");
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src.push("uniform vec3 sectionPlanePos" + i + ";");
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src.push("uniform vec3 sectionPlaneDir" + i + ";");
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}
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}
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src.push("in vec4 vColor;");
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src.push("out vec4 outColor;");
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src.push("void main(void) {");
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if (clipping) {
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src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
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src.push(" if (clippable) {");
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src.push(" float dist = 0.0;");
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for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
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src.push("if (sectionPlaneActive" + i + ") {");
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src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
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src.push("}");
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}
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src.push(" if (dist > 0.0) { discard; }");
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src.push("}");
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}
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if (scene.logarithmicDepthBufferEnabled) {
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src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
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}
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src.push("outColor = vColor;");
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src.push("}");
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return src;
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}
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}
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import {VBOSceneModelTriangleInstancingEdgesRenderer} from "./VBOSceneModelTriangleInstancingEdgesRenderer.js";
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/**
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* @private
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*/
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export class VBOInstancingTrianglesEdgesRenderer extends VBOSceneModelTriangleInstancingEdgesRenderer {
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drawLayer(frameCtx, instancingLayer, renderPass) {
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super.drawLayer(frameCtx, instancingLayer, renderPass, {colorUniform: true});
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}
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_buildVertexShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// VBOInstancingTrianglesEdgesRenderer vertex shader");
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src.push("uniform int renderPass;");
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src.push("uniform vec4 color;");
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src.push("in vec3 position;");
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if (scene.entityOffsetsEnabled) {
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src.push("in vec3 offset;");
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}
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src.push("in float flags;");
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src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
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src.push("in vec4 modelMatrixCol1;");
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src.push("in vec4 modelMatrixCol2;");
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this._addMatricesUniformBlockLines(src);
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("uniform float logDepthBufFC;");
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src.push("out float vFragDepth;");
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src.push("bool isPerspectiveMatrix(mat4 m) {");
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src.push(" return (m[2][3] == - 1.0);");
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src.push("}");
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src.push("out float isPerspective;");
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}
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if (clipping) {
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src.push("out vec4 vWorldPosition;");
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src.push("out float vFlags;");
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}
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src.push("out vec4 vColor;");
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src.push("void main(void) {");
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// edgeFlag = NOT_RENDERED | EDGES_COLOR_OPAQUE | EDGES_HIGHLIGHTED | EDGES_XRAYED | EDGES_SELECTED
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// renderPass = EDGES_HIGHLIGHTED | EDGES_XRAYED | EDGES_SELECTED
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src.push(`int edgeFlag = int(flags) >> 8 & 0xF;`);
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src.push(`if (edgeFlag != renderPass) {`);
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src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
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src.push("} else {");
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src.push("vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
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src.push("worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
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src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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}
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src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
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if (clipping) {
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src.push("vWorldPosition = worldPosition;");
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src.push("vFlags = flags;");
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}
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src.push("vec4 clipPos = projMatrix * viewPosition;");
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("vFragDepth = 1.0 + clipPos.w;");
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src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
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}
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src.push("gl_Position = clipPos;");
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src.push("vColor = vec4(color.r, color.g, color.b, color.a);");
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src.push("}");
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src.push("}");
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return src;
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}
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_buildFragmentShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// VBOInstancingTrianglesEdgesRenderer fragment shader");
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src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
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src.push("#endif");
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src.push("in float isPerspective;");
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src.push("in vec4 vWorldPosition;");
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src.push("in float vFlags;");
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src.push("in vec4 vColor;");
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src.push("out vec4 outColor;");
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src.push("void main(void) {");
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src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
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src.push(" if (clippable) {");
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src.push(" float dist = 0.0;");
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src.push("if (sectionPlaneActive" + i + ") {");
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src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
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src.push("}");
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src.push(" if (dist > 0.0) { discard; }");
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src.push("}");
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}
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if (scene.logarithmicDepthBufferEnabled) {
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src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
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}
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src.push("outColor = vColor;");
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src.push("}");
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@@ -1,244 +0,0 @@
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import {VBOSceneModelTriangleInstancingRenderer} from "./VBOSceneModelTriangleInstancingRenderer.js";
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/**
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* @private
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*/
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export class VBOInstancingTrianglesFlatColorRenderer extends VBOSceneModelTriangleInstancingRenderer {
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_getHash() {
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const scene = this._scene;
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return [scene._lightsState.getHash(), scene._sectionPlanesState.getHash(), (this._withSAO ? "sao" : "nosao")].join(";");
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}
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_buildVertexShader() {
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const scene = this._scene;
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const sectionPlanesState = scene._sectionPlanesState;
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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const src = [];
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src.push("#version 300 es");
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src.push("// Instancing geometry flat-shading drawing vertex shader");
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src.push("uniform int renderPass;");
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src.push("in vec3 position;");
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src.push("in vec4 color;");
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src.push("in float flags;");
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}
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src.push("in vec4 modelMatrixCol0;"); // Modeling matrix
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src.push("in vec4 modelMatrixCol2;");
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this._addMatricesUniformBlockLines(src);
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if (scene.logarithmicDepthBufferEnabled) {
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src.push("uniform float logDepthBufFC;");
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src.push("out float vFragDepth;");
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src.push("bool isPerspectiveMatrix(mat4 m) {");
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src.push(" return (m[2][3] == - 1.0);");
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src.push("}");
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src.push("out float isPerspective;");
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}
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if (clipping) {
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src.push("out vec4 vWorldPosition;");
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src.push("out float vFlags;");
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}
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src.push("out vec4 vViewPosition;");
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src.push("out vec4 vColor;");
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src.push("void main(void) {");
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// colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
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// renderPass = COLOR_OPAQUE | COLOR_TRANSPARENT
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src.push(`int colorFlag = int(flags) & 0xF;`);
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src.push(`if (colorFlag != renderPass) {`);
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src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);"); // Cull vertex
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src.push("} else {");
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src.push("vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
|
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src.push("worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
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if (scene.entityOffsetsEnabled) {
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src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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|
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}
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-
src.push("vec4 viewPosition = viewMatrix * worldPosition; ");
|
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|
-
src.push("vViewPosition = viewPosition;");
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src.push("vColor = vec4(float(color.r) / 255.0, float(color.g) / 255.0, float(color.b) / 255.0, float(color.a) / 255.0);");
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|
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-
src.push("vec4 clipPos = projMatrix * viewPosition;");
|
|
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-
if (scene.logarithmicDepthBufferEnabled) {
|
|
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|
-
src.push("vFragDepth = 1.0 + clipPos.w;");
|
|
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|
-
src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
|
|
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|
-
}
|
|
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|
-
|
|
82
|
-
if (clipping) {
|
|
83
|
-
src.push("vWorldPosition = worldPosition;");
|
|
84
|
-
src.push("vFlags = flags;");
|
|
85
|
-
}
|
|
86
|
-
|
|
87
|
-
src.push("gl_Position = clipPos;");
|
|
88
|
-
src.push("}");
|
|
89
|
-
src.push("}");
|
|
90
|
-
return src;
|
|
91
|
-
}
|
|
92
|
-
|
|
93
|
-
_buildFragmentShader() {
|
|
94
|
-
const scene = this._scene;
|
|
95
|
-
const sectionPlanesState = scene._sectionPlanesState;
|
|
96
|
-
const lightsState = scene._lightsState;
|
|
97
|
-
let i;
|
|
98
|
-
let len;
|
|
99
|
-
const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
|
|
100
|
-
const src = [];
|
|
101
|
-
src.push("#version 300 es");
|
|
102
|
-
src.push("// Instancing geometry flat-shading drawing fragment shader");
|
|
103
|
-
|
|
104
|
-
src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
|
|
105
|
-
src.push("precision highp float;");
|
|
106
|
-
src.push("precision highp int;");
|
|
107
|
-
src.push("#else");
|
|
108
|
-
src.push("precision mediump float;");
|
|
109
|
-
src.push("precision mediump int;");
|
|
110
|
-
src.push("#endif");
|
|
111
|
-
if (scene.logarithmicDepthBufferEnabled) {
|
|
112
|
-
src.push("in float isPerspective;");
|
|
113
|
-
src.push("uniform float logDepthBufFC;");
|
|
114
|
-
src.push("in float vFragDepth;");
|
|
115
|
-
}
|
|
116
|
-
if (this._withSAO) {
|
|
117
|
-
src.push("uniform sampler2D uOcclusionTexture;");
|
|
118
|
-
src.push("uniform vec4 uSAOParams;");
|
|
119
|
-
src.push("const float packUpscale = 256. / 255.;");
|
|
120
|
-
src.push("const float unpackDownScale = 255. / 256.;");
|
|
121
|
-
src.push("const vec3 packFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );");
|
|
122
|
-
src.push("const vec4 unPackFactors = unpackDownScale / vec4( packFactors, 1. );");
|
|
123
|
-
|
|
124
|
-
src.push("float unpackRGBToFloat( const in vec4 v ) {");
|
|
125
|
-
src.push(" return dot( v, unPackFactors );");
|
|
126
|
-
src.push("}");
|
|
127
|
-
}
|
|
128
|
-
|
|
129
|
-
if (clipping) {
|
|
130
|
-
src.push("in vec4 vWorldPosition;");
|
|
131
|
-
src.push("in float vFlags;");
|
|
132
|
-
for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
|
|
133
|
-
src.push("uniform bool sectionPlaneActive" + i + ";");
|
|
134
|
-
src.push("uniform vec3 sectionPlanePos" + i + ";");
|
|
135
|
-
src.push("uniform vec3 sectionPlaneDir" + i + ";");
|
|
136
|
-
}
|
|
137
|
-
}
|
|
138
|
-
|
|
139
|
-
this._addMatricesUniformBlockLines(src);
|
|
140
|
-
|
|
141
|
-
src.push("uniform vec4 lightAmbient;");
|
|
142
|
-
|
|
143
|
-
for (i = 0, len = lightsState.lights.length; i < len; i++) {
|
|
144
|
-
const light = lightsState.lights[i];
|
|
145
|
-
if (light.type === "ambient") {
|
|
146
|
-
continue;
|
|
147
|
-
}
|
|
148
|
-
src.push("uniform vec4 lightColor" + i + ";");
|
|
149
|
-
if (light.type === "dir") {
|
|
150
|
-
src.push("uniform vec3 lightDir" + i + ";");
|
|
151
|
-
}
|
|
152
|
-
if (light.type === "point") {
|
|
153
|
-
src.push("uniform vec3 lightPos" + i + ";");
|
|
154
|
-
}
|
|
155
|
-
if (light.type === "spot") {
|
|
156
|
-
src.push("uniform vec3 lightPos" + i + ";");
|
|
157
|
-
src.push("uniform vec3 lightDir" + i + ";");
|
|
158
|
-
}
|
|
159
|
-
}
|
|
160
|
-
|
|
161
|
-
src.push("in vec4 vViewPosition;");
|
|
162
|
-
src.push("in vec4 vColor;");
|
|
163
|
-
src.push("out vec4 outColor;");
|
|
164
|
-
|
|
165
|
-
src.push("void main(void) {");
|
|
166
|
-
|
|
167
|
-
if (clipping) {
|
|
168
|
-
src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
|
|
169
|
-
src.push(" if (clippable) {");
|
|
170
|
-
src.push(" float dist = 0.0;");
|
|
171
|
-
for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
|
|
172
|
-
src.push("if (sectionPlaneActive" + i + ") {");
|
|
173
|
-
src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
|
|
174
|
-
src.push("}");
|
|
175
|
-
}
|
|
176
|
-
src.push(" if (dist > 0.0) { ");
|
|
177
|
-
src.push(" discard;")
|
|
178
|
-
src.push(" }");
|
|
179
|
-
src.push("}");
|
|
180
|
-
}
|
|
181
|
-
|
|
182
|
-
src.push("vec3 reflectedColor = vec3(0.0, 0.0, 0.0);");
|
|
183
|
-
src.push("vec3 viewLightDir = vec3(0.0, 0.0, -1.0);");
|
|
184
|
-
|
|
185
|
-
src.push("float lambertian = 1.0;");
|
|
186
|
-
|
|
187
|
-
src.push("vec3 xTangent = dFdx( vViewPosition.xyz );");
|
|
188
|
-
src.push("vec3 yTangent = dFdy( vViewPosition.xyz );");
|
|
189
|
-
src.push("vec3 viewNormal = normalize( cross( xTangent, yTangent ) );");
|
|
190
|
-
|
|
191
|
-
for (i = 0, len = lightsState.lights.length; i < len; i++) {
|
|
192
|
-
const light = lightsState.lights[i];
|
|
193
|
-
if (light.type === "ambient") {
|
|
194
|
-
continue;
|
|
195
|
-
}
|
|
196
|
-
if (light.type === "dir") {
|
|
197
|
-
if (light.space === "view") {
|
|
198
|
-
src.push("viewLightDir = normalize(lightDir" + i + ");");
|
|
199
|
-
} else {
|
|
200
|
-
src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
|
|
201
|
-
}
|
|
202
|
-
} else if (light.type === "point") {
|
|
203
|
-
if (light.space === "view") {
|
|
204
|
-
src.push("viewLightDir = -normalize(lightPos" + i + " - viewPosition.xyz);");
|
|
205
|
-
} else {
|
|
206
|
-
src.push("viewLightDir = -normalize((viewMatrix * vec4(lightPos" + i + ", 0.0)).xyz);");
|
|
207
|
-
}
|
|
208
|
-
} else if (light.type === "spot") {
|
|
209
|
-
if (light.space === "view") {
|
|
210
|
-
src.push("viewLightDir = normalize(lightDir" + i + ");");
|
|
211
|
-
} else {
|
|
212
|
-
src.push("viewLightDir = normalize((viewMatrix * vec4(lightDir" + i + ", 0.0)).xyz);");
|
|
213
|
-
}
|
|
214
|
-
} else {
|
|
215
|
-
continue;
|
|
216
|
-
}
|
|
217
|
-
src.push("lambertian = max(dot(-viewNormal, viewLightDir), 0.0);");
|
|
218
|
-
src.push("reflectedColor += lambertian * (lightColor" + i + ".rgb * lightColor" + i + ".a);");
|
|
219
|
-
}
|
|
220
|
-
|
|
221
|
-
src.push("vec4 fragColor = vec4((lightAmbient.rgb * lightAmbient.a * vColor.rgb) + (reflectedColor * vColor.rgb), vColor.a);");
|
|
222
|
-
|
|
223
|
-
if (this._withSAO) {
|
|
224
|
-
// Doing SAO blend in the main solid fill draw shader just so that edge lines can be drawn over the top
|
|
225
|
-
// Would be more efficient to defer this, then render lines later, using same depth buffer for Z-reject
|
|
226
|
-
src.push(" float viewportWidth = uSAOParams[0];");
|
|
227
|
-
src.push(" float viewportHeight = uSAOParams[1];");
|
|
228
|
-
src.push(" float blendCutoff = uSAOParams[2];");
|
|
229
|
-
src.push(" float blendFactor = uSAOParams[3];");
|
|
230
|
-
src.push(" vec2 uv = vec2(gl_FragCoord.x / viewportWidth, gl_FragCoord.y / viewportHeight);");
|
|
231
|
-
src.push(" float ambient = smoothstep(blendCutoff, 1.0, unpackRGBToFloat(texture(uOcclusionTexture, uv))) * blendFactor;");
|
|
232
|
-
src.push(" outColor = vec4(fragColor.rgb * ambient, 1.0);");
|
|
233
|
-
} else {
|
|
234
|
-
src.push(" outColor = fragColor;");
|
|
235
|
-
}
|
|
236
|
-
|
|
237
|
-
if (scene.logarithmicDepthBufferEnabled) {
|
|
238
|
-
src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
|
|
239
|
-
}
|
|
240
|
-
|
|
241
|
-
src.push("}");
|
|
242
|
-
return src;
|
|
243
|
-
}
|
|
244
|
-
}
|
|
@@ -1,130 +0,0 @@
|
|
|
1
|
-
import {VBOSceneModelTriangleInstancingRenderer} from "./VBOSceneModelTriangleInstancingRenderer.js";
|
|
2
|
-
|
|
3
|
-
|
|
4
|
-
/**
|
|
5
|
-
* @private
|
|
6
|
-
*/
|
|
7
|
-
|
|
8
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export class VBOInstancingTrianglesFlatNormalsRenderer extends VBOSceneModelTriangleInstancingRenderer {
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9
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10
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_buildVertexShader() {
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11
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const scene = this._scene;
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12
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const sectionPlanesState = scene._sectionPlanesState;
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13
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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14
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const src = [];
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15
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src.push("#version 300 es");
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16
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src.push("// Instancing geometry flat normals drawing vertex shader");
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17
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18
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src.push("uniform int renderPass;");
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19
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src.push("in vec3 position;");
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20
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if (scene.entityOffsetsEnabled) {
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21
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src.push("in vec3 offset;");
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22
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}
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23
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src.push("in vec4 color;");
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24
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src.push("in float flags;");
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25
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src.push("in vec4 modelMatrixCol0;");
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26
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src.push("in vec4 modelMatrixCol1;");
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27
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src.push("in vec4 modelMatrixCol2;");
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28
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29
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this._addMatricesUniformBlockLines(src);
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30
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31
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if (scene.logarithmicDepthBufferEnabled) {
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32
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src.push("uniform float logDepthBufFC;");
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33
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src.push("out float vFragDepth;");
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34
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src.push("bool isPerspectiveMatrix(mat4 m) {");
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35
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src.push(" return (m[2][3] == - 1.0);");
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36
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src.push("}");
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37
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src.push("out float isPerspective;");
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38
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}
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39
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if (clipping) {
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40
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src.push("out vec4 vWorldPosition;");
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41
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src.push("out float vFlags;");
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42
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}
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43
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src.push("void main(void) {");
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44
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// colorFlag = NOT_RENDERED | COLOR_OPAQUE | COLOR_TRANSPARENT
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45
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// renderPass = COLOR_OPAQUE
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46
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47
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src.push(`int colorFlag = int(flags) & 0xF;`);
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48
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src.push(`if (colorFlag != renderPass) {`);
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49
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src.push(" gl_Position = vec4(0.0, 0.0, 0.0, 0.0);");
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50
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src.push("} else {");
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51
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src.push(" vec4 worldPosition = positionsDecodeMatrix * vec4(position, 1.0); ");
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52
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src.push(" worldPosition = worldMatrix * vec4(dot(worldPosition, modelMatrixCol0), dot(worldPosition, modelMatrixCol1), dot(worldPosition, modelMatrixCol2), 1.0);");
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53
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if (scene.entityOffsetsEnabled) {
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54
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src.push(" worldPosition.xyz = worldPosition.xyz + offset;");
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55
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}
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56
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src.push(" vec4 viewPosition = viewMatrix * worldPosition; ");
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57
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if (clipping) {
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58
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src.push("vWorldPosition = worldPosition;");
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59
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src.push("vFlags = flags;");
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60
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}
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61
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src.push(" vViewPosition = viewPosition;");
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62
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src.push("vec4 clipPos = projMatrix * viewPosition;");
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63
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if (scene.logarithmicDepthBufferEnabled) {
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64
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src.push("vFragDepth = 1.0 + clipPos.w;");
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65
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src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
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66
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}
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67
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src.push("gl_Position = clipPos;");
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68
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src.push("}");
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69
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src.push("}");
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70
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return src;
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71
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}
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72
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-
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73
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_buildFragmentShader() {
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74
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const scene = this._scene;
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75
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const sectionPlanesState = scene._sectionPlanesState;
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76
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const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
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77
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const src = [];
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78
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src.push("#version 300 es");
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79
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src.push("// Instancing geometry flat nornals drawing fragment shader");
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80
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-
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81
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src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
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82
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src.push("precision highp float;");
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83
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src.push("precision highp int;");
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84
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src.push("#else");
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85
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src.push("precision mediump float;");
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86
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src.push("precision mediump int;");
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87
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src.push("#endif");
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88
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if (scene.logarithmicDepthBufferEnabled) {
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89
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src.push("in float isPerspective;");
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90
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src.push("uniform float logDepthBufFC;");
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91
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src.push("in float vFragDepth;");
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92
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}
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93
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if (clipping) {
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94
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src.push("in vec4 vWorldPosition;");
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|
95
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src.push("in float vFlags;");
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|
96
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for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
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|
97
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src.push("uniform bool sectionPlaneActive" + i + ";");
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98
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src.push("uniform vec3 sectionPlanePos" + i + ";");
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99
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src.push("uniform vec3 sectionPlaneDir" + i + ";");
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100
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}
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101
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}
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102
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src.push("in vec3 vViewPosition;");
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|
103
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src.push("vec3 packNormalToRGB( const in vec3 normal ) {");
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104
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src.push(" return normalize( normal ) * 0.5 + 0.5;");
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105
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src.push("}");
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106
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src.push("out vec4 outColor;");
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|
107
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src.push("void main(void) {");
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|
108
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if (clipping) {
|
|
109
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src.push(" bool clippable = (int(vFlags) >> 16 & 0xF) == 1;");
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|
110
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src.push(" if (clippable) {");
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111
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src.push(" float dist = 0.0;");
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112
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for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
|
|
113
|
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src.push("if (sectionPlaneActive" + i + ") {");
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|
114
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src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
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|
115
|
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src.push("}");
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|
116
|
-
}
|
|
117
|
-
src.push("if (dist > 0.0) { discard; }");
|
|
118
|
-
src.push("}");
|
|
119
|
-
}
|
|
120
|
-
if (scene.logarithmicDepthBufferEnabled) {
|
|
121
|
-
src.push(" gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
|
|
122
|
-
}
|
|
123
|
-
src.push("vec3 xTangent = dFdx( vViewPosition.xyz );");
|
|
124
|
-
src.push("vec3 yTangent = dFdy( vViewPosition.xyz );");
|
|
125
|
-
src.push("vec3 viewNormal = normalize( cross( xTangent, yTangent ) );");
|
|
126
|
-
src.push(" outColor = vec4(packNormalToRGB(viewNormal), 1.0); ");
|
|
127
|
-
src.push("}");
|
|
128
|
-
return src;
|
|
129
|
-
}
|
|
130
|
-
}
|