deeptwins-cesium-engine 0.0.3

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Files changed (2085) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-2363JE27.js +163 -0
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  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
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  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
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  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
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  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
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  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
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  2085. package/package.json +79 -0
@@ -0,0 +1,1857 @@
1
+ import Cartesian3 from "../Core/Cartesian3.js";
2
+ import Matrix4 from "../Core/Matrix4.js";
3
+ import WebGLConstants from "../Core/WebGLConstants.js";
4
+
5
+ const viewerPositionWCScratch = new Cartesian3();
6
+
7
+ function AutomaticUniform(options) {
8
+ this._size = options.size;
9
+ this._datatype = options.datatype;
10
+ this.getValue = options.getValue;
11
+ }
12
+
13
+ const datatypeToGlsl = {};
14
+ datatypeToGlsl[WebGLConstants.FLOAT] = "float";
15
+ datatypeToGlsl[WebGLConstants.FLOAT_VEC2] = "vec2";
16
+ datatypeToGlsl[WebGLConstants.FLOAT_VEC3] = "vec3";
17
+ datatypeToGlsl[WebGLConstants.FLOAT_VEC4] = "vec4";
18
+ datatypeToGlsl[WebGLConstants.INT] = "int";
19
+ datatypeToGlsl[WebGLConstants.INT_VEC2] = "ivec2";
20
+ datatypeToGlsl[WebGLConstants.INT_VEC3] = "ivec3";
21
+ datatypeToGlsl[WebGLConstants.INT_VEC4] = "ivec4";
22
+ datatypeToGlsl[WebGLConstants.BOOL] = "bool";
23
+ datatypeToGlsl[WebGLConstants.BOOL_VEC2] = "bvec2";
24
+ datatypeToGlsl[WebGLConstants.BOOL_VEC3] = "bvec3";
25
+ datatypeToGlsl[WebGLConstants.BOOL_VEC4] = "bvec4";
26
+ datatypeToGlsl[WebGLConstants.FLOAT_MAT2] = "mat2";
27
+ datatypeToGlsl[WebGLConstants.FLOAT_MAT3] = "mat3";
28
+ datatypeToGlsl[WebGLConstants.FLOAT_MAT4] = "mat4";
29
+ datatypeToGlsl[WebGLConstants.SAMPLER_2D] = "sampler2D";
30
+ datatypeToGlsl[WebGLConstants.SAMPLER_CUBE] = "samplerCube";
31
+
32
+ AutomaticUniform.prototype.getDeclaration = function (name) {
33
+ let declaration = `uniform ${datatypeToGlsl[this._datatype]} ${name}`;
34
+
35
+ const size = this._size;
36
+ if (size === 1) {
37
+ declaration += ";";
38
+ } else {
39
+ declaration += `[${size.toString()}];`;
40
+ }
41
+
42
+ return declaration;
43
+ };
44
+
45
+ /**
46
+ * @private
47
+ */
48
+ const AutomaticUniforms = {
49
+ /**
50
+ * An automatic GLSL uniform containing the viewport's <code>x</code>, <code>y</code>, <code>width</code>,
51
+ * and <code>height</code> properties in an <code>vec4</code>'s <code>x</code>, <code>y</code>, <code>z</code>,
52
+ * and <code>w</code> components, respectively.
53
+ *
54
+ * @example
55
+ * // GLSL declaration
56
+ * uniform vec4 czm_viewport;
57
+ *
58
+ * // Scale the window coordinate components to [0, 1] by dividing
59
+ * // by the viewport's width and height.
60
+ * vec2 v = gl_FragCoord.xy / czm_viewport.zw;
61
+ *
62
+ * @see Context#getViewport
63
+ */
64
+ czm_viewport: new AutomaticUniform({
65
+ size: 1,
66
+ datatype: WebGLConstants.FLOAT_VEC4,
67
+ getValue: function (uniformState) {
68
+ return uniformState.viewportCartesian4;
69
+ },
70
+ }),
71
+
72
+ /**
73
+ * An automatic GLSL uniform representing a 4x4 orthographic projection matrix that
74
+ * transforms window coordinates to clip coordinates. Clip coordinates is the
75
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
76
+ * <br /><br />
77
+ * This transform is useful when a vertex shader inputs or manipulates window coordinates
78
+ * as done by {@link BillboardCollection}.
79
+ * <br /><br />
80
+ * Do not confuse {@link czm_viewportTransformation} with <code>czm_viewportOrthographic</code>.
81
+ * The former transforms from normalized device coordinates to window coordinates; the later transforms
82
+ * from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
83
+ *
84
+ * @example
85
+ * // GLSL declaration
86
+ * uniform mat4 czm_viewportOrthographic;
87
+ *
88
+ * // Example
89
+ * gl_Position = czm_viewportOrthographic * vec4(windowPosition, 0.0, 1.0);
90
+ *
91
+ * @see UniformState#viewportOrthographic
92
+ * @see czm_viewport
93
+ * @see czm_viewportTransformation
94
+ * @see BillboardCollection
95
+ */
96
+ czm_viewportOrthographic: new AutomaticUniform({
97
+ size: 1,
98
+ datatype: WebGLConstants.FLOAT_MAT4,
99
+ getValue: function (uniformState) {
100
+ return uniformState.viewportOrthographic;
101
+ },
102
+ }),
103
+
104
+ /**
105
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
106
+ * transforms normalized device coordinates to window coordinates. The context's
107
+ * full viewport is used, and the depth range is assumed to be <code>near = 0</code>
108
+ * and <code>far = 1</code>.
109
+ * <br /><br />
110
+ * This transform is useful when there is a need to manipulate window coordinates
111
+ * in a vertex shader as done by {@link BillboardCollection}. In many cases,
112
+ * this matrix will not be used directly; instead, {@link czm_modelToWindowCoordinates}
113
+ * will be used to transform directly from model to window coordinates.
114
+ * <br /><br />
115
+ * Do not confuse <code>czm_viewportTransformation</code> with {@link czm_viewportOrthographic}.
116
+ * The former transforms from normalized device coordinates to window coordinates; the later transforms
117
+ * from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
118
+ *
119
+ * @example
120
+ * // GLSL declaration
121
+ * uniform mat4 czm_viewportTransformation;
122
+ *
123
+ * // Use czm_viewportTransformation as part of the
124
+ * // transform from model to window coordinates.
125
+ * vec4 q = czm_modelViewProjection * positionMC; // model to clip coordinates
126
+ * q.xyz /= q.w; // clip to normalized device coordinates (ndc)
127
+ * q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // ndc to window coordinates
128
+ *
129
+ * @see UniformState#viewportTransformation
130
+ * @see czm_viewport
131
+ * @see czm_viewportOrthographic
132
+ * @see czm_modelToWindowCoordinates
133
+ * @see BillboardCollection
134
+ */
135
+ czm_viewportTransformation: new AutomaticUniform({
136
+ size: 1,
137
+ datatype: WebGLConstants.FLOAT_MAT4,
138
+ getValue: function (uniformState) {
139
+ return uniformState.viewportTransformation;
140
+ },
141
+ }),
142
+
143
+ /**
144
+ * An automatic GLSL uniform representing the depth of the scene
145
+ * after the globe pass and then updated after the 3D Tiles pass.
146
+ * The depth is packed into an RGBA texture.
147
+ *
148
+ * @example
149
+ * // GLSL declaration
150
+ * uniform sampler2D czm_globeDepthTexture;
151
+ *
152
+ * // Get the depth at the current fragment
153
+ * vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
154
+ * float depth = czm_unpackDepth(texture(czm_globeDepthTexture, coords));
155
+ */
156
+ czm_globeDepthTexture: new AutomaticUniform({
157
+ size: 1,
158
+ datatype: WebGLConstants.SAMPLER_2D,
159
+ getValue: function (uniformState) {
160
+ return uniformState.globeDepthTexture;
161
+ },
162
+ }),
163
+
164
+ /**
165
+ * An automatic GLSL uniform representing a texture containing edge IDs
166
+ * from the 3D Tiles edge rendering pass. Used for edge detection and
167
+ * avoiding z-fighting between edges and surfaces.
168
+ *
169
+ * @example
170
+ * // GLSL declaration
171
+ * uniform sampler2D czm_edgeIdTexture;
172
+ *
173
+ * // Get the edge ID at the current fragment
174
+ * vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
175
+ * vec4 edgeId = texture(czm_edgeIdTexture, coords);
176
+ */
177
+ czm_edgeIdTexture: new AutomaticUniform({
178
+ size: 1,
179
+ datatype: WebGLConstants.SAMPLER_2D,
180
+ getValue: function (uniformState) {
181
+ return uniformState.edgeIdTexture;
182
+ },
183
+ }),
184
+
185
+ /**
186
+ * An automatic GLSL uniform containing the edge color texture.
187
+ * This texture contains the edge content rendered during the CESIUM_3D_TILE_EDGES pass.
188
+ *
189
+ * @example
190
+ * // GLSL declaration
191
+ * uniform sampler2D czm_edgeColorTexture;
192
+ *
193
+ * // Sample the edge color at the current fragment
194
+ * vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
195
+ * vec4 edgeColor = texture(czm_edgeColorTexture, coords);
196
+ */
197
+ czm_edgeColorTexture: new AutomaticUniform({
198
+ size: 1,
199
+ datatype: WebGLConstants.SAMPLER_2D,
200
+ getValue: function (uniformState) {
201
+ return uniformState.edgeColorTexture;
202
+ },
203
+ }),
204
+
205
+ /**
206
+ * An automatic GLSL uniform containing the packed depth texture produced by the
207
+ * edge visibility pass. The depth is packed via czm_packDepth and should be
208
+ * unpacked with czm_unpackDepth.
209
+ *
210
+ * @example
211
+ * // GLSL declaration
212
+ * uniform sampler2D czm_edgeDepthTexture;
213
+ *
214
+ * vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
215
+ * float d = czm_unpackDepth(texture(czm_edgeDepthTexture, coords));
216
+ */
217
+ czm_edgeDepthTexture: new AutomaticUniform({
218
+ size: 1,
219
+ datatype: WebGLConstants.SAMPLER_2D,
220
+ getValue: function (uniformState) {
221
+ return uniformState.edgeDepthTexture;
222
+ },
223
+ }),
224
+
225
+ /**
226
+ * An automatic GLSL uniform representing a 4x4 model transformation matrix that
227
+ * transforms model coordinates to world coordinates.
228
+ *
229
+ * @example
230
+ * // GLSL declaration
231
+ * uniform mat4 czm_model;
232
+ *
233
+ * // Example
234
+ * vec4 worldPosition = czm_model * modelPosition;
235
+ *
236
+ * @see UniformState#model
237
+ * @see czm_inverseModel
238
+ * @see czm_modelView
239
+ * @see czm_modelViewProjection
240
+ */
241
+ czm_model: new AutomaticUniform({
242
+ size: 1,
243
+ datatype: WebGLConstants.FLOAT_MAT4,
244
+ getValue: function (uniformState) {
245
+ return uniformState.model;
246
+ },
247
+ }),
248
+
249
+ /**
250
+ * An automatic GLSL uniform representing a 4x4 model transformation matrix that
251
+ * transforms world coordinates to model coordinates.
252
+ *
253
+ * @example
254
+ * // GLSL declaration
255
+ * uniform mat4 czm_inverseModel;
256
+ *
257
+ * // Example
258
+ * vec4 modelPosition = czm_inverseModel * worldPosition;
259
+ *
260
+ * @see UniformState#inverseModel
261
+ * @see czm_model
262
+ * @see czm_inverseModelView
263
+ */
264
+ czm_inverseModel: new AutomaticUniform({
265
+ size: 1,
266
+ datatype: WebGLConstants.FLOAT_MAT4,
267
+ getValue: function (uniformState) {
268
+ return uniformState.inverseModel;
269
+ },
270
+ }),
271
+
272
+ /**
273
+ * An automatic GLSL uniform representing a 4x4 view transformation matrix that
274
+ * transforms world coordinates to eye coordinates.
275
+ *
276
+ * @example
277
+ * // GLSL declaration
278
+ * uniform mat4 czm_view;
279
+ *
280
+ * // Example
281
+ * vec4 eyePosition = czm_view * worldPosition;
282
+ *
283
+ * @see UniformState#view
284
+ * @see czm_viewRotation
285
+ * @see czm_modelView
286
+ * @see czm_viewProjection
287
+ * @see czm_modelViewProjection
288
+ * @see czm_inverseView
289
+ */
290
+ czm_view: new AutomaticUniform({
291
+ size: 1,
292
+ datatype: WebGLConstants.FLOAT_MAT4,
293
+ getValue: function (uniformState) {
294
+ return uniformState.view;
295
+ },
296
+ }),
297
+
298
+ /**
299
+ * An automatic GLSL uniform representing a 4x4 view transformation matrix that
300
+ * transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to
301
+ * {@link czm_view}, but in 2D and Columbus View it represents the view matrix
302
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
303
+ * 2D and Columbus View in the same way that 3D is lit.
304
+ *
305
+ * @example
306
+ * // GLSL declaration
307
+ * uniform mat4 czm_view3D;
308
+ *
309
+ * // Example
310
+ * vec4 eyePosition3D = czm_view3D * worldPosition3D;
311
+ *
312
+ * @see UniformState#view3D
313
+ * @see czm_view
314
+ */
315
+ czm_view3D: new AutomaticUniform({
316
+ size: 1,
317
+ datatype: WebGLConstants.FLOAT_MAT4,
318
+ getValue: function (uniformState) {
319
+ return uniformState.view3D;
320
+ },
321
+ }),
322
+
323
+ /**
324
+ * An automatic GLSL uniform representing a 3x3 view rotation matrix that
325
+ * transforms vectors in world coordinates to eye coordinates.
326
+ *
327
+ * @example
328
+ * // GLSL declaration
329
+ * uniform mat3 czm_viewRotation;
330
+ *
331
+ * // Example
332
+ * vec3 eyeVector = czm_viewRotation * worldVector;
333
+ *
334
+ * @see UniformState#viewRotation
335
+ * @see czm_view
336
+ * @see czm_inverseView
337
+ * @see czm_inverseViewRotation
338
+ */
339
+ czm_viewRotation: new AutomaticUniform({
340
+ size: 1,
341
+ datatype: WebGLConstants.FLOAT_MAT3,
342
+ getValue: function (uniformState) {
343
+ return uniformState.viewRotation;
344
+ },
345
+ }),
346
+
347
+ /**
348
+ * An automatic GLSL uniform representing a 3x3 view rotation matrix that
349
+ * transforms vectors in 3D world coordinates to eye coordinates. In 3D mode, this is identical to
350
+ * {@link czm_viewRotation}, but in 2D and Columbus View it represents the view matrix
351
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
352
+ * 2D and Columbus View in the same way that 3D is lit.
353
+ *
354
+ * @example
355
+ * // GLSL declaration
356
+ * uniform mat3 czm_viewRotation3D;
357
+ *
358
+ * // Example
359
+ * vec3 eyeVector = czm_viewRotation3D * worldVector;
360
+ *
361
+ * @see UniformState#viewRotation3D
362
+ * @see czm_viewRotation
363
+ */
364
+ czm_viewRotation3D: new AutomaticUniform({
365
+ size: 1,
366
+ datatype: WebGLConstants.FLOAT_MAT3,
367
+ getValue: function (uniformState) {
368
+ return uniformState.viewRotation3D;
369
+ },
370
+ }),
371
+
372
+ /**
373
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
374
+ * transforms from eye coordinates to world coordinates.
375
+ *
376
+ * @example
377
+ * // GLSL declaration
378
+ * uniform mat4 czm_inverseView;
379
+ *
380
+ * // Example
381
+ * vec4 worldPosition = czm_inverseView * eyePosition;
382
+ *
383
+ * @see UniformState#inverseView
384
+ * @see czm_view
385
+ * @see czm_inverseNormal
386
+ */
387
+ czm_inverseView: new AutomaticUniform({
388
+ size: 1,
389
+ datatype: WebGLConstants.FLOAT_MAT4,
390
+ getValue: function (uniformState) {
391
+ return uniformState.inverseView;
392
+ },
393
+ }),
394
+
395
+ /**
396
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
397
+ * transforms from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
398
+ * {@link czm_inverseView}, but in 2D and Columbus View it represents the inverse view matrix
399
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
400
+ * 2D and Columbus View in the same way that 3D is lit.
401
+ *
402
+ * @example
403
+ * // GLSL declaration
404
+ * uniform mat4 czm_inverseView3D;
405
+ *
406
+ * // Example
407
+ * vec4 worldPosition = czm_inverseView3D * eyePosition;
408
+ *
409
+ * @see UniformState#inverseView3D
410
+ * @see czm_inverseView
411
+ */
412
+ czm_inverseView3D: new AutomaticUniform({
413
+ size: 1,
414
+ datatype: WebGLConstants.FLOAT_MAT4,
415
+ getValue: function (uniformState) {
416
+ return uniformState.inverseView3D;
417
+ },
418
+ }),
419
+
420
+ /**
421
+ * An automatic GLSL uniform representing a 3x3 rotation matrix that
422
+ * transforms vectors from eye coordinates to world coordinates.
423
+ *
424
+ * @example
425
+ * // GLSL declaration
426
+ * uniform mat3 czm_inverseViewRotation;
427
+ *
428
+ * // Example
429
+ * vec4 worldVector = czm_inverseViewRotation * eyeVector;
430
+ *
431
+ * @see UniformState#inverseView
432
+ * @see czm_view
433
+ * @see czm_viewRotation
434
+ * @see czm_inverseViewRotation
435
+ */
436
+ czm_inverseViewRotation: new AutomaticUniform({
437
+ size: 1,
438
+ datatype: WebGLConstants.FLOAT_MAT3,
439
+ getValue: function (uniformState) {
440
+ return uniformState.inverseViewRotation;
441
+ },
442
+ }),
443
+
444
+ /**
445
+ * An automatic GLSL uniform representing a 3x3 rotation matrix that
446
+ * transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
447
+ * {@link czm_inverseViewRotation}, but in 2D and Columbus View it represents the inverse view matrix
448
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
449
+ * 2D and Columbus View in the same way that 3D is lit.
450
+ *
451
+ * @example
452
+ * // GLSL declaration
453
+ * uniform mat3 czm_inverseViewRotation3D;
454
+ *
455
+ * // Example
456
+ * vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
457
+ *
458
+ * @see UniformState#inverseView3D
459
+ * @see czm_inverseViewRotation
460
+ */
461
+ czm_inverseViewRotation3D: new AutomaticUniform({
462
+ size: 1,
463
+ datatype: WebGLConstants.FLOAT_MAT3,
464
+ getValue: function (uniformState) {
465
+ return uniformState.inverseViewRotation3D;
466
+ },
467
+ }),
468
+
469
+ /**
470
+ * An automatic GLSL uniform representing a 4x4 projection transformation matrix that
471
+ * transforms eye coordinates to clip coordinates. Clip coordinates is the
472
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
473
+ *
474
+ * @example
475
+ * // GLSL declaration
476
+ * uniform mat4 czm_projection;
477
+ *
478
+ * // Example
479
+ * gl_Position = czm_projection * eyePosition;
480
+ *
481
+ * @see UniformState#projection
482
+ * @see czm_viewProjection
483
+ * @see czm_modelViewProjection
484
+ * @see czm_infiniteProjection
485
+ */
486
+ czm_projection: new AutomaticUniform({
487
+ size: 1,
488
+ datatype: WebGLConstants.FLOAT_MAT4,
489
+ getValue: function (uniformState) {
490
+ return uniformState.projection;
491
+ },
492
+ }),
493
+
494
+ /**
495
+ * An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
496
+ * transforms from clip coordinates to eye coordinates. Clip coordinates is the
497
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
498
+ *
499
+ * @example
500
+ * // GLSL declaration
501
+ * uniform mat4 czm_inverseProjection;
502
+ *
503
+ * // Example
504
+ * vec4 eyePosition = czm_inverseProjection * clipPosition;
505
+ *
506
+ * @see UniformState#inverseProjection
507
+ * @see czm_projection
508
+ */
509
+ czm_inverseProjection: new AutomaticUniform({
510
+ size: 1,
511
+ datatype: WebGLConstants.FLOAT_MAT4,
512
+ getValue: function (uniformState) {
513
+ return uniformState.inverseProjection;
514
+ },
515
+ }),
516
+
517
+ /**
518
+ * An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity,
519
+ * that transforms eye coordinates to clip coordinates. Clip coordinates is the
520
+ * coordinate system for a vertex shader's <code>gl_Position</code> output. An infinite far plane is used
521
+ * in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles
522
+ * are not clipped by the far plane.
523
+ *
524
+ * @example
525
+ * // GLSL declaration
526
+ * uniform mat4 czm_infiniteProjection;
527
+ *
528
+ * // Example
529
+ * gl_Position = czm_infiniteProjection * eyePosition;
530
+ *
531
+ * @see UniformState#infiniteProjection
532
+ * @see czm_projection
533
+ * @see czm_modelViewInfiniteProjection
534
+ */
535
+ czm_infiniteProjection: new AutomaticUniform({
536
+ size: 1,
537
+ datatype: WebGLConstants.FLOAT_MAT4,
538
+ getValue: function (uniformState) {
539
+ return uniformState.infiniteProjection;
540
+ },
541
+ }),
542
+
543
+ /**
544
+ * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
545
+ * transforms model coordinates to eye coordinates.
546
+ * <br /><br />
547
+ * Positions should be transformed to eye coordinates using <code>czm_modelView</code> and
548
+ * normals should be transformed using {@link czm_normal}.
549
+ *
550
+ * @example
551
+ * // GLSL declaration
552
+ * uniform mat4 czm_modelView;
553
+ *
554
+ * // Example
555
+ * vec4 eyePosition = czm_modelView * modelPosition;
556
+ *
557
+ * // The above is equivalent to, but more efficient than:
558
+ * vec4 eyePosition = czm_view * czm_model * modelPosition;
559
+ *
560
+ * @see UniformState#modelView
561
+ * @see czm_model
562
+ * @see czm_view
563
+ * @see czm_modelViewProjection
564
+ * @see czm_normal
565
+ */
566
+ czm_modelView: new AutomaticUniform({
567
+ size: 1,
568
+ datatype: WebGLConstants.FLOAT_MAT4,
569
+ getValue: function (uniformState) {
570
+ return uniformState.modelView;
571
+ },
572
+ }),
573
+
574
+ /**
575
+ * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
576
+ * transforms 3D model coordinates to eye coordinates. In 3D mode, this is identical to
577
+ * {@link czm_modelView}, but in 2D and Columbus View it represents the model-view matrix
578
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
579
+ * 2D and Columbus View in the same way that 3D is lit.
580
+ * <br /><br />
581
+ * Positions should be transformed to eye coordinates using <code>czm_modelView3D</code> and
582
+ * normals should be transformed using {@link czm_normal3D}.
583
+ *
584
+ * @example
585
+ * // GLSL declaration
586
+ * uniform mat4 czm_modelView3D;
587
+ *
588
+ * // Example
589
+ * vec4 eyePosition = czm_modelView3D * modelPosition;
590
+ *
591
+ * // The above is equivalent to, but more efficient than:
592
+ * vec4 eyePosition = czm_view3D * czm_model * modelPosition;
593
+ *
594
+ * @see UniformState#modelView3D
595
+ * @see czm_modelView
596
+ */
597
+ czm_modelView3D: new AutomaticUniform({
598
+ size: 1,
599
+ datatype: WebGLConstants.FLOAT_MAT4,
600
+ getValue: function (uniformState) {
601
+ return uniformState.modelView3D;
602
+ },
603
+ }),
604
+
605
+ /**
606
+ * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
607
+ * transforms model coordinates, relative to the eye, to eye coordinates. This is used
608
+ * in conjunction with {@link czm_translateRelativeToEye}.
609
+ *
610
+ * @example
611
+ * // GLSL declaration
612
+ * uniform mat4 czm_modelViewRelativeToEye;
613
+ *
614
+ * // Example
615
+ * attribute vec3 positionHigh;
616
+ * attribute vec3 positionLow;
617
+ *
618
+ * void main()
619
+ * {
620
+ * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
621
+ * gl_Position = czm_projection * (czm_modelViewRelativeToEye * p);
622
+ * }
623
+ *
624
+ * @see czm_modelViewProjectionRelativeToEye
625
+ * @see czm_translateRelativeToEye
626
+ * @see EncodedCartesian3
627
+ */
628
+ czm_modelViewRelativeToEye: new AutomaticUniform({
629
+ size: 1,
630
+ datatype: WebGLConstants.FLOAT_MAT4,
631
+ getValue: function (uniformState) {
632
+ return uniformState.modelViewRelativeToEye;
633
+ },
634
+ }),
635
+
636
+ /**
637
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
638
+ * transforms from eye coordinates to model coordinates.
639
+ *
640
+ * @example
641
+ * // GLSL declaration
642
+ * uniform mat4 czm_inverseModelView;
643
+ *
644
+ * // Example
645
+ * vec4 modelPosition = czm_inverseModelView * eyePosition;
646
+ *
647
+ * @see UniformState#inverseModelView
648
+ * @see czm_modelView
649
+ */
650
+ czm_inverseModelView: new AutomaticUniform({
651
+ size: 1,
652
+ datatype: WebGLConstants.FLOAT_MAT4,
653
+ getValue: function (uniformState) {
654
+ return uniformState.inverseModelView;
655
+ },
656
+ }),
657
+
658
+ /**
659
+ * An automatic GLSL uniform representing a 4x4 transformation matrix that
660
+ * transforms from eye coordinates to 3D model coordinates. In 3D mode, this is identical to
661
+ * {@link czm_inverseModelView}, but in 2D and Columbus View it represents the inverse model-view matrix
662
+ * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
663
+ * 2D and Columbus View in the same way that 3D is lit.
664
+ *
665
+ * @example
666
+ * // GLSL declaration
667
+ * uniform mat4 czm_inverseModelView3D;
668
+ *
669
+ * // Example
670
+ * vec4 modelPosition = czm_inverseModelView3D * eyePosition;
671
+ *
672
+ * @see UniformState#inverseModelView
673
+ * @see czm_inverseModelView
674
+ * @see czm_modelView3D
675
+ */
676
+ czm_inverseModelView3D: new AutomaticUniform({
677
+ size: 1,
678
+ datatype: WebGLConstants.FLOAT_MAT4,
679
+ getValue: function (uniformState) {
680
+ return uniformState.inverseModelView3D;
681
+ },
682
+ }),
683
+
684
+ /**
685
+ * An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
686
+ * transforms world coordinates to clip coordinates. Clip coordinates is the
687
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
688
+ *
689
+ * @example
690
+ * // GLSL declaration
691
+ * uniform mat4 czm_viewProjection;
692
+ *
693
+ * // Example
694
+ * vec4 gl_Position = czm_viewProjection * czm_model * modelPosition;
695
+ *
696
+ * // The above is equivalent to, but more efficient than:
697
+ * gl_Position = czm_projection * czm_view * czm_model * modelPosition;
698
+ *
699
+ * @see UniformState#viewProjection
700
+ * @see czm_view
701
+ * @see czm_projection
702
+ * @see czm_modelViewProjection
703
+ * @see czm_inverseViewProjection
704
+ */
705
+ czm_viewProjection: new AutomaticUniform({
706
+ size: 1,
707
+ datatype: WebGLConstants.FLOAT_MAT4,
708
+ getValue: function (uniformState) {
709
+ return uniformState.viewProjection;
710
+ },
711
+ }),
712
+
713
+ /**
714
+ * An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
715
+ * transforms clip coordinates to world coordinates. Clip coordinates is the
716
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
717
+ *
718
+ * @example
719
+ * // GLSL declaration
720
+ * uniform mat4 czm_inverseViewProjection;
721
+ *
722
+ * // Example
723
+ * vec4 worldPosition = czm_inverseViewProjection * clipPosition;
724
+ *
725
+ * @see UniformState#inverseViewProjection
726
+ * @see czm_viewProjection
727
+ */
728
+ czm_inverseViewProjection: new AutomaticUniform({
729
+ size: 1,
730
+ datatype: WebGLConstants.FLOAT_MAT4,
731
+ getValue: function (uniformState) {
732
+ return uniformState.inverseViewProjection;
733
+ },
734
+ }),
735
+
736
+ /**
737
+ * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
738
+ * transforms model coordinates to clip coordinates. Clip coordinates is the
739
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
740
+ *
741
+ * @example
742
+ * // GLSL declaration
743
+ * uniform mat4 czm_modelViewProjection;
744
+ *
745
+ * // Example
746
+ * vec4 gl_Position = czm_modelViewProjection * modelPosition;
747
+ *
748
+ * // The above is equivalent to, but more efficient than:
749
+ * gl_Position = czm_projection * czm_view * czm_model * modelPosition;
750
+ *
751
+ * @see UniformState#modelViewProjection
752
+ * @see czm_model
753
+ * @see czm_view
754
+ * @see czm_projection
755
+ * @see czm_modelView
756
+ * @see czm_viewProjection
757
+ * @see czm_modelViewInfiniteProjection
758
+ * @see czm_inverseModelViewProjection
759
+ */
760
+ czm_modelViewProjection: new AutomaticUniform({
761
+ size: 1,
762
+ datatype: WebGLConstants.FLOAT_MAT4,
763
+ getValue: function (uniformState) {
764
+ return uniformState.modelViewProjection;
765
+ },
766
+ }),
767
+
768
+ /**
769
+ * An automatic GLSL uniform representing a 4x4 inverse model-view-projection transformation matrix that
770
+ * transforms clip coordinates to model coordinates. Clip coordinates is the
771
+ * coordinate system for a vertex shader's <code>gl_Position</code> output.
772
+ *
773
+ * @example
774
+ * // GLSL declaration
775
+ * uniform mat4 czm_inverseModelViewProjection;
776
+ *
777
+ * // Example
778
+ * vec4 modelPosition = czm_inverseModelViewProjection * clipPosition;
779
+ *
780
+ * @see UniformState#modelViewProjection
781
+ * @see czm_modelViewProjection
782
+ */
783
+ czm_inverseModelViewProjection: new AutomaticUniform({
784
+ size: 1,
785
+ datatype: WebGLConstants.FLOAT_MAT4,
786
+ getValue: function (uniformState) {
787
+ return uniformState.inverseModelViewProjection;
788
+ },
789
+ }),
790
+
791
+ /**
792
+ * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
793
+ * transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the
794
+ * coordinate system for a vertex shader's <code>gl_Position</code> output. This is used in
795
+ * conjunction with {@link czm_translateRelativeToEye}.
796
+ *
797
+ * @example
798
+ * // GLSL declaration
799
+ * uniform mat4 czm_modelViewProjectionRelativeToEye;
800
+ *
801
+ * // Example
802
+ * attribute vec3 positionHigh;
803
+ * attribute vec3 positionLow;
804
+ *
805
+ * void main()
806
+ * {
807
+ * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
808
+ * gl_Position = czm_modelViewProjectionRelativeToEye * p;
809
+ * }
810
+ *
811
+ * @see czm_modelViewRelativeToEye
812
+ * @see czm_translateRelativeToEye
813
+ * @see EncodedCartesian3
814
+ */
815
+ czm_modelViewProjectionRelativeToEye: new AutomaticUniform({
816
+ size: 1,
817
+ datatype: WebGLConstants.FLOAT_MAT4,
818
+ getValue: function (uniformState) {
819
+ return uniformState.modelViewProjectionRelativeToEye;
820
+ },
821
+ }),
822
+
823
+ /**
824
+ * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
825
+ * transforms model coordinates to clip coordinates. Clip coordinates is the
826
+ * coordinate system for a vertex shader's <code>gl_Position</code> output. The projection matrix places
827
+ * the far plane at infinity. This is useful in algorithms like shadow volumes and GPU ray casting with
828
+ * proxy geometry to ensure that triangles are not clipped by the far plane.
829
+ *
830
+ * @example
831
+ * // GLSL declaration
832
+ * uniform mat4 czm_modelViewInfiniteProjection;
833
+ *
834
+ * // Example
835
+ * vec4 gl_Position = czm_modelViewInfiniteProjection * modelPosition;
836
+ *
837
+ * // The above is equivalent to, but more efficient than:
838
+ * gl_Position = czm_infiniteProjection * czm_view * czm_model * modelPosition;
839
+ *
840
+ * @see UniformState#modelViewInfiniteProjection
841
+ * @see czm_model
842
+ * @see czm_view
843
+ * @see czm_infiniteProjection
844
+ * @see czm_modelViewProjection
845
+ */
846
+ czm_modelViewInfiniteProjection: new AutomaticUniform({
847
+ size: 1,
848
+ datatype: WebGLConstants.FLOAT_MAT4,
849
+ getValue: function (uniformState) {
850
+ return uniformState.modelViewInfiniteProjection;
851
+ },
852
+ }),
853
+
854
+ /**
855
+ * An automatic GLSL uniform that indicates if the current camera is orthographic in 3D.
856
+ *
857
+ * @see UniformState#orthographicIn3D
858
+ */
859
+ czm_orthographicIn3D: new AutomaticUniform({
860
+ size: 1,
861
+ datatype: WebGLConstants.FLOAT,
862
+ getValue: function (uniformState) {
863
+ return uniformState.orthographicIn3D ? 1 : 0;
864
+ },
865
+ }),
866
+
867
+ /**
868
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
869
+ * transforms normal vectors in model coordinates to eye coordinates.
870
+ * <br /><br />
871
+ * Positions should be transformed to eye coordinates using {@link czm_modelView} and
872
+ * normals should be transformed using <code>czm_normal</code>.
873
+ *
874
+ * @example
875
+ * // GLSL declaration
876
+ * uniform mat3 czm_normal;
877
+ *
878
+ * // Example
879
+ * vec3 eyeNormal = czm_normal * normal;
880
+ *
881
+ * @see UniformState#normal
882
+ * @see czm_inverseNormal
883
+ * @see czm_modelView
884
+ */
885
+ czm_normal: new AutomaticUniform({
886
+ size: 1,
887
+ datatype: WebGLConstants.FLOAT_MAT3,
888
+ getValue: function (uniformState) {
889
+ return uniformState.normal;
890
+ },
891
+ }),
892
+
893
+ /**
894
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
895
+ * transforms normal vectors in 3D model coordinates to eye coordinates.
896
+ * In 3D mode, this is identical to
897
+ * {@link czm_normal}, but in 2D and Columbus View it represents the normal transformation
898
+ * matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
899
+ * 2D and Columbus View in the same way that 3D is lit.
900
+ * <br /><br />
901
+ * Positions should be transformed to eye coordinates using {@link czm_modelView3D} and
902
+ * normals should be transformed using <code>czm_normal3D</code>.
903
+ *
904
+ * @example
905
+ * // GLSL declaration
906
+ * uniform mat3 czm_normal3D;
907
+ *
908
+ * // Example
909
+ * vec3 eyeNormal = czm_normal3D * normal;
910
+ *
911
+ * @see UniformState#normal3D
912
+ * @see czm_normal
913
+ */
914
+ czm_normal3D: new AutomaticUniform({
915
+ size: 1,
916
+ datatype: WebGLConstants.FLOAT_MAT3,
917
+ getValue: function (uniformState) {
918
+ return uniformState.normal3D;
919
+ },
920
+ }),
921
+
922
+ /**
923
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
924
+ * transforms normal vectors in eye coordinates to model coordinates. This is
925
+ * the opposite of the transform provided by {@link czm_normal}.
926
+ *
927
+ * @example
928
+ * // GLSL declaration
929
+ * uniform mat3 czm_inverseNormal;
930
+ *
931
+ * // Example
932
+ * vec3 normalMC = czm_inverseNormal * normalEC;
933
+ *
934
+ * @see UniformState#inverseNormal
935
+ * @see czm_normal
936
+ * @see czm_modelView
937
+ * @see czm_inverseView
938
+ */
939
+ czm_inverseNormal: new AutomaticUniform({
940
+ size: 1,
941
+ datatype: WebGLConstants.FLOAT_MAT3,
942
+ getValue: function (uniformState) {
943
+ return uniformState.inverseNormal;
944
+ },
945
+ }),
946
+
947
+ /**
948
+ * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
949
+ * transforms normal vectors in eye coordinates to 3D model coordinates. This is
950
+ * the opposite of the transform provided by {@link czm_normal}.
951
+ * In 3D mode, this is identical to
952
+ * {@link czm_inverseNormal}, but in 2D and Columbus View it represents the inverse normal transformation
953
+ * matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
954
+ * 2D and Columbus View in the same way that 3D is lit.
955
+ *
956
+ * @example
957
+ * // GLSL declaration
958
+ * uniform mat3 czm_inverseNormal3D;
959
+ *
960
+ * // Example
961
+ * vec3 normalMC = czm_inverseNormal3D * normalEC;
962
+ *
963
+ * @see UniformState#inverseNormal3D
964
+ * @see czm_inverseNormal
965
+ */
966
+ czm_inverseNormal3D: new AutomaticUniform({
967
+ size: 1,
968
+ datatype: WebGLConstants.FLOAT_MAT3,
969
+ getValue: function (uniformState) {
970
+ return uniformState.inverseNormal3D;
971
+ },
972
+ }),
973
+
974
+ /**
975
+ * An automatic GLSL uniform containing the height in meters of the
976
+ * eye (camera) above or below the ellipsoid.
977
+ *
978
+ * @see UniformState#eyeHeight
979
+ */
980
+ czm_eyeHeight: new AutomaticUniform({
981
+ size: 1,
982
+ datatype: WebGLConstants.FLOAT,
983
+ getValue: function (uniformState) {
984
+ return uniformState.eyeHeight;
985
+ },
986
+ }),
987
+
988
+ /**
989
+ * An automatic GLSL uniform containing height (<code>x</code>) and height squared (<code>y</code>)
990
+ * in meters of the eye (camera) above the 2D world plane. This uniform is only valid
991
+ * when the {@link SceneMode} is <code>SCENE2D</code>.
992
+ *
993
+ * @see UniformState#eyeHeight2D
994
+ */
995
+ czm_eyeHeight2D: new AutomaticUniform({
996
+ size: 1,
997
+ datatype: WebGLConstants.FLOAT_VEC2,
998
+ getValue: function (uniformState) {
999
+ return uniformState.eyeHeight2D;
1000
+ },
1001
+ }),
1002
+
1003
+ /**
1004
+ * An automatic GLSL uniform containing the ellipsoid surface normal
1005
+ * at the position below the eye (camera), in eye coordinates.
1006
+ * This uniform is only valid when the {@link SceneMode} is <code>SCENE3D</code>.
1007
+ */
1008
+ czm_eyeEllipsoidNormalEC: new AutomaticUniform({
1009
+ size: 1,
1010
+ datatype: WebGLConstants.FLOAT_VEC3,
1011
+ getValue: function (uniformState) {
1012
+ return uniformState.eyeEllipsoidNormalEC;
1013
+ },
1014
+ }),
1015
+
1016
+ /**
1017
+ * An automatic GLSL uniform containing the ellipsoid radii of curvature at the camera position.
1018
+ * The .x component is the prime vertical radius of curvature (east-west direction)
1019
+ * .y is the meridional radius of curvature (north-south direction)
1020
+ * This uniform is only valid when the {@link SceneMode} is <code>SCENE3D</code>.
1021
+ */
1022
+ czm_eyeEllipsoidCurvature: new AutomaticUniform({
1023
+ size: 1,
1024
+ datatype: WebGLConstants.FLOAT_VEC2,
1025
+ getValue: function (uniformState) {
1026
+ return uniformState.eyeEllipsoidCurvature;
1027
+ },
1028
+ }),
1029
+
1030
+ /**
1031
+ * An automatic GLSL uniform containing the transform from model coordinates
1032
+ * to an east-north-up coordinate system centered at the position on the
1033
+ * ellipsoid below the camera.
1034
+ * This uniform is only valid when the {@link SceneMode} is <code>SCENE3D</code>.
1035
+ */
1036
+ czm_modelToEnu: new AutomaticUniform({
1037
+ size: 1,
1038
+ datatype: WebGLConstants.FLOAT_MAT4,
1039
+ getValue: function (uniformState) {
1040
+ return uniformState.modelToEnu;
1041
+ },
1042
+ }),
1043
+
1044
+ /**
1045
+ * An automatic GLSL uniform containing the the inverse of
1046
+ * {@link AutomaticUniforms.czm_modelToEnu}.
1047
+ * This uniform is only valid when the {@link SceneMode} is <code>SCENE3D</code>.
1048
+ */
1049
+ czm_enuToModel: new AutomaticUniform({
1050
+ size: 1,
1051
+ datatype: WebGLConstants.FLOAT_MAT4,
1052
+ getValue: function (uniformState) {
1053
+ return uniformState.enuToModel;
1054
+ },
1055
+ }),
1056
+
1057
+ /**
1058
+ * An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
1059
+ * of the frustum defined by the camera. This is the largest possible frustum, not an individual
1060
+ * frustum used for multi-frustum rendering.
1061
+ *
1062
+ * @example
1063
+ * // GLSL declaration
1064
+ * uniform vec2 czm_entireFrustum;
1065
+ *
1066
+ * // Example
1067
+ * float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
1068
+ *
1069
+ * @see UniformState#entireFrustum
1070
+ * @see czm_currentFrustum
1071
+ */
1072
+ czm_entireFrustum: new AutomaticUniform({
1073
+ size: 1,
1074
+ datatype: WebGLConstants.FLOAT_VEC2,
1075
+ getValue: function (uniformState) {
1076
+ return uniformState.entireFrustum;
1077
+ },
1078
+ }),
1079
+
1080
+ /**
1081
+ * An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
1082
+ * of the frustum defined by the camera. This is the individual
1083
+ * frustum used for multi-frustum rendering.
1084
+ *
1085
+ * @example
1086
+ * // GLSL declaration
1087
+ * uniform vec2 czm_currentFrustum;
1088
+ *
1089
+ * // Example
1090
+ * float frustumLength = czm_currentFrustum.y - czm_currentFrustum.x;
1091
+ *
1092
+ * @see UniformState#currentFrustum
1093
+ * @see czm_entireFrustum
1094
+ */
1095
+ czm_currentFrustum: new AutomaticUniform({
1096
+ size: 1,
1097
+ datatype: WebGLConstants.FLOAT_VEC2,
1098
+ getValue: function (uniformState) {
1099
+ return uniformState.currentFrustum;
1100
+ },
1101
+ }),
1102
+
1103
+ /**
1104
+ * The distances to the frustum planes. The top, bottom, left and right distances are
1105
+ * the x, y, z, and w components, respectively.
1106
+ */
1107
+ czm_frustumPlanes: new AutomaticUniform({
1108
+ size: 1,
1109
+ datatype: WebGLConstants.FLOAT_VEC4,
1110
+ getValue: function (uniformState) {
1111
+ return uniformState.frustumPlanes;
1112
+ },
1113
+ }),
1114
+
1115
+ /**
1116
+ * Gets the far plane's distance from the near plane, plus 1.0.
1117
+ */
1118
+ czm_farDepthFromNearPlusOne: new AutomaticUniform({
1119
+ size: 1,
1120
+ datatype: WebGLConstants.FLOAT,
1121
+ getValue: function (uniformState) {
1122
+ return uniformState.farDepthFromNearPlusOne;
1123
+ },
1124
+ }),
1125
+
1126
+ /**
1127
+ * Gets the log2 of {@link AutomaticUniforms#czm_farDepthFromNearPlusOne}.
1128
+ */
1129
+ czm_log2FarDepthFromNearPlusOne: new AutomaticUniform({
1130
+ size: 1,
1131
+ datatype: WebGLConstants.FLOAT,
1132
+ getValue: function (uniformState) {
1133
+ return uniformState.log2FarDepthFromNearPlusOne;
1134
+ },
1135
+ }),
1136
+
1137
+ /**
1138
+ * Gets 1.0 divided by {@link AutomaticUniforms#czm_log2FarDepthFromNearPlusOne}.
1139
+ */
1140
+ czm_oneOverLog2FarDepthFromNearPlusOne: new AutomaticUniform({
1141
+ size: 1,
1142
+ datatype: WebGLConstants.FLOAT,
1143
+ getValue: function (uniformState) {
1144
+ return uniformState.oneOverLog2FarDepthFromNearPlusOne;
1145
+ },
1146
+ }),
1147
+
1148
+ /**
1149
+ * An automatic GLSL uniform representing the sun position in world coordinates.
1150
+ *
1151
+ * @example
1152
+ * // GLSL declaration
1153
+ * uniform vec3 czm_sunPositionWC;
1154
+ *
1155
+ * @see UniformState#sunPositionWC
1156
+ * @see czm_sunPositionColumbusView
1157
+ * @see czm_sunDirectionWC
1158
+ */
1159
+ czm_sunPositionWC: new AutomaticUniform({
1160
+ size: 1,
1161
+ datatype: WebGLConstants.FLOAT_VEC3,
1162
+ getValue: function (uniformState) {
1163
+ return uniformState.sunPositionWC;
1164
+ },
1165
+ }),
1166
+
1167
+ /**
1168
+ * An automatic GLSL uniform representing the sun position in Columbus view world coordinates.
1169
+ *
1170
+ * @example
1171
+ * // GLSL declaration
1172
+ * uniform vec3 czm_sunPositionColumbusView;
1173
+ *
1174
+ * @see UniformState#sunPositionColumbusView
1175
+ * @see czm_sunPositionWC
1176
+ */
1177
+ czm_sunPositionColumbusView: new AutomaticUniform({
1178
+ size: 1,
1179
+ datatype: WebGLConstants.FLOAT_VEC3,
1180
+ getValue: function (uniformState) {
1181
+ return uniformState.sunPositionColumbusView;
1182
+ },
1183
+ }),
1184
+
1185
+ /**
1186
+ * An automatic GLSL uniform representing the normalized direction to the sun in eye coordinates.
1187
+ *
1188
+ * @example
1189
+ * // GLSL declaration
1190
+ * uniform vec3 czm_sunDirectionEC;
1191
+ *
1192
+ * // Example
1193
+ * float diffuse = max(dot(czm_sunDirectionEC, normalEC), 0.0);
1194
+ *
1195
+ * @see UniformState#sunDirectionEC
1196
+ * @see czm_moonDirectionEC
1197
+ * @see czm_sunDirectionWC
1198
+ */
1199
+ czm_sunDirectionEC: new AutomaticUniform({
1200
+ size: 1,
1201
+ datatype: WebGLConstants.FLOAT_VEC3,
1202
+ getValue: function (uniformState) {
1203
+ return uniformState.sunDirectionEC;
1204
+ },
1205
+ }),
1206
+
1207
+ /**
1208
+ * An automatic GLSL uniform representing the normalized direction to the sun in world coordinates.
1209
+ *
1210
+ * @example
1211
+ * // GLSL declaration
1212
+ * uniform vec3 czm_sunDirectionWC;
1213
+ *
1214
+ * // Example
1215
+ * float diffuse = max(dot(czm_sunDirectionWC, normalWC), 0.0);
1216
+ *
1217
+ * @see UniformState#sunDirectionWC
1218
+ * @see czm_sunPositionWC
1219
+ * @see czm_sunDirectionEC
1220
+ */
1221
+ czm_sunDirectionWC: new AutomaticUniform({
1222
+ size: 1,
1223
+ datatype: WebGLConstants.FLOAT_VEC3,
1224
+ getValue: function (uniformState) {
1225
+ return uniformState.sunDirectionWC;
1226
+ },
1227
+ }),
1228
+
1229
+ /**
1230
+ * An automatic GLSL uniform representing the normalized direction to the moon in eye coordinates.
1231
+ *
1232
+ * @example
1233
+ * // GLSL declaration
1234
+ * uniform vec3 czm_moonDirectionEC;
1235
+ *
1236
+ * // Example
1237
+ * float diffuse = max(dot(czm_moonDirectionEC, normalEC), 0.0);
1238
+ *
1239
+ * @see UniformState#moonDirectionEC
1240
+ * @see czm_sunDirectionEC
1241
+ */
1242
+ czm_moonDirectionEC: new AutomaticUniform({
1243
+ size: 1,
1244
+ datatype: WebGLConstants.FLOAT_VEC3,
1245
+ getValue: function (uniformState) {
1246
+ return uniformState.moonDirectionEC;
1247
+ },
1248
+ }),
1249
+
1250
+ /**
1251
+ * An automatic GLSL uniform representing the normalized direction to the scene's light source in eye coordinates.
1252
+ * This is commonly used for directional lighting computations.
1253
+ *
1254
+ * @example
1255
+ * // GLSL declaration
1256
+ * uniform vec3 czm_lightDirectionEC;
1257
+ *
1258
+ * // Example
1259
+ * float diffuse = max(dot(czm_lightDirectionEC, normalEC), 0.0);
1260
+ *
1261
+ * @see UniformState#lightDirectionEC
1262
+ * @see czm_lightDirectionWC
1263
+ */
1264
+ czm_lightDirectionEC: new AutomaticUniform({
1265
+ size: 1,
1266
+ datatype: WebGLConstants.FLOAT_VEC3,
1267
+ getValue: function (uniformState) {
1268
+ return uniformState.lightDirectionEC;
1269
+ },
1270
+ }),
1271
+
1272
+ /**
1273
+ * An automatic GLSL uniform representing the normalized direction to the scene's light source in world coordinates.
1274
+ * This is commonly used for directional lighting computations.
1275
+ *
1276
+ * @example
1277
+ * // GLSL declaration
1278
+ * uniform vec3 czm_lightDirectionWC;
1279
+ *
1280
+ * // Example
1281
+ * float diffuse = max(dot(czm_lightDirectionWC, normalWC), 0.0);
1282
+ *
1283
+ * @see UniformState#lightDirectionWC
1284
+ * @see czm_lightDirectionEC
1285
+ */
1286
+ czm_lightDirectionWC: new AutomaticUniform({
1287
+ size: 1,
1288
+ datatype: WebGLConstants.FLOAT_VEC3,
1289
+ getValue: function (uniformState) {
1290
+ return uniformState.lightDirectionWC;
1291
+ },
1292
+ }),
1293
+
1294
+ /**
1295
+ * An automatic GLSL uniform that represents the color of light emitted by the scene's light source. This
1296
+ * is equivalent to the light color multiplied by the light intensity limited to a maximum luminance of 1.0
1297
+ * suitable for non-HDR lighting.
1298
+ *
1299
+ * @example
1300
+ * // GLSL declaration
1301
+ * uniform vec3 czm_lightColor;
1302
+ *
1303
+ * // Example
1304
+ * vec3 diffuseColor = czm_lightColor * max(dot(czm_lightDirectionWC, normalWC), 0.0);
1305
+ *
1306
+ * @see UniformState#lightColor
1307
+ * @see czm_lightColorHdr
1308
+ */
1309
+ czm_lightColor: new AutomaticUniform({
1310
+ size: 1,
1311
+ datatype: WebGLConstants.FLOAT_VEC3,
1312
+ getValue: function (uniformState) {
1313
+ return uniformState.lightColor;
1314
+ },
1315
+ }),
1316
+
1317
+ /**
1318
+ * An automatic GLSL uniform that represents the high dynamic range color of light emitted by the scene's light
1319
+ * source. This is equivalent to the light color multiplied by the light intensity suitable for HDR lighting.
1320
+ *
1321
+ * @example
1322
+ * // GLSL declaration
1323
+ * uniform vec3 czm_lightColorHdr;
1324
+ *
1325
+ * // Example
1326
+ * vec3 diffuseColor = czm_lightColorHdr * max(dot(czm_lightDirectionWC, normalWC), 0.0);
1327
+ *
1328
+ * @see UniformState#lightColorHdr
1329
+ * @see czm_lightColor
1330
+ */
1331
+ czm_lightColorHdr: new AutomaticUniform({
1332
+ size: 1,
1333
+ datatype: WebGLConstants.FLOAT_VEC3,
1334
+ getValue: function (uniformState) {
1335
+ return uniformState.lightColorHdr;
1336
+ },
1337
+ }),
1338
+
1339
+ /**
1340
+ * An automatic GLSL uniform representing the high bits of the camera position in model
1341
+ * coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
1342
+ * as described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
1343
+ *
1344
+ * @example
1345
+ * // GLSL declaration
1346
+ * uniform vec3 czm_encodedCameraPositionMCHigh;
1347
+ *
1348
+ * @see czm_encodedCameraPositionMCLow
1349
+ * @see czm_modelViewRelativeToEye
1350
+ * @see czm_modelViewProjectionRelativeToEye
1351
+ */
1352
+ czm_encodedCameraPositionMCHigh: new AutomaticUniform({
1353
+ size: 1,
1354
+ datatype: WebGLConstants.FLOAT_VEC3,
1355
+ getValue: function (uniformState) {
1356
+ return uniformState.encodedCameraPositionMCHigh;
1357
+ },
1358
+ }),
1359
+
1360
+ /**
1361
+ * An automatic GLSL uniform representing the low bits of the camera position in model
1362
+ * coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
1363
+ * as described in {@linkhttp://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
1364
+ *
1365
+ * @example
1366
+ * // GLSL declaration
1367
+ * uniform vec3 czm_encodedCameraPositionMCLow;
1368
+ *
1369
+ * @see czm_encodedCameraPositionMCHigh
1370
+ * @see czm_modelViewRelativeToEye
1371
+ * @see czm_modelViewProjectionRelativeToEye
1372
+ */
1373
+ czm_encodedCameraPositionMCLow: new AutomaticUniform({
1374
+ size: 1,
1375
+ datatype: WebGLConstants.FLOAT_VEC3,
1376
+ getValue: function (uniformState) {
1377
+ return uniformState.encodedCameraPositionMCLow;
1378
+ },
1379
+ }),
1380
+
1381
+ /**
1382
+ * An automatic GLSL uniform representing the position of the viewer (camera) in world coordinates.
1383
+ *
1384
+ * @example
1385
+ * // GLSL declaration
1386
+ * uniform vec3 czm_viewerPositionWC;
1387
+ */
1388
+ czm_viewerPositionWC: new AutomaticUniform({
1389
+ size: 1,
1390
+ datatype: WebGLConstants.FLOAT_VEC3,
1391
+ getValue: function (uniformState) {
1392
+ return Matrix4.getTranslation(
1393
+ uniformState.inverseView,
1394
+ viewerPositionWCScratch,
1395
+ );
1396
+ },
1397
+ }),
1398
+
1399
+ /**
1400
+ * An automatic GLSL uniform representing the frame number. This uniform is automatically incremented
1401
+ * every frame.
1402
+ *
1403
+ * @example
1404
+ * // GLSL declaration
1405
+ * uniform float czm_frameNumber;
1406
+ */
1407
+ czm_frameNumber: new AutomaticUniform({
1408
+ size: 1,
1409
+ datatype: WebGLConstants.FLOAT,
1410
+ getValue: function (uniformState) {
1411
+ return uniformState.frameState.frameNumber;
1412
+ },
1413
+ }),
1414
+
1415
+ /**
1416
+ * An automatic GLSL uniform representing the current morph transition time between
1417
+ * 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.
1418
+ *
1419
+ * @example
1420
+ * // GLSL declaration
1421
+ * uniform float czm_morphTime;
1422
+ *
1423
+ * // Example
1424
+ * vec4 p = czm_columbusViewMorph(position2D, position3D, czm_morphTime);
1425
+ */
1426
+ czm_morphTime: new AutomaticUniform({
1427
+ size: 1,
1428
+ datatype: WebGLConstants.FLOAT,
1429
+ getValue: function (uniformState) {
1430
+ return uniformState.frameState.morphTime;
1431
+ },
1432
+ }),
1433
+
1434
+ /**
1435
+ * An automatic GLSL uniform representing the current {@link SceneMode}, expressed
1436
+ * as a float.
1437
+ *
1438
+ * @example
1439
+ * // GLSL declaration
1440
+ * uniform float czm_sceneMode;
1441
+ *
1442
+ * // Example
1443
+ * if (czm_sceneMode == czm_sceneMode2D)
1444
+ * {
1445
+ * eyeHeightSq = czm_eyeHeight2D.y;
1446
+ * }
1447
+ *
1448
+ * @see czm_sceneMode2D
1449
+ * @see czm_sceneModeColumbusView
1450
+ * @see czm_sceneMode3D
1451
+ * @see czm_sceneModeMorphing
1452
+ */
1453
+ czm_sceneMode: new AutomaticUniform({
1454
+ size: 1,
1455
+ datatype: WebGLConstants.FLOAT,
1456
+ getValue: function (uniformState) {
1457
+ return uniformState.frameState.mode;
1458
+ },
1459
+ }),
1460
+
1461
+ /**
1462
+ * An automatic GLSL uniform representing the current rendering pass.
1463
+ *
1464
+ * @example
1465
+ * // GLSL declaration
1466
+ * uniform float czm_pass;
1467
+ *
1468
+ * // Example
1469
+ * if ((czm_pass == czm_passTranslucent) && isOpaque())
1470
+ * {
1471
+ * gl_Position *= 0.0; // Cull opaque geometry in the translucent pass
1472
+ * }
1473
+ */
1474
+ czm_pass: new AutomaticUniform({
1475
+ size: 1,
1476
+ datatype: WebGLConstants.FLOAT,
1477
+ getValue: function (uniformState) {
1478
+ return uniformState.pass;
1479
+ },
1480
+ }),
1481
+
1482
+ /**
1483
+ * An automatic GLSL uniform representing the current scene background color.
1484
+ *
1485
+ * @example
1486
+ * // GLSL declaration
1487
+ * uniform vec4 czm_backgroundColor;
1488
+ *
1489
+ * // Example: If the given color's RGB matches the background color, invert it.
1490
+ * vec4 adjustColorForContrast(vec4 color)
1491
+ * {
1492
+ * if (czm_backgroundColor.rgb == color.rgb)
1493
+ * {
1494
+ * color.rgb = vec3(1.0) - color.rgb;
1495
+ * }
1496
+ *
1497
+ * return color;
1498
+ * }
1499
+ */
1500
+ czm_backgroundColor: new AutomaticUniform({
1501
+ size: 1,
1502
+ datatype: WebGLConstants.FLOAT_VEC4,
1503
+ getValue: function (uniformState) {
1504
+ return uniformState.backgroundColor;
1505
+ },
1506
+ }),
1507
+
1508
+ /**
1509
+ * An automatic GLSL uniform containing the BRDF look up texture used for image-based lighting computations.
1510
+ *
1511
+ * @example
1512
+ * // GLSL declaration
1513
+ * uniform sampler2D czm_brdfLut;
1514
+ *
1515
+ * // Example: For a given roughness and NdotV value, find the material's BRDF information in the red and green channels
1516
+ * float roughness = 0.5;
1517
+ * float NdotV = dot(normal, view);
1518
+ * vec2 brdfLut = texture(czm_brdfLut, vec2(NdotV, roughness)).rg;
1519
+ */
1520
+ czm_brdfLut: new AutomaticUniform({
1521
+ size: 1,
1522
+ datatype: WebGLConstants.SAMPLER_2D,
1523
+ getValue: function (uniformState) {
1524
+ return uniformState.brdfLut;
1525
+ },
1526
+ }),
1527
+
1528
+ /**
1529
+ * An automatic GLSL uniform containing the environment map used within the scene.
1530
+ *
1531
+ * @example
1532
+ * // GLSL declaration
1533
+ * uniform samplerCube czm_environmentMap;
1534
+ *
1535
+ * // Example: Create a perfect reflection of the environment map on a model
1536
+ * float reflected = reflect(view, normal);
1537
+ * vec4 reflectedColor = texture(czm_environmentMap, reflected);
1538
+ */
1539
+ czm_environmentMap: new AutomaticUniform({
1540
+ size: 1,
1541
+ datatype: WebGLConstants.SAMPLER_CUBE,
1542
+ getValue: function (uniformState) {
1543
+ return uniformState.environmentMap;
1544
+ },
1545
+ }),
1546
+
1547
+ /**
1548
+ * An automatic GLSL uniform containing the specular environment cube map used within the scene.
1549
+ *
1550
+ * @example
1551
+ * // GLSL declaration
1552
+ * uniform samplerCube czm_specularEnvironmentMaps;
1553
+ */
1554
+ czm_specularEnvironmentMaps: new AutomaticUniform({
1555
+ size: 1,
1556
+ datatype: WebGLConstants.SAMPLER_CUBE,
1557
+ getValue: function (uniformState) {
1558
+ return uniformState.specularEnvironmentMaps;
1559
+ },
1560
+ }),
1561
+
1562
+ /**
1563
+ * An automatic GLSL uniform containing the maximum valid level-of-detail of the specular environment cube map used within the scene.
1564
+ *
1565
+ * @example
1566
+ * // GLSL declaration
1567
+ * uniform float czm_specularEnvironmentMapsMaximumLOD;
1568
+ */
1569
+ czm_specularEnvironmentMapsMaximumLOD: new AutomaticUniform({
1570
+ size: 1,
1571
+ datatype: WebGLConstants.FLOAT,
1572
+ getValue: function (uniformState) {
1573
+ return uniformState.specularEnvironmentMapsMaximumLOD;
1574
+ },
1575
+ }),
1576
+
1577
+ /**
1578
+ * An automatic GLSL uniform containing the spherical harmonic coefficients used within the scene.
1579
+ *
1580
+ * @example
1581
+ * // GLSL declaration
1582
+ * uniform vec3[9] czm_sphericalHarmonicCoefficients;
1583
+ */
1584
+ czm_sphericalHarmonicCoefficients: new AutomaticUniform({
1585
+ size: 9,
1586
+ datatype: WebGLConstants.FLOAT_VEC3,
1587
+ getValue: function (uniformState) {
1588
+ return uniformState.sphericalHarmonicCoefficients;
1589
+ },
1590
+ }),
1591
+
1592
+ /**
1593
+ * An automatic GLSL uniform representing a 3x3 rotation matrix that transforms
1594
+ * from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the current scene time.
1595
+ *
1596
+ * @example
1597
+ * // GLSL declaration
1598
+ * uniform mat3 czm_temeToPseudoFixed;
1599
+ *
1600
+ * // Example
1601
+ * vec3 pseudoFixed = czm_temeToPseudoFixed * teme;
1602
+ *
1603
+ * @see UniformState#temeToPseudoFixedMatrix
1604
+ * @see Transforms.computeTemeToPseudoFixedMatrix
1605
+ */
1606
+ czm_temeToPseudoFixed: new AutomaticUniform({
1607
+ size: 1,
1608
+ datatype: WebGLConstants.FLOAT_MAT3,
1609
+ getValue: function (uniformState) {
1610
+ return uniformState.temeToPseudoFixedMatrix;
1611
+ },
1612
+ }),
1613
+
1614
+ /**
1615
+ * An automatic GLSL uniform representing the ratio of canvas coordinate space to canvas pixel space.
1616
+ *
1617
+ * @example
1618
+ * uniform float czm_pixelRatio;
1619
+ */
1620
+ czm_pixelRatio: new AutomaticUniform({
1621
+ size: 1,
1622
+ datatype: WebGLConstants.FLOAT,
1623
+ getValue: function (uniformState) {
1624
+ return uniformState.pixelRatio;
1625
+ },
1626
+ }),
1627
+
1628
+ /**
1629
+ * An automatic GLSL uniform scalar used to mix a color with the fog color based on the distance to the camera.
1630
+ *
1631
+ * @see czm_fog
1632
+ */
1633
+ czm_fogDensity: new AutomaticUniform({
1634
+ size: 1,
1635
+ datatype: WebGLConstants.FLOAT,
1636
+ getValue: function (uniformState) {
1637
+ return uniformState.fogDensity;
1638
+ },
1639
+ }),
1640
+
1641
+ /**
1642
+ * An automatic GLSL uniform scalar used to mix a color with the fog color based on the distance to the camera.
1643
+ *
1644
+ * @see czm_fog
1645
+ */
1646
+ czm_fogVisualDensityScalar: new AutomaticUniform({
1647
+ size: 1,
1648
+ datatype: WebGLConstants.FLOAT,
1649
+ getValue: function (uniformState) {
1650
+ return uniformState.fogVisualDensityScalar;
1651
+ },
1652
+ }),
1653
+
1654
+ /**
1655
+ * An automatic GLSL uniform scalar used to set a minimum brightness when dynamic lighting is applied to fog.
1656
+ *
1657
+ * @see czm_fog
1658
+ */
1659
+ czm_fogMinimumBrightness: new AutomaticUniform({
1660
+ size: 1,
1661
+ datatype: WebGLConstants.FLOAT,
1662
+ getValue: function (uniformState) {
1663
+ return uniformState.fogMinimumBrightness;
1664
+ },
1665
+ }),
1666
+
1667
+ /**
1668
+ * An automatic uniform representing the color shift for the atmosphere in HSB color space
1669
+ *
1670
+ * @example
1671
+ * uniform vec3 czm_atmosphereHsbShift;
1672
+ */
1673
+ czm_atmosphereHsbShift: new AutomaticUniform({
1674
+ size: 1,
1675
+ datatype: WebGLConstants.FLOAT_VEC3,
1676
+ getValue: function (uniformState) {
1677
+ return uniformState.atmosphereHsbShift;
1678
+ },
1679
+ }),
1680
+ /**
1681
+ * An automatic uniform representing the intensity of the light that is used for computing the atmosphere color
1682
+ *
1683
+ * @example
1684
+ * uniform float czm_atmosphereLightIntensity;
1685
+ */
1686
+ czm_atmosphereLightIntensity: new AutomaticUniform({
1687
+ size: 1,
1688
+ datatype: WebGLConstants.FLOAT,
1689
+ getValue: function (uniformState) {
1690
+ return uniformState.atmosphereLightIntensity;
1691
+ },
1692
+ }),
1693
+ /**
1694
+ * An automatic uniform representing the Rayleigh scattering coefficient used when computing the atmosphere scattering
1695
+ *
1696
+ * @example
1697
+ * uniform vec3 czm_atmosphereRayleighCoefficient;
1698
+ */
1699
+ czm_atmosphereRayleighCoefficient: new AutomaticUniform({
1700
+ size: 1,
1701
+ datatype: WebGLConstants.FLOAT_VEC3,
1702
+ getValue: function (uniformState) {
1703
+ return uniformState.atmosphereRayleighCoefficient;
1704
+ },
1705
+ }),
1706
+ /**
1707
+ * An automatic uniform representing the Rayleigh scale height in meters used for computing atmosphere scattering.
1708
+ *
1709
+ * @example
1710
+ * uniform vec3 czm_atmosphereRayleighScaleHeight;
1711
+ */
1712
+ czm_atmosphereRayleighScaleHeight: new AutomaticUniform({
1713
+ size: 1,
1714
+ datatype: WebGLConstants.FLOAT,
1715
+ getValue: function (uniformState) {
1716
+ return uniformState.atmosphereRayleighScaleHeight;
1717
+ },
1718
+ }),
1719
+ /**
1720
+ * An automatic uniform representing the Mie scattering coefficient used when computing atmosphere scattering.
1721
+ *
1722
+ * @example
1723
+ * uniform vec3 czm_atmosphereMieCoefficient;
1724
+ */
1725
+ czm_atmosphereMieCoefficient: new AutomaticUniform({
1726
+ size: 1,
1727
+ datatype: WebGLConstants.FLOAT_VEC3,
1728
+ getValue: function (uniformState) {
1729
+ return uniformState.atmosphereMieCoefficient;
1730
+ },
1731
+ }),
1732
+ /**
1733
+ * An automatic uniform storign the Mie scale height used when computing atmosphere scattering.
1734
+ *
1735
+ * @example
1736
+ * uniform float czm_atmosphereMieScaleHeight;
1737
+ */
1738
+ czm_atmosphereMieScaleHeight: new AutomaticUniform({
1739
+ size: 1,
1740
+ datatype: WebGLConstants.FLOAT,
1741
+ getValue: function (uniformState) {
1742
+ return uniformState.atmosphereMieScaleHeight;
1743
+ },
1744
+ }),
1745
+ /**
1746
+ * An automatic uniform representing the anisotropy of the medium to consider for Mie scattering.
1747
+ *
1748
+ * @example
1749
+ * uniform float czm_atmosphereAnisotropy;
1750
+ */
1751
+ czm_atmosphereMieAnisotropy: new AutomaticUniform({
1752
+ size: 1,
1753
+ datatype: WebGLConstants.FLOAT,
1754
+ getValue: function (uniformState) {
1755
+ return uniformState.atmosphereMieAnisotropy;
1756
+ },
1757
+ }),
1758
+
1759
+ /**
1760
+ * An automatic uniform representing which light source to use for dynamic lighting
1761
+ *
1762
+ * @example
1763
+ * uniform float czm_atmosphereDynamicLighting
1764
+ */
1765
+ czm_atmosphereDynamicLighting: new AutomaticUniform({
1766
+ size: 1,
1767
+ datatype: WebGLConstants.FLOAT,
1768
+ getValue: function (uniformState) {
1769
+ return uniformState.atmosphereDynamicLighting;
1770
+ },
1771
+ }),
1772
+
1773
+ /**
1774
+ * An automatic GLSL uniform representing the splitter position to use when rendering with a splitter.
1775
+ * This will be in pixel coordinates relative to the canvas.
1776
+ *
1777
+ * @example
1778
+ * // GLSL declaration
1779
+ * uniform float czm_splitPosition;
1780
+ */
1781
+ czm_splitPosition: new AutomaticUniform({
1782
+ size: 1,
1783
+ datatype: WebGLConstants.FLOAT,
1784
+ getValue: function (uniformState) {
1785
+ return uniformState.splitPosition;
1786
+ },
1787
+ }),
1788
+
1789
+ /**
1790
+ * An automatic GLSL uniform scalar representing the geometric tolerance per meter
1791
+ */
1792
+ czm_geometricToleranceOverMeter: new AutomaticUniform({
1793
+ size: 1,
1794
+ datatype: WebGLConstants.FLOAT,
1795
+ getValue: function (uniformState) {
1796
+ return uniformState.geometricToleranceOverMeter;
1797
+ },
1798
+ }),
1799
+
1800
+ /**
1801
+ * An automatic GLSL uniform representing the distance from the camera at which to disable the depth test of billboards, labels and points
1802
+ * to, for example, prevent clipping against terrain. When set to zero, the depth test should always be applied. When less than zero,
1803
+ * the depth test should never be applied.
1804
+ */
1805
+ czm_minimumDisableDepthTestDistance: new AutomaticUniform({
1806
+ size: 1,
1807
+ datatype: WebGLConstants.FLOAT,
1808
+ getValue: function (uniformState) {
1809
+ return uniformState.minimumDisableDepthTestDistance;
1810
+ },
1811
+ }),
1812
+
1813
+ /**
1814
+ * An automatic GLSL uniform that will be the highlight color of unclassified 3D Tiles.
1815
+ */
1816
+ czm_invertClassificationColor: new AutomaticUniform({
1817
+ size: 1,
1818
+ datatype: WebGLConstants.FLOAT_VEC4,
1819
+ getValue: function (uniformState) {
1820
+ return uniformState.invertClassificationColor;
1821
+ },
1822
+ }),
1823
+
1824
+ /**
1825
+ * An automatic GLSL uniform that is used for gamma correction.
1826
+ */
1827
+ czm_gamma: new AutomaticUniform({
1828
+ size: 1,
1829
+ datatype: WebGLConstants.FLOAT,
1830
+ getValue: function (uniformState) {
1831
+ return uniformState.gamma;
1832
+ },
1833
+ }),
1834
+
1835
+ /**
1836
+ * An automatic GLSL uniform that stores the ellipsoid radii.
1837
+ */
1838
+ czm_ellipsoidRadii: new AutomaticUniform({
1839
+ size: 1,
1840
+ datatype: WebGLConstants.FLOAT_VEC3,
1841
+ getValue: function (uniformState) {
1842
+ return uniformState.ellipsoid.radii;
1843
+ },
1844
+ }),
1845
+
1846
+ /**
1847
+ * An automatic GLSL uniform that stores the ellipsoid inverse radii.
1848
+ */
1849
+ czm_ellipsoidInverseRadii: new AutomaticUniform({
1850
+ size: 1,
1851
+ datatype: WebGLConstants.FLOAT_VEC3,
1852
+ getValue: function (uniformState) {
1853
+ return uniformState.ellipsoid.oneOverRadii;
1854
+ },
1855
+ }),
1856
+ };
1857
+ export default AutomaticUniforms;