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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  1974. package/Source/Shaders/SunVS.js +30 -0
  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
  1976. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +50 -0
  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
  1978. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1981. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1982. package/Source/Shaders/VectorTileVS.js +11 -0
  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1984. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1986. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1987. package/Source/Shaders/Voxels/IntersectBox.glsl +34 -0
  1988. package/Source/Shaders/Voxels/IntersectBox.js +36 -0
  1989. package/Source/Shaders/Voxels/IntersectCylinder.glsl +142 -0
  1990. package/Source/Shaders/Voxels/IntersectCylinder.js +144 -0
  1991. package/Source/Shaders/Voxels/IntersectDepth.glsl +27 -0
  1992. package/Source/Shaders/Voxels/IntersectDepth.js +29 -0
  1993. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +330 -0
  1994. package/Source/Shaders/Voxels/IntersectEllipsoid.js +332 -0
  1995. package/Source/Shaders/Voxels/IntersectLongitude.glsl +114 -0
  1996. package/Source/Shaders/Voxels/IntersectLongitude.js +116 -0
  1997. package/Source/Shaders/Voxels/IntersectPlane.glsl +80 -0
  1998. package/Source/Shaders/Voxels/IntersectPlane.js +82 -0
  1999. package/Source/Shaders/Voxels/Intersection.glsl +50 -0
  2000. package/Source/Shaders/Voxels/Intersection.js +52 -0
  2001. package/Source/Shaders/Voxels/IntersectionUtils.glsl +167 -0
  2002. package/Source/Shaders/Voxels/IntersectionUtils.js +169 -0
  2003. package/Source/Shaders/Voxels/Megatexture.glsl +123 -0
  2004. package/Source/Shaders/Voxels/Megatexture.js +125 -0
  2005. package/Source/Shaders/Voxels/Octree.glsl +257 -0
  2006. package/Source/Shaders/Voxels/Octree.js +259 -0
  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
  2008. package/Source/Shaders/Voxels/VoxelFS.js +269 -0
  2009. package/Source/Shaders/Voxels/VoxelUtils.glsl +12 -0
  2010. package/Source/Shaders/Voxels/VoxelUtils.js +14 -0
  2011. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  2012. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  2013. package/Source/Shaders/Voxels/convertLocalToBoxUv.glsl +30 -0
  2014. package/Source/Shaders/Voxels/convertLocalToBoxUv.js +32 -0
  2015. package/Source/Shaders/Voxels/convertLocalToCylinderUv.glsl +97 -0
  2016. package/Source/Shaders/Voxels/convertLocalToCylinderUv.js +99 -0
  2017. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.glsl +193 -0
  2018. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.js +195 -0
  2019. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  2020. package/Source/ThirdParty/Workers/package.json +1 -0
  2021. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -0
  2022. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  2023. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  2024. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  2025. package/Source/ThirdParty/wasm_splats_bg.wasm +0 -0
  2026. package/Source/ThirdParty/zip-module.wasm +0 -0
  2027. package/Source/Widget/CesiumWidget.css +119 -0
  2028. package/Source/Widget/CesiumWidget.js +1606 -0
  2029. package/Source/Widget/lighter.css +14 -0
  2030. package/Source/Workers/combineGeometry.js +13 -0
  2031. package/Source/Workers/createBoxGeometry.js +10 -0
  2032. package/Source/Workers/createBoxOutlineGeometry.js +10 -0
  2033. package/Source/Workers/createCircleGeometry.js +18 -0
  2034. package/Source/Workers/createCircleOutlineGeometry.js +18 -0
  2035. package/Source/Workers/createCoplanarPolygonGeometry.js +10 -0
  2036. package/Source/Workers/createCoplanarPolygonOutlineGeometry.js +15 -0
  2037. package/Source/Workers/createCorridorGeometry.js +12 -0
  2038. package/Source/Workers/createCorridorOutlineGeometry.js +17 -0
  2039. package/Source/Workers/createCylinderGeometry.js +10 -0
  2040. package/Source/Workers/createCylinderOutlineGeometry.js +10 -0
  2041. package/Source/Workers/createEllipseGeometry.js +14 -0
  2042. package/Source/Workers/createEllipseOutlineGeometry.js +14 -0
  2043. package/Source/Workers/createEllipsoidGeometry.js +10 -0
  2044. package/Source/Workers/createEllipsoidOutlineGeometry.js +13 -0
  2045. package/Source/Workers/createFrustumGeometry.js +10 -0
  2046. package/Source/Workers/createFrustumOutlineGeometry.js +10 -0
  2047. package/Source/Workers/createGeometry.js +78 -0
  2048. package/Source/Workers/createGroundPolylineGeometry.js +16 -0
  2049. package/Source/Workers/createPlaneGeometry.js +10 -0
  2050. package/Source/Workers/createPlaneOutlineGeometry.js +10 -0
  2051. package/Source/Workers/createPolygonGeometry.js +12 -0
  2052. package/Source/Workers/createPolygonOutlineGeometry.js +12 -0
  2053. package/Source/Workers/createPolylineGeometry.js +12 -0
  2054. package/Source/Workers/createPolylineVolumeGeometry.js +17 -0
  2055. package/Source/Workers/createPolylineVolumeOutlineGeometry.js +22 -0
  2056. package/Source/Workers/createRectangleGeometry.js +14 -0
  2057. package/Source/Workers/createRectangleOutlineGeometry.js +17 -0
  2058. package/Source/Workers/createSimplePolylineGeometry.js +17 -0
  2059. package/Source/Workers/createSphereGeometry.js +10 -0
  2060. package/Source/Workers/createSphereOutlineGeometry.js +10 -0
  2061. package/Source/Workers/createTaskProcessorWorker.js +113 -0
  2062. package/Source/Workers/createVectorTileClampedPolylines.js +541 -0
  2063. package/Source/Workers/createVectorTileGeometries.js +414 -0
  2064. package/Source/Workers/createVectorTilePoints.js +81 -0
  2065. package/Source/Workers/createVectorTilePolygons.js +412 -0
  2066. package/Source/Workers/createVectorTilePolylines.js +210 -0
  2067. package/Source/Workers/createVerticesFromCesium3DTilesTerrain.js +46 -0
  2068. package/Source/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +651 -0
  2069. package/Source/Workers/createVerticesFromHeightmap.js +53 -0
  2070. package/Source/Workers/createVerticesFromQuantizedTerrainMesh.js +549 -0
  2071. package/Source/Workers/createWallGeometry.js +12 -0
  2072. package/Source/Workers/createWallOutlineGeometry.js +12 -0
  2073. package/Source/Workers/decodeDraco.js +383 -0
  2074. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +268 -0
  2075. package/Source/Workers/decodeI3S.js +1652 -0
  2076. package/Source/Workers/gaussianSplatSorter.js +34 -0
  2077. package/Source/Workers/gaussianSplatTextureGenerator.js +39 -0
  2078. package/Source/Workers/incrementallyBuildTerrainPicker.js +108 -0
  2079. package/Source/Workers/transcodeKTX2.js +308 -0
  2080. package/Source/Workers/transferTypedArrayTest.js +16 -0
  2081. package/Source/Workers/upsampleQuantizedTerrainMesh.js +681 -0
  2082. package/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +55 -0
  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,692 @@
1
+ uniform vec4 u_initialColor;
2
+
3
+ #if TEXTURE_UNITS > 0
4
+ uniform sampler2D u_dayTextures[TEXTURE_UNITS];
5
+ uniform vec4 u_dayTextureTranslationAndScale[TEXTURE_UNITS];
6
+ uniform bool u_dayTextureUseWebMercatorT[TEXTURE_UNITS];
7
+
8
+ #ifdef APPLY_ALPHA
9
+ uniform float u_dayTextureAlpha[TEXTURE_UNITS];
10
+ #endif
11
+
12
+ #ifdef APPLY_DAY_NIGHT_ALPHA
13
+ uniform float u_dayTextureNightAlpha[TEXTURE_UNITS];
14
+ uniform float u_dayTextureDayAlpha[TEXTURE_UNITS];
15
+ #endif
16
+
17
+ #ifdef APPLY_SPLIT
18
+ uniform float u_dayTextureSplit[TEXTURE_UNITS];
19
+ #endif
20
+
21
+ #ifdef APPLY_BRIGHTNESS
22
+ uniform float u_dayTextureBrightness[TEXTURE_UNITS];
23
+ #endif
24
+
25
+ #ifdef APPLY_CONTRAST
26
+ uniform float u_dayTextureContrast[TEXTURE_UNITS];
27
+ #endif
28
+
29
+ #ifdef APPLY_HUE
30
+ uniform float u_dayTextureHue[TEXTURE_UNITS];
31
+ #endif
32
+
33
+ #ifdef APPLY_SATURATION
34
+ uniform float u_dayTextureSaturation[TEXTURE_UNITS];
35
+ #endif
36
+
37
+ #ifdef APPLY_GAMMA
38
+ uniform float u_dayTextureOneOverGamma[TEXTURE_UNITS];
39
+ #endif
40
+
41
+ #ifdef APPLY_IMAGERY_CUTOUT
42
+ uniform vec4 u_dayTextureCutoutRectangles[TEXTURE_UNITS];
43
+ #endif
44
+
45
+ #ifdef APPLY_COLOR_TO_ALPHA
46
+ uniform vec4 u_colorsToAlpha[TEXTURE_UNITS];
47
+ #endif
48
+
49
+ uniform vec4 u_dayTextureTexCoordsRectangle[TEXTURE_UNITS];
50
+ #endif
51
+
52
+ #if defined(HAS_WATER_MASK) && (defined(SHOW_REFLECTIVE_OCEAN) || defined(APPLY_MATERIAL))
53
+ uniform sampler2D u_waterMask;
54
+ uniform vec4 u_waterMaskTranslationAndScale;
55
+ uniform float u_zoomedOutOceanSpecularIntensity;
56
+ #endif
57
+
58
+ #ifdef SHOW_OCEAN_WAVES
59
+ uniform sampler2D u_oceanNormalMap;
60
+ #endif
61
+
62
+ #if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)
63
+ uniform vec2 u_lightingFadeDistance;
64
+ #endif
65
+
66
+ #ifdef TILE_LIMIT_RECTANGLE
67
+ uniform vec4 u_cartographicLimitRectangle;
68
+ #endif
69
+
70
+ #ifdef GROUND_ATMOSPHERE
71
+ uniform vec2 u_nightFadeDistance;
72
+ #endif
73
+
74
+ #ifdef ENABLE_CLIPPING_PLANES
75
+ uniform highp sampler2D u_clippingPlanes;
76
+ uniform mat4 u_clippingPlanesMatrix;
77
+ uniform vec4 u_clippingPlanesEdgeStyle;
78
+ #endif
79
+
80
+ #ifdef ENABLE_CLIPPING_POLYGONS
81
+ uniform highp sampler2D u_clippingDistance;
82
+ in vec2 v_clippingPosition;
83
+ flat in int v_regionIndex;
84
+ #endif
85
+
86
+ #if defined(GROUND_ATMOSPHERE) || defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
87
+ uniform float u_minimumBrightness;
88
+ #endif
89
+
90
+ // Based on colorCorrect
91
+ // The colorCorrect flag can only be true when tileProvider.hue/saturation/brightnessShift
92
+ // are nonzero AND when (applyFog || showGroundAtmosphere) in the tile provider
93
+ // - The tileProvider.hue/saturation/brightnessShift are just passed through
94
+ // from the Globe hue/saturation/brightness, like atmosphereBrightnessShift
95
+ // - The applyFog depends on enableFog, and some tile distance from the viewer
96
+ // - The showGroundAtmosphere is a flag that is passed through from the Globe,
97
+ // and is true by default when the ellipsoid is WGS84
98
+ #ifdef COLOR_CORRECT
99
+ uniform vec3 u_hsbShift; // Hue, saturation, brightness
100
+ #endif
101
+
102
+ // Based on highlightFillTile
103
+ // This is set for terrain tiles when they are "fill" tiles, and
104
+ // the terrainProvider.fillHighlightColor was set to a value with
105
+ // nonzero alpha
106
+ #ifdef HIGHLIGHT_FILL_TILE
107
+ uniform vec4 u_fillHighlightColor;
108
+ #endif
109
+
110
+ // Based on translucent
111
+ // This is set depending on the GlobeTranslucencyState
112
+ #ifdef TRANSLUCENT
113
+ uniform vec4 u_frontFaceAlphaByDistance;
114
+ uniform vec4 u_backFaceAlphaByDistance;
115
+ uniform vec4 u_translucencyRectangle;
116
+ #endif
117
+
118
+ // Based on showUndergroundColor
119
+ // This is set when GlobeSurfaceTileProvider.isUndergroundVisible
120
+ // returns true, AND the tileProvider.undergroundColor had a value with
121
+ // nonzero alpha, and the tileProvider.undergroundColorAlphaByDistance
122
+ // was in the right range
123
+ #ifdef UNDERGROUND_COLOR
124
+ uniform vec4 u_undergroundColor;
125
+ uniform vec4 u_undergroundColorAlphaByDistance;
126
+ #endif
127
+
128
+ // Based on enableLighting && hasVertexNormals
129
+ // The enableLighting flag is passed in directly from the Globe.
130
+ // The hasVertexNormals flag is from the tileProvider
131
+ #ifdef ENABLE_VERTEX_LIGHTING
132
+ uniform float u_lambertDiffuseMultiplier;
133
+ uniform float u_vertexShadowDarkness;
134
+ #endif
135
+
136
+ in vec3 v_positionMC;
137
+ in vec3 v_positionEC;
138
+ in vec3 v_textureCoordinates;
139
+ in vec3 v_normalMC;
140
+ in vec3 v_normalEC;
141
+
142
+ #ifdef APPLY_MATERIAL
143
+ in float v_height;
144
+ in float v_slope;
145
+ in float v_aspect;
146
+ #endif
147
+
148
+ #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
149
+ in float v_distance;
150
+ #endif
151
+
152
+ #if defined(GROUND_ATMOSPHERE) || defined(FOG)
153
+ in vec3 v_atmosphereRayleighColor;
154
+ in vec3 v_atmosphereMieColor;
155
+ in float v_atmosphereOpacity;
156
+ #endif
157
+
158
+ #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
159
+ float interpolateByDistance(vec4 nearFarScalar, float distance)
160
+ {
161
+ float startDistance = nearFarScalar.x;
162
+ float startValue = nearFarScalar.y;
163
+ float endDistance = nearFarScalar.z;
164
+ float endValue = nearFarScalar.w;
165
+ float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);
166
+ return mix(startValue, endValue, t);
167
+ }
168
+ #endif
169
+
170
+ #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) || defined(APPLY_MATERIAL)
171
+ vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor)
172
+ {
173
+ return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a);
174
+ }
175
+ #endif
176
+
177
+ #ifdef TRANSLUCENT
178
+ bool inTranslucencyRectangle()
179
+ {
180
+ return
181
+ v_textureCoordinates.x > u_translucencyRectangle.x &&
182
+ v_textureCoordinates.x < u_translucencyRectangle.z &&
183
+ v_textureCoordinates.y > u_translucencyRectangle.y &&
184
+ v_textureCoordinates.y < u_translucencyRectangle.w;
185
+ }
186
+ #endif
187
+
188
+ vec4 sampleAndBlend(
189
+ vec4 previousColor,
190
+ sampler2D textureToSample,
191
+ vec2 tileTextureCoordinates,
192
+ vec4 textureCoordinateRectangle,
193
+ vec4 textureCoordinateTranslationAndScale,
194
+ float textureAlpha,
195
+ float textureNightAlpha,
196
+ float textureDayAlpha,
197
+ float textureBrightness,
198
+ float textureContrast,
199
+ float textureHue,
200
+ float textureSaturation,
201
+ float textureOneOverGamma,
202
+ float split,
203
+ vec4 colorToAlpha,
204
+ float nightBlend)
205
+ {
206
+ // This crazy step stuff sets the alpha to 0.0 if this following condition is true:
207
+ // tileTextureCoordinates.s < textureCoordinateRectangle.s ||
208
+ // tileTextureCoordinates.s > textureCoordinateRectangle.p ||
209
+ // tileTextureCoordinates.t < textureCoordinateRectangle.t ||
210
+ // tileTextureCoordinates.t > textureCoordinateRectangle.q
211
+ // In other words, the alpha is zero if the fragment is outside the rectangle
212
+ // covered by this texture. Would an actual 'if' yield better performance?
213
+ vec2 alphaMultiplier = step(textureCoordinateRectangle.st, tileTextureCoordinates);
214
+ textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
215
+
216
+ alphaMultiplier = step(vec2(0.0), textureCoordinateRectangle.pq - tileTextureCoordinates);
217
+ textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
218
+
219
+ #if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)
220
+ textureAlpha *= mix(textureDayAlpha, textureNightAlpha, nightBlend);
221
+ #endif
222
+
223
+ vec2 translation = textureCoordinateTranslationAndScale.xy;
224
+ vec2 scale = textureCoordinateTranslationAndScale.zw;
225
+ vec2 textureCoordinates = tileTextureCoordinates * scale + translation;
226
+ vec4 value = texture(textureToSample, textureCoordinates);
227
+ vec3 color = value.rgb;
228
+ float alpha = value.a;
229
+
230
+ #ifdef APPLY_COLOR_TO_ALPHA
231
+ vec3 colorDiff = abs(color.rgb - colorToAlpha.rgb);
232
+ colorDiff.r = czm_maximumComponent(colorDiff);
233
+ alpha = czm_branchFreeTernary(colorDiff.r < colorToAlpha.a, 0.0, alpha);
234
+ #endif
235
+
236
+ #if !defined(APPLY_GAMMA)
237
+ vec4 tempColor = czm_gammaCorrect(vec4(color, alpha));
238
+ color = tempColor.rgb;
239
+ alpha = tempColor.a;
240
+ #else
241
+ color = pow(color, vec3(textureOneOverGamma));
242
+ #endif
243
+
244
+ #ifdef APPLY_SPLIT
245
+ float splitPosition = czm_splitPosition;
246
+ // Split to the left
247
+ if (split < 0.0 && gl_FragCoord.x > splitPosition) {
248
+ alpha = 0.0;
249
+ }
250
+ // Split to the right
251
+ else if (split > 0.0 && gl_FragCoord.x < splitPosition) {
252
+ alpha = 0.0;
253
+ }
254
+ #endif
255
+
256
+ #ifdef APPLY_BRIGHTNESS
257
+ color = mix(vec3(0.0), color, textureBrightness);
258
+ #endif
259
+
260
+ #ifdef APPLY_CONTRAST
261
+ color = mix(vec3(0.5), color, textureContrast);
262
+ #endif
263
+
264
+ #ifdef APPLY_HUE
265
+ color = czm_hue(color, textureHue);
266
+ #endif
267
+
268
+ #ifdef APPLY_SATURATION
269
+ color = czm_saturation(color, textureSaturation);
270
+ #endif
271
+
272
+ float sourceAlpha = alpha * textureAlpha;
273
+ float outAlpha = mix(previousColor.a, 1.0, sourceAlpha);
274
+ outAlpha += sign(outAlpha) - 1.0;
275
+
276
+ vec3 outColor = mix(previousColor.rgb * previousColor.a, color, sourceAlpha) / outAlpha;
277
+
278
+ // When rendering imagery for a tile in multiple passes,
279
+ // some GPU/WebGL implementation combinations will not blend fragments in
280
+ // additional passes correctly if their computation includes an unmasked
281
+ // divide-by-zero operation,
282
+ // even if it's not in the output or if the output has alpha zero.
283
+ //
284
+ // For example, without sanitization for outAlpha,
285
+ // this renders without artifacts:
286
+ // if (outAlpha == 0.0) { outColor = vec3(0.0); }
287
+ //
288
+ // but using czm_branchFreeTernary will cause portions of the tile that are
289
+ // alpha-zero in the additional pass to render as black instead of blending
290
+ // with the previous pass:
291
+ // outColor = czm_branchFreeTernary(outAlpha == 0.0, vec3(0.0), outColor);
292
+ //
293
+ // So instead, sanitize against divide-by-zero,
294
+ // store this state on the sign of outAlpha, and correct on return.
295
+
296
+ return vec4(outColor, max(outAlpha, 0.0));
297
+ }
298
+
299
+ vec4 computeDayColor(vec4 initialColor, vec3 textureCoordinates, float nightBlend);
300
+ vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue, float fade);
301
+
302
+ const float fExposure = 2.0;
303
+
304
+ vec3 computeEllipsoidPosition()
305
+ {
306
+ float mpp = czm_metersPerPixel(vec4(0.0, 0.0, -czm_currentFrustum.x, 1.0), 1.0);
307
+ vec2 xy = gl_FragCoord.xy / czm_viewport.zw * 2.0 - vec2(1.0);
308
+ xy *= czm_viewport.zw * mpp * 0.5;
309
+
310
+ vec3 direction;
311
+ if (czm_orthographicIn3D == 1.0)
312
+ {
313
+ direction = vec3(0.0, 0.0, -1.0);
314
+ }
315
+ else
316
+ {
317
+ direction = normalize(vec3(xy, -czm_currentFrustum.x));
318
+ }
319
+
320
+ czm_ray ray = czm_ray(vec3(0.0), direction);
321
+
322
+ vec3 ellipsoid_center = czm_view[3].xyz;
323
+
324
+ czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);
325
+
326
+ vec3 ellipsoidPosition = czm_pointAlongRay(ray, intersection.start);
327
+ return (czm_inverseView * vec4(ellipsoidPosition, 1.0)).xyz;
328
+ }
329
+
330
+ void main()
331
+ {
332
+ #ifdef TILE_LIMIT_RECTANGLE
333
+ if (v_textureCoordinates.x < u_cartographicLimitRectangle.x || u_cartographicLimitRectangle.z < v_textureCoordinates.x ||
334
+ v_textureCoordinates.y < u_cartographicLimitRectangle.y || u_cartographicLimitRectangle.w < v_textureCoordinates.y)
335
+ {
336
+ discard;
337
+ }
338
+ #endif
339
+
340
+ #ifdef ENABLE_CLIPPING_PLANES
341
+ float clipDistance = clip(gl_FragCoord, u_clippingPlanes, u_clippingPlanesMatrix);
342
+ #endif
343
+
344
+ #if defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(HDR)
345
+ vec3 normalMC = czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)); // normalized surface normal in model coordinates
346
+ vec3 normalEC = czm_normal3D * normalMC; // normalized surface normal in eye coordinates
347
+ #endif
348
+
349
+ #if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)
350
+ float nightBlend = 1.0 - clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0, 0.0, 1.0);
351
+ #else
352
+ float nightBlend = 0.0;
353
+ #endif
354
+
355
+ // The clamp below works around an apparent bug in Chrome Canary v23.0.1241.0
356
+ // where the fragment shader sees textures coordinates < 0.0 and > 1.0 for the
357
+ // fragments on the edges of tiles even though the vertex shader is outputting
358
+ // coordinates strictly in the 0-1 range.
359
+ vec4 color = computeDayColor(u_initialColor, clamp(v_textureCoordinates, 0.0, 1.0), nightBlend);
360
+
361
+ #ifdef SHOW_TILE_BOUNDARIES
362
+ if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) ||
363
+ v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0))
364
+ {
365
+ color = vec4(1.0, 0.0, 0.0, 1.0);
366
+ }
367
+ #endif
368
+
369
+ #if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)
370
+ float cameraDist;
371
+ if (czm_sceneMode == czm_sceneMode2D)
372
+ {
373
+ cameraDist = max(czm_frustumPlanes.x - czm_frustumPlanes.y, czm_frustumPlanes.w - czm_frustumPlanes.z) * 0.5;
374
+ }
375
+ else if (czm_sceneMode == czm_sceneModeColumbusView)
376
+ {
377
+ cameraDist = -czm_view[3].z;
378
+ }
379
+ else
380
+ {
381
+ cameraDist = length(czm_view[3]);
382
+ }
383
+ float fadeOutDist = u_lightingFadeDistance.x;
384
+ float fadeInDist = u_lightingFadeDistance.y;
385
+ if (czm_sceneMode != czm_sceneMode3D) {
386
+ vec3 radii = czm_ellipsoidRadii;
387
+ float maxRadii = max(radii.x, max(radii.y, radii.z));
388
+ fadeOutDist -= maxRadii;
389
+ fadeInDist -= maxRadii;
390
+ }
391
+ float fade = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0);
392
+ #else
393
+ float fade = 0.0;
394
+ #endif
395
+
396
+ #if defined(HAS_WATER_MASK) && (defined(SHOW_REFLECTIVE_OCEAN) || defined(APPLY_MATERIAL))
397
+ vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy;
398
+ vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw;
399
+ vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation;
400
+ waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y;
401
+
402
+ float mask = texture(u_waterMask, waterMaskTextureCoordinates).r;
403
+
404
+ #ifdef SHOW_REFLECTIVE_OCEAN
405
+ if (mask > 0.0)
406
+ {
407
+ mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC);
408
+
409
+ vec2 ellipsoidTextureCoordinates = czm_ellipsoidTextureCoordinates(normalMC);
410
+ vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidTextureCoordinates(normalMC.zyx);
411
+
412
+ vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));
413
+
414
+ color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask, fade);
415
+ }
416
+ #endif
417
+ #endif
418
+
419
+ #ifdef APPLY_MATERIAL
420
+ czm_materialInput materialInput;
421
+ materialInput.st = v_textureCoordinates.st;
422
+ materialInput.normalEC = normalize(v_normalEC);
423
+ materialInput.positionToEyeEC = -v_positionEC;
424
+ materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalize(v_normalEC));
425
+ materialInput.slope = v_slope;
426
+ materialInput.height = v_height;
427
+ materialInput.aspect = v_aspect;
428
+ #ifdef HAS_WATER_MASK
429
+ materialInput.waterMask = mask;
430
+ #endif
431
+
432
+ czm_material material = czm_getMaterial(materialInput);
433
+ vec4 materialColor = vec4(material.diffuse, material.alpha);
434
+ color = alphaBlend(materialColor, color);
435
+ #endif
436
+
437
+ #ifdef ENABLE_VERTEX_LIGHTING
438
+ float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + u_vertexShadowDarkness, 0.0, 1.0);
439
+ vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
440
+ #elif defined(ENABLE_DAYNIGHT_SHADING)
441
+ float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0);
442
+ diffuseIntensity = mix(1.0, diffuseIntensity, fade);
443
+ vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
444
+ #else
445
+ vec4 finalColor = color;
446
+ #endif
447
+
448
+ #ifdef ENABLE_CLIPPING_PLANES
449
+ vec4 clippingPlanesEdgeColor = vec4(1.0);
450
+ clippingPlanesEdgeColor.rgb = u_clippingPlanesEdgeStyle.rgb;
451
+ float clippingPlanesEdgeWidth = u_clippingPlanesEdgeStyle.a;
452
+
453
+ if (clipDistance < clippingPlanesEdgeWidth)
454
+ {
455
+ finalColor = clippingPlanesEdgeColor;
456
+ }
457
+ #endif
458
+
459
+ #ifdef ENABLE_CLIPPING_POLYGONS
460
+ vec2 clippingPosition = v_clippingPosition;
461
+ int regionIndex = v_regionIndex;
462
+ clipPolygons(u_clippingDistance, CLIPPING_POLYGON_REGIONS_LENGTH, clippingPosition, regionIndex);
463
+ #endif
464
+
465
+ #ifdef HIGHLIGHT_FILL_TILE
466
+ finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);
467
+ #endif
468
+
469
+ #if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN)
470
+ vec3 atmosphereLightDirection = czm_sunDirectionWC;
471
+ #else
472
+ vec3 atmosphereLightDirection = czm_lightDirectionWC;
473
+ #endif
474
+
475
+ #if defined(GROUND_ATMOSPHERE) || defined(FOG)
476
+ if (!czm_backFacing())
477
+ {
478
+ bool dynamicLighting = false;
479
+ #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING))
480
+ dynamicLighting = true;
481
+ #endif
482
+
483
+ vec3 rayleighColor;
484
+ vec3 mieColor;
485
+ float opacity;
486
+
487
+ vec3 positionWC;
488
+ vec3 lightDirection;
489
+
490
+ // When the camera is far away (camera distance > nightFadeOutDistance), the scattering is computed in the fragment shader.
491
+ // Otherwise, the scattering is computed in the vertex shader.
492
+ #ifdef PER_FRAGMENT_GROUND_ATMOSPHERE
493
+ positionWC = computeEllipsoidPosition();
494
+ lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC));
495
+ computeAtmosphereScattering(
496
+ positionWC,
497
+ lightDirection,
498
+ rayleighColor,
499
+ mieColor,
500
+ opacity
501
+ );
502
+ #else
503
+ positionWC = v_positionMC;
504
+ lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC));
505
+ rayleighColor = v_atmosphereRayleighColor;
506
+ mieColor = v_atmosphereMieColor;
507
+ opacity = v_atmosphereOpacity;
508
+ #endif
509
+
510
+ #ifdef COLOR_CORRECT
511
+ const bool ignoreBlackPixels = true;
512
+ rayleighColor = czm_applyHSBShift(rayleighColor, u_hsbShift, ignoreBlackPixels);
513
+ mieColor = czm_applyHSBShift(mieColor, u_hsbShift, ignoreBlackPixels);
514
+ #endif
515
+
516
+ vec4 groundAtmosphereColor = computeAtmosphereColor(positionWC, lightDirection, rayleighColor, mieColor, opacity);
517
+
518
+ // Fog is applied to tiles selected for fog, close to the Earth.
519
+ #ifdef FOG
520
+ vec3 fogColor = groundAtmosphereColor.rgb;
521
+
522
+ // If there is lighting, apply that to the fog.
523
+ #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
524
+ float darken = clamp(dot(normalize(czm_viewerPositionWC), atmosphereLightDirection), u_minimumBrightness, 1.0);
525
+ fogColor *= darken;
526
+ #endif
527
+
528
+ #ifndef HDR
529
+ fogColor.rgb = czm_pbrNeutralTonemapping(fogColor.rgb);
530
+ fogColor.rgb = czm_inverseGamma(fogColor.rgb);
531
+ #endif
532
+
533
+ finalColor = vec4(czm_fog(v_distance, finalColor.rgb, fogColor.rgb, czm_fogVisualDensityScalar), finalColor.a);
534
+
535
+ #else
536
+ // Apply ground atmosphere. This happens when the camera is far away from the earth.
537
+
538
+ // The transmittance is based on optical depth i.e. the length of segment of the ray inside the atmosphere.
539
+ // This value is larger near the "circumference", as it is further away from the camera. We use it to
540
+ // brighten up that area of the ground atmosphere.
541
+ const float transmittanceModifier = 0.5;
542
+ float transmittance = transmittanceModifier + clamp(1.0 - groundAtmosphereColor.a, 0.0, 1.0);
543
+
544
+ vec3 finalAtmosphereColor = finalColor.rgb + groundAtmosphereColor.rgb * transmittance;
545
+
546
+ #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
547
+ float fadeInDist = u_nightFadeDistance.x;
548
+ float fadeOutDist = u_nightFadeDistance.y;
549
+
550
+ float sunlitAtmosphereIntensity = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.05, 1.0);
551
+ float darken = clamp(dot(normalize(positionWC), atmosphereLightDirection), 0.0, 1.0);
552
+ vec3 darkenendGroundAtmosphereColor = mix(groundAtmosphereColor.rgb, finalAtmosphereColor.rgb, darken);
553
+
554
+ finalAtmosphereColor = mix(darkenendGroundAtmosphereColor, finalAtmosphereColor, sunlitAtmosphereIntensity);
555
+ #endif
556
+
557
+ #ifndef HDR
558
+ finalAtmosphereColor.rgb = vec3(1.0) - exp(-fExposure * finalAtmosphereColor.rgb);
559
+ #else
560
+ finalAtmosphereColor.rgb = czm_saturation(finalAtmosphereColor.rgb, 1.6);
561
+ #endif
562
+
563
+ finalColor.rgb = mix(finalColor.rgb, finalAtmosphereColor.rgb, fade);
564
+ #endif
565
+ }
566
+ #endif
567
+
568
+ #ifdef UNDERGROUND_COLOR
569
+ if (czm_backFacing())
570
+ {
571
+ float distanceFromEllipsoid = max(czm_eyeHeight, 0.0);
572
+ float distance = max(v_distance - distanceFromEllipsoid, 0.0);
573
+ float blendAmount = interpolateByDistance(u_undergroundColorAlphaByDistance, distance);
574
+ vec4 undergroundColor = vec4(u_undergroundColor.rgb, u_undergroundColor.a * blendAmount);
575
+ finalColor = alphaBlend(undergroundColor, finalColor);
576
+ }
577
+ #endif
578
+
579
+ #ifdef TRANSLUCENT
580
+ if (inTranslucencyRectangle())
581
+ {
582
+ vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;
583
+ finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);
584
+ }
585
+ #endif
586
+
587
+ out_FragColor = finalColor;
588
+ }
589
+
590
+
591
+ #ifdef SHOW_REFLECTIVE_OCEAN
592
+
593
+ float waveFade(float edge0, float edge1, float x)
594
+ {
595
+ float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
596
+ return pow(1.0 - y, 5.0);
597
+ }
598
+
599
+ float linearFade(float edge0, float edge1, float x)
600
+ {
601
+ return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
602
+ }
603
+
604
+ // Based on water rendering by Jonas Wagner:
605
+ // http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog
606
+
607
+ // low altitude wave settings
608
+ const float oceanFrequencyLowAltitude = 825000.0;
609
+ const float oceanAnimationSpeedLowAltitude = 0.004;
610
+ const float oceanOneOverAmplitudeLowAltitude = 1.0 / 2.0;
611
+ const float oceanSpecularIntensity = 0.5;
612
+
613
+ // high altitude wave settings
614
+ const float oceanFrequencyHighAltitude = 125000.0;
615
+ const float oceanAnimationSpeedHighAltitude = 0.008;
616
+ const float oceanOneOverAmplitudeHighAltitude = 1.0 / 2.0;
617
+
618
+ vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue, float fade)
619
+ {
620
+ vec3 positionToEyeEC = -positionEyeCoordinates;
621
+ float positionToEyeECLength = length(positionToEyeEC);
622
+
623
+ // The double normalize below works around a bug in Firefox on Android devices.
624
+ vec3 normalizedPositionToEyeEC = normalize(normalize(positionToEyeEC));
625
+
626
+ // Fade out the waves as the camera moves far from the surface.
627
+ float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength);
628
+
629
+ #ifdef SHOW_OCEAN_WAVES
630
+ // high altitude waves
631
+ float time = czm_frameNumber * oceanAnimationSpeedHighAltitude;
632
+ vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyHighAltitude, time, 0.0);
633
+ vec3 normalTangentSpaceHighAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeHighAltitude);
634
+
635
+ // low altitude waves
636
+ time = czm_frameNumber * oceanAnimationSpeedLowAltitude;
637
+ noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyLowAltitude, time, 0.0);
638
+ vec3 normalTangentSpaceLowAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeLowAltitude);
639
+
640
+ // blend the 2 wave layers based on distance to surface
641
+ float highAltitudeFade = linearFade(0.0, 60000.0, positionToEyeECLength);
642
+ float lowAltitudeFade = 1.0 - linearFade(20000.0, 60000.0, positionToEyeECLength);
643
+ vec3 normalTangentSpace =
644
+ (highAltitudeFade * normalTangentSpaceHighAltitude) +
645
+ (lowAltitudeFade * normalTangentSpaceLowAltitude);
646
+ normalTangentSpace = normalize(normalTangentSpace);
647
+
648
+ // fade out the normal perturbation as we move farther from the water surface
649
+ normalTangentSpace.xy *= waveIntensity;
650
+ normalTangentSpace = normalize(normalTangentSpace);
651
+ #else
652
+ vec3 normalTangentSpace = vec3(0.0, 0.0, 1.0);
653
+ #endif
654
+
655
+ vec3 normalEC = enuToEye * normalTangentSpace;
656
+
657
+ const vec3 waveHighlightColor = vec3(0.3, 0.45, 0.6);
658
+
659
+ // Use diffuse light to highlight the waves
660
+ float diffuseIntensity = czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * maskValue;
661
+ vec3 diffuseHighlight = waveHighlightColor * diffuseIntensity * (1.0 - fade);
662
+
663
+ #ifdef SHOW_OCEAN_WAVES
664
+ // Where diffuse light is low or non-existent, use wave highlights based solely on
665
+ // the wave bumpiness and no particular light direction.
666
+ float tsPerturbationRatio = normalTangentSpace.z;
667
+ vec3 nonDiffuseHighlight = mix(waveHighlightColor * 5.0 * (1.0 - tsPerturbationRatio), vec3(0.0), diffuseIntensity);
668
+ #else
669
+ vec3 nonDiffuseHighlight = vec3(0.0);
670
+ #endif
671
+
672
+ // Add specular highlights in 3D, and in all modes when zoomed in.
673
+ float specularIntensity = czm_getSpecular(czm_lightDirectionEC, normalizedPositionToEyeEC, normalEC, 10.0);
674
+ float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), maskValue);
675
+ float specular = specularIntensity * surfaceReflectance;
676
+
677
+ #ifdef HDR
678
+ specular *= 1.4;
679
+
680
+ float e = 0.2;
681
+ float d = 3.3;
682
+ float c = 1.7;
683
+
684
+ vec3 color = imageryColor.rgb + (c * (vec3(e) + imageryColor.rgb * d) * (diffuseHighlight + nonDiffuseHighlight + specular));
685
+ #else
686
+ vec3 color = imageryColor.rgb + diffuseHighlight + nonDiffuseHighlight + specular;
687
+ #endif
688
+
689
+ return vec4(color, imageryColor.a);
690
+ }
691
+
692
+ #endif // #ifdef SHOW_REFLECTIVE_OCEAN