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			245 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			245 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								//以下代码复制自Cesium源码的SkyBox,然后做了一点点修改。
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								//SkyBoxOnGround.js
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								// const Cesium = window.Cesium;
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								const BoxGeometry = Cesium.BoxGeometry;
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								const Cartesian3 = Cesium.Cartesian3;
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								const defaultValue = Cesium.defaultValue;
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								const defined = Cesium.defined;
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								const destroyObject = Cesium.destroyObject;
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								const DeveloperError = Cesium.DeveloperError;
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								const GeometryPipeline = Cesium.GeometryPipeline;
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								const Matrix3 = Cesium.Matrix3;
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								const Matrix4 = Cesium.Matrix4;
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								const Transforms = Cesium.Transforms;
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								const VertexFormat = Cesium.VertexFormat;
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								const BufferUsage = Cesium.BufferUsage;
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								const CubeMap = Cesium.CubeMap;
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								const DrawCommand = Cesium.DrawCommand;
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								const loadCubeMap = Cesium.loadCubeMap;
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								const RenderState = Cesium.RenderState;
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								const VertexArray = Cesium.VertexArray;
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								const BlendingState = Cesium.BlendingState;
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								const SceneMode = Cesium.SceneMode;
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								const ShaderProgram = Cesium.ShaderProgram;
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								const ShaderSource = Cesium.ShaderSource;
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								const skyboxMatrix3 = new Matrix3();
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								/**
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								 * @class DEUGlobe.Scene.SkyBoxOnGround
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								 * @category  场景
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								 * @classdesc 近景天空盒
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								 * @param {Object} options - 参数。
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								 * @param {Object} options.sources  - 近地天空盒来源。
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								 */
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								class SkyBoxOnGround {
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								  constructor(options) {
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								    /**
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								     * 为了兼容高版本的Cesium,因为新版cesium中getRotation被移除
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								     */
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								    if (!Cesium.defined(Cesium.Matrix4.getRotation)) {
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								      Cesium.Matrix4.getRotation = Cesium.Matrix4.getMatrix3;
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								    }
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								    this.sources = options.sources;
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								    this._sources = undefined;
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								    this.show = defaultValue(options.show, true);
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								    this._command = new DrawCommand({
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								      modelMatrix: Matrix4.clone(Matrix4.IDENTITY),
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								      owner: this,
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								    });
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								    this._cubeMap = undefined;
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								    this._attributeLocations = undefined;
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								    this._useHdr = undefined;
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								  }
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								  update(frameState, useHdr) {
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								    const that = this;
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								    //片元着色器,直接从源码复制
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								    // -------------- requestWebgl1: true,--------------
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								    //  const SkyBoxFS =
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								    //  "uniform samplerCube u_cubeMap;\n\
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								    // varying vec3 v_texCoord;\n\
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								    // void main()\n\
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								    // {\n\
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								    // vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));\n\
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								    // gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);\n\
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								    // }\n\
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								    // ";
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								    const SkyBoxFS = `precision highp float;
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								uniform samplerCube u_cubeMap;
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								in vec3 v_texCoord;
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								out vec4 fragColor;
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								void main() {
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								    vec4 color = texture(u_cubeMap, normalize(v_texCoord));
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								    fragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
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								}`;
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								    //顶点着色器有修改,主要是乘了一个旋转矩阵
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								    // -------------- requestWebgl1: true,--------------
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								    // const SkyBoxVS =
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								    //     "attribute vec3 position;\n\
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								    // varying vec3 v_texCoord;\n\
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								    // uniform mat3 u_rotateMatrix;\n\
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								    // void main()\n\
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								    // {\n\
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								    // vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));\n\
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								    // gl_Position = czm_projection * vec4(p, 1.0);\n\
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								    // v_texCoord = position.xyz;\n\
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								    // }\n\
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								    // ";
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								    const SkyBoxVS = `#version 300 es
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								precision highp float;
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								in vec3 position;
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								out vec3 v_texCoord;
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								uniform mat3 u_rotateMatrix;
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								void main() {
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								    vec3 p = czm_viewRotation * u_rotateMatrix * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));
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								    gl_Position = czm_projection * vec4(p, 1.0);
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								    v_texCoord = position;
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								}
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								`;
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								    if (!this.show) {
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								      return undefined;
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								    }
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								    if (
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								      frameState.mode !== SceneMode.SCENE3D &&
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								      frameState.mode !== SceneMode.MORPHING
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								    ) {
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								      return undefined;
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								    }
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								    if (!frameState.passes.render) {
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								      return undefined;
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								    }
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								    const context = frameState.context;
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								    if (this._sources !== this.sources) {
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								      this._sources = this.sources;
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								      const sources = this.sources;
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								      if (
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								        !defined(sources.positiveX) ||
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								        !defined(sources.negativeX) ||
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								        !defined(sources.positiveY) ||
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								        !defined(sources.negativeY) ||
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								        !defined(sources.positiveZ) ||
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								        !defined(sources.negativeZ)
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								      ) {
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								        throw new DeveloperError(
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								          "this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties."
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								        );
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								      }
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								      if (
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								        typeof sources.positiveX !== typeof sources.negativeX ||
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								        typeof sources.positiveX !== typeof sources.positiveY ||
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								        typeof sources.positiveX !== typeof sources.negativeY ||
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								        typeof sources.positiveX !== typeof sources.positiveZ ||
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								        typeof sources.positiveX !== typeof sources.negativeZ
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								      ) {
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								        throw new DeveloperError(
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								          "this.sources properties must all be the same type."
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								        );
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								      }
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								      if (typeof sources.positiveX === "string") {
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								        // Given urls for cube-map images.  Load them.
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								        loadCubeMap(context, this._sources).then(function (cubeMap) {
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								          that._cubeMap = that._cubeMap && that._cubeMap.destroy();
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								          that._cubeMap = cubeMap;
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								        });
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								      } else {
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								        this._cubeMap = this._cubeMap && this._cubeMap.destroy();
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								        this._cubeMap = new CubeMap({
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								          context: context,
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								          source: sources,
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								        });
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								      }
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								    }
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								    const command = this._command;
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								    command.modelMatrix = Transforms.eastNorthUpToFixedFrame(
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								      frameState.camera._positionWC
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								    );
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								    if (!defined(command.vertexArray)) {
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								      command.uniformMap = {
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								        u_cubeMap: function () {
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								          return that._cubeMap;
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								        },
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								        u_rotateMatrix: function () {
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								          return Matrix4.getRotation(command.modelMatrix, skyboxMatrix3);
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								        },
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								      };
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								      const geometry = BoxGeometry.createGeometry(
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								        BoxGeometry.fromDimensions({
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								          dimensions: new Cartesian3(2.0, 2.0, 2.0),
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								          vertexFormat: VertexFormat.POSITION_ONLY,
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								        })
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								      );
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								      const attributeLocations = (this._attributeLocations =
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								        GeometryPipeline.createAttributeLocations(geometry));
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								      command.vertexArray = VertexArray.fromGeometry({
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								        context: context,
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								        geometry: geometry,
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								        attributeLocations: attributeLocations,
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								        bufferUsage: BufferUsage._DRAW,
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								      });
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								      command.renderState = RenderState.fromCache({
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								        blending: BlendingState.ALPHA_BLEND,
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								      });
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								    }
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								    if (!defined(command.shaderProgram) || this._useHdr !== useHdr) {
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								      const fs = new ShaderSource({
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								        defines: [useHdr ? "HDR" : ""],
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								        sources: [SkyBoxFS],
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								      });
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								      command.shaderProgram = ShaderProgram.fromCache({
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								        context: context,
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								        vertexShaderSource: SkyBoxVS,
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								        fragmentShaderSource: fs,
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								        attributeLocations: this._attributeLocations,
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								      });
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								      this._useHdr = useHdr;
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								    }
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								    if (!defined(this._cubeMap)) {
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								      return undefined;
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								    }
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								    return command;
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								  }
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								  isDestroyed() {
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								    return false;
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								  }
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								  destroy() {
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								    const command = this._command;
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								    command.vertexArray = command.vertexArray && command.vertexArray.destroy();
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								    command.shaderProgram =
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								      command.shaderProgram && command.shaderProgram.destroy();
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								    this._cubeMap = this._cubeMap && this._cubeMap.destroy();
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								    return destroyObject(this);
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								  }
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								}
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