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$e={};$e.EPSILON1=.1;$e.EPSILON2=.01;$e.EPSILON3=.001;$e.EPSILON4=1e-4;$e.EPSILON5=1e-5;$e.EPSILON6=1e-6;$e.EPSILON7=1e-7;$e.EPSILON8=1e-8;$e.EPSILON9=1e-9;$e.EPSILON10=1e-10;$e.EPSILON11=1e-11;$e.EPSILON12=1e-12;$e.EPSILON13=1e-13;$e.EPSILON14=1e-14;$e.EPSILON15=1e-15;$e.EPSILON16=1e-16;$e.EPSILON17=1e-17;$e.EPSILON18=1e-18;$e.EPSILON19=1e-19;$e.EPSILON20=1e-20;$e.EPSILON21=1e-21;$e.GRAVITATIONALPARAMETER=3986004418e5;$e.SOLAR_RADIUS=6955e5;$e.LUNAR_RADIUS=1737400;$e.SIXTY_FOUR_KILOBYTES=64*1024;$e.FOUR_GIGABYTES=4*1024*1024*1024;$e.sign=A(Math.sign,function(t){return t=+t,t===0||t!==t?t:t>0?1:-1});$e.signNotZero=function(e){return e<0?-1:1};$e.toSNorm=function(e,t){return t=A(t,255),Math.round(($e.clamp(e,-1,1)*.5+.5)*t)};$e.fromSNorm=function(e,t){return t=A(t,255),$e.clamp(e,0,t)/t*2-1};$e.normalize=function(e,t,n){return 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o=n*i;tE.push(o),n=o}}return tE[e]};$e.incrementWrap=function(e,t,n){if(n=A(n,0),!l(e))throw new E("n is required.");if(t<=n)throw new E("maximumValue must be greater than minimumValue.");return++e,e>t&&(e=n),e};$e.isPowerOfTwo=function(e){if(typeof e!="number"||e<0||e>4294967295)throw new E("A number between 0 and (2^32)-1 is required.");return e!==0&&(e&e-1)===0};$e.nextPowerOfTwo=function(e){if(typeof e!="number"||e<0||e>2147483648)throw new E("A number between 0 and 2^31 is required.");return--e,e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,e|=e>>16,++e,e};$e.previousPowerOfTwo=function(e){if(typeof e!="number"||e<0||e>4294967295)throw new E("A number between 0 and (2^32)-1 is required.");return e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,e|=e>>16,e|=e>>32,e=(e>>>0)-(e>>>1),e};$e.clamp=function(e,t,n){return T.typeOf.number("value",e),T.typeOf.number("min",t),T.typeOf.number("max",n),en?n:e};let cW=new zv;$e.setRandomNumberSeed=function(e){if(!l(e))throw new E("seed is required.");cW=new zv(e)};$e.nextRandomNumber=function(){return cW.random()};$e.randomBetween=function(e,t){return $e.nextRandomNumber()*(t-e)+e};$e.acosClamped=function(e){if(!l(e))throw new E("value is required.");return Math.acos($e.clamp(e,-1,1))};$e.asinClamped=function(e){if(!l(e))throw new E("value is required.");return Math.asin($e.clamp(e,-1,1))};$e.chordLength=function(e,t){if(!l(e))throw new E("angle is required.");if(!l(t))throw new E("radius is required.");return 2*t*Math.sin(e*.5)};$e.logBase=function(e,t){if(!l(e))throw new E("number is required.");if(!l(t))throw new E("base is required.");return Math.log(e)/Math.log(t)};$e.cbrt=A(Math.cbrt,function(t){const n=Math.pow(Math.abs(t),.3333333333333333);return t<0?-n:n});$e.log2=A(Math.log2,function(t){return Math.log(t)*Math.LOG2E});$e.fog=function(e,t){const n=e*t;return 1-Math.exp(-(n*n))};$e.fastApproximateAtan=function(e){return T.typeOf.number("x",e),e*(-.1784*Math.abs(e)-.0663*e*e+1.0301)};$e.fastApproximateAtan2=function(e,t){T.typeOf.number("x",e),T.typeOf.number("y",t);let n,i=Math.abs(e);n=Math.abs(t);const o=Math.max(i,n);n=Math.min(i,n);const r=n/o;if(isNaN(r))throw new E("either x or y must be nonzero");return i=$e.fastApproximateAtan(r),i=Math.abs(t)>Math.abs(e)?$e.PI_OVER_TWO-i:i,i=e<0?$e.PI-i:i,i=t<0?-i:i,i};const N=$e;function d(e,t,n){this.x=A(e,0),this.y=A(t,0),this.z=A(n,0)}d.fromSpherical=function(e,t){T.typeOf.object("spherical",e),l(t)||(t=new d);const n=e.clock,i=e.cone,o=A(e.magnitude,1),r=o*Math.sin(i);return t.x=r*Math.cos(n),t.y=r*Math.sin(n),t.z=o*Math.cos(i),t};d.fromElements=function(e,t,n,i){return l(i)?(i.x=e,i.y=t,i.z=n,i):new d(e,t,n)};d.clone=function(e,t){if(l(e))return l(t)?(t.x=e.x,t.y=e.y,t.z=e.z,t):new d(e.x,e.y,e.z)};d.fromCartesian4=d.clone;d.packedLength=3;d.pack=function(e,t,n){return T.typeOf.object("value",e),T.defined("array",t),n=A(n,0),t[n++]=e.x,t[n++]=e.y,t[n]=e.z,t};d.unpack=function(e,t,n){return T.defined("array",e),t=A(t,0),l(n)||(n=new d),n.x=e[t++],n.y=e[t++],n.z=e[t],n};d.packArray=function(e,t){T.defined("array",e);const n=e.length,i=n*3;if(!l(t))t=new Array(i);else{if(!Array.isArray(t)&&t.length!==i)throw new E("If result is a typed array, it must have exactly array.length * 3 elements");t.length!==i&&(t.length=i)}for(let o=0;oi&&(o=u,i=f)}let r=1,s=0;const a=UL[o],c=HL[o];if(Math.abs(e[J.getElementIndex(c,a)])>n){const u=e[J.getElementIndex(c,c)],f=e[J.getElementIndex(a,a)],h=e[J.getElementIndex(c,a)],_=(u-f)/2/h;let g;_<0?g=-1/(-_+Math.sqrt(1+_*_)):g=1/(_+Math.sqrt(1+_*_)),r=1/Math.sqrt(1+g*g),s=g*r}return t=J.clone(J.IDENTITY,t),t[J.getElementIndex(a,a)]=t[J.getElementIndex(c,c)]=r,t[J.getElementIndex(c,a)]=s,t[J.getElementIndex(a,c)]=-s,t}const iE=new J,Cz=new J;J.computeEigenDecomposition=function(e,t){T.typeOf.object("matrix",e);const n=N.EPSILON20,i=10;let o=0,r=0;l(t)||(t={});const s=t.unitary=J.clone(J.IDENTITY,t.unitary),a=t.diagonal=J.clone(e,t.diagonal),c=n*tpe(a);for(;rc;)ipe(a,iE),J.transpose(iE,Cz),J.multiply(a,iE,a),J.multiply(Cz,a,a),J.multiply(s,iE,s),++o>2&&(++r,o=0);return t};J.abs=function(e,t){return T.typeOf.object("matrix",e),T.typeOf.object("result",t),t[0]=Math.abs(e[0]),t[1]=Math.abs(e[1]),t[2]=Math.abs(e[2]),t[3]=Math.abs(e[3]),t[4]=Math.abs(e[4]),t[5]=Math.abs(e[5]),t[6]=Math.abs(e[6]),t[7]=Math.abs(e[7]),t[8]=Math.abs(e[8]),t};J.determinant=function(e){T.typeOf.object("matrix",e);const t=e[0],n=e[3],i=e[6],o=e[1],r=e[4],s=e[7],a=e[2],c=e[5],u=e[8];return t*(r*u-c*s)+o*(c*i-n*u)+a*(n*s-r*i)};J.inverse=function(e,t){T.typeOf.object("matrix",e),T.typeOf.object("result",t);const n=e[0],i=e[1],o=e[2],r=e[3],s=e[4],a=e[5],c=e[6],u=e[7],f=e[8],h=J.determinant(e);if(Math.abs(h)<=N.EPSILON15)throw new E("matrix is not invertible");t[0]=s*f-u*a,t[1]=u*o-i*f,t[2]=i*a-s*o,t[3]=c*a-r*f,t[4]=n*f-c*o,t[5]=r*o-n*a,t[6]=r*u-c*s,t[7]=c*i-n*u,t[8]=n*s-r*i;const _=1/h;return J.multiplyByScalar(t,_,t)};const ope=new J;J.inverseTranspose=function(e,t){return T.typeOf.object("matrix",e),T.typeOf.object("result",t),J.inverse(J.transpose(e,ope),t)};J.equals=function(e,t){return e===t||l(e)&&l(t)&&e[0]===t[0]&&e[1]===t[1]&&e[2]===t[2]&&e[3]===t[3]&&e[4]===t[4]&&e[5]===t[5]&&e[6]===t[6]&&e[7]===t[7]&&e[8]===t[8]};J.equalsEpsilon=function(e,t,n){return n=A(n,0),e===t||l(e)&&l(t)&&Math.abs(e[0]-t[0])<=n&&Math.abs(e[1]-t[1])<=n&&Math.abs(e[2]-t[2])<=n&&Math.abs(e[3]-t[3])<=n&&Math.abs(e[4]-t[4])<=n&&Math.abs(e[5]-t[5])<=n&&Math.abs(e[6]-t[6])<=n&&Math.abs(e[7]-t[7])<=n&&Math.abs(e[8]-t[8])<=n};J.IDENTITY=Object.freeze(new J(1,0,0,0,1,0,0,0,1));J.ZERO=Object.freeze(new J(0,0,0,0,0,0,0,0,0));J.COLUMN0ROW0=0;J.COLUMN0ROW1=1;J.COLUMN0ROW2=2;J.COLUMN1ROW0=3;J.COLUMN1ROW1=4;J.COLUMN1ROW2=5;J.COLUMN2ROW0=6;J.COLUMN2ROW1=7;J.COLUMN2ROW2=8;Object.defineProperties(J.prototype,{length:{get:function(){return J.packedLength}}});J.prototype.clone=function(e){return J.clone(this,e)};J.prototype.equals=function(e){return J.equals(this,e)};J.equalsArray=function(e,t,n){return e[0]===t[n]&&e[1]===t[n+1]&&e[2]===t[n+2]&&e[3]===t[n+3]&&e[4]===t[n+4]&&e[5]===t[n+5]&&e[6]===t[n+6]&&e[7]===t[n+7]&&e[8]===t[n+8]};J.prototype.equalsEpsilon=function(e,t){return J.equalsEpsilon(this,e,t)};J.prototype.toString=function(){return`(${this[0]}, ${this[3]}, ${this[6]}) (${this[1]}, ${this[4]}, ${this[7]}) (${this[2]}, ${this[5]}, ${this[8]})`};function De(e){this.name="RuntimeError",this.message=e;let t;try{throw new Error}catch(n){t=n.stack}this.stack=t}l(Object.create)&&(De.prototype=Object.create(Error.prototype),De.prototype.constructor=De);De.prototype.toString=function(){let e=`${this.name}: ${this.message}`;return l(this.stack)&&(e+=` ${this.stack.toString()}`),e};function B(e,t,n,i,o,r,s,a,c,u,f,h,_,g,p,y){this[0]=A(e,0),this[1]=A(o,0),this[2]=A(c,0),this[3]=A(_,0),this[4]=A(t,0),this[5]=A(r,0),this[6]=A(u,0),this[7]=A(g,0),this[8]=A(n,0),this[9]=A(s,0),this[10]=A(f,0),this[11]=A(p,0),this[12]=A(i,0),this[13]=A(a,0),this[14]=A(h,0),this[15]=A(y,0)}B.packedLength=16;B.pack=function(e,t,n){return T.typeOf.object("value",e),T.defined("array",t),n=A(n,0),t[n++]=e[0],t[n++]=e[1],t[n++]=e[2],t[n++]=e[3],t[n++]=e[4],t[n++]=e[5],t[n++]=e[6],t[n++]=e[7],t[n++]=e[8],t[n++]=e[9],t[n++]=e[10],t[n++]=e[11],t[n++]=e[12],t[n++]=e[13],t[n++]=e[14],t[n]=e[15],t};B.unpack=function(e,t,n){return T.defined("array",e),t=A(t,0),l(n)||(n=new B),n[0]=e[t++],n[1]=e[t++],n[2]=e[t++],n[3]=e[t++],n[4]=e[t++],n[5]=e[t++],n[6]=e[t++],n[7]=e[t++],n[8]=e[t++],n[9]=e[t++],n[10]=e[t++],n[11]=e[t++],n[12]=e[t++],n[13]=e[t++],n[14]=e[t++],n[15]=e[t],n};B.packArray=function(e,t){T.defined("array",e);const n=e.length,i=n*16;if(!l(t))t=new Array(i);else{if(!Array.isArray(t)&&t.length!==i)throw new E("If result is a typed array, it must have exactly array.length * 16 elements");t.length!==i&&(t.length=i)}for(let o=0;o=N.SIXTY_FOUR_KILOBYTES?new Uint32Array(t):new Uint16Array(t)};Vr.createTypedArrayFromArrayBuffer=function(e,t,n,i){if(!l(e))throw new E("numberOfVertices is required.");if(!l(t))throw new E("sourceArray is required.");if(!l(n))throw new E("byteOffset is required.");return e>=N.SIXTY_FOUR_KILOBYTES?new Uint32Array(t,n,i):new Uint16Array(t,n,i)};Vr.fromTypedArray=function(e){if(e instanceof Uint8Array)return Vr.UNSIGNED_BYTE;if(e instanceof Uint16Array)return Vr.UNSIGNED_SHORT;if(e instanceof Uint32Array)return 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dn=rf;function FI(e,t,n){return n<0&&(n+=1),n>1&&(n-=1),n*6<1?e+(t-e)*6*n:n*2<1?t:n*3<2?e+(t-e)*(2/3-n)*6:e}function H(e,t,n,i){this.red=A(e,1),this.green=A(t,1),this.blue=A(n,1),this.alpha=A(i,1)}H.fromCartesian4=function(e,t){return T.typeOf.object("cartesian",e),l(t)?(t.red=e.x,t.green=e.y,t.blue=e.z,t.alpha=e.w,t):new H(e.x,e.y,e.z,e.w)};H.fromBytes=function(e,t,n,i,o){return e=H.byteToFloat(A(e,255)),t=H.byteToFloat(A(t,255)),n=H.byteToFloat(A(n,255)),i=H.byteToFloat(A(i,255)),l(o)?(o.red=e,o.green=t,o.blue=n,o.alpha=i,o):new H(e,t,n,i)};H.fromAlpha=function(e,t,n){return T.typeOf.object("color",e),T.typeOf.number("alpha",t),l(n)?(n.red=e.red,n.green=e.green,n.blue=e.blue,n.alpha=t,n):new H(e.red,e.green,e.blue,t)};let zI,BN,ed;dn.supportsTypedArrays()&&(zI=new ArrayBuffer(4),BN=new Uint32Array(zI),ed=new Uint8Array(zI));H.fromRgba=function(e,t){return BN[0]=e,H.fromBytes(ed[0],ed[1],ed[2],ed[3],t)};H.fromHsl=function(e,t,n,i,o){e=A(e,0)%1,t=A(t,0),n=A(n,0),i=A(i,1);let r=n,s=n,a=n;if(t!==0){let c;n<.5?c=n*(1+t):c=n+t-n*t;const u=2*n-c;r=FI(u,c,e+1/3),s=FI(u,c,e),a=FI(u,c,e-1/3)}return l(o)?(o.red=r,o.green=s,o.blue=a,o.alpha=i,o):new H(r,s,a,i)};H.fromRandom=function(e,t){e=A(e,A.EMPTY_OBJECT);let n=e.red;if(!l(n)){const s=A(e.minimumRed,0),a=A(e.maximumRed,1);T.typeOf.number.lessThanOrEquals("minimumRed",s,a),n=s+N.nextRandomNumber()*(a-s)}let i=e.green;if(!l(i)){const s=A(e.minimumGreen,0),a=A(e.maximumGreen,1);T.typeOf.number.lessThanOrEquals("minimumGreen",s,a),i=s+N.nextRandomNumber()*(a-s)}let o=e.blue;if(!l(o)){const s=A(e.minimumBlue,0),a=A(e.maximumBlue,1);T.typeOf.number.lessThanOrEquals("minimumBlue",s,a),o=s+N.nextRandomNumber()*(a-s)}let r=e.alpha;if(!l(r)){const s=A(e.minimumAlpha,0),a=A(e.maximumAlpha,1);T.typeOf.number.lessThanOrEquals("minumumAlpha",s,a),r=s+N.nextRandomNumber()*(a-s)}return l(t)?(t.red=n,t.green=i,t.blue=o,t.alpha=r,t):new H(n,i,o,r)};const Dpe=/^#([0-9a-f])([0-9a-f])([0-9a-f])([0-9a-f])?$/i,Ipe=/^#([0-9a-f]{2})([0-9a-f]{2})([0-9a-f]{2})([0-9a-f]{2})?$/i,Ppe=/^rgba?\(\s*([0-9.]+%?)\s*,\s*([0-9.]+%?)\s*,\s*([0-9.]+%?)(?:\s*,\s*([0-9.]+))?\s*\)$/i,Ope=/^hsla?\(\s*([0-9.]+)\s*,\s*([0-9.]+%)\s*,\s*([0-9.]+%)(?:\s*,\s*([0-9.]+))?\s*\)$/i;H.fromCssColorString=function(e,t){T.typeOf.string("color",e),l(t)||(t=new H),e=e.replace(/\s/g,"");const n=H[e.toUpperCase()];if(l(n))return H.clone(n,t),t;let i=Dpe.exec(e);return i!==null?(t.red=parseInt(i[1],16)/15,t.green=parseInt(i[2],16)/15,t.blue=parseInt(i[3],16)/15,t.alpha=parseInt(A(i[4],"f"),16)/15,t):(i=Ipe.exec(e),i!==null?(t.red=parseInt(i[1],16)/255,t.green=parseInt(i[2],16)/255,t.blue=parseInt(i[3],16)/255,t.alpha=parseInt(A(i[4],"ff"),16)/255,t):(i=Ppe.exec(e),i!==null?(t.red=parseFloat(i[1])/(i[1].substr(-1)==="%"?100:255),t.green=parseFloat(i[2])/(i[2].substr(-1)==="%"?100:255),t.blue=parseFloat(i[3])/(i[3].substr(-1)==="%"?100:255),t.alpha=parseFloat(A(i[4],"1.0")),t):(i=Ope.exec(e),i!==null?H.fromHsl(parseFloat(i[1])/360,parseFloat(i[2])/100,parseFloat(i[3])/100,parseFloat(A(i[4],"1.0")),t):(t=void 0,t))))};H.packedLength=4;H.pack=function(e,t,n){return T.typeOf.object("value",e),T.defined("array",t),n=A(n,0),t[n++]=e.red,t[n++]=e.green,t[n++]=e.blue,t[n]=e.alpha,t};H.unpack=function(e,t,n){return T.defined("array",e),t=A(t,0),l(n)||(n=new H),n.red=e[t++],n.green=e[t++],n.blue=e[t++],n.alpha=e[t],n};H.byteToFloat=function(e){return e/255};H.floatToByte=function(e){return e===1?255:e*256|0};H.clone=function(e,t){if(l(e))return l(t)?(t.red=e.red,t.green=e.green,t.blue=e.blue,t.alpha=e.alpha,t):new H(e.red,e.green,e.blue,e.alpha)};H.equals=function(e,t){return e===t||l(e)&&l(t)&&e.red===t.red&&e.green===t.green&&e.blue===t.blue&&e.alpha===t.alpha};H.equalsArray=function(e,t,n){return e.red===t[n]&&e.green===t[n+1]&&e.blue===t[n+2]&&e.alpha===t[n+3]};H.prototype.clone=function(e){return H.clone(this,e)};H.prototype.equals=function(e){return H.equals(this,e)};H.prototype.equalsEpsilon=function(e,t){return this===e||l(e)&&Math.abs(this.red-e.red)<=t&&Math.abs(this.green-e.green)<=t&&Math.abs(this.blue-e.blue)<=t&&Math.abs(this.alpha-e.alpha)<=t};H.prototype.toString=function(){return`(${this.red}, ${this.green}, ${this.blue}, ${this.alpha})`};H.prototype.toCssColorString=function(){const e=H.floatToByte(this.red),t=H.floatToByte(this.green),n=H.floatToByte(this.blue);return 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T.typeOf.number("magnitude",e),T.typeOf.number.greaterThanOrEquals("magnitude",e,0),T.typeOf.object("result",t),e=1-e,t.red=1-(1-this.red)*e,t.green=1-(1-this.green)*e,t.blue=1-(1-this.blue)*e,t.alpha=this.alpha,t};H.prototype.darken=function(e,t){return T.typeOf.number("magnitude",e),T.typeOf.number.greaterThanOrEquals("magnitude",e,0),T.typeOf.object("result",t),e=1-e,t.red=this.red*e,t.green=this.green*e,t.blue=this.blue*e,t.alpha=this.alpha,t};H.prototype.withAlpha=function(e,t){return H.fromAlpha(this,e,t)};H.add=function(e,t,n){return T.typeOf.object("left",e),T.typeOf.object("right",t),T.typeOf.object("result",n),n.red=e.red+t.red,n.green=e.green+t.green,n.blue=e.blue+t.blue,n.alpha=e.alpha+t.alpha,n};H.subtract=function(e,t,n){return T.typeOf.object("left",e),T.typeOf.object("right",t),T.typeOf.object("result",n),n.red=e.red-t.red,n.green=e.green-t.green,n.blue=e.blue-t.blue,n.alpha=e.alpha-t.alpha,n};H.multiply=function(e,t,n){return T.typeOf.object("left",e),T.typeOf.object("right",t),T.typeOf.object("result",n),n.red=e.red*t.red,n.green=e.green*t.green,n.blue=e.blue*t.blue,n.alpha=e.alpha*t.alpha,n};H.divide=function(e,t,n){return T.typeOf.object("left",e),T.typeOf.object("right",t),T.typeOf.object("result",n),n.red=e.red/t.red,n.green=e.green/t.green,n.blue=e.blue/t.blue,n.alpha=e.alpha/t.alpha,n};H.mod=function(e,t,n){return T.typeOf.object("left",e),T.typeOf.object("right",t),T.typeOf.object("result",n),n.red=e.red%t.red,n.green=e.green%t.green,n.blue=e.blue%t.blue,n.alpha=e.alpha%t.alpha,n};H.lerp=function(e,t,n,i){return T.typeOf.object("start",e),T.typeOf.object("end",t),T.typeOf.number("t",n),T.typeOf.object("result",i),i.red=N.lerp(e.red,t.red,n),i.green=N.lerp(e.green,t.green,n),i.blue=N.lerp(e.blue,t.blue,n),i.alpha=N.lerp(e.alpha,t.alpha,n),i};H.multiplyByScalar=function(e,t,n){return T.typeOf.object("color",e),T.typeOf.number("scalar",t),T.typeOf.object("result",n),n.red=e.red*t,n.green=e.green*t,n.blue=e.blue*t,n.alpha=e.alpha*t,n};H.divideByScalar=function(e,t,n){return T.typeOf.object("color",e),T.typeOf.number("scalar",t),T.typeOf.object("result",n),n.red=e.red/t,n.green=e.green/t,n.blue=e.blue/t,n.alpha=e.alpha/t,n};H.ALICEBLUE=Object.freeze(H.fromCssColorString("#F0F8FF"));H.ANTIQUEWHITE=Object.freeze(H.fromCssColorString("#FAEBD7"));H.AQUA=Object.freeze(H.fromCssColorString("#00FFFF"));H.AQUAMARINE=Object.freeze(H.fromCssColorString("#7FFFD4"));H.AZURE=Object.freeze(H.fromCssColorString("#F0FFFF"));H.BEIGE=Object.freeze(H.fromCssColorString("#F5F5DC"));H.BISQUE=Object.freeze(H.fromCssColorString("#FFE4C4"));H.BLACK=Object.freeze(H.fromCssColorString("#000000"));H.BLANCHEDALMOND=Object.freeze(H.fromCssColorString("#FFEBCD"));H.BLUE=Object.freeze(H.fromCssColorString("#0000FF"));H.BLUEVIOLET=Object.freeze(H.fromCssColorString("#8A2BE2"));H.BROWN=Object.freeze(H.fromCssColorString("#A52A2A"));H.BURLYWOOD=Object.freeze(H.fromCssColorString("#DEB887"));H.CADETBLUE=Object.freeze(H.fromCssColorString("#5F9EA0"));H.CHARTREUSE=Object.freeze(H.fromCssColorString("#7FFF00"));H.CHOCOLATE=Object.freeze(H.fromCssColorString("#D2691E"));H.CORAL=Object.freeze(H.fromCssColorString("#FF7F50"));H.CORNFLOWERBLUE=Object.freeze(H.fromCssColorString("#6495ED"));H.CORNSILK=Object.freeze(H.fromCssColorString("#FFF8DC"));H.CRIMSON=Object.freeze(H.fromCssColorString("#DC143C"));H.CYAN=Object.freeze(H.fromCssColorString("#00FFFF"));H.DARKBLUE=Object.freeze(H.fromCssColorString("#00008B"));H.DARKCYAN=Object.freeze(H.fromCssColorString("#008B8B"));H.DARKGOLDENROD=Object.freeze(H.fromCssColorString("#B8860B"));H.DARKGRAY=Object.freeze(H.fromCssColorString("#A9A9A9"));H.DARKGREEN=Object.freeze(H.fromCssColorString("#006400"));H.DARKGREY=H.DARKGRAY;H.DARKKHAKI=Object.freeze(H.fromCssColorString("#BDB76B"));H.DARKMAGENTA=Object.freeze(H.fromCssColorString("#8B008B"));H.DARKOLIVEGREEN=Object.freeze(H.fromCssColorString("#556B2F"));H.DARKORANGE=Object.freeze(H.fromCssColorString("#FF8C00"));H.DARKORCHID=Object.freeze(H.fromCssColorString("#9932CC"));H.DARKRED=Object.freeze(H.fromCssColorString("#8B0000"));H.DARKSALMON=Object.freeze(H.fromCssColorString("#E9967A"));H.DARKSEAGREEN=Object.freeze(H.fromCssColorString("#8FBC8F"));H.DARKSLATEBLUE=Object.freeze(H.fromCssColorString("#483D8B"));H.DARKSLATEGRAY=Object.freeze(H.fromCssColorString("#2F4F4F"));H.DARKSLATEGREY=H.DARKSLATEGRAY;H.DARKTURQUOISE=Object.freeze(H.fromCssColorString("#00CED1"));H.DARKVIOLET=Object.freeze(H.fromCssColorString("#9400D3"));H.DEEPPINK=Object.freeze(H.fromCssColorString("#FF1493"));H.DEEPSKYBLUE=Object.freeze(H.fromCssColorString("#00BFFF"));H.DIMGRAY=Object.freeze(H.fromCssColorString("#696969"));H.DIMGREY=H.DIMGRAY;H.DODGERBLUE=Object.freeze(H.fromCssColorString("#1E90FF"));H.FIREBRICK=Object.freeze(H.fromCssColorString("#B22222"));H.FLORALWHITE=Object.freeze(H.fromCssColorString("#FFFAF0"));H.FORESTGREEN=Object.freeze(H.fromCssColorString("#228B22"));H.FUCHSIA=Object.freeze(H.fromCssColorString("#FF00FF"));H.GAINSBORO=Object.freeze(H.fromCssColorString("#DCDCDC"));H.GHOSTWHITE=Object.freeze(H.fromCssColorString("#F8F8FF"));H.GOLD=Object.freeze(H.fromCssColorString("#FFD700"));H.GOLDENROD=Object.freeze(H.fromCssColorString("#DAA520"));H.GRAY=Object.freeze(H.fromCssColorString("#808080"));H.GREEN=Object.freeze(H.fromCssColorString("#008000"));H.GREENYELLOW=Object.freeze(H.fromCssColorString("#ADFF2F"));H.GREY=H.GRAY;H.HONEYDEW=Object.freeze(H.fromCssColorString("#F0FFF0"));H.HOTPINK=Object.freeze(H.fromCssColorString("#FF69B4"));H.INDIANRED=Object.freeze(H.fromCssColorString("#CD5C5C"));H.INDIGO=Object.freeze(H.fromCssColorString("#4B0082"));H.IVORY=Object.freeze(H.fromCssColorString("#FFFFF0"));H.KHAKI=Object.freeze(H.fromCssColorString("#F0E68C"));H.LAVENDER=Object.freeze(H.fromCssColorString("#E6E6FA"));H.LAVENDAR_BLUSH=Object.freeze(H.fromCssColorString("#FFF0F5"));H.LAWNGREEN=Object.freeze(H.fromCssColorString("#7CFC00"));H.LEMONCHIFFON=Object.freeze(H.fromCssColorString("#FFFACD"));H.LIGHTBLUE=Object.freeze(H.fromCssColorString("#ADD8E6"));H.LIGHTCORAL=Object.freeze(H.fromCssColorString("#F08080"));H.LIGHTCYAN=Object.freeze(H.fromCssColorString("#E0FFFF"));H.LIGHTGOLDENRODYELLOW=Object.freeze(H.fromCssColorString("#FAFAD2"));H.LIGHTGRAY=Object.freeze(H.fromCssColorString("#D3D3D3"));H.LIGHTGREEN=Object.freeze(H.fromCssColorString("#90EE90"));H.LIGHTGREY=H.LIGHTGRAY;H.LIGHTPINK=Object.freeze(H.fromCssColorString("#FFB6C1"));H.LIGHTSEAGREEN=Object.freeze(H.fromCssColorString("#20B2AA"));H.LIGHTSKYBLUE=Object.freeze(H.fromCssColorString("#87CEFA"));H.LIGHTSLATEGRAY=Object.freeze(H.fromCssColorString("#778899"));H.LIGHTSLATEGREY=H.LIGHTSLATEGRAY;H.LIGHTSTEELBLUE=Object.freeze(H.fromCssColorString("#B0C4DE"));H.LIGHTYELLOW=Object.freeze(H.fromCssColorString("#FFFFE0"));H.LIME=Object.freeze(H.fromCssColorString("#00FF00"));H.LIMEGREEN=Object.freeze(H.fromCssColorString("#32CD32"));H.LINEN=Object.freeze(H.fromCssColorString("#FAF0E6"));H.MAGENTA=Object.freeze(H.fromCssColorString("#FF00FF"));H.MAROON=Object.freeze(H.fromCssColorString("#800000"));H.MEDIUMAQUAMARINE=Object.freeze(H.fromCssColorString("#66CDAA"));H.MEDIUMBLUE=Object.freeze(H.fromCssColorString("#0000CD"));H.MEDIUMORCHID=Object.freeze(H.fromCssColorString("#BA55D3"));H.MEDIUMPURPLE=Object.freeze(H.fromCssColorString("#9370DB"));H.MEDIUMSEAGREEN=Object.freeze(H.fromCssColorString("#3CB371"));H.MEDIUMSLATEBLUE=Object.freeze(H.fromCssColorString("#7B68EE"));H.MEDIUMSPRINGGREEN=Object.freeze(H.fromCssColorString("#00FA9A"));H.MEDIUMTURQUOISE=Object.freeze(H.fromCssColorString("#48D1CC"));H.MEDIUMVIOLETRED=Object.freeze(H.fromCssColorString("#C71585"));H.MIDNIGHTBLUE=Object.freeze(H.fromCssColorString("#191970"));H.MINTCREAM=Object.freeze(H.fromCssColorString("#F5FFFA"));H.MISTYROSE=Object.freeze(H.fromCssColorString("#FFE4E1"));H.MOCCASIN=Object.freeze(H.fromCssColorString("#FFE4B5"));H.NAVAJOWHITE=Object.freeze(H.fromCssColorString("#FFDEAD"));H.NAVY=Object.freeze(H.fromCssColorString("#000080"));H.OLDLACE=Object.freeze(H.fromCssColorString("#FDF5E6"));H.OLIVE=Object.freeze(H.fromCssColorString("#808000"));H.OLIVEDRAB=Object.freeze(H.fromCssColorString("#6B8E23"));H.ORANGE=Object.freeze(H.fromCssColorString("#FFA500"));H.ORANGERED=Object.freeze(H.fromCssColorString("#FF4500"));H.ORCHID=Object.freeze(H.fromCssColorString("#DA70D6"));H.PALEGOLDENROD=Object.freeze(H.fromCssColorString("#EEE8AA"));H.PALEGREEN=Object.freeze(H.fromCssColorString("#98FB98"));H.PALETURQUOISE=Object.freeze(H.fromCssColorString("#AFEEEE"));H.PALEVIOLETRED=Object.freeze(H.fromCssColorString("#DB7093"));H.PAPAYAWHIP=Object.freeze(H.fromCssColorString("#FFEFD5"));H.PEACHPUFF=Object.freeze(H.fromCssColorString("#FFDAB9"));H.PERU=Object.freeze(H.fromCssColorString("#CD853F"));H.PINK=Object.freeze(H.fromCssColorString("#FFC0CB"));H.PLUM=Object.freeze(H.fromCssColorString("#DDA0DD"));H.POWDERBLUE=Object.freeze(H.fromCssColorString("#B0E0E6"));H.PURPLE=Object.freeze(H.fromCssColorString("#800080"));H.RED=Object.freeze(H.fromCssColorString("#FF0000"));H.ROSYBROWN=Object.freeze(H.fromCssColorString("#BC8F8F"));H.ROYALBLUE=Object.freeze(H.fromCssColorString("#4169E1"));H.SADDLEBROWN=Object.freeze(H.fromCssColorString("#8B4513"));H.SALMON=Object.freeze(H.fromCssColorString("#FA8072"));H.SANDYBROWN=Object.freeze(H.fromCssColorString("#F4A460"));H.SEAGREEN=Object.freeze(H.fromCssColorString("#2E8B57"));H.SEASHELL=Object.freeze(H.fromCssColorString("#FFF5EE"));H.SIENNA=Object.freeze(H.fromCssColorString("#A0522D"));H.SILVER=Object.freeze(H.fromCssColorString("#C0C0C0"));H.SKYBLUE=Object.freeze(H.fromCssColorString("#87CEEB"));H.SLATEBLUE=Object.freeze(H.fromCssColorString("#6A5ACD"));H.SLATEGRAY=Object.freeze(H.fromCssColorString("#708090"));H.SLATEGREY=H.SLATEGRAY;H.SNOW=Object.freeze(H.fromCssColorString("#FFFAFA"));H.SPRINGGREEN=Object.freeze(H.fromCssColorString("#00FF7F"));H.STEELBLUE=Object.freeze(H.fromCssColorString("#4682B4"));H.TAN=Object.freeze(H.fromCssColorString("#D2B48C"));H.TEAL=Object.freeze(H.fromCssColorString("#008080"));H.THISTLE=Object.freeze(H.fromCssColorString("#D8BFD8"));H.TOMATO=Object.freeze(H.fromCssColorString("#FF6347"));H.TURQUOISE=Object.freeze(H.fromCssColorString("#40E0D0"));H.VIOLET=Object.freeze(H.fromCssColorString("#EE82EE"));H.WHEAT=Object.freeze(H.fromCssColorString("#F5DEB3"));H.WHITE=Object.freeze(H.fromCssColorString("#FFFFFF"));H.WHITESMOKE=Object.freeze(H.fromCssColorString("#F5F5F5"));H.YELLOW=Object.freeze(H.fromCssColorString("#FFFF00"));H.YELLOWGREEN=Object.freeze(H.fromCssColorString("#9ACD32"));H.TRANSPARENT=Object.freeze(new H(0,0,0,0));function io(e){e=A(e,A.EMPTY_OBJECT),this.color=e.color,this.depth=e.depth,this.stencil=e.stencil,this.renderState=e.renderState,this.framebuffer=e.framebuffer,this.owner=e.owner,this.pass=e.pass}io.ALL=Object.freeze(new io({color:new H(0,0,0,0),depth:1,stencil:0}));io.prototype.execute=function(e,t){e.clear(this,t)};const Lpe={ENVIRONMENT:0,COMPUTE:1,GLOBE:2,TERRAIN_CLASSIFICATION:3,CESIUM_3D_TILE:4,CESIUM_3D_TILE_CLASSIFICATION:5,CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW:6,OPAQUE:7,TRANSLUCENT:8,VOXELS:9,OVERLAY:10,NUMBER_OF_PASSES:11},Ne=Object.freeze(Lpe);function Qb(e){e=A(e,A.EMPTY_OBJECT),this.vertexArray=e.vertexArray,this.fragmentShaderSource=e.fragmentShaderSource,this.shaderProgram=e.shaderProgram,this.uniformMap=e.uniformMap,this.outputTexture=e.outputTexture,this.preExecute=e.preExecute,this.postExecute=e.postExecute,this.canceled=e.canceled,this.persists=A(e.persists,!1),this.pass=Ne.COMPUTE,this.owner=e.owner}Qb.prototype.execute=function(e){e.execute(this)};function j(e,t){this.x=A(e,0),this.y=A(t,0)}j.fromElements=function(e,t,n){return l(n)?(n.x=e,n.y=t,n):new j(e,t)};j.clone=function(e,t){if(l(e))return l(t)?(t.x=e.x,t.y=e.y,t):new j(e.x,e.y)};j.fromCartesian3=j.clone;j.fromCartesian4=j.clone;j.packedLength=2;j.pack=function(e,t,n){return T.typeOf.object("value",e),T.defined("array",t),n=A(n,0),t[n++]=e.x,t[n]=e.y,t};j.unpack=function(e,t,n){return T.defined("array",e),t=A(t,0),l(n)||(n=new j),n.x=e[t++],n.y=e[t],n};j.packArray=function(e,t){T.defined("array",e);const n=e.length,i=n*2;if(!l(t))t=new Array(i);else{if(!Array.isArray(t)&&t.length!==i)throw new E("If result is a typed array, it must have exactly array.length * 2 elements");t.length!==i&&(t.length=i)}for(let o=0;oN.EPSILON12);return l(o)?(o.x=r*z,o.y=s*F,o.z=a*w,o):new d(r*z,s*F,a*w)}function be(e,t,n){this.longitude=A(e,0),this.latitude=A(t,0),this.height=A(n,0)}be.fromRadians=function(e,t,n,i){return T.typeOf.number("longitude",e),T.typeOf.number("latitude",t),n=A(n,0),l(i)?(i.longitude=e,i.latitude=t,i.height=n,i):new be(e,t,n)};be.fromDegrees=function(e,t,n,i){return T.typeOf.number("longitude",e),T.typeOf.number("latitude",t),e=N.toRadians(e),t=N.toRadians(t),be.fromRadians(e,t,n,i)};const Mpe=new d,Fpe=new d,zpe=new d,Upe=new d(1/6378137,1/6378137,1/6356752314245179e-9),Hpe=new d(1/(6378137*6378137),1/(6378137*6378137),1/(6356752314245179e-9*6356752314245179e-9)),Vpe=N.EPSILON1;be.fromCartesian=function(e,t,n){const i=l(t)?t.oneOverRadii:Upe,o=l(t)?t.oneOverRadiiSquared:Hpe,r=l(t)?t._centerToleranceSquared:Vpe,s=AW(e,i,o,r,Fpe);if(!l(s))return;let a=d.multiplyComponents(s,o,Mpe);a=d.normalize(a,a);const c=d.subtract(e,s,zpe),u=Math.atan2(a.y,a.x),f=Math.asin(a.z),h=N.sign(d.dot(c,e))*d.magnitude(c);return l(n)?(n.longitude=u,n.latitude=f,n.height=h,n):new be(u,f,h)};be.toCartesian=function(e,t,n){return T.defined("cartographic",e),d.fromRadians(e.longitude,e.latitude,e.height,t,n)};be.clone=function(e,t){if(l(e))return l(t)?(t.longitude=e.longitude,t.latitude=e.latitude,t.height=e.height,t):new be(e.longitude,e.latitude,e.height)};be.equals=function(e,t){return e===t||l(e)&&l(t)&&e.longitude===t.longitude&&e.latitude===t.latitude&&e.height===t.height};be.equalsEpsilon=function(e,t,n){return n=A(n,0),e===t||l(e)&&l(t)&&Math.abs(e.longitude-t.longitude)<=n&&Math.abs(e.latitude-t.latitude)<=n&&Math.abs(e.height-t.height)<=n};be.ZERO=Object.freeze(new be(0,0,0));be.prototype.clone=function(e){return be.clone(this,e)};be.prototype.equals=function(e){return be.equals(this,e)};be.prototype.equalsEpsilon=function(e,t){return be.equalsEpsilon(this,e,t)};be.prototype.toString=function(){return`(${this.longitude}, ${this.latitude}, ${this.height})`};function bW(e,t,n,i){t=A(t,0),n=A(n,0),i=A(i,0),T.typeOf.number.greaterThanOrEquals("x",t,0),T.typeOf.number.greaterThanOrEquals("y",n,0),T.typeOf.number.greaterThanOrEquals("z",i,0),e._radii=new d(t,n,i),e._radiiSquared=new d(t*t,n*n,i*i),e._radiiToTheFourth=new d(t*t*t*t,n*n*n*n,i*i*i*i),e._oneOverRadii=new d(t===0?0:1/t,n===0?0:1/n,i===0?0:1/i),e._oneOverRadiiSquared=new d(t===0?0:1/(t*t),n===0?0:1/(n*n),i===0?0:1/(i*i)),e._minimumRadius=Math.min(t,n,i),e._maximumRadius=Math.max(t,n,i),e._centerToleranceSquared=N.EPSILON1,e._radiiSquared.z!==0&&(e._squaredXOverSquaredZ=e._radiiSquared.x/e._radiiSquared.z)}function pe(e,t,n){this._radii=void 0,this._radiiSquared=void 0,this._radiiToTheFourth=void 0,this._oneOverRadii=void 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pe.fromCartesian3(i,n)};pe.prototype.geocentricSurfaceNormal=d.normalize;pe.prototype.geodeticSurfaceNormalCartographic=function(e,t){T.typeOf.object("cartographic",e);const n=e.longitude,i=e.latitude,o=Math.cos(i),r=o*Math.cos(n),s=o*Math.sin(n),a=Math.sin(i);return l(t)||(t=new d),t.x=r,t.y=s,t.z=a,d.normalize(t,t)};pe.prototype.geodeticSurfaceNormal=function(e,t){if(!d.equalsEpsilon(e,d.ZERO,N.EPSILON14))return l(t)||(t=new d),t=d.multiplyComponents(e,this._oneOverRadiiSquared,t),d.normalize(t,t)};const kpe=new d,Gpe=new d;pe.prototype.cartographicToCartesian=function(e,t){const n=kpe,i=Gpe;this.geodeticSurfaceNormalCartographic(e,n),d.multiplyComponents(this._radiiSquared,n,i);const o=Math.sqrt(d.dot(n,i));return d.divideByScalar(i,o,i),d.multiplyByScalar(n,e.height,n),l(t)||(t=new d),d.add(i,n,t)};pe.prototype.cartographicArrayToCartesianArray=function(e,t){T.defined("cartographics",e);const n=e.length;l(t)?t.length=n:t=new Array(n);for(let i=0;i=this._radii.z-t))return n};const 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T.typeOf.object("rectangle",e),l(t)?(t.longitude=e.east,t.latitude=e.south,t.height=0,t):new be(e.east,e.south)};_e.center=function(e,t){T.typeOf.object("rectangle",e);let n=e.east;const i=e.west;n0?i+=N.TWO_PI:r0&&(r+=N.TWO_PI),i=f))return l(n)?(n.west=a,n.south=u,n.east=c,n.north=f,n):new _e(a,u,c,f)};_e.simpleIntersection=function(e,t,n){T.typeOf.object("rectangle",e),T.typeOf.object("otherRectangle",t);const i=Math.max(e.west,t.west),o=Math.max(e.south,t.south),r=Math.min(e.east,t.east),s=Math.min(e.north,t.north);if(!(o>=s||i>=r))return l(n)?(n.west=i,n.south=o,n.east=r,n.north=s,n):new _e(i,o,r,s)};_e.union=function(e,t,n){T.typeOf.object("rectangle",e),T.typeOf.object("otherRectangle",t),l(n)||(n=new _e);let i=e.east,o=e.west,r=t.east,s=t.west;i0?i+=N.TWO_PI:r0&&(r+=N.TWO_PI),io||N.equalsEpsilon(n,o,N.EPSILON14))&&(n=e.south&&i<=e.north};const Kpe=new be;_e.subsample=function(e,t,n,i){T.typeOf.object("rectangle",e),t=A(t,pe.WGS84),n=A(n,0),l(i)||(i=[]);let o=0;const 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e===Ke.DEPTH_COMPONENT||e===Ke.DEPTH_STENCIL||e===Ke.ALPHA||e===Ke.RGB||e===Ke.RGBA||e===Ke.LUMINANCE||e===Ke.LUMINANCE_ALPHA||e===Ke.RGB_DXT1||e===Ke.RGBA_DXT1||e===Ke.RGBA_DXT3||e===Ke.RGBA_DXT5||e===Ke.RGB_PVRTC_4BPPV1||e===Ke.RGB_PVRTC_2BPPV1||e===Ke.RGBA_PVRTC_4BPPV1||e===Ke.RGBA_PVRTC_2BPPV1||e===Ke.RGBA_ASTC||e===Ke.RGB_ETC1||e===Ke.RGB8_ETC2||e===Ke.RGBA8_ETC2_EAC||e===Ke.RGBA_BC7};Ke.isColorFormat=function(e){return e===Ke.ALPHA||e===Ke.RGB||e===Ke.RGBA||e===Ke.LUMINANCE||e===Ke.LUMINANCE_ALPHA};Ke.isDepthFormat=function(e){return e===Ke.DEPTH_COMPONENT||e===Ke.DEPTH_STENCIL};Ke.isCompressedFormat=function(e){return e===Ke.RGB_DXT1||e===Ke.RGBA_DXT1||e===Ke.RGBA_DXT3||e===Ke.RGBA_DXT5||e===Ke.RGB_PVRTC_4BPPV1||e===Ke.RGB_PVRTC_2BPPV1||e===Ke.RGBA_PVRTC_4BPPV1||e===Ke.RGBA_PVRTC_2BPPV1||e===Ke.RGBA_ASTC||e===Ke.RGB_ETC1||e===Ke.RGB8_ETC2||e===Ke.RGBA8_ETC2_EAC||e===Ke.RGBA_BC7};Ke.isDXTFormat=function(e){return 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i=B.getTranslation(t,X_e),o=e.ellipsoid,r=o.cartesianToCartographic(i,Tj),s=e.project(r,Ej);d.fromElements(s.z,s.x,s.y,s);const a=mi.eastNorthUpToFixedFrame(i,o,$L),c=B.inverseTransformation(a,xj),u=B.getMatrix3(t,K_e),f=B.multiplyByMatrix3(c,u,n);return B.multiply(Cj,f,n),B.setTranslation(n,s,n),n};mi.wgs84To2DModelMatrix=function(e,t,n){if(!l(e))throw new E("projection is required.");if(!l(t))throw new E("center is required.");if(!l(n))throw new E("result is required.");const i=e.ellipsoid,o=mi.eastNorthUpToFixedFrame(t,i,$L),r=B.inverseTransformation(o,xj),s=i.cartesianToCartographic(t,Tj),a=e.project(s,Ej);d.fromElements(a.z,a.x,a.y,a);const c=B.fromTranslation(a,$L);return B.multiply(Cj,r,n),B.multiply(c,n,n),n};const nn=mi;function 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r=_e.center(i,J_e),s=be.toCartesian(r,n,Q_e),a=nn.eastNorthUpToFixedFrame(s,n,Kz),c=B.inverse(a,Kz),u=ege,f=Z_e;f[0].longitude=i.west,f[0].latitude=i.south,f[1].longitude=i.west,f[1].latitude=i.north,f[2].longitude=i.east,f[2].latitude=i.south;let h=nge;for(o=0;o<3;o++)be.toCartesian(f[o],n,h),h=B.multiplyByPointAsVector(c,h,h),u[o].x=h.x,u[o].y=h.y;const _=Ce.fromAxisAngle(d.UNIT_Z,-t,ige),g=J.fromQuaternion(_,oge),p=e.length;let y=Number.POSITIVE_INFINITY,b=Number.POSITIVE_INFINITY,C=Number.NEGATIVE_INFINITY,x=Number.NEGATIVE_INFINITY;for(o=0;o4)throw new E("options.componentsPerAttribute must be between 1 and 4.");if(!l(e.values))throw new E("options.values is required.");this.componentDatatype=e.componentDatatype,this.componentsPerAttribute=e.componentsPerAttribute,this.normalize=A(e.normalize,!1),this.values=e.values}function 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Ni._canTransferArrayBuffer}const XL=new Xe;function Sj(e,t){--e._activeTasks;const n=t.id;if(!l(n))return;const i=e._deferreds,o=i[n];if(l(t.error)){let r=t.error;r.name==="RuntimeError"?(r=new De(t.error.message),r.stack=t.error.stack):r.name==="DeveloperError"&&(r=new E(t.error.message),r.stack=t.error.stack),XL.raiseEvent(r),o.reject(r)}else XL.raiseEvent(),o.resolve(t.result);delete i[n]}function vj(e){let t=pn(e);if(lj(t)){const n=`importScripts("${t}");`;let i;try{i=new Blob([n],{type:"application/javascript"})}catch{const s=window.BlobBuilder||window.WebKitBlobBuilder||window.MozBlobBuilder||window.MSBlobBuilder,a=new s;a.append(n),i=a.getBlob("application/javascript")}t=(window.URL||window.webkitURL).createObjectURL(i)}return t}let XI;function sge(){return l(XI)||(XI=vj("Workers/cesiumWorkerBootstrapper.js")),XI}function Dj(e){const t=new Worker(sge());t.postMessage=A(t.webkitPostMessage,t.postMessage);const 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qr=Object.freeze(gw),Lh={NEAREST:ae.NEAREST,LINEAR:ae.LINEAR,NEAREST_MIPMAP_NEAREST:ae.NEAREST_MIPMAP_NEAREST,LINEAR_MIPMAP_NEAREST:ae.LINEAR_MIPMAP_NEAREST,NEAREST_MIPMAP_LINEAR:ae.NEAREST_MIPMAP_LINEAR,LINEAR_MIPMAP_LINEAR:ae.LINEAR_MIPMAP_LINEAR};Lh.validate=function(e){return e===Lh.NEAREST||e===Lh.LINEAR||e===Lh.NEAREST_MIPMAP_NEAREST||e===Lh.LINEAR_MIPMAP_NEAREST||e===Lh.NEAREST_MIPMAP_LINEAR||e===Lh.LINEAR_MIPMAP_LINEAR};const Cn=Object.freeze(Lh),yw={CLAMP_TO_EDGE:ae.CLAMP_TO_EDGE,REPEAT:ae.REPEAT,MIRRORED_REPEAT:ae.MIRRORED_REPEAT,validate:function(e){return e===yw.CLAMP_TO_EDGE||e===yw.REPEAT||e===yw.MIRRORED_REPEAT}},Ii=Object.freeze(yw);function Kn(e){e=A(e,A.EMPTY_OBJECT);const t=A(e.wrapS,Ii.CLAMP_TO_EDGE),n=A(e.wrapT,Ii.CLAMP_TO_EDGE),i=A(e.minificationFilter,Cn.LINEAR),o=A(e.magnificationFilter,qr.LINEAR),r=l(e.maximumAnisotropy)?e.maximumAnisotropy:1;if(!Ii.validate(t))throw new E("Invalid sampler.wrapS.");if(!Ii.validate(n))throw new E("Invalid sampler.wrapT.");if(!Cn.validate(i))throw new E("Invalid sampler.minificationFilter.");if(!qr.validate(o))throw new E("Invalid sampler.magnificationFilter.");T.typeOf.number.greaterThanOrEquals("maximumAnisotropy",r,1),this._wrapS=t,this._wrapT=n,this._minificationFilter=i,this._magnificationFilter=o,this._maximumAnisotropy=r}Object.defineProperties(Kn.prototype,{wrapS:{get:function(){return this._wrapS}},wrapT:{get:function(){return this._wrapT}},minificationFilter:{get:function(){return this._minificationFilter}},magnificationFilter:{get:function(){return this._magnificationFilter}},maximumAnisotropy:{get:function(){return this._maximumAnisotropy}}});Kn.equals=function(e,t){return e===t||l(e)&&l(t)&&e._wrapS===t._wrapS&&e._wrapT===t._wrapT&&e._minificationFilter===t._minificationFilter&&e._magnificationFilter===t._magnificationFilter&&e._maximumAnisotropy===t._maximumAnisotropy};Kn.NEAREST=Object.freeze(new Kn({wrapS:Ii.CLAMP_TO_EDGE,wrapT:Ii.CLAMP_TO_EDGE,minificationFilter:Cn.NEAREST,magnificationFilter:qr.NEAREST}));function hu(e){e=A(e,A.EMPTY_OBJECT),T.defined("options.context",e.context);const t=e.context,n=e.source;let i,o;if(l(n)){const x=[n.positiveX,n.negativeX,n.positiveY,n.negativeY,n.positiveZ,n.negativeZ];if(!x[0]||!x[1]||!x[2]||!x[3]||!x[4]||!x[5])throw new E("options.source requires positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ faces.");i=x[0].width,o=x[0].height;for(let S=1;S<6;++S)if(Number(x[S].width)!==i||Number(x[S].height)!==o)throw new E("Each face in options.source must have the same width and height.")}else i=e.width,o=e.height;const r=i,s=A(e.pixelDatatype,Je.UNSIGNED_BYTE),a=A(e.pixelFormat,it.RGBA),c=it.toInternalFormat(a,s,t);if(!l(i)||!l(o))throw new E("options requires a source field to create an initialized cube map or width and height fields to create a blank cube map.");if(i!==o)throw new E("Width must equal height.");if(r<=0)throw new E("Width and height must be greater than zero.");if(r>vt.maximumCubeMapSize)throw new E(`Width and height must be less than or equal to the maximum cube map size (${vt.maximumCubeMapSize}). Check maximumCubeMapSize.`);if(!it.validate(a))throw new E("Invalid options.pixelFormat.");if(it.isDepthFormat(a))throw new E("options.pixelFormat cannot be DEPTH_COMPONENT or DEPTH_STENCIL.");if(!Je.validate(s))throw new E("Invalid options.pixelDatatype.");if(s===Je.FLOAT&&!t.floatingPointTexture)throw new E("When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension.");if(s===Je.HALF_FLOAT&&!t.halfFloatingPointTexture)throw new E("When options.pixelDatatype is HALF_FLOAT, this WebGL implementation must support the OES_texture_half_float extension.");const u=it.textureSizeInBytes(a,s,r,r)*6,f=e.preMultiplyAlpha||a===it.RGB||a===it.LUMINANCE,h=A(e.flipY,!0),_=A(e.skipColorSpaceConversion,!1),g=t._gl,p=g.TEXTURE_CUBE_MAP,y=g.createTexture();g.activeTexture(g.TEXTURE0),g.bindTexture(p,y);function b(x,S,v,P,O){let U=S.arrayBufferView;l(U)||(U=S.bufferView);let R=4;l(U)&&(R=it.alignmentInBytes(a,s,i)),g.pixelStorei(g.UNPACK_ALIGNMENT,R),O?g.pixelStorei(g.UNPACK_COLORSPACE_CONVERSION_WEBGL,g.NONE):g.pixelStorei(g.UNPACK_COLORSPACE_CONVERSION_WEBGL,g.BROWSER_DEFAULT_WEBGL),l(U)?(g.pixelStorei(g.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1),g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL,!1),P&&(U=it.flipY(U,a,s,r,r)),g.texImage2D(x,0,c,r,r,0,a,Je.toWebGLConstant(s,t),U)):(g.pixelStorei(g.UNPACK_PREMULTIPLY_ALPHA_WEBGL,v),g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL,P),g.texImage2D(x,0,c,a,Je.toWebGLConstant(s,t),S))}l(n)?(b(g.TEXTURE_CUBE_MAP_POSITIVE_X,n.positiveX,f,h,_),b(g.TEXTURE_CUBE_MAP_NEGATIVE_X,n.negativeX,f,h,_),b(g.TEXTURE_CUBE_MAP_POSITIVE_Y,n.positiveY,f,h,_),b(g.TEXTURE_CUBE_MAP_NEGATIVE_Y,n.negativeY,f,h,_),b(g.TEXTURE_CUBE_MAP_POSITIVE_Z,n.positiveZ,f,h,_),b(g.TEXTURE_CUBE_MAP_NEGATIVE_Z,n.negativeZ,f,h,_)):(g.texImage2D(g.TEXTURE_CUBE_MAP_POSITIVE_X,0,c,r,r,0,a,Je.toWebGLConstant(s,t),null),g.texImage2D(g.TEXTURE_CUBE_MAP_NEGATIVE_X,0,c,r,r,0,a,Je.toWebGLConstant(s,t),null),g.texImage2D(g.TEXTURE_CUBE_MAP_POSITIVE_Y,0,c,r,r,0,a,Je.toWebGLConstant(s,t),null),g.texImage2D(g.TEXTURE_CUBE_MAP_NEGATIVE_Y,0,c,r,r,0,a,Je.toWebGLConstant(s,t),null),g.texImage2D(g.TEXTURE_CUBE_MAP_POSITIVE_Z,0,c,r,r,0,a,Je.toWebGLConstant(s,t),null),g.texImage2D(g.TEXTURE_CUBE_MAP_NEGATIVE_Z,0,c,r,r,0,a,Je.toWebGLConstant(s,t),null)),g.bindTexture(p,null),this._context=t,this._textureFilterAnisotropic=t._textureFilterAnisotropic,this._textureTarget=p,this._texture=y,this._pixelFormat=a,this._pixelDatatype=s,this._size=r,this._hasMipmap=!1,this._sizeInBytes=u,this._preMultiplyAlpha=f,this._flipY=h,this._sampler=void 0;const C=l(n);this._positiveX=new $f(t,y,p,g.TEXTURE_CUBE_MAP_POSITIVE_X,c,a,s,r,f,h,C),this._negativeX=new $f(t,y,p,g.TEXTURE_CUBE_MAP_NEGATIVE_X,c,a,s,r,f,h,C),this._positiveY=new $f(t,y,p,g.TEXTURE_CUBE_MAP_POSITIVE_Y,c,a,s,r,f,h,C),this._negativeY=new $f(t,y,p,g.TEXTURE_CUBE_MAP_NEGATIVE_Y,c,a,s,r,f,h,C),this._positiveZ=new $f(t,y,p,g.TEXTURE_CUBE_MAP_POSITIVE_Z,c,a,s,r,f,h,C),this._negativeZ=new $f(t,y,p,g.TEXTURE_CUBE_MAP_NEGATIVE_Z,c,a,s,r,f,h,C),this.sampler=l(e.sampler)?e.sampler:new Kn}Object.defineProperties(hu.prototype,{positiveX:{get:function(){return this._positiveX}},negativeX:{get:function(){return this._negativeX}},positiveY:{get:function(){return this._positiveY}},negativeY:{get:function(){return this._negativeY}},positiveZ:{get:function(){return this._positiveZ}},negativeZ:{get:function(){return this._negativeZ}},sampler:{get:function(){return this._sampler},set:function(e){let t=e.minificationFilter,n=e.magnificationFilter;const i=t===Cn.NEAREST_MIPMAP_NEAREST||t===Cn.NEAREST_MIPMAP_LINEAR||t===Cn.LINEAR_MIPMAP_NEAREST||t===Cn.LINEAR_MIPMAP_LINEAR,o=this._context,r=this._pixelDatatype;(r===Je.FLOAT&&!o.textureFloatLinear||r===Je.HALF_FLOAT&&!o.textureHalfFloatLinear)&&(t=i?Cn.NEAREST_MIPMAP_NEAREST:Cn.NEAREST,n=qr.NEAREST);const s=o._gl,a=this._textureTarget;s.activeTexture(s.TEXTURE0),s.bindTexture(a,this._texture),s.texParameteri(a,s.TEXTURE_MIN_FILTER,t),s.texParameteri(a,s.TEXTURE_MAG_FILTER,n),s.texParameteri(a,s.TEXTURE_WRAP_S,e.wrapS),s.texParameteri(a,s.TEXTURE_WRAP_T,e.wrapT),l(this._textureFilterAnisotropic)&&s.texParameteri(a,this._textureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,e.maximumAnisotropy),s.bindTexture(a,null),this._sampler=e}},pixelFormat:{get:function(){return this._pixelFormat}},pixelDatatype:{get:function(){return this._pixelDatatype}},width:{get:function(){return this._size}},height:{get:function(){return this._size}},sizeInBytes:{get:function(){return this._hasMipmap?Math.floor(this._sizeInBytes*4/3):this._sizeInBytes}},preMultiplyAlpha:{get:function(){return this._preMultiplyAlpha}},flipY:{get:function(){return this._flipY}},_target:{get:function(){return this._textureTarget}}});hu.prototype.generateMipmap=function(e){if(e=A(e,e0.DONT_CARE),this._size>1&&!N.isPowerOfTwo(this._size))throw new E("width and height must be a power of two to call generateMipmap().");if(!e0.validate(e))throw new E("hint is invalid.");this._hasMipmap=!0;const t=this._context._gl,n=this._textureTarget;t.hint(t.GENERATE_MIPMAP_HINT,e),t.activeTexture(t.TEXTURE0),t.bindTexture(n,this._texture),t.generateMipmap(n),t.bindTexture(n,null)};hu.prototype.isDestroyed=function(){return!1};hu.prototype.destroy=function(){return this._context._gl.deleteTexture(this._texture),this._positiveX=He(this._positiveX),this._negativeX=He(this._negativeX),this._positiveY=He(this._positiveY),this._negativeY=He(this._negativeY),this._positiveZ=He(this._positiveZ),this._negativeZ=He(this._negativeZ),He(this)};function U_(e){this.context=e,this.framebuffer=void 0,this.blendingEnabled=void 0,this.scissorTest=void 0,this.viewport=void 0}function uge(e,t){const n=/#define OUTPUT_DECLARATION/,i=e.split(` `);if(/#version 300 es/g.test(e))return e;let o=-1,r,s;for(r=0;r=0;v--)i.splice(C,0,`#endif //${x[v]}`)}const h="WEBGL_2",_=`#define ${h}`,g="#version 300 es";let p=!1;for(r=0;r=0}):n[h]=o.slice())}}return n}function KI(e,t,n){const i=`#extension\\s+GL_${e}\\s+:\\s+[a-zA-Z0-9]+\\s*$`;fge(new RegExp(i,"g"),"",n),Ru(`GL_${e}`,t,n)}const mge=`/** * A built-in GLSL floating-point constant for converting radians to degrees. * * @alias czm_degreesPerRadian * @glslConstant * * @see CesiumMath.DEGREES_PER_RADIAN * * @example * // GLSL declaration * const float czm_degreesPerRadian = ...; * * // Example * float deg = czm_degreesPerRadian * rad; */ const float czm_degreesPerRadian = 57.29577951308232; `,_ge=`/** * A built-in GLSL vec2 constant for defining the depth range. * This is a workaround to a bug where IE11 does not implement gl_DepthRange. * * @alias czm_depthRange * @glslConstant * * @example * // GLSL declaration * float depthRangeNear = czm_depthRange.near; * float depthRangeFar = czm_depthRange.far; * */ const czm_depthRangeStruct czm_depthRange = czm_depthRangeStruct(0.0, 1.0); `,gge=`/** * 0.1 * * @name czm_epsilon1 * @glslConstant */ const float czm_epsilon1 = 0.1; `,yge=`/** * 0.01 * * @name czm_epsilon2 * @glslConstant */ const float czm_epsilon2 = 0.01; `,Age=`/** * 0.001 * * @name czm_epsilon3 * @glslConstant */ const float czm_epsilon3 = 0.001; `,bge=`/** * 0.0001 * * @name czm_epsilon4 * @glslConstant */ const float czm_epsilon4 = 0.0001; `,Cge=`/** * 0.00001 * * @name czm_epsilon5 * @glslConstant */ const float czm_epsilon5 = 0.00001; `,Tge=`/** * 0.000001 * * @name czm_epsilon6 * @glslConstant */ const float czm_epsilon6 = 0.000001; `,Ege=`/** * 0.0000001 * * @name czm_epsilon7 * @glslConstant */ const float czm_epsilon7 = 0.0000001; `,xge=`/** * DOC_TBA * * @name czm_infinity * @glslConstant */ const float czm_infinity = 5906376272000.0; // Distance from the Sun to Pluto in meters. TODO: What is best given lowp, mediump, and highp? `,wge=`/** * A built-in GLSL floating-point constant for 1/pi. * * @alias czm_oneOverPi * @glslConstant * * @see CesiumMath.ONE_OVER_PI * * @example * // GLSL declaration * const float czm_oneOverPi = ...; * * // Example * float pi = 1.0 / czm_oneOverPi; */ const float czm_oneOverPi = 0.3183098861837907; `,Sge=`/** * A built-in GLSL floating-point constant for 1/2pi. * * @alias czm_oneOverTwoPi * @glslConstant * * @see CesiumMath.ONE_OVER_TWO_PI * * @example * // GLSL declaration * const float czm_oneOverTwoPi = ...; * * // Example * float pi = 2.0 * czm_oneOverTwoPi; */ const float czm_oneOverTwoPi = 0.15915494309189535; `,vge=`/** * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE} * * @name czm_passCesium3DTile * @glslConstant * * @see czm_pass */ const float czm_passCesium3DTile = 4.0; `,Dge=`/** * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE_CLASSIFICATION} * * @name czm_passCesium3DTileClassification * @glslConstant * * @see czm_pass */ const float czm_passCesium3DTileClassification = 5.0; `,Ige=`/** * The automatic GLSL constant for {@link Pass#CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW} * * @name czm_passCesium3DTileClassificationIgnoreShow * @glslConstant * * @see czm_pass */ const float czm_passCesium3DTileClassificationIgnoreShow = 6.0; `,Pge=`/** * The automatic GLSL constant for {@link Pass#CLASSIFICATION} * * @name czm_passClassification * @glslConstant * * @see czm_pass */ const float czm_passClassification = 7.0; `,Oge=`/** * The automatic GLSL constant for {@link Pass#COMPUTE} * * @name czm_passCompute * @glslConstant * * @see czm_pass */ const float czm_passCompute = 1.0; `,Lge=`/** * The automatic GLSL constant for {@link Pass#ENVIRONMENT} * * @name czm_passEnvironment * @glslConstant * * @see czm_pass */ const float czm_passEnvironment = 0.0; `,Bge=`/** * The automatic GLSL constant for {@link Pass#GLOBE} * * @name czm_passGlobe * @glslConstant * * @see czm_pass */ const float czm_passGlobe = 2.0; `,Rge=`/** * The automatic GLSL constant for {@link Pass#OPAQUE} * * @name czm_passOpaque * @glslConstant * * @see czm_pass */ const float czm_passOpaque = 7.0; `,Nge=`/** * The automatic GLSL constant for {@link Pass#OVERLAY} * * @name czm_passOverlay * @glslConstant * * @see czm_pass */ const float czm_passOverlay = 10.0; `,Mge=`/** * The automatic GLSL constant for {@link Pass#TERRAIN_CLASSIFICATION} * * @name czm_passTerrainClassification * @glslConstant * * @see czm_pass */ const float czm_passTerrainClassification = 3.0; `,Fge=`/** * The automatic GLSL constant for {@link Pass#TRANSLUCENT} * * @name czm_passTranslucent * @glslConstant * * @see czm_pass */ const float czm_passTranslucent = 8.0; `,zge=`/** * The automatic GLSL constant for {@link Pass#VOXELS} * * @name czm_passVoxels * @glslConstant * * @see czm_pass */ const float czm_passVoxels = 9.0; `,Uge=`/** * A built-in GLSL floating-point constant for Math.PI. * * @alias czm_pi * @glslConstant * * @see CesiumMath.PI * * @example * // GLSL declaration * const float czm_pi = ...; * * // Example * float twoPi = 2.0 * czm_pi; */ const float czm_pi = 3.141592653589793; `,Hge=`/** * A built-in GLSL floating-point constant for pi/4. * * @alias czm_piOverFour * @glslConstant * * @see CesiumMath.PI_OVER_FOUR * * @example * // GLSL declaration * const float czm_piOverFour = ...; * * // Example * float pi = 4.0 * czm_piOverFour; */ const float czm_piOverFour = 0.7853981633974483; `,Vge=`/** * A built-in GLSL floating-point constant for pi/6. * * @alias czm_piOverSix * @glslConstant * * @see CesiumMath.PI_OVER_SIX * * @example * // GLSL declaration * const float czm_piOverSix = ...; * * // Example * float pi = 6.0 * czm_piOverSix; */ const float czm_piOverSix = 0.5235987755982988; `,kge=`/** * A built-in GLSL floating-point constant for pi/3. * * @alias czm_piOverThree * @glslConstant * * @see CesiumMath.PI_OVER_THREE * * @example * // GLSL declaration * const float czm_piOverThree = ...; * * // Example * float pi = 3.0 * czm_piOverThree; */ const float czm_piOverThree = 1.0471975511965976; `,Gge=`/** * A built-in GLSL floating-point constant for pi/2. * * @alias czm_piOverTwo * @glslConstant * * @see CesiumMath.PI_OVER_TWO * * @example * // GLSL declaration * const float czm_piOverTwo = ...; * * // Example * float pi = 2.0 * czm_piOverTwo; */ const float czm_piOverTwo = 1.5707963267948966; `,Wge=`/** * A built-in GLSL floating-point constant for converting degrees to radians. * * @alias czm_radiansPerDegree * @glslConstant * * @see CesiumMath.RADIANS_PER_DEGREE * * @example * // GLSL declaration * const float czm_radiansPerDegree = ...; * * // Example * float rad = czm_radiansPerDegree * deg; */ const float czm_radiansPerDegree = 0.017453292519943295; `,jge=`/** * The constant identifier for the 2D {@link SceneMode} * * @name czm_sceneMode2D * @glslConstant * @see czm_sceneMode * @see czm_sceneModeColumbusView * @see czm_sceneMode3D * @see czm_sceneModeMorphing */ const float czm_sceneMode2D = 2.0; `,qge=`/** * The constant identifier for the 3D {@link SceneMode} * * @name czm_sceneMode3D * @glslConstant * @see czm_sceneMode * @see czm_sceneMode2D * @see czm_sceneModeColumbusView * @see czm_sceneModeMorphing */ const float czm_sceneMode3D = 3.0; `,Yge=`/** * The constant identifier for the Columbus View {@link SceneMode} * * @name czm_sceneModeColumbusView * @glslConstant * @see czm_sceneMode * @see czm_sceneMode2D * @see czm_sceneMode3D * @see czm_sceneModeMorphing */ const float czm_sceneModeColumbusView = 1.0; `,$ge=`/** * The constant identifier for the Morphing {@link SceneMode} * * @name czm_sceneModeMorphing * @glslConstant * @see czm_sceneMode * @see czm_sceneMode2D * @see czm_sceneModeColumbusView * @see czm_sceneMode3D */ const float czm_sceneModeMorphing = 0.0; `,Xge=`/** * A built-in GLSL floating-point constant for one solar radius. * * @alias czm_solarRadius * @glslConstant * * @see CesiumMath.SOLAR_RADIUS * * @example * // GLSL declaration * const float czm_solarRadius = ...; */ const float czm_solarRadius = 695500000.0; `,Kge=`/** * A built-in GLSL floating-point constant for 3pi/2. * * @alias czm_threePiOver2 * @glslConstant * * @see CesiumMath.THREE_PI_OVER_TWO * * @example * // GLSL declaration * const float czm_threePiOver2 = ...; * * // Example * float pi = (2.0 / 3.0) * czm_threePiOver2; */ const float czm_threePiOver2 = 4.71238898038469; `,Jge=`/** * A built-in GLSL floating-point constant for 2pi. * * @alias czm_twoPi * @glslConstant * * @see CesiumMath.TWO_PI * * @example * // GLSL declaration * const float czm_twoPi = ...; * * // Example * float pi = czm_twoPi / 2.0; */ const float czm_twoPi = 6.283185307179586; `,Qge=`/** * The maximum latitude, in radians, both North and South, supported by a Web Mercator * (EPSG:3857) projection. Technically, the Mercator projection is defined * for any latitude up to (but not including) 90 degrees, but it makes sense * to cut it off sooner because it grows exponentially with increasing latitude. * The logic behind this particular cutoff value, which is the one used by * Google Maps, Bing Maps, and Esri, is that it makes the projection * square. That is, the rectangle is equal in the X and Y directions. * * The constant value is computed as follows: * czm_pi * 0.5 - (2.0 * atan(exp(-czm_pi))) * * @name czm_webMercatorMaxLatitude * @glslConstant */ const float czm_webMercatorMaxLatitude = 1.4844222297453324; `,Zge=`/** * @name czm_depthRangeStruct * @glslStruct */ struct czm_depthRangeStruct { float near; float far; }; `,eye=`/** * Holds material information that can be used for lighting. Returned by all czm_getMaterial functions. * * @name czm_material * @glslStruct * * @property {vec3} diffuse Incoming light that scatters evenly in all directions. * @property {float} specular Intensity of incoming light reflecting in a single direction. * @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight. * @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal. * @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light. * @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque. */ struct czm_material { vec3 diffuse; float specular; float shininess; vec3 normal; vec3 emission; float alpha; }; `,tye=`/** * Used as input to every material's czm_getMaterial function. * * @name czm_materialInput * @glslStruct * * @property {float} s 1D texture coordinates. * @property {vec2} st 2D texture coordinates. * @property {vec3} str 3D texture coordinates. * @property {vec3} normalEC Unperturbed surface normal in eye coordinates. * @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space. * @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye. * @property {float} height The height of the terrain in meters above or below the WGS84 ellipsoid. Only available for globe materials. * @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials. * @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials. */ struct czm_materialInput { float s; vec2 st; vec3 str; vec3 normalEC; mat3 tangentToEyeMatrix; vec3 positionToEyeEC; float height; float slope; float aspect; }; `,nye=`/** * Struct for representing a material for a {@link Model}. The model * rendering pipeline will pass this struct between material, custom shaders, * and lighting stages. This is not to be confused with {@link czm_material} * which is used by the older Fabric materials system, although they are similar. *

* All color values (diffuse, specular, emissive) are in linear color space. *

* * @name czm_modelMaterial * @glslStruct * * @property {vec3} diffuse Incoming light that scatters evenly in all directions. * @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque. * @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature. * @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces. * @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal. * @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded. * @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light. */ struct czm_modelMaterial { vec3 diffuse; float alpha; vec3 specular; float roughness; vec3 normalEC; float occlusion; vec3 emissive; }; `,iye=`/** * Struct for representing the output of a custom vertex shader. * * @name czm_modelVertexOutput * @glslStruct * * @see {@link CustomShader} * @see {@link Model} * * @property {vec3} positionMC The position of the vertex in model coordinates * @property {float} pointSize A custom value for gl_PointSize. This is only used for point primitives. */ struct czm_modelVertexOutput { vec3 positionMC; float pointSize; }; `,oye=`/** * Parameters for {@link czm_pbrLighting} * * @name czm_material * @glslStruct * * @property {vec3} diffuseColor the diffuse color of the material for the lambert term of the rendering equation * @property {float} roughness a value from 0.0 to 1.0 that indicates how rough the surface of the material is. * @property {vec3} f0 The reflectance of the material at normal incidence */ struct czm_pbrParameters { vec3 diffuseColor; float roughness; vec3 f0; }; `,rye=`/** * DOC_TBA * * @name czm_ray * @glslStruct */ struct czm_ray { vec3 origin; vec3 direction; }; `,sye=`/** * DOC_TBA * * @name czm_raySegment * @glslStruct */ struct czm_raySegment { float start; float stop; }; /** * DOC_TBA * * @name czm_emptyRaySegment * @glslConstant */ const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity); /** * DOC_TBA * * @name czm_fullRaySegment * @glslConstant */ const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity); `,aye=`struct czm_shadowParameters { #ifdef USE_CUBE_MAP_SHADOW vec3 texCoords; #else vec2 texCoords; #endif float depthBias; float depth; float nDotL; vec2 texelStepSize; float normalShadingSmooth; float darkness; }; `,cye=`/** * Converts an HSB color (hue, saturation, brightness) to RGB * HSB <-> RGB conversion with minimal branching: {@link http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl} * * @name czm_HSBToRGB * @glslFunction * * @param {vec3} hsb The color in HSB. * * @returns {vec3} The color in RGB. * * @example * vec3 hsb = czm_RGBToHSB(rgb); * hsb.z *= 0.1; * rgb = czm_HSBToRGB(hsb); */ const vec4 K_HSB2RGB = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 czm_HSBToRGB(vec3 hsb) { vec3 p = abs(fract(hsb.xxx + K_HSB2RGB.xyz) * 6.0 - K_HSB2RGB.www); return hsb.z * mix(K_HSB2RGB.xxx, clamp(p - K_HSB2RGB.xxx, 0.0, 1.0), hsb.y); } `,lye=`/** * Converts an HSL color (hue, saturation, lightness) to RGB * HSL <-> RGB conversion: {@link http://www.chilliant.com/rgb2hsv.html} * * @name czm_HSLToRGB * @glslFunction * * @param {vec3} rgb The color in HSL. * * @returns {vec3} The color in RGB. * * @example * vec3 hsl = czm_RGBToHSL(rgb); * hsl.z *= 0.1; * rgb = czm_HSLToRGB(hsl); */ vec3 hueToRGB(float hue) { float r = abs(hue * 6.0 - 3.0) - 1.0; float g = 2.0 - abs(hue * 6.0 - 2.0); float b = 2.0 - abs(hue * 6.0 - 4.0); return clamp(vec3(r, g, b), 0.0, 1.0); } vec3 czm_HSLToRGB(vec3 hsl) { vec3 rgb = hueToRGB(hsl.x); float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y; return (rgb - 0.5) * c + hsl.z; } `,uye=`/** * Converts an RGB color to HSB (hue, saturation, brightness) * HSB <-> RGB conversion with minimal branching: {@link http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl} * * @name czm_RGBToHSB * @glslFunction * * @param {vec3} rgb The color in RGB. * * @returns {vec3} The color in HSB. * * @example * vec3 hsb = czm_RGBToHSB(rgb); * hsb.z *= 0.1; * rgb = czm_HSBToRGB(hsb); */ const vec4 K_RGB2HSB = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec3 czm_RGBToHSB(vec3 rgb) { vec4 p = mix(vec4(rgb.bg, K_RGB2HSB.wz), vec4(rgb.gb, K_RGB2HSB.xy), step(rgb.b, rgb.g)); vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r)); float d = q.x - min(q.w, q.y); return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + czm_epsilon7)), d / (q.x + czm_epsilon7), q.x); } `,fye=`/** * Converts an RGB color to HSL (hue, saturation, lightness) * HSL <-> RGB conversion: {@link http://www.chilliant.com/rgb2hsv.html} * * @name czm_RGBToHSL * @glslFunction * * @param {vec3} rgb The color in RGB. * * @returns {vec3} The color in HSL. * * @example * vec3 hsl = czm_RGBToHSL(rgb); * hsl.z *= 0.1; * rgb = czm_HSLToRGB(hsl); */ vec3 RGBtoHCV(vec3 rgb) { // Based on work by Sam Hocevar and Emil Persson vec4 p = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0 / 3.0) : vec4(rgb.gb, 0.0, -1.0 / 3.0); vec4 q = (rgb.r < p.x) ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx); float c = q.x - min(q.w, q.y); float h = abs((q.w - q.y) / (6.0 * c + czm_epsilon7) + q.z); return vec3(h, c, q.x); } vec3 czm_RGBToHSL(vec3 rgb) { vec3 hcv = RGBtoHCV(rgb); float l = hcv.z - hcv.y * 0.5; float s = hcv.y / (1.0 - abs(l * 2.0 - 1.0) + czm_epsilon7); return vec3(hcv.x, s, l); } `,dye=`/** * Converts an RGB color to CIE Yxy. *

The conversion is described in * {@link http://content.gpwiki.org/index.php/D3DBook:High-Dynamic_Range_Rendering#Luminance_Transform|Luminance Transform} *

* * @name czm_RGBToXYZ * @glslFunction * * @param {vec3} rgb The color in RGB. * * @returns {vec3} The color in CIE Yxy. * * @example * vec3 xyz = czm_RGBToXYZ(rgb); * xyz.x = max(xyz.x - luminanceThreshold, 0.0); * rgb = czm_XYZToRGB(xyz); */ vec3 czm_RGBToXYZ(vec3 rgb) { const mat3 RGB2XYZ = mat3(0.4124, 0.2126, 0.0193, 0.3576, 0.7152, 0.1192, 0.1805, 0.0722, 0.9505); vec3 xyz = RGB2XYZ * rgb; vec3 Yxy; Yxy.r = xyz.g; float temp = dot(vec3(1.0), xyz); Yxy.gb = xyz.rg / temp; return Yxy; } `,hye=`/** * Converts a CIE Yxy color to RGB. *

The conversion is described in * {@link http://content.gpwiki.org/index.php/D3DBook:High-Dynamic_Range_Rendering#Luminance_Transform|Luminance Transform} *

* * @name czm_XYZToRGB * @glslFunction * * @param {vec3} Yxy The color in CIE Yxy. * * @returns {vec3} The color in RGB. * * @example * vec3 xyz = czm_RGBToXYZ(rgb); * xyz.x = max(xyz.x - luminanceThreshold, 0.0); * rgb = czm_XYZToRGB(xyz); */ vec3 czm_XYZToRGB(vec3 Yxy) { const mat3 XYZ2RGB = mat3( 3.2405, -0.9693, 0.0556, -1.5371, 1.8760, -0.2040, -0.4985, 0.0416, 1.0572); vec3 xyz; xyz.r = Yxy.r * Yxy.g / Yxy.b; xyz.g = Yxy.r; xyz.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b; return XYZ2RGB * xyz; } `,pye=`// See: // https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ vec3 czm_acesTonemapping(vec3 color) { float g = 0.985; float a = 0.065; float b = 0.0001; float c = 0.433; float d = 0.238; color = (color * (color + a) - b) / (color * (g * color + c) + d); color = clamp(color, 0.0, 1.0); return color; } `,mye=`/** * @private */ float czm_alphaWeight(float a) { float z = (gl_FragCoord.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2]; // See Weighted Blended Order-Independent Transparency for examples of different weighting functions: // http://jcgt.org/published/0002/02/09/ return pow(a + 0.01, 4.0) + max(1e-2, min(3.0 * 1e3, 0.003 / (1e-5 + pow(abs(z) / 200.0, 4.0)))); } `,_ye=`/** * Procedural anti-aliasing by blurring two colors that meet at a sharp edge. * * @name czm_antialias * @glslFunction * * @param {vec4} color1 The color on one side of the edge. * @param {vec4} color2 The color on the other side of the edge. * @param {vec4} currentcolor The current color, either color1 or color2. * @param {float} dist The distance to the edge in texture coordinates. * @param {float} [fuzzFactor=0.1] Controls the blurriness between the two colors. * @returns {vec4} The anti-aliased color. * * @example * // GLSL declarations * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor); * vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist); * * // get the color for a material that has a sharp edge at the line y = 0.5 in texture space * float dist = abs(textureCoordinates.t - 0.5); * vec4 currentColor = mix(bottomColor, topColor, step(0.5, textureCoordinates.t)); * vec4 color = czm_antialias(bottomColor, topColor, currentColor, dist, 0.1); */ vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor) { float val1 = clamp(dist / fuzzFactor, 0.0, 1.0); float val2 = clamp((dist - 0.5) / fuzzFactor, 0.0, 1.0); val1 = val1 * (1.0 - val2); val1 = val1 * val1 * (3.0 - (2.0 * val1)); val1 = pow(val1, 0.5); //makes the transition nicer vec4 midColor = (color1 + color2) * 0.5; return mix(midColor, currentColor, val1); } vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist) { return czm_antialias(color1, color2, currentColor, dist, 0.1); } `,gye=`/** * Approximately computes spherical coordinates given a normal. * Uses approximate inverse trigonometry for speed and consistency, * since inverse trigonometry can differ from vendor-to-vendor and when compared with the CPU. * * @name czm_approximateSphericalCoordinates * @glslFunction * * @param {vec3} normal arbitrary-length normal. * * @returns {vec2} Approximate latitude and longitude spherical coordinates. */ vec2 czm_approximateSphericalCoordinates(vec3 normal) { // Project into plane with vertical for latitude float latitudeApproximation = czm_fastApproximateAtan(sqrt(normal.x * normal.x + normal.y * normal.y), normal.z); float longitudeApproximation = czm_fastApproximateAtan(normal.x, normal.y); return vec2(latitudeApproximation, longitudeApproximation); } `,yye=`/** * Determines if the fragment is back facing * * @name czm_backFacing * @glslFunction * * @returns {bool} true if the fragment is back facing; otherwise, false. */ bool czm_backFacing() { // !gl_FrontFacing doesn't work as expected on Mac/Intel so use the more verbose form instead. See https://github.com/CesiumGS/cesium/pull/8494. return gl_FrontFacing == false; } `,Aye=`/** * Branchless ternary operator to be used when it's inexpensive to explicitly * evaluate both possibilities for a float expression. * * @name czm_branchFreeTernary * @glslFunction * * @param {bool} comparison A comparison statement * @param {float} a Value to return if the comparison is true. * @param {float} b Value to return if the comparison is false. * * @returns {float} equivalent of comparison ? a : b */ float czm_branchFreeTernary(bool comparison, float a, float b) { float useA = float(comparison); return a * useA + b * (1.0 - useA); } /** * Branchless ternary operator to be used when it's inexpensive to explicitly * evaluate both possibilities for a vec2 expression. * * @name czm_branchFreeTernary * @glslFunction * * @param {bool} comparison A comparison statement * @param {vec2} a Value to return if the comparison is true. * @param {vec2} b Value to return if the comparison is false. * * @returns {vec2} equivalent of comparison ? a : b */ vec2 czm_branchFreeTernary(bool comparison, vec2 a, vec2 b) { float useA = float(comparison); return a * useA + b * (1.0 - useA); } /** * Branchless ternary operator to be used when it's inexpensive to explicitly * evaluate both possibilities for a vec3 expression. * * @name czm_branchFreeTernary * @glslFunction * * @param {bool} comparison A comparison statement * @param {vec3} a Value to return if the comparison is true. * @param {vec3} b Value to return if the comparison is false. * * @returns {vec3} equivalent of comparison ? a : b */ vec3 czm_branchFreeTernary(bool comparison, vec3 a, vec3 b) { float useA = float(comparison); return a * useA + b * (1.0 - useA); } /** * Branchless ternary operator to be used when it's inexpensive to explicitly * evaluate both possibilities for a vec4 expression. * * @name czm_branchFreeTernary * @glslFunction * * @param {bool} comparison A comparison statement * @param {vec3} a Value to return if the comparison is true. * @param {vec3} b Value to return if the comparison is false. * * @returns {vec3} equivalent of comparison ? a : b */ vec4 czm_branchFreeTernary(bool comparison, vec4 a, vec4 b) { float useA = float(comparison); return a * useA + b * (1.0 - useA); } `,bye=` vec4 czm_cascadeColor(vec4 weights) { return vec4(1.0, 0.0, 0.0, 1.0) * weights.x + vec4(0.0, 1.0, 0.0, 1.0) * weights.y + vec4(0.0, 0.0, 1.0, 1.0) * weights.z + vec4(1.0, 0.0, 1.0, 1.0) * weights.w; } `,Cye=` uniform vec4 shadowMap_cascadeDistances; float czm_cascadeDistance(vec4 weights) { return dot(shadowMap_cascadeDistances, weights); } `,Tye=` uniform mat4 shadowMap_cascadeMatrices[4]; mat4 czm_cascadeMatrix(vec4 weights) { return shadowMap_cascadeMatrices[0] * weights.x + shadowMap_cascadeMatrices[1] * weights.y + shadowMap_cascadeMatrices[2] * weights.z + shadowMap_cascadeMatrices[3] * weights.w; } `,Eye=` uniform vec4 shadowMap_cascadeSplits[2]; vec4 czm_cascadeWeights(float depthEye) { // One component is set to 1.0 and all others set to 0.0. vec4 near = step(shadowMap_cascadeSplits[0], vec4(depthEye)); vec4 far = step(depthEye, shadowMap_cascadeSplits[1]); return near * far; } `,xye=`/** * DOC_TBA * * @name czm_columbusViewMorph * @glslFunction */ vec4 czm_columbusViewMorph(vec4 position2D, vec4 position3D, float time) { // Just linear for now. vec3 p = mix(position2D.xyz, position3D.xyz, time); return vec4(p, 1.0); } `,wye=`/** * Returns a position in model coordinates relative to eye taking into * account the current scene mode: 3D, 2D, or Columbus view. *

* This uses standard position attributes, position3DHigh, * position3DLow, position2DHigh, and position2DLow, * and should be used when writing a vertex shader for an {@link Appearance}. *

* * @name czm_computePosition * @glslFunction * * @returns {vec4} The position relative to eye. * * @example * vec4 p = czm_computePosition(); * v_positionEC = (czm_modelViewRelativeToEye * p).xyz; * gl_Position = czm_modelViewProjectionRelativeToEye * p; * * @see czm_translateRelativeToEye */ vec4 czm_computePosition(); `,Sye=`/** * @private */ vec2 cordic(float angle) { // Scale the vector by the appropriate factor for the 24 iterations to follow. vec2 vector = vec2(6.0725293500888267e-1, 0.0); // Iteration 1 float sense = (angle < 0.0) ? -1.0 : 1.0; // float factor = sense * 1.0; // 2^-0 mat2 rotation = mat2(1.0, sense, -sense, 1.0); vector = rotation * vector; angle -= sense * 7.8539816339744828e-1; // atan(2^-0) // Iteration 2 sense = (angle < 0.0) ? -1.0 : 1.0; float factor = sense * 5.0e-1; // 2^-1 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 4.6364760900080609e-1; // atan(2^-1) // Iteration 3 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 2.5e-1; // 2^-2 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 2.4497866312686414e-1; // atan(2^-2) // Iteration 4 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.25e-1; // 2^-3 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 1.2435499454676144e-1; // atan(2^-3) // Iteration 5 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 6.25e-2; // 2^-4 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 6.2418809995957350e-2; // atan(2^-4) // Iteration 6 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 3.125e-2; // 2^-5 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 3.1239833430268277e-2; // atan(2^-5) // Iteration 7 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.5625e-2; // 2^-6 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 1.5623728620476831e-2; // atan(2^-6) // Iteration 8 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 7.8125e-3; // 2^-7 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 7.8123410601011111e-3; // atan(2^-7) // Iteration 9 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 3.90625e-3; // 2^-8 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 3.9062301319669718e-3; // atan(2^-8) // Iteration 10 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.953125e-3; // 2^-9 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 1.9531225164788188e-3; // atan(2^-9) // Iteration 11 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 9.765625e-4; // 2^-10 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 9.7656218955931946e-4; // atan(2^-10) // Iteration 12 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 4.8828125e-4; // 2^-11 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 4.8828121119489829e-4; // atan(2^-11) // Iteration 13 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 2.44140625e-4; // 2^-12 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 2.4414062014936177e-4; // atan(2^-12) // Iteration 14 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.220703125e-4; // 2^-13 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 1.2207031189367021e-4; // atan(2^-13) // Iteration 15 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 6.103515625e-5; // 2^-14 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 6.1035156174208773e-5; // atan(2^-14) // Iteration 16 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 3.0517578125e-5; // 2^-15 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 3.0517578115526096e-5; // atan(2^-15) // Iteration 17 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.52587890625e-5; // 2^-16 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 1.5258789061315762e-5; // atan(2^-16) // Iteration 18 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 7.62939453125e-6; // 2^-17 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 7.6293945311019700e-6; // atan(2^-17) // Iteration 19 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 3.814697265625e-6; // 2^-18 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 3.8146972656064961e-6; // atan(2^-18) // Iteration 20 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.9073486328125e-6; // 2^-19 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 1.9073486328101870e-6; // atan(2^-19) // Iteration 21 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 9.5367431640625e-7; // 2^-20 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 9.5367431640596084e-7; // atan(2^-20) // Iteration 22 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 4.76837158203125e-7; // 2^-21 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 4.7683715820308884e-7; // atan(2^-21) // Iteration 23 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 2.384185791015625e-7; // 2^-22 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; angle -= sense * 2.3841857910155797e-7; // atan(2^-22) // Iteration 24 sense = (angle < 0.0) ? -1.0 : 1.0; factor = sense * 1.1920928955078125e-7; // 2^-23 rotation[0][1] = factor; rotation[1][0] = -factor; vector = rotation * vector; // angle -= sense * 1.1920928955078068e-7; // atan(2^-23) return vector; } /** * Computes the cosine and sine of the provided angle using the CORDIC algorithm. * * @name czm_cosineAndSine * @glslFunction * * @param {float} angle The angle in radians. * * @returns {vec2} The resulting cosine of the angle (as the x coordinate) and sine of the angle (as the y coordinate). * * @example * vec2 v = czm_cosineAndSine(czm_piOverSix); * float cosine = v.x; * float sine = v.y; */ vec2 czm_cosineAndSine(float angle) { if (angle < -czm_piOverTwo || angle > czm_piOverTwo) { if (angle < 0.0) { return -cordic(angle + czm_pi); } else { return -cordic(angle - czm_pi); } } else { return cordic(angle); } } `,vye=`/** * Decompresses texture coordinates that were packed into a single float. * * @name czm_decompressTextureCoordinates * @glslFunction * * @param {float} encoded The compressed texture coordinates. * @returns {vec2} The decompressed texture coordinates. */ vec2 czm_decompressTextureCoordinates(float encoded) { float temp = encoded / 4096.0; float xZeroTo4095 = floor(temp); float stx = xZeroTo4095 / 4095.0; float sty = (encoded - xZeroTo4095 * 4096.0) / 4095.0; return vec2(stx, sty); } `,Dye=`/** * Get default parameters for physically based rendering. These defaults * describe a rough dielectric (non-metal) surface (e.g. rough plastic). * * @return {czm_pbrParameters} Default parameters for {@link czm_pbrLighting} */ czm_pbrParameters czm_defaultPbrMaterial() { czm_pbrParameters results; results.diffuseColor = vec3(1.0); results.roughness = 1.0; const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04); results.f0 = REFLECTANCE_DIELECTRIC; return results; } `,Iye=`// emulated noperspective #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH) varying float v_WindowZ; #endif /** * Emulates GL_DEPTH_CLAMP, which is not available in WebGL 1 or 2. * GL_DEPTH_CLAMP clamps geometry that is outside the near and far planes, * capping the shadow volume. More information here: * https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_depth_clamp.txt. * * When GL_EXT_frag_depth is available we emulate GL_DEPTH_CLAMP by ensuring * no geometry gets clipped by setting the clip space z value to 0.0 and then * sending the unaltered screen space z value (using emulated noperspective * interpolation) to the frag shader where it is clamped to [0,1] and then * written with gl_FragDepth (see czm_writeDepthClamp). This technique is based on: * https://stackoverflow.com/questions/5960757/how-to-emulate-gl-depth-clamp-nv. * * When GL_EXT_frag_depth is not available, which is the case on some mobile * devices, we must attempt to fix this only in the vertex shader. * The approach is to clamp the z value to the far plane, which closes the * shadow volume but also distorts the geometry, so there can still be artifacts * on frustum seams. * * @name czm_depthClamp * @glslFunction * * @param {vec4} coords The vertex in clip coordinates. * @returns {vec4} The modified vertex. * * @example * gl_Position = czm_depthClamp(czm_modelViewProjection * vec4(position, 1.0)); * * @see czm_writeDepthClamp */ vec4 czm_depthClamp(vec4 coords) { #ifndef LOG_DEPTH #ifdef GL_EXT_frag_depth v_WindowZ = (0.5 * (coords.z / coords.w) + 0.5) * coords.w; coords.z = 0.0; #else coords.z = min(coords.z, coords.w); #endif #endif return coords; } `,Pye=`/** * Computes a 3x3 rotation matrix that transforms vectors from an ellipsoid's east-north-up coordinate system * to eye coordinates. In east-north-up coordinates, x points east, y points north, and z points along the * surface normal. East-north-up can be used as an ellipsoid's tangent space for operations such as bump mapping. *

* The ellipsoid is assumed to be centered at the model coordinate's origin. * * @name czm_eastNorthUpToEyeCoordinates * @glslFunction * * @param {vec3} positionMC The position on the ellipsoid in model coordinates. * @param {vec3} normalEC The normalized ellipsoid surface normal, at positionMC, in eye coordinates. * * @returns {mat3} A 3x3 rotation matrix that transforms vectors from the east-north-up coordinate system to eye coordinates. * * @example * // Transform a vector defined in the east-north-up coordinate * // system, (0, 0, 1) which is the surface normal, to eye * // coordinates. * mat3 m = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC); * vec3 normalEC = m * vec3(0.0, 0.0, 1.0); */ mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC) { vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0)); // normalized surface tangent in model coordinates vec3 tangentEC = normalize(czm_normal3D * tangentMC); // normalized surface tangent in eye coordiantes vec3 bitangentEC = normalize(cross(normalEC, tangentEC)); // normalized surface bitangent in eye coordinates return mat3( tangentEC.x, tangentEC.y, tangentEC.z, bitangentEC.x, bitangentEC.y, bitangentEC.z, normalEC.x, normalEC.y, normalEC.z); } `,Oye=`/** * DOC_TBA * * @name czm_ellipsoidContainsPoint * @glslFunction * */ bool czm_ellipsoidContainsPoint(vec3 ellipsoid_inverseRadii, vec3 point) { vec3 scaled = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(point, 1.0)).xyz; return (dot(scaled, scaled) <= 1.0); } `,Lye=`/** * DOC_TBA * * @name czm_ellipsoidWgs84TextureCoordinates * @glslFunction */ vec2 czm_ellipsoidWgs84TextureCoordinates(vec3 normal) { return vec2(atan(normal.y, normal.x) * czm_oneOverTwoPi + 0.5, asin(normal.z) * czm_oneOverPi + 0.5); } `,Bye=`/** * Compares left and right componentwise. Returns true * if they are within epsilon and false otherwise. The inputs * left and right can be floats, vec2s, * vec3s, or vec4s. * * @name czm_equalsEpsilon * @glslFunction * * @param {} left The first vector. * @param {} right The second vector. * @param {float} epsilon The epsilon to use for equality testing. * @returns {bool} true if the components are within epsilon and false otherwise. * * @example * // GLSL declarations * bool czm_equalsEpsilon(float left, float right, float epsilon); * bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon); * bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon); * bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon); */ bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon) { return all(lessThanEqual(abs(left - right), vec4(epsilon))); } bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon) { return all(lessThanEqual(abs(left - right), vec3(epsilon))); } bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon) { return all(lessThanEqual(abs(left - right), vec2(epsilon))); } bool czm_equalsEpsilon(float left, float right, float epsilon) { return (abs(left - right) <= epsilon); } `,Rye=`/** * DOC_TBA * * @name czm_eyeOffset * @glslFunction * * @param {vec4} positionEC DOC_TBA. * @param {vec3} eyeOffset DOC_TBA. * * @returns {vec4} DOC_TBA. */ vec4 czm_eyeOffset(vec4 positionEC, vec3 eyeOffset) { // This equation is approximate in x and y. vec4 p = positionEC; vec4 zEyeOffset = normalize(p) * eyeOffset.z; p.xy += eyeOffset.xy + zEyeOffset.xy; p.z += zEyeOffset.z; return p; } `,Nye=`/** * Transforms a position from eye to window coordinates. The transformation * from eye to clip coordinates is done using {@link czm_projection}. * The transform from normalized device coordinates to window coordinates is * done using {@link czm_viewportTransformation}, which assumes a depth range * of near = 0 and far = 1. *

* This transform is useful when there is a need to manipulate window coordinates * in a vertex shader as done by {@link BillboardCollection}. * * @name czm_eyeToWindowCoordinates * @glslFunction * * @param {vec4} position The position in eye coordinates to transform. * * @returns {vec4} The transformed position in window coordinates. * * @see czm_modelToWindowCoordinates * @see czm_projection * @see czm_viewportTransformation * @see BillboardCollection * * @example * vec4 positionWC = czm_eyeToWindowCoordinates(positionEC); */ vec4 czm_eyeToWindowCoordinates(vec4 positionEC) { vec4 q = czm_projection * positionEC; // clip coordinates q.xyz /= q.w; // normalized device coordinates q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates return q; } `,Mye=`/** * Approxiamtes atan over the range [0, 1]. Safe to flip output for negative input. * * Based on Michal Drobot's approximation from ShaderFastLibs, which in turn is based on * "Efficient approximations for the arctangent function," Rajan, S. Sichun Wang Inkol, R. Joyal, A., May 2006. * Adapted from ShaderFastLibs under MIT License. * * Chosen for the following characteristics over range [0, 1]: * - basically no error at 0 and 1, important for getting around range limit (naive atan2 via atan requires infinite range atan) * - no visible artifacts from first-derivative discontinuities, unlike latitude via range-reduced sqrt asin approximations (at equator) * * The original code is x * (-0.1784 * abs(x) - 0.0663 * x * x + 1.0301); * Removed the abs() in here because it isn't needed, the input range is guaranteed as [0, 1] by how we're approximating atan2. * * @name czm_fastApproximateAtan * @glslFunction * * @param {float} x Value between 0 and 1 inclusive. * * @returns {float} Approximation of atan(x) */ float czm_fastApproximateAtan(float x) { return x * (-0.1784 * x - 0.0663 * x * x + 1.0301); } /** * Approximation of atan2. * * Range reduction math based on nvidia's cg reference implementation for atan2: http://developer.download.nvidia.com/cg/atan2.html * However, we replaced their atan curve with Michael Drobot's (see above). * * @name czm_fastApproximateAtan * @glslFunction * * @param {float} x Value between -1 and 1 inclusive. * @param {float} y Value between -1 and 1 inclusive. * * @returns {float} Approximation of atan2(x, y) */ float czm_fastApproximateAtan(float x, float y) { // atan approximations are usually only reliable over [-1, 1], or, in our case, [0, 1] due to modifications. // So range-reduce using abs and by flipping whether x or y is on top. float t = abs(x); // t used as swap and atan result. float opposite = abs(y); float adjacent = max(t, opposite); opposite = min(t, opposite); t = czm_fastApproximateAtan(opposite / adjacent); // Undo range reduction t = czm_branchFreeTernary(abs(y) > abs(x), czm_piOverTwo - t, t); t = czm_branchFreeTernary(x < 0.0, czm_pi - t, t); t = czm_branchFreeTernary(y < 0.0, -t, t); return t; } `,Fye=`/** * Gets the color with fog at a distance from the camera. * * @name czm_fog * @glslFunction * * @param {float} distanceToCamera The distance to the camera in meters. * @param {vec3} color The original color. * @param {vec3} fogColor The color of the fog. * * @returns {vec3} The color adjusted for fog at the distance from the camera. */ vec3 czm_fog(float distanceToCamera, vec3 color, vec3 fogColor) { float scalar = distanceToCamera * czm_fogDensity; float fog = 1.0 - exp(-(scalar * scalar)); return mix(color, fogColor, fog); } /** * Gets the color with fog at a distance from the camera. * * @name czm_fog * @glslFunction * * @param {float} distanceToCamera The distance to the camera in meters. * @param {vec3} color The original color. * @param {vec3} fogColor The color of the fog. * @param {float} fogModifierConstant A constant to modify the appearance of fog. * * @returns {vec3} The color adjusted for fog at the distance from the camera. */ vec3 czm_fog(float distanceToCamera, vec3 color, vec3 fogColor, float fogModifierConstant) { float scalar = distanceToCamera * czm_fogDensity; float fog = 1.0 - exp(-((fogModifierConstant * scalar + fogModifierConstant) * (scalar * (1.0 + fogModifierConstant)))); return mix(color, fogColor, fog); } `,zye=`/** * Converts a color from RGB space to linear space. * * @name czm_gammaCorrect * @glslFunction * * @param {vec3} color The color in RGB space. * @returns {vec3} The color in linear space. */ vec3 czm_gammaCorrect(vec3 color) { #ifdef HDR color = pow(color, vec3(czm_gamma)); #endif return color; } vec4 czm_gammaCorrect(vec4 color) { #ifdef HDR color.rgb = pow(color.rgb, vec3(czm_gamma)); #endif return color; } `,Uye=`/** * DOC_TBA * * @name czm_geodeticSurfaceNormal * @glslFunction * * @param {vec3} positionOnEllipsoid DOC_TBA * @param {vec3} ellipsoidCenter DOC_TBA * @param {vec3} oneOverEllipsoidRadiiSquared DOC_TBA * * @returns {vec3} DOC_TBA. */ vec3 czm_geodeticSurfaceNormal(vec3 positionOnEllipsoid, vec3 ellipsoidCenter, vec3 oneOverEllipsoidRadiiSquared) { return normalize((positionOnEllipsoid - ellipsoidCenter) * oneOverEllipsoidRadiiSquared); } `,Hye=`/** * An czm_material with default values. Every material's czm_getMaterial * should use this default material as a base for the material it returns. * The default normal value is given by materialInput.normalEC. * * @name czm_getDefaultMaterial * @glslFunction * * @param {czm_materialInput} input The input used to construct the default material. * * @returns {czm_material} The default material. * * @see czm_materialInput * @see czm_material * @see czm_getMaterial */ czm_material czm_getDefaultMaterial(czm_materialInput materialInput) { czm_material material; material.diffuse = vec3(0.0); material.specular = 0.0; material.shininess = 1.0; material.normal = materialInput.normalEC; material.emission = vec3(0.0); material.alpha = 1.0; return material; } `,Vye=`/** * Calculates the intensity of diffusely reflected light. * * @name czm_getLambertDiffuse * @glslFunction * * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates. * @param {vec3} normalEC The surface normal in eye coordinates. * * @returns {float} The intensity of the diffuse reflection. * * @see czm_phong * * @example * float diffuseIntensity = czm_getLambertDiffuse(lightDirectionEC, normalEC); * float specularIntensity = czm_getSpecular(lightDirectionEC, toEyeEC, normalEC, 200); * vec3 color = (diffuseColor * diffuseIntensity) + (specularColor * specularIntensity); */ float czm_getLambertDiffuse(vec3 lightDirectionEC, vec3 normalEC) { return max(dot(lightDirectionEC, normalEC), 0.0); } `,kye=`/** * Calculates the specular intensity of reflected light. * * @name czm_getSpecular * @glslFunction * * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates. * @param {vec3} toEyeEC Unit vector pointing to the eye position in eye coordinates. * @param {vec3} normalEC The surface normal in eye coordinates. * @param {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight. * * @returns {float} The intensity of the specular highlight. * * @see czm_phong * * @example * float diffuseIntensity = czm_getLambertDiffuse(lightDirectionEC, normalEC); * float specularIntensity = czm_getSpecular(lightDirectionEC, toEyeEC, normalEC, 200); * vec3 color = (diffuseColor * diffuseIntensity) + (specularColor * specularIntensity); */ float czm_getSpecular(vec3 lightDirectionEC, vec3 toEyeEC, vec3 normalEC, float shininess) { vec3 toReflectedLight = reflect(-lightDirectionEC, normalEC); float specular = max(dot(toReflectedLight, toEyeEC), 0.0); // pow has undefined behavior if both parameters <= 0. // Prevent this by making sure shininess is at least czm_epsilon2. return pow(specular, max(shininess, czm_epsilon2)); } `,Gye=`/** * @private */ vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRadians) { float cosAngle = cos(angleInRadians); float sinAngle = sin(angleInRadians); // time dependent sampling directions vec2 s0 = vec2(1.0/17.0, 0.0); vec2 s1 = vec2(-1.0/29.0, 0.0); vec2 s2 = vec2(1.0/101.0, 1.0/59.0); vec2 s3 = vec2(-1.0/109.0, -1.0/57.0); // rotate sampling direction by specified angle s0 = vec2((cosAngle * s0.x) - (sinAngle * s0.y), (sinAngle * s0.x) + (cosAngle * s0.y)); s1 = vec2((cosAngle * s1.x) - (sinAngle * s1.y), (sinAngle * s1.x) + (cosAngle * s1.y)); s2 = vec2((cosAngle * s2.x) - (sinAngle * s2.y), (sinAngle * s2.x) + (cosAngle * s2.y)); s3 = vec2((cosAngle * s3.x) - (sinAngle * s3.y), (sinAngle * s3.x) + (cosAngle * s3.y)); vec2 uv0 = (uv/103.0) + (time * s0); vec2 uv1 = uv/107.0 + (time * s1) + vec2(0.23); vec2 uv2 = uv/vec2(897.0, 983.0) + (time * s2) + vec2(0.51); vec2 uv3 = uv/vec2(991.0, 877.0) + (time * s3) + vec2(0.71); uv0 = fract(uv0); uv1 = fract(uv1); uv2 = fract(uv2); uv3 = fract(uv3); vec4 noise = (texture2D(normalMap, uv0)) + (texture2D(normalMap, uv1)) + (texture2D(normalMap, uv2)) + (texture2D(normalMap, uv3)); // average and scale to between -1 and 1 return ((noise / 4.0) - 0.5) * 2.0; } `,Wye=`/** * Adjusts the hue of a color. * * @name czm_hue * @glslFunction * * @param {vec3} rgb The color. * @param {float} adjustment The amount to adjust the hue of the color in radians. * * @returns {float} The color with the hue adjusted. * * @example * vec3 adjustHue = czm_hue(color, czm_pi); // The same as czm_hue(color, -czm_pi) */ vec3 czm_hue(vec3 rgb, float adjustment) { const mat3 toYIQ = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135); const mat3 toRGB = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.107, 1.7046); vec3 yiq = toYIQ * rgb; float hue = atan(yiq.z, yiq.y) + adjustment; float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y); vec3 color = vec3(yiq.x, chroma * cos(hue), chroma * sin(hue)); return toRGB * color; } `,jye=`/** * Converts a color in linear space to RGB space. * * @name czm_inverseGamma * @glslFunction * * @param {vec3} color The color in linear space. * @returns {vec3} The color in RGB space. */ vec3 czm_inverseGamma(vec3 color) { return pow(color, vec3(1.0 / czm_gamma)); } `,qye=`/** * Determines if a time interval is empty. * * @name czm_isEmpty * @glslFunction * * @param {czm_raySegment} interval The interval to test. * * @returns {bool} true if the time interval is empty; otherwise, false. * * @example * bool b0 = czm_isEmpty(czm_emptyRaySegment); // true * bool b1 = czm_isEmpty(czm_raySegment(0.0, 1.0)); // false * bool b2 = czm_isEmpty(czm_raySegment(1.0, 1.0)); // false, contains 1.0. */ bool czm_isEmpty(czm_raySegment interval) { return (interval.stop < 0.0); } `,Yye=`/** * Determines if a time interval is empty. * * @name czm_isFull * @glslFunction * * @param {czm_raySegment} interval The interval to test. * * @returns {bool} true if the time interval is empty; otherwise, false. * * @example * bool b0 = czm_isEmpty(czm_emptyRaySegment); // true * bool b1 = czm_isEmpty(czm_raySegment(0.0, 1.0)); // false * bool b2 = czm_isEmpty(czm_raySegment(1.0, 1.0)); // false, contains 1.0. */ bool czm_isFull(czm_raySegment interval) { return (interval.start == 0.0 && interval.stop == czm_infinity); } `,$ye=`/** * Computes the fraction of a Web Wercator rectangle at which a given geodetic latitude is located. * * @name czm_latitudeToWebMercatorFraction * @glslFunction * * @param {float} latitude The geodetic latitude, in radians. * @param {float} southMercatorY The Web Mercator coordinate of the southern boundary of the rectangle. * @param {float} oneOverMercatorHeight The total height of the rectangle in Web Mercator coordinates. * * @returns {float} The fraction of the rectangle at which the latitude occurs. If the latitude is the southern * boundary of the rectangle, the return value will be zero. If it is the northern boundary, the return * value will be 1.0. Latitudes in between are mapped according to the Web Mercator projection. */ float czm_latitudeToWebMercatorFraction(float latitude, float southMercatorY, float oneOverMercatorHeight) { float sinLatitude = sin(latitude); float mercatorY = 0.5 * log((1.0 + sinLatitude) / (1.0 - sinLatitude)); return (mercatorY - southMercatorY) * oneOverMercatorHeight; } `,Xye=`/** * Computes distance from an point in 2D to a line in 2D. * * @name czm_lineDistance * @glslFunction * * param {vec2} point1 A point along the line. * param {vec2} point2 A point along the line. * param {vec2} point A point that may or may not be on the line. * returns {float} The distance from the point to the line. */ float czm_lineDistance(vec2 point1, vec2 point2, vec2 point) { return abs((point2.y - point1.y) * point.x - (point2.x - point1.x) * point.y + point2.x * point1.y - point2.y * point1.x) / distance(point2, point1); } `,Kye=`/** * Converts a linear RGB color to an sRGB color. * * @param {vec3|vec4} linearIn The color in linear color space. * @returns {vec3|vec4} The color in sRGB color space. The vector type matches the input. */ vec3 czm_linearToSrgb(vec3 linearIn) { return pow(linearIn, vec3(1.0/2.2)); } vec4 czm_linearToSrgb(vec4 linearIn) { vec3 srgbOut = pow(linearIn.rgb, vec3(1.0/2.2)); return vec4(srgbOut, linearIn.a); } `,Jye=`/** * Computes the luminance of a color. * * @name czm_luminance * @glslFunction * * @param {vec3} rgb The color. * * @returns {float} The luminance. * * @example * float light = czm_luminance(vec3(0.0)); // 0.0 * float dark = czm_luminance(vec3(1.0)); // ~1.0 */ float czm_luminance(vec3 rgb) { // Algorithm from Chapter 10 of Graphics Shaders. const vec3 W = vec3(0.2125, 0.7154, 0.0721); return dot(rgb, W); } `,Qye=`/** * Computes the size of a pixel in meters at a distance from the eye. *

* Use this version when passing in a custom pixel ratio. For example, passing in 1.0 will return meters per native device pixel. *

* @name czm_metersPerPixel * @glslFunction * * @param {vec3} positionEC The position to get the meters per pixel in eye coordinates. * @param {float} pixelRatio The scaling factor from pixel space to coordinate space * * @returns {float} The meters per pixel at positionEC. */ float czm_metersPerPixel(vec4 positionEC, float pixelRatio) { float width = czm_viewport.z; float height = czm_viewport.w; float pixelWidth; float pixelHeight; float top = czm_frustumPlanes.x; float bottom = czm_frustumPlanes.y; float left = czm_frustumPlanes.z; float right = czm_frustumPlanes.w; if (czm_sceneMode == czm_sceneMode2D || czm_orthographicIn3D == 1.0) { float frustumWidth = right - left; float frustumHeight = top - bottom; pixelWidth = frustumWidth / width; pixelHeight = frustumHeight / height; } else { float distanceToPixel = -positionEC.z; float inverseNear = 1.0 / czm_currentFrustum.x; float tanTheta = top * inverseNear; pixelHeight = 2.0 * distanceToPixel * tanTheta / height; tanTheta = right * inverseNear; pixelWidth = 2.0 * distanceToPixel * tanTheta / width; } return max(pixelWidth, pixelHeight) * pixelRatio; } /** * Computes the size of a pixel in meters at a distance from the eye. *

* Use this version when scaling by pixel ratio. *

* @name czm_metersPerPixel * @glslFunction * * @param {vec3} positionEC The position to get the meters per pixel in eye coordinates. * * @returns {float} The meters per pixel at positionEC. */ float czm_metersPerPixel(vec4 positionEC) { return czm_metersPerPixel(positionEC, czm_pixelRatio); } `,Zye=`/** * Transforms a position from model to window coordinates. The transformation * from model to clip coordinates is done using {@link czm_modelViewProjection}. * The transform from normalized device coordinates to window coordinates is * done using {@link czm_viewportTransformation}, which assumes a depth range * of near = 0 and far = 1. *

* This transform is useful when there is a need to manipulate window coordinates * in a vertex shader as done by {@link BillboardCollection}. *

* This function should not be confused with {@link czm_viewportOrthographic}, * which is an orthographic projection matrix that transforms from window * coordinates to clip coordinates. * * @name czm_modelToWindowCoordinates * @glslFunction * * @param {vec4} position The position in model coordinates to transform. * * @returns {vec4} The transformed position in window coordinates. * * @see czm_eyeToWindowCoordinates * @see czm_modelViewProjection * @see czm_viewportTransformation * @see czm_viewportOrthographic * @see BillboardCollection * * @example * vec4 positionWC = czm_modelToWindowCoordinates(positionMC); */ vec4 czm_modelToWindowCoordinates(vec4 position) { vec4 q = czm_modelViewProjection * position; // clip coordinates q.xyz /= q.w; // normalized device coordinates q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // window coordinates return q; } `,e0e=`/** * DOC_TBA * * @name czm_multiplyWithColorBalance * @glslFunction */ vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right) { // Algorithm from Chapter 10 of Graphics Shaders. const vec3 W = vec3(0.2125, 0.7154, 0.0721); vec3 target = left * right; float leftLuminance = dot(left, W); float rightLuminance = dot(right, W); float targetLuminance = dot(target, W); return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target; } `,t0e=`/** * Computes a value that scales with distance. The scaling is clamped at the near and * far distances, and does not extrapolate. This function works with the * {@link NearFarScalar} JavaScript class. * * @name czm_nearFarScalar * @glslFunction * * @param {vec4} nearFarScalar A vector with 4 components: Near distance (x), Near value (y), Far distance (z), Far value (w). * @param {float} cameraDistSq The square of the current distance from the camera. * * @returns {float} The value at this distance. */ float czm_nearFarScalar(vec4 nearFarScalar, float cameraDistSq) { float valueAtMin = nearFarScalar.y; float valueAtMax = nearFarScalar.w; float nearDistanceSq = nearFarScalar.x * nearFarScalar.x; float farDistanceSq = nearFarScalar.z * nearFarScalar.z; float t = (cameraDistSq - nearDistanceSq) / (farDistanceSq - nearDistanceSq); t = pow(clamp(t, 0.0, 1.0), 0.2); return mix(valueAtMin, valueAtMax, t); } `,n0e=` /** * Decodes a unit-length vector in 'oct' encoding to a normalized 3-component Cartesian vector. * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors", * Cigolle et al 2014: http://jcgt.org/published/0003/02/01/ * * @name czm_octDecode * @param {vec2} encoded The oct-encoded, unit-length vector * @param {float} range The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits. * @returns {vec3} The decoded and normalized vector */ vec3 czm_octDecode(vec2 encoded, float range) { if (encoded.x == 0.0 && encoded.y == 0.0) { return vec3(0.0, 0.0, 0.0); } encoded = encoded / range * 2.0 - 1.0; vec3 v = vec3(encoded.x, encoded.y, 1.0 - abs(encoded.x) - abs(encoded.y)); if (v.z < 0.0) { v.xy = (1.0 - abs(v.yx)) * czm_signNotZero(v.xy); } return normalize(v); } /** * Decodes a unit-length vector in 'oct' encoding to a normalized 3-component Cartesian vector. * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors", * Cigolle et al 2014: http://jcgt.org/published/0003/02/01/ * * @name czm_octDecode * @param {vec2} encoded The oct-encoded, unit-length vector * @returns {vec3} The decoded and normalized vector */ vec3 czm_octDecode(vec2 encoded) { return czm_octDecode(encoded, 255.0); } /** * Decodes a unit-length vector in 'oct' encoding packed into a floating-point number to a normalized 3-component Cartesian vector. * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors", * Cigolle et al 2014: http://jcgt.org/published/0003/02/01/ * * @name czm_octDecode * @param {float} encoded The oct-encoded, unit-length vector * @returns {vec3} The decoded and normalized vector */ vec3 czm_octDecode(float encoded) { float temp = encoded / 256.0; float x = floor(temp); float y = (temp - x) * 256.0; return czm_octDecode(vec2(x, y)); } /** * Decodes three unit-length vectors in 'oct' encoding packed into two floating-point numbers to normalized 3-component Cartesian vectors. * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors", * Cigolle et al 2014: http://jcgt.org/published/0003/02/01/ * * @name czm_octDecode * @param {vec2} encoded The packed oct-encoded, unit-length vectors. * @param {vec3} vector1 One decoded and normalized vector. * @param {vec3} vector2 One decoded and normalized vector. * @param {vec3} vector3 One decoded and normalized vector. */ void czm_octDecode(vec2 encoded, out vec3 vector1, out vec3 vector2, out vec3 vector3) { float temp = encoded.x / 65536.0; float x = floor(temp); float encodedFloat1 = (temp - x) * 65536.0; temp = encoded.y / 65536.0; float y = floor(temp); float encodedFloat2 = (temp - y) * 65536.0; vector1 = czm_octDecode(encodedFloat1); vector2 = czm_octDecode(encodedFloat2); vector3 = czm_octDecode(vec2(x, y)); } `,i0e=`/** * Packs a depth value into a vec3 that can be represented by unsigned bytes. * * @name czm_packDepth * @glslFunction * * @param {float} depth The floating-point depth. * @returns {vec3} The packed depth. */ vec4 czm_packDepth(float depth) { // See Aras Pranckevičius' post Encoding Floats to RGBA // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth; enc = fract(enc); enc -= enc.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0); return enc; } `,o0e=`vec3 lambertianDiffuse(vec3 diffuseColor) { return diffuseColor / czm_pi; } vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH) { return f0 + (f90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0); } float smithVisibilityG1(float NdotV, float roughness) { // this is the k value for direct lighting. // for image based lighting it will be roughness^2 / 2 float k = (roughness + 1.0) * (roughness + 1.0) / 8.0; return NdotV / (NdotV * (1.0 - k) + k); } float smithVisibilityGGX(float roughness, float NdotL, float NdotV) { return ( smithVisibilityG1(NdotL, roughness) * smithVisibilityG1(NdotV, roughness) ); } float GGX(float roughness, float NdotH) { float roughnessSquared = roughness * roughness; float f = (NdotH * roughnessSquared - NdotH) * NdotH + 1.0; return roughnessSquared / (czm_pi * f * f); } /** * Compute the diffuse and specular contributions using physically based * rendering. This function only handles direct lighting. *

* This function only handles the lighting calculations. Metallic/roughness * and specular/glossy must be handled separately. See {@czm_pbrMetallicRoughnessMaterial}, {@czm_pbrSpecularGlossinessMaterial} and {@czm_defaultPbrMaterial} *

* * @name czm_pbrlighting * @glslFunction * * @param {vec3} positionEC The position of the fragment in eye coordinates * @param {vec3} normalEC The surface normal in eye coordinates * @param {vec3} lightDirectionEC Unit vector pointing to the light source in eye coordinates. * @param {vec3} lightColorHdr radiance of the light source. This is a HDR value. * @param {czm_pbrParameters} The computed PBR parameters. * @return {vec3} The computed HDR color * * @example * czm_pbrParameters pbrParameters = czm_pbrMetallicRoughnessMaterial( * baseColor, * metallic, * roughness * ); * vec3 color = czm_pbrlighting( * positionEC, * normalEC, * lightDirectionEC, * lightColorHdr, * pbrParameters); */ vec3 czm_pbrLighting( vec3 positionEC, vec3 normalEC, vec3 lightDirectionEC, vec3 lightColorHdr, czm_pbrParameters pbrParameters ) { vec3 v = -normalize(positionEC); vec3 l = normalize(lightDirectionEC); vec3 h = normalize(v + l); vec3 n = normalEC; float NdotL = clamp(dot(n, l), 0.001, 1.0); float NdotV = abs(dot(n, v)) + 0.001; float NdotH = clamp(dot(n, h), 0.0, 1.0); float LdotH = clamp(dot(l, h), 0.0, 1.0); float VdotH = clamp(dot(v, h), 0.0, 1.0); vec3 f0 = pbrParameters.f0; float reflectance = max(max(f0.r, f0.g), f0.b); vec3 f90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0)); vec3 F = fresnelSchlick2(f0, f90, VdotH); float alpha = pbrParameters.roughness; float G = smithVisibilityGGX(alpha, NdotL, NdotV); float D = GGX(alpha, NdotH); vec3 specularContribution = F * G * D / (4.0 * NdotL * NdotV); vec3 diffuseColor = pbrParameters.diffuseColor; // F here represents the specular contribution vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor); // Lo = (diffuse + specular) * Li * NdotL return (diffuseContribution + specularContribution) * NdotL * lightColorHdr; } `,r0e=`/** * Compute parameters for physically based rendering using the * metallic/roughness workflow. All inputs are linear; sRGB texture values must * be decoded beforehand * * @name czm_pbrMetallicRoughnessMaterial * @glslFunction * * @param {vec3} baseColor For dielectrics, this is the base color. For metals, this is the f0 value (reflectance at normal incidence) * @param {float} metallic 0.0 indicates dielectric. 1.0 indicates metal. Values in between are allowed (e.g. to model rust or dirt); * @param {float} roughness A value between 0.0 and 1.0 * @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting} */ czm_pbrParameters czm_pbrMetallicRoughnessMaterial( vec3 baseColor, float metallic, float roughness ) { czm_pbrParameters results; // roughness is authored as perceptual roughness // square it to get material roughness roughness = clamp(roughness, 0.0, 1.0); results.roughness = roughness * roughness; // dielectrics use f0 = 0.04, metals use albedo as f0 metallic = clamp(metallic, 0.0, 1.0); const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04); vec3 f0 = mix(REFLECTANCE_DIELECTRIC, baseColor, metallic); results.f0 = f0; // diffuse only applies to dielectrics. results.diffuseColor = baseColor * (1.0 - f0) * (1.0 - metallic); return results; } `,s0e=`/** * Compute parameters for physically based rendering using the * specular/glossy workflow. All inputs are linear; sRGB texture values must * be decoded beforehand * * @name czm_pbrSpecularGlossinessMaterial * @glslFunction * * @param {vec3} diffuse The diffuse color for dielectrics (non-metals) * @param {vec3} specular The reflectance at normal incidence (f0) * @param {float} glossiness A number from 0.0 to 1.0 indicating how smooth the surface is. * @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting} */ czm_pbrParameters czm_pbrSpecularGlossinessMaterial( vec3 diffuse, vec3 specular, float glossiness ) { czm_pbrParameters results; // glossiness is the opposite of roughness, but easier for artists to use. float roughness = 1.0 - glossiness; results.roughness = roughness * roughness; results.diffuseColor = diffuse * (1.0 - max(max(specular.r, specular.g), specular.b)); results.f0 = specular; return results; } `,a0e=`float czm_private_getLambertDiffuseOfMaterial(vec3 lightDirectionEC, czm_material material) { return czm_getLambertDiffuse(lightDirectionEC, material.normal); } float czm_private_getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm_material material) { return czm_getSpecular(lightDirectionEC, toEyeEC, material.normal, material.shininess); } /** * Computes a color using the Phong lighting model. * * @name czm_phong * @glslFunction * * @param {vec3} toEye A normalized vector from the fragment to the eye in eye coordinates. * @param {czm_material} material The fragment's material. * * @returns {vec4} The computed color. * * @example * vec3 positionToEyeEC = // ... * czm_material material = // ... * vec3 lightDirectionEC = // ... * gl_FragColor = czm_phong(normalize(positionToEyeEC), material, lightDirectionEC); * * @see czm_getMaterial */ vec4 czm_phong(vec3 toEye, czm_material material, vec3 lightDirectionEC) { // Diffuse from directional light sources at eye (for top-down) float diffuse = czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 0.0, 1.0), material); if (czm_sceneMode == czm_sceneMode3D) { // (and horizon views in 3D) diffuse += czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 1.0, 0.0), material); } float specular = czm_private_getSpecularOfMaterial(lightDirectionEC, toEye, material); // Temporary workaround for adding ambient. vec3 materialDiffuse = material.diffuse * 0.5; vec3 ambient = materialDiffuse; vec3 color = ambient + material.emission; color += materialDiffuse * diffuse * czm_lightColor; color += material.specular * specular * czm_lightColor; return vec4(color, material.alpha); } vec4 czm_private_phong(vec3 toEye, czm_material material, vec3 lightDirectionEC) { float diffuse = czm_private_getLambertDiffuseOfMaterial(lightDirectionEC, material); float specular = czm_private_getSpecularOfMaterial(lightDirectionEC, toEye, material); vec3 ambient = vec3(0.0); vec3 color = ambient + material.emission; color += material.diffuse * diffuse * czm_lightColor; color += material.specular * specular * czm_lightColor; return vec4(color, material.alpha); } `,c0e=`/** * Computes distance from a point to a plane. * * @name czm_planeDistance * @glslFunction * * param {vec4} plane A Plane in Hessian Normal Form. See Plane.js * param {vec3} point A point in the same space as the plane. * returns {float} The distance from the point to the plane. */ float czm_planeDistance(vec4 plane, vec3 point) { return (dot(plane.xyz, point) + plane.w); } /** * Computes distance from a point to a plane. * * @name czm_planeDistance * @glslFunction * * param {vec3} planeNormal Normal for a plane in Hessian Normal Form. See Plane.js * param {float} planeDistance Distance for a plane in Hessian Normal form. See Plane.js * param {vec3} point A point in the same space as the plane. * returns {float} The distance from the point to the plane. */ float czm_planeDistance(vec3 planeNormal, float planeDistance, vec3 point) { return (dot(planeNormal, point) + planeDistance); } `,l0e=`/** * Computes the point along a ray at the given time. time can be positive, negative, or zero. * * @name czm_pointAlongRay * @glslFunction * * @param {czm_ray} ray The ray to compute the point along. * @param {float} time The time along the ray. * * @returns {vec3} The point along the ray at the given time. * * @example * czm_ray ray = czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)); // origin, direction * vec3 v = czm_pointAlongRay(ray, 2.0); // (2.0, 0.0, 0.0) */ vec3 czm_pointAlongRay(czm_ray ray, float time) { return ray.origin + (time * ray.direction); } `,u0e=`/** * DOC_TBA * * @name czm_rayEllipsoidIntersectionInterval * @glslFunction */ czm_raySegment czm_rayEllipsoidIntersectionInterval(czm_ray ray, vec3 ellipsoid_center, vec3 ellipsoid_inverseRadii) { // ray and ellipsoid center in eye coordinates. radii in model coordinates. vec3 q = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ray.origin, 1.0)).xyz; vec3 w = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ray.direction, 0.0)).xyz; q = q - ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ellipsoid_center, 1.0)).xyz; float q2 = dot(q, q); float qw = dot(q, w); if (q2 > 1.0) // Outside ellipsoid. { if (qw >= 0.0) // Looking outward or tangent (0 intersections). { return czm_emptyRaySegment; } else // qw < 0.0. { float qw2 = qw * qw; float difference = q2 - 1.0; // Positively valued. float w2 = dot(w, w); float product = w2 * difference; if (qw2 < product) // Imaginary roots (0 intersections). { return czm_emptyRaySegment; } else if (qw2 > product) // Distinct roots (2 intersections). { float discriminant = qw * qw - product; float temp = -qw + sqrt(discriminant); // Avoid cancellation. float root0 = temp / w2; float root1 = difference / temp; if (root0 < root1) { czm_raySegment i = czm_raySegment(root0, root1); return i; } else { czm_raySegment i = czm_raySegment(root1, root0); return i; } } else // qw2 == product. Repeated roots (2 intersections). { float root = sqrt(difference / w2); czm_raySegment i = czm_raySegment(root, root); return i; } } } else if (q2 < 1.0) // Inside ellipsoid (2 intersections). { float difference = q2 - 1.0; // Negatively valued. float w2 = dot(w, w); float product = w2 * difference; // Negatively valued. float discriminant = qw * qw - product; float temp = -qw + sqrt(discriminant); // Positively valued. czm_raySegment i = czm_raySegment(0.0, temp / w2); return i; } else // q2 == 1.0. On ellipsoid. { if (qw < 0.0) // Looking inward. { float w2 = dot(w, w); czm_raySegment i = czm_raySegment(0.0, -qw / w2); return i; } else // qw >= 0.0. Looking outward or tangent. { return czm_emptyRaySegment; } } } `,f0e=`/** * Compute the intersection interval of a ray with a sphere. * * @name czm_raySphereIntersectionInterval * @glslFunction * * @param {czm_ray} ray The ray. * @param {vec3} center The center of the sphere. * @param {float} radius The radius of the sphere. * @return {czm_raySegment} The intersection interval of the ray with the sphere. */ czm_raySegment czm_raySphereIntersectionInterval(czm_ray ray, vec3 center, float radius) { vec3 o = ray.origin; vec3 d = ray.direction; vec3 oc = o - center; float a = dot(d, d); float b = 2.0 * dot(d, oc); float c = dot(oc, oc) - (radius * radius); float det = (b * b) - (4.0 * a * c); if (det < 0.0) { return czm_emptyRaySegment; } float sqrtDet = sqrt(det); float t0 = (-b - sqrtDet) / (2.0 * a); float t1 = (-b + sqrtDet) / (2.0 * a); czm_raySegment result = czm_raySegment(t0, t1); return result; } `,d0e=`float czm_readDepth(sampler2D depthTexture, vec2 texCoords) { return czm_reverseLogDepth(texture2D(depthTexture, texCoords).r); } `,h0e=`/** * Reads a value previously transformed with {@link czm_writeNonPerspective} * by dividing it by \`w\`, the value used in the perspective divide. * This function is intended to be called in a fragment shader to access a * \`varying\` that should not be subject to perspective interpolation. * For example, screen-space texture coordinates. The value should have been * previously written in the vertex shader with a call to * {@link czm_writeNonPerspective}. * * @name czm_readNonPerspective * @glslFunction * * @param {float|vec2|vec3|vec4} value The non-perspective value to be read. * @param {float} oneOverW One over the perspective divide value, \`w\`. Usually this is simply \`gl_FragCoord.w\`. * @returns {float|vec2|vec3|vec4} The usable value. */ float czm_readNonPerspective(float value, float oneOverW) { return value * oneOverW; } vec2 czm_readNonPerspective(vec2 value, float oneOverW) { return value * oneOverW; } vec3 czm_readNonPerspective(vec3 value, float oneOverW) { return value * oneOverW; } vec4 czm_readNonPerspective(vec4 value, float oneOverW) { return value * oneOverW; } `,p0e=`float czm_reverseLogDepth(float logZ) { #ifdef LOG_DEPTH float near = czm_currentFrustum.x; float far = czm_currentFrustum.y; float log2Depth = logZ * czm_log2FarDepthFromNearPlusOne; float depthFromNear = pow(2.0, log2Depth) - 1.0; return far * (1.0 - near / (depthFromNear + near)) / (far - near); #endif return logZ; } `,m0e=`/** * Round a floating point value. This function exists because round() doesn't * exist in GLSL 1.00. * * @param {float|vec2|vec3|vec4} value The value to round * @param {float|vec2|vec3|vec3} The rounded value. The type matches the input. */ float czm_round(float value) { return floor(value + 0.5); } vec2 czm_round(vec2 value) { return floor(value + 0.5); } vec3 czm_round(vec3 value) { return floor(value + 0.5); } vec4 czm_round(vec4 value) { return floor(value + 0.5); } `,_0e=`/** * Samples the 4 neighboring pixels and return the weighted average. * * @private */ vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 textureSize, vec3 direction, float lod) { direction /= dot(vec3(1.0), abs(direction)); vec2 rev = abs(direction.zx) - vec2(1.0); vec2 neg = vec2(direction.x < 0.0 ? rev.x : -rev.x, direction.z < 0.0 ? rev.y : -rev.y); vec2 uv = direction.y < 0.0 ? neg : direction.xz; vec2 coord = 0.5 * uv + vec2(0.5); vec2 pixel = 1.0 / textureSize; if (lod > 0.0) { // Each subseqeuent mip level is half the size float scale = 1.0 / pow(2.0, lod); float offset = ((textureSize.y + 1.0) / textureSize.x); coord.x *= offset; coord *= scale; coord.x += offset + pixel.x; coord.y += (1.0 - (1.0 / pow(2.0, lod - 1.0))) + pixel.y * (lod - 1.0) * 2.0; } else { coord.x *= (textureSize.y / textureSize.x); } // Do bilinear filtering #ifndef OES_texture_float_linear vec3 color1 = texture2D(projectedMap, coord + vec2(0.0, pixel.y)).rgb; vec3 color2 = texture2D(projectedMap, coord + vec2(pixel.x, 0.0)).rgb; vec3 color3 = texture2D(projectedMap, coord + pixel).rgb; vec3 color4 = texture2D(projectedMap, coord).rgb; vec2 texturePosition = coord * textureSize; float fu = fract(texturePosition.x); float fv = fract(texturePosition.y); vec3 average1 = mix(color4, color2, fu); vec3 average2 = mix(color1, color3, fu); vec3 color = mix(average1, average2, fv); #else vec3 color = texture2D(projectedMap, coord).rgb; #endif return color; } /** * Samples from a cube map that has been projected using an octahedral projection from the given direction. * * @name czm_sampleOctahedralProjection * @glslFunction * * @param {sampler2D} projectedMap The texture with the octahedral projected cube map. * @param {vec2} textureSize The width and height dimensions in pixels of the projected map. * @param {vec3} direction The normalized direction used to sample the cube map. * @param {float} lod The level of detail to sample. * @param {float} maxLod The maximum level of detail. * @returns {vec3} The color of the cube map at the direction. */ vec3 czm_sampleOctahedralProjection(sampler2D projectedMap, vec2 textureSize, vec3 direction, float lod, float maxLod) { float currentLod = floor(lod + 0.5); float nextLod = min(currentLod + 1.0, maxLod); vec3 colorCurrentLod = czm_sampleOctahedralProjectionWithFiltering(projectedMap, textureSize, direction, currentLod); vec3 colorNextLod = czm_sampleOctahedralProjectionWithFiltering(projectedMap, textureSize, direction, nextLod); return mix(colorNextLod, colorCurrentLod, nextLod - lod); } `,g0e=`/** * Adjusts the saturation of a color. * * @name czm_saturation * @glslFunction * * @param {vec3} rgb The color. * @param {float} adjustment The amount to adjust the saturation of the color. * * @returns {float} The color with the saturation adjusted. * * @example * vec3 greyScale = czm_saturation(color, 0.0); * vec3 doubleSaturation = czm_saturation(color, 2.0); */ vec3 czm_saturation(vec3 rgb, float adjustment) { // Algorithm from Chapter 16 of OpenGL Shading Language const vec3 W = vec3(0.2125, 0.7154, 0.0721); vec3 intensity = vec3(dot(rgb, W)); return mix(intensity, rgb, adjustment); } `,y0e=` float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d) { return czm_unpackDepth(textureCube(shadowMap, d)); } float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv) { #ifdef USE_SHADOW_DEPTH_TEXTURE return texture2D(shadowMap, uv).r; #else return czm_unpackDepth(texture2D(shadowMap, uv)); #endif } float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth) { return step(depth, czm_sampleShadowMap(shadowMap, uv)); } float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth) { return step(depth, czm_sampleShadowMap(shadowMap, uv)); } `,A0e=` float czm_private_shadowVisibility(float visibility, float nDotL, float normalShadingSmooth, float darkness) { #ifdef USE_NORMAL_SHADING #ifdef USE_NORMAL_SHADING_SMOOTH float strength = clamp(nDotL / normalShadingSmooth, 0.0, 1.0); #else float strength = step(0.0, nDotL); #endif visibility *= strength; #endif visibility = max(visibility, darkness); return visibility; } #ifdef USE_CUBE_MAP_SHADOW float czm_shadowVisibility(samplerCube shadowMap, czm_shadowParameters shadowParameters) { float depthBias = shadowParameters.depthBias; float depth = shadowParameters.depth; float nDotL = shadowParameters.nDotL; float normalShadingSmooth = shadowParameters.normalShadingSmooth; float darkness = shadowParameters.darkness; vec3 uvw = shadowParameters.texCoords; depth -= depthBias; float visibility = czm_shadowDepthCompare(shadowMap, uvw, depth); return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness); } #else float czm_shadowVisibility(sampler2D shadowMap, czm_shadowParameters shadowParameters) { float depthBias = shadowParameters.depthBias; float depth = shadowParameters.depth; float nDotL = shadowParameters.nDotL; float normalShadingSmooth = shadowParameters.normalShadingSmooth; float darkness = shadowParameters.darkness; vec2 uv = shadowParameters.texCoords; depth -= depthBias; #ifdef USE_SOFT_SHADOWS vec2 texelStepSize = shadowParameters.texelStepSize; float radius = 1.0; float dx0 = -texelStepSize.x * radius; float dy0 = -texelStepSize.y * radius; float dx1 = texelStepSize.x * radius; float dy1 = texelStepSize.y * radius; float visibility = ( czm_shadowDepthCompare(shadowMap, uv, depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy0), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy0), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy0), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, 0.0), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, 0.0), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy1), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy1), depth) + czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy1), depth) ) * (1.0 / 9.0); #else float visibility = czm_shadowDepthCompare(shadowMap, uv, depth); #endif return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness); } #endif `,b0e=`/** * Returns 1.0 if the given value is positive or zero, and -1.0 if it is negative. This is similar to the GLSL * built-in function sign except that returns 1.0 instead of 0.0 when the input value is 0.0. * * @name czm_signNotZero * @glslFunction * * @param {} value The value for which to determine the sign. * @returns {} 1.0 if the value is positive or zero, -1.0 if the value is negative. */ float czm_signNotZero(float value) { return value >= 0.0 ? 1.0 : -1.0; } vec2 czm_signNotZero(vec2 value) { return vec2(czm_signNotZero(value.x), czm_signNotZero(value.y)); } vec3 czm_signNotZero(vec3 value) { return vec3(czm_signNotZero(value.x), czm_signNotZero(value.y), czm_signNotZero(value.z)); } vec4 czm_signNotZero(vec4 value) { return vec4(czm_signNotZero(value.x), czm_signNotZero(value.y), czm_signNotZero(value.z), czm_signNotZero(value.w)); } `,C0e=`/** * Computes a color from the third order spherical harmonic coefficients and a normalized direction vector. *

* The order of the coefficients is [L00, L1_1, L10, L11, L2_2, L2_1, L20, L21, L22]. *

* * @name czm_sphericalHarmonics * @glslFunction * * @param {vec3} normal The normalized direction. * @param {vec3[9]} coefficients The third order spherical harmonic coefficients. * @returns {vec3} The color at the direction. * * @see https://graphics.stanford.edu/papers/envmap/envmap.pdf */ vec3 czm_sphericalHarmonics(vec3 normal, vec3 coefficients[9]) { vec3 L00 = coefficients[0]; vec3 L1_1 = coefficients[1]; vec3 L10 = coefficients[2]; vec3 L11 = coefficients[3]; vec3 L2_2 = coefficients[4]; vec3 L2_1 = coefficients[5]; vec3 L20 = coefficients[6]; vec3 L21 = coefficients[7]; vec3 L22 = coefficients[8]; float x = normal.x; float y = normal.y; float z = normal.z; return L00 + L1_1 * y + L10 * z + L11 * x + L2_2 * (y * x) + L2_1 * (y * z) + L20 * (3.0 * z * z - 1.0) + L21 * (z * x) + L22 * (x * x - y * y); } `,T0e=`/** * Converts an sRGB color to a linear RGB color. * * @param {vec3|vec4} srgbIn The color in sRGB space * @returns {vec3|vec4} The color in linear color space. The vector type matches the input. */ vec3 czm_srgbToLinear(vec3 srgbIn) { return pow(srgbIn, vec3(2.2)); } vec4 czm_srgbToLinear(vec4 srgbIn) { vec3 linearOut = pow(srgbIn.rgb, vec3(2.2)); return vec4(linearOut, srgbIn.a); } `,E0e=`/** * Creates a matrix that transforms vectors from tangent space to eye space. * * @name czm_tangentToEyeSpaceMatrix * @glslFunction * * @param {vec3} normalEC The normal vector in eye coordinates. * @param {vec3} tangentEC The tangent vector in eye coordinates. * @param {vec3} bitangentEC The bitangent vector in eye coordinates. * * @returns {mat3} The matrix that transforms from tangent space to eye space. * * @example * mat3 tangentToEye = czm_tangentToEyeSpaceMatrix(normalEC, tangentEC, bitangentEC); * vec3 normal = tangentToEye * texture2D(normalMap, st).xyz; */ mat3 czm_tangentToEyeSpaceMatrix(vec3 normalEC, vec3 tangentEC, vec3 bitangentEC) { vec3 normal = normalize(normalEC); vec3 tangent = normalize(tangentEC); vec3 bitangent = normalize(bitangentEC); return mat3(tangent.x , tangent.y , tangent.z, bitangent.x, bitangent.y, bitangent.z, normal.x , normal.y , normal.z); } `,x0e=`/** * Transforms a plane. * * @name czm_transformPlane * @glslFunction * * @param {vec4} plane The plane in Hessian Normal Form. * @param {mat4} transform The inverse-transpose of a transformation matrix. */ vec4 czm_transformPlane(vec4 plane, mat4 transform) { vec4 transformedPlane = transform * plane; // Convert the transformed plane to Hessian Normal Form float normalMagnitude = length(transformedPlane.xyz); return transformedPlane / normalMagnitude; } `,w0e=`/** * Translates a position (or any vec3) that was encoded with {@link EncodedCartesian3}, * and then provided to the shader as separate high and low bits to * be relative to the eye. As shown in the example, the position can then be transformed in eye * or clip coordinates using {@link czm_modelViewRelativeToEye} or {@link czm_modelViewProjectionRelativeToEye}, * respectively. *

* This technique, called GPU RTE, eliminates jittering artifacts when using large coordinates as * described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}. *

* * @name czm_translateRelativeToEye * @glslFunction * * @param {vec3} high The position's high bits. * @param {vec3} low The position's low bits. * @returns {vec3} The position translated to be relative to the camera's position. * * @example * attribute vec3 positionHigh; * attribute vec3 positionLow; * * void main() * { * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow); * gl_Position = czm_modelViewProjectionRelativeToEye * p; * } * * @see czm_modelViewRelativeToEye * @see czm_modelViewProjectionRelativeToEye * @see czm_computePosition * @see EncodedCartesian3 */ vec4 czm_translateRelativeToEye(vec3 high, vec3 low) { vec3 highDifference = high - czm_encodedCameraPositionMCHigh; vec3 lowDifference = low - czm_encodedCameraPositionMCLow; return vec4(highDifference + lowDifference, 1.0); } `,S0e=`/** * @private */ vec4 czm_translucentPhong(vec3 toEye, czm_material material, vec3 lightDirectionEC) { // Diffuse from directional light sources at eye (for top-down and horizon views) float diffuse = czm_getLambertDiffuse(vec3(0.0, 0.0, 1.0), material.normal); if (czm_sceneMode == czm_sceneMode3D) { // (and horizon views in 3D) diffuse += czm_getLambertDiffuse(vec3(0.0, 1.0, 0.0), material.normal); } diffuse = clamp(diffuse, 0.0, 1.0); float specular = czm_getSpecular(lightDirectionEC, toEye, material.normal, material.shininess); // Temporary workaround for adding ambient. vec3 materialDiffuse = material.diffuse * 0.5; vec3 ambient = materialDiffuse; vec3 color = ambient + material.emission; color += materialDiffuse * diffuse * czm_lightColor; color += material.specular * specular * czm_lightColor; return vec4(color, material.alpha); } `,v0e=`/** * Returns the transpose of the matrix. The input matrix can be * a mat2, mat3, or mat4. * * @name czm_transpose * @glslFunction * * @param {} matrix The matrix to transpose. * * @returns {} The transposed matrix. * * @example * // GLSL declarations * mat2 czm_transpose(mat2 matrix); * mat3 czm_transpose(mat3 matrix); * mat4 czm_transpose(mat4 matrix); * * // Transpose a 3x3 rotation matrix to find its inverse. * mat3 eastNorthUpToEye = czm_eastNorthUpToEyeCoordinates( * positionMC, normalEC); * mat3 eyeToEastNorthUp = czm_transpose(eastNorthUpToEye); */ mat2 czm_transpose(mat2 matrix) { return mat2( matrix[0][0], matrix[1][0], matrix[0][1], matrix[1][1]); } mat3 czm_transpose(mat3 matrix) { return mat3( matrix[0][0], matrix[1][0], matrix[2][0], matrix[0][1], matrix[1][1], matrix[2][1], matrix[0][2], matrix[1][2], matrix[2][2]); } mat4 czm_transpose(mat4 matrix) { return mat4( matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0], matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1], matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2], matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]); } `,D0e=`/** * Unpacks a vec4 depth value to a float in [0, 1) range. * * @name czm_unpackDepth * @glslFunction * * @param {vec4} packedDepth The packed depth. * * @returns {float} The floating-point depth in [0, 1) range. */ float czm_unpackDepth(vec4 packedDepth) { // See Aras Pranckevičius' post Encoding Floats to RGBA // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/ return dot(packedDepth, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)); } `,I0e=`/** * Unpack an IEEE 754 single-precision float that is packed as a little-endian unsigned normalized vec4. * * @name czm_unpackFloat * @glslFunction * * @param {vec4} packedFloat The packed float. * * @returns {float} The floating-point depth in arbitrary range. */ float czm_unpackFloat(vec4 packedFloat) { // Convert to [0.0, 255.0] and round to integer packedFloat = floor(packedFloat * 255.0 + 0.5); float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0; float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0; if (exponent == -127.0) { return 0.0; } float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000); float result = sign * exp2(exponent - 23.0) * mantissa; return result; } `,P0e=`/** * Unpack unsigned integers of 1-4 bytes. in WebGL 1, there is no uint type, * so the return value is an int. *

* There are also precision limitations in WebGL 1. highp int is still limited * to 24 bits. Above the value of 2^24 = 16777216, precision loss may occur. *

* * @param {float|vec2|vec3|vec4} packed The packed value. For vectors, the components are listed in little-endian order. * * @return {int} The unpacked value. */ int czm_unpackUint(float packedValue) { float rounded = czm_round(packedValue * 255.0); return int(rounded); } int czm_unpackUint(vec2 packedValue) { vec2 rounded = czm_round(packedValue * 255.0); return int(dot(rounded, vec2(1.0, 256.0))); } int czm_unpackUint(vec3 packedValue) { vec3 rounded = czm_round(packedValue * 255.0); return int(dot(rounded, vec3(1.0, 256.0, 65536.0))); } int czm_unpackUint(vec4 packedValue) { vec4 rounded = czm_round(packedValue * 255.0); return int(dot(rounded, vec4(1.0, 256.0, 65536.0, 16777216.0))); } `,O0e=`/** * Transform metadata values following the EXT_structural_metadata spec * by multiplying by scale and adding the offset. Operations are always * performed component-wise, even for matrices. * * @param {float|vec2|vec3|vec4|mat2|mat3|mat4} offset The offset to add * @param {float|vec2|vec3|vec4|mat2|mat3|mat4} scale The scale factor to multiply * @param {float|vec2|vec3|vec4|mat2|mat3|mat4} value The original value. * * @return {float|vec2|vec3|vec4|mat2|mat3|mat4} The transformed value of the same scalar/vector/matrix type as the input. */ float czm_valueTransform(float offset, float scale, float value) { return scale * value + offset; } vec2 czm_valueTransform(vec2 offset, vec2 scale, vec2 value) { return scale * value + offset; } vec3 czm_valueTransform(vec3 offset, vec3 scale, vec3 value) { return scale * value + offset; } vec4 czm_valueTransform(vec4 offset, vec4 scale, vec4 value) { return scale * value + offset; } mat2 czm_valueTransform(mat2 offset, mat2 scale, mat2 value) { return matrixCompMult(scale, value) + offset; } mat3 czm_valueTransform(mat3 offset, mat3 scale, mat3 value) { return matrixCompMult(scale, value) + offset; } mat4 czm_valueTransform(mat4 offset, mat4 scale, mat4 value) { return matrixCompMult(scale, value) + offset; } `,L0e=`#ifdef LOG_DEPTH // 1.0 at the near plane, increasing linearly from there. varying float v_depthFromNearPlusOne; #ifdef SHADOW_MAP varying vec3 v_logPositionEC; #endif #endif vec4 czm_updatePositionDepth(vec4 coords) { #if defined(LOG_DEPTH) #ifdef SHADOW_MAP vec3 logPositionEC = (czm_inverseProjection * coords).xyz; v_logPositionEC = logPositionEC; #endif // With the very high far/near ratios used with the logarithmic depth // buffer, floating point rounding errors can cause linear depth values // to end up on the wrong side of the far plane, even for vertices that // are really nowhere near it. Since we always write a correct logarithmic // depth value in the fragment shader anyway, we just need to make sure // such errors don't cause the primitive to be clipped entirely before // we even get to the fragment shader. coords.z = clamp(coords.z / coords.w, -1.0, 1.0) * coords.w; #endif return coords; } /** * Writes the logarithmic depth to gl_Position using the already computed gl_Position. * * @name czm_vertexLogDepth * @glslFunction */ void czm_vertexLogDepth() { #ifdef LOG_DEPTH v_depthFromNearPlusOne = (gl_Position.w - czm_currentFrustum.x) + 1.0; gl_Position = czm_updatePositionDepth(gl_Position); #endif } /** * Writes the logarithmic depth to gl_Position using the provided clip coordinates. *

* An example use case for this function would be moving the vertex in window coordinates * before converting back to clip coordinates. Use the original vertex clip coordinates. *

* @name czm_vertexLogDepth * @glslFunction * * @param {vec4} clipCoords The vertex in clip coordinates. * * @example * czm_vertexLogDepth(czm_projection * vec4(positionEyeCoordinates, 1.0)); */ void czm_vertexLogDepth(vec4 clipCoords) { #ifdef LOG_DEPTH v_depthFromNearPlusOne = (clipCoords.w - czm_currentFrustum.x) + 1.0; czm_updatePositionDepth(clipCoords); #endif } `,B0e=`vec4 czm_screenToEyeCoordinates(vec4 screenCoordinate) { // Reconstruct NDC coordinates float x = 2.0 * screenCoordinate.x - 1.0; float y = 2.0 * screenCoordinate.y - 1.0; float z = (screenCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2]; vec4 q = vec4(x, y, z, 1.0); // Reverse the perspective division to obtain clip coordinates. q /= screenCoordinate.w; // Reverse the projection transformation to obtain eye coordinates. if (!(czm_inverseProjection == mat4(0.0))) // IE and Edge sometimes do something weird with != between mat4s { q = czm_inverseProjection * q; } else { float top = czm_frustumPlanes.x; float bottom = czm_frustumPlanes.y; float left = czm_frustumPlanes.z; float right = czm_frustumPlanes.w; float near = czm_currentFrustum.x; float far = czm_currentFrustum.y; q.x = (q.x * (right - left) + left + right) * 0.5; q.y = (q.y * (top - bottom) + bottom + top) * 0.5; q.z = (q.z * (near - far) - near - far) * 0.5; q.w = 1.0; } return q; } /** * Transforms a position from window to eye coordinates. * The transform from window to normalized device coordinates is done using components * of (@link czm_viewport} and {@link czm_viewportTransformation} instead of calculating * the inverse of czm_viewportTransformation. The transformation from * normalized device coordinates to clip coordinates is done using fragmentCoordinate.w, * which is expected to be the scalar used in the perspective divide. The transformation * from clip to eye coordinates is done using {@link czm_inverseProjection}. * * @name czm_windowToEyeCoordinates * @glslFunction * * @param {vec4} fragmentCoordinate The position in window coordinates to transform. * * @returns {vec4} The transformed position in eye coordinates. * * @see czm_modelToWindowCoordinates * @see czm_eyeToWindowCoordinates * @see czm_inverseProjection * @see czm_viewport * @see czm_viewportTransformation * * @example * vec4 positionEC = czm_windowToEyeCoordinates(gl_FragCoord); */ vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate) { vec2 screenCoordXY = (fragmentCoordinate.xy - czm_viewport.xy) / czm_viewport.zw; return czm_screenToEyeCoordinates(vec4(screenCoordXY, fragmentCoordinate.zw)); } vec4 czm_screenToEyeCoordinates(vec2 screenCoordinateXY, float depthOrLogDepth) { // See reverseLogDepth.glsl. This is separate to re-use the pow. #if defined(LOG_DEPTH) || defined(LOG_DEPTH_READ_ONLY) float near = czm_currentFrustum.x; float far = czm_currentFrustum.y; float log2Depth = depthOrLogDepth * czm_log2FarDepthFromNearPlusOne; float depthFromNear = pow(2.0, log2Depth) - 1.0; float depthFromCamera = depthFromNear + near; vec4 screenCoord = vec4(screenCoordinateXY, far * (1.0 - near / depthFromCamera) / (far - near), 1.0); vec4 eyeCoordinate = czm_screenToEyeCoordinates(screenCoord); eyeCoordinate.w = 1.0 / depthFromCamera; // Better precision return eyeCoordinate; #else vec4 screenCoord = vec4(screenCoordinateXY, depthOrLogDepth, 1.0); vec4 eyeCoordinate = czm_screenToEyeCoordinates(screenCoord); #endif return eyeCoordinate; } /** * Transforms a position given as window x/y and a depth or a log depth from window to eye coordinates. * This function produces more accurate results for window positions with log depth than * conventionally unpacking the log depth using czm_reverseLogDepth and using the standard version * of czm_windowToEyeCoordinates. * * @name czm_windowToEyeCoordinates * @glslFunction * * @param {vec2} fragmentCoordinateXY The XY position in window coordinates to transform. * @param {float} depthOrLogDepth A depth or log depth for the fragment. * * @see czm_modelToWindowCoordinates * @see czm_eyeToWindowCoordinates * @see czm_inverseProjection * @see czm_viewport * @see czm_viewportTransformation * * @returns {vec4} The transformed position in eye coordinates. */ vec4 czm_windowToEyeCoordinates(vec2 fragmentCoordinateXY, float depthOrLogDepth) { vec2 screenCoordXY = (fragmentCoordinateXY.xy - czm_viewport.xy) / czm_viewport.zw; return czm_screenToEyeCoordinates(screenCoordXY, depthOrLogDepth); } `,R0e=`// emulated noperspective #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH) varying float v_WindowZ; #endif /** * Emulates GL_DEPTH_CLAMP. Clamps a fragment to the near and far plane * by writing the fragment's depth. See czm_depthClamp for more details. *

* The shader must enable the GL_EXT_frag_depth extension. *

* * @name czm_writeDepthClamp * @glslFunction * * @example * gl_FragColor = color; * czm_writeDepthClamp(); * * @see czm_depthClamp */ void czm_writeDepthClamp() { #if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH) gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0); #endif } `,N0e=`#ifdef LOG_DEPTH varying float v_depthFromNearPlusOne; #ifdef POLYGON_OFFSET uniform vec2 u_polygonOffset; #ifdef GL_OES_standard_derivatives #extension GL_OES_standard_derivatives : enable #endif #endif #endif /** * Writes the fragment depth to the logarithmic depth buffer. *

* Use this when the vertex shader does not call {@link czm_vertexlogDepth}, for example, when * ray-casting geometry using a full screen quad. *

* @name czm_writeLogDepth * @glslFunction * * @param {float} depth The depth coordinate, where 1.0 is on the near plane and * depth increases in eye-space units from there * * @example * czm_writeLogDepth((czm_projection * v_positionEyeCoordinates).w + 1.0); */ void czm_writeLogDepth(float depth) { #if defined(GL_EXT_frag_depth) && defined(LOG_DEPTH) // Discard the vertex if it's not between the near and far planes. // We allow a bit of epsilon on the near plane comparison because a 1.0 // from the vertex shader (indicating the vertex should be _on_ the near // plane) will not necessarily come here as exactly 1.0. if (depth <= 0.9999999 || depth > czm_farDepthFromNearPlusOne) { discard; } #ifdef POLYGON_OFFSET // Polygon offset: m * factor + r * units float factor = u_polygonOffset[0]; float units = u_polygonOffset[1]; // If we can't compute derivatives, just leave out the factor I guess? #ifdef GL_OES_standard_derivatives if (factor != 0.0) { // m = sqrt(dZdX^2 + dZdY^2); float x = dFdx(depth); float y = dFdy(depth); float m = sqrt(x * x + y * y); // Apply the factor before computing the log depth. depth += m * factor; } #endif #endif gl_FragDepthEXT = log2(depth) * czm_oneOverLog2FarDepthFromNearPlusOne; #ifdef POLYGON_OFFSET // Apply the units after the log depth. gl_FragDepthEXT += czm_epsilon7 * units; #endif #endif } /** * Writes the fragment depth to the logarithmic depth buffer. *

* Use this when the vertex shader calls {@link czm_vertexlogDepth}. *

* * @name czm_writeLogDepth * @glslFunction */ void czm_writeLogDepth() { #ifdef LOG_DEPTH czm_writeLogDepth(v_depthFromNearPlusOne); #endif } `,M0e=`/** * Transforms a value for non-perspective interpolation by multiplying * it by w, the value used in the perspective divide. This function is * intended to be called in a vertex shader to compute the value of a * \`varying\` that should not be subject to perspective interpolation. * For example, screen-space texture coordinates. The fragment shader * must call {@link czm_readNonPerspective} to retrieve the final * non-perspective value. * * @name czm_writeNonPerspective * @glslFunction * * @param {float|vec2|vec3|vec4} value The value to be interpolated without accounting for perspective. * @param {float} w The perspective divide value. Usually this is the computed \`gl_Position.w\`. * @returns {float|vec2|vec3|vec4} The transformed value, intended to be stored in a \`varying\` and read in the * fragment shader with {@link czm_readNonPerspective}. */ float czm_writeNonPerspective(float value, float w) { return value * w; } vec2 czm_writeNonPerspective(vec2 value, float w) { return value * w; } vec3 czm_writeNonPerspective(vec3 value, float w) { return value * w; } vec4 czm_writeNonPerspective(vec4 value, float w) { return value * w; } `,JI={czm_degreesPerRadian:mge,czm_depthRange:_ge,czm_epsilon1:gge,czm_epsilon2:yge,czm_epsilon3:Age,czm_epsilon4:bge,czm_epsilon5:Cge,czm_epsilon6:Tge,czm_epsilon7:Ege,czm_infinity:xge,czm_oneOverPi:wge,czm_oneOverTwoPi:Sge,czm_passCesium3DTile:vge,czm_passCesium3DTileClassification:Dge,czm_passCesium3DTileClassificationIgnoreShow:Ige,czm_passClassification:Pge,czm_passCompute:Oge,czm_passEnvironment:Lge,czm_passGlobe:Bge,czm_passOpaque:Rge,czm_passOverlay:Nge,czm_passTerrainClassification:Mge,czm_passTranslucent:Fge,czm_passVoxels:zge,czm_pi:Uge,czm_piOverFour:Hge,czm_piOverSix:Vge,czm_piOverThree:kge,czm_piOverTwo:Gge,czm_radiansPerDegree:Wge,czm_sceneMode2D:jge,czm_sceneMode3D:qge,czm_sceneModeColumbusView:Yge,czm_sceneModeMorphing:$ge,czm_solarRadius:Xge,czm_threePiOver2:Kge,czm_twoPi:Jge,czm_webMercatorMaxLatitude:Qge,czm_depthRangeStruct:Zge,czm_material:eye,czm_materialInput:tye,czm_modelMaterial:nye,czm_modelVertexOutput:iye,czm_pbrParameters:oye,czm_ray:rye,czm_raySegment:sye,czm_shadowParameters:aye,czm_HSBToRGB:cye,czm_HSLToRGB:lye,czm_RGBToHSB:uye,czm_RGBToHSL:fye,czm_RGBToXYZ:dye,czm_XYZToRGB:hye,czm_acesTonemapping:pye,czm_alphaWeight:mye,czm_antialias:_ye,czm_approximateSphericalCoordinates:gye,czm_backFacing:yye,czm_branchFreeTernary:Aye,czm_cascadeColor:bye,czm_cascadeDistance:Cye,czm_cascadeMatrix:Tye,czm_cascadeWeights:Eye,czm_columbusViewMorph:xye,czm_computePosition:wye,czm_cosineAndSine:Sye,czm_decompressTextureCoordinates:vye,czm_defaultPbrMaterial:Dye,czm_depthClamp:Iye,czm_eastNorthUpToEyeCoordinates:Pye,czm_ellipsoidContainsPoint:Oye,czm_ellipsoidWgs84TextureCoordinates:Lye,czm_equalsEpsilon:Bye,czm_eyeOffset:Rye,czm_eyeToWindowCoordinates:Nye,czm_fastApproximateAtan:Mye,czm_fog:Fye,czm_gammaCorrect:zye,czm_geodeticSurfaceNormal:Uye,czm_getDefaultMaterial:Hye,czm_getLambertDiffuse:Vye,czm_getSpecular:kye,czm_getWaterNoise:Gye,czm_hue:Wye,czm_inverseGamma:jye,czm_isEmpty:qye,czm_isFull:Yye,czm_latitudeToWebMercatorFraction:$ye,czm_lineDistance:Xye,czm_linearToSrgb:Kye,czm_luminance:Jye,czm_metersPerPixel:Qye,czm_modelToWindowCoordinates:Zye,czm_multiplyWithColorBalance:e0e,czm_nearFarScalar:t0e,czm_octDecode:n0e,czm_packDepth:i0e,czm_pbrLighting:o0e,czm_pbrMetallicRoughnessMaterial:r0e,czm_pbrSpecularGlossinessMaterial:s0e,czm_phong:a0e,czm_planeDistance:c0e,czm_pointAlongRay:l0e,czm_rayEllipsoidIntersectionInterval:u0e,czm_raySphereIntersectionInterval:f0e,czm_readDepth:d0e,czm_readNonPerspective:h0e,czm_reverseLogDepth:p0e,czm_round:m0e,czm_sampleOctahedralProjection:_0e,czm_saturation:g0e,czm_shadowDepthCompare:y0e,czm_shadowVisibility:A0e,czm_signNotZero:b0e,czm_sphericalHarmonics:C0e,czm_srgbToLinear:T0e,czm_tangentToEyeSpaceMatrix:E0e,czm_transformPlane:x0e,czm_translateRelativeToEye:w0e,czm_translucentPhong:S0e,czm_transpose:v0e,czm_unpackDepth:D0e,czm_unpackFloat:I0e,czm_unpackUint:P0e,czm_valueTransform:O0e,czm_vertexLogDepth:L0e,czm_windowToEyeCoordinates:B0e,czm_writeDepthClamp:R0e,czm_writeLogDepth:N0e,czm_writeNonPerspective:M0e};function Pj(e){return e=e.replace(/\/\/.*/g,""),e.replace(/\/\*\*[\s\S]*?\*\//gm,function(t){const n=t.match(/\n/gm).length;let i="";for(let o=0;o0;){const o=e.pop();n.push(o),o.requiredBy.length===0&&t.push(o)}for(;t.length>0;){const o=t.shift();e.push(o);for(let r=0;r=0;--o)i=`${i+t[o].glslSource} `;return i.replace(n.glslSource,"")}function Bj(e,t,n){let i,o,r="";const s=e.sources;if(l(s))for(i=0,o=s.length;i-1&&i.derivedKeywords.splice(s,1)}return this.createDerivedShaderProgram(e,t,n)};pu.prototype.getDerivedShaderProgram=function(e,t){const n=e._cachedShader,i=t+n.keyword,o=this._shaders[i];if(l(o))return o.shaderProgram};pu.prototype.createDerivedShaderProgram=function(e,t,n){const i=e._cachedShader,o=t+i.keyword;let r=n.vertexShaderSource,s=n.fragmentShaderSource;const a=n.attributeLocations;typeof r=="string"&&(r=new We({sources:[r]})),typeof s=="string"&&(s=new We({sources:[s]}));const c=this._context,u=r.createCombinedVertexShader(c),f=s.createCombinedFragmentShader(c),h=new mn({gl:c._gl,logShaderCompilation:c.logShaderCompilation,debugShaders:c.debugShaders,vertexShaderSource:r,vertexShaderText:u,fragmentShaderSource:s,fragmentShaderText:f,attributeLocations:a}),_={cache:this,shaderProgram:h,keyword:o,derivedKeywords:[],count:0};return i.derivedKeywords.push(t),h._cachedShader=_,this._shaders[o]=_,h};function jN(e,t){const n=t.derivedKeywords,i=n.length;for(let o=0;ovt.maximumTextureSize)throw new E(`Width must be less than or equal to the maximum texture size (${vt.maximumTextureSize}). Check maximumTextureSize.`);if(T.typeOf.number.greaterThan("height",i,0),i>vt.maximumTextureSize)throw new E(`Height must be less than or equal to the maximum texture size (${vt.maximumTextureSize}). Check maximumTextureSize.`);if(!it.validate(r))throw new E("Invalid options.pixelFormat.");if(!c&&!Je.validate(s))throw new E("Invalid options.pixelDatatype.");if(r===it.DEPTH_COMPONENT&&s!==Je.UNSIGNED_SHORT&&s!==Je.UNSIGNED_INT)throw new E("When options.pixelFormat is DEPTH_COMPONENT, options.pixelDatatype must be UNSIGNED_SHORT or UNSIGNED_INT.");if(r===it.DEPTH_STENCIL&&s!==Je.UNSIGNED_INT_24_8)throw new E("When options.pixelFormat is DEPTH_STENCIL, options.pixelDatatype must be UNSIGNED_INT_24_8.");if(s===Je.FLOAT&&!t.floatingPointTexture)throw new E("When options.pixelDatatype is FLOAT, this WebGL implementation must support the OES_texture_float extension. Check context.floatingPointTexture.");if(s===Je.HALF_FLOAT&&!t.halfFloatingPointTexture)throw new E("When options.pixelDatatype is HALF_FLOAT, this WebGL implementation must support the OES_texture_half_float extension. Check context.halfFloatingPointTexture.");if(it.isDepthFormat(r)){if(l(o))throw new E("When options.pixelFormat is DEPTH_COMPONENT or DEPTH_STENCIL, source cannot be provided.");if(!t.depthTexture)throw new E("When options.pixelFormat is DEPTH_COMPONENT or DEPTH_STENCIL, this WebGL implementation must support WEBGL_depth_texture. Check context.depthTexture.")}if(c){if(!l(o)||!l(o.arrayBufferView))throw new E("When options.pixelFormat is compressed, options.source.arrayBufferView must be defined.");if(it.isDXTFormat(a)&&!t.s3tc)throw new E("When options.pixelFormat is S3TC compressed, this WebGL implementation must support the WEBGL_compressed_texture_s3tc extension. Check context.s3tc.");if(it.isPVRTCFormat(a)&&!t.pvrtc)throw new E("When options.pixelFormat is PVRTC compressed, this WebGL implementation must support the WEBGL_compressed_texture_pvrtc extension. Check context.pvrtc.");if(it.isASTCFormat(a)&&!t.astc)throw new E("When options.pixelFormat is ASTC compressed, this WebGL implementation must support the WEBGL_compressed_texture_astc extension. Check context.astc.");if(it.isETC2Format(a)&&!t.etc)throw new E("When options.pixelFormat is ETC2 compressed, this WebGL implementation must support the WEBGL_compressed_texture_etc extension. Check context.etc.");if(it.isETC1Format(a)&&!t.etc1)throw new E("When options.pixelFormat is ETC1 compressed, this WebGL implementation must support the WEBGL_compressed_texture_etc1 extension. Check context.etc1.");if(it.isBC7Format(a)&&!t.bc7)throw new E("When options.pixelFormat is BC7 compressed, this WebGL implementation must support the EXT_texture_compression_bptc extension. Check context.bc7.");if(it.compressedTextureSizeInBytes(a,n,i)!==o.arrayBufferView.byteLength)throw new E("The byte length of the array buffer is invalid for the compressed texture with the given width and height.")}const u=e.preMultiplyAlpha||r===it.RGB||r===it.LUMINANCE,f=A(e.flipY,!0),h=A(e.skipColorSpaceConversion,!1);let _=!0;const g=t._gl,p=g.TEXTURE_2D,y=g.createTexture();g.activeTexture(g.TEXTURE0),g.bindTexture(p,y);let b=4;if(l(o)&&l(o.arrayBufferView)&&!c&&(b=it.alignmentInBytes(r,s,n)),g.pixelStorei(g.UNPACK_ALIGNMENT,b),h?g.pixelStorei(g.UNPACK_COLORSPACE_CONVERSION_WEBGL,g.NONE):g.pixelStorei(g.UNPACK_COLORSPACE_CONVERSION_WEBGL,g.BROWSER_DEFAULT_WEBGL),l(o))if(l(o.arrayBufferView)){g.pixelStorei(g.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1),g.pixelStorei(g.UNPACK_FLIP_Y_WEBGL,!1);let x=o.arrayBufferView,S,v,P;if(c){if(g.compressedTexImage2D(p,0,a,n,i,0,x),l(o.mipLevels))for(v=n,P=i,S=0;Sn.drawingBufferWidth)throw new E("framebufferXOffset + width must be less than or equal to drawingBufferWidth");if(r+a>n.drawingBufferHeight)throw new E("framebufferYOffset + height must be less than or equal to drawingBufferHeight.");return new Ht({context:t,width:s,height:a,pixelFormat:i,source:{framebuffer:l(c)?c:t.defaultFramebuffer,xOffset:o,yOffset:r,width:s,height:a}})};Object.defineProperties(Ht.prototype,{id:{get:function(){return this._id}},sampler:{get:function(){return this._sampler},set:function(e){let t=e.minificationFilter,n=e.magnificationFilter;const i=this._context,o=this._pixelFormat,r=this._pixelDatatype,s=t===Cn.NEAREST_MIPMAP_NEAREST||t===Cn.NEAREST_MIPMAP_LINEAR||t===Cn.LINEAR_MIPMAP_NEAREST||t===Cn.LINEAR_MIPMAP_LINEAR;(r===Je.FLOAT&&!i.textureFloatLinear||r===Je.HALF_FLOAT&&!i.textureHalfFloatLinear)&&(t=s?Cn.NEAREST_MIPMAP_NEAREST:Cn.NEAREST,n=qr.NEAREST),i.webgl2&&it.isDepthFormat(o)&&(t=Cn.NEAREST,n=qr.NEAREST);const a=i._gl,c=this._textureTarget;a.activeTexture(a.TEXTURE0),a.bindTexture(c,this._texture),a.texParameteri(c,a.TEXTURE_MIN_FILTER,t),a.texParameteri(c,a.TEXTURE_MAG_FILTER,n),a.texParameteri(c,a.TEXTURE_WRAP_S,e.wrapS),a.texParameteri(c,a.TEXTURE_WRAP_T,e.wrapT),l(this._textureFilterAnisotropic)&&a.texParameteri(c,this._textureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,e.maximumAnisotropy),a.bindTexture(c,null),this._sampler=e}},pixelFormat:{get:function(){return this._pixelFormat}},pixelDatatype:{get:function(){return this._pixelDatatype}},dimensions:{get:function(){return this._dimensions}},preMultiplyAlpha:{get:function(){return this._preMultiplyAlpha}},flipY:{get:function(){return this._flipY}},width:{get:function(){return this._width}},height:{get:function(){return this._height}},sizeInBytes:{get:function(){return this._hasMipmap?Math.floor(this._sizeInBytes*4/3):this._sizeInBytes}},_target:{get:function(){return this._textureTarget}}});Ht.prototype.copyFrom=function(e){T.defined("options",e);const t=A(e.xOffset,0),n=A(e.yOffset,0);if(T.defined("options.source",e.source),it.isDepthFormat(this._pixelFormat))throw new E("Cannot call copyFrom when the texture pixel format is DEPTH_COMPONENT or DEPTH_STENCIL.");if(it.isCompressedFormat(this._pixelFormat))throw new E("Cannot call copyFrom with a compressed texture pixel format.");T.typeOf.number.greaterThanOrEquals("xOffset",t,0),T.typeOf.number.greaterThanOrEquals("yOffset",n,0),T.typeOf.number.lessThanOrEquals("xOffset + options.source.width",t+e.source.width,this._width),T.typeOf.number.lessThanOrEquals("yOffset + options.source.height",n+e.source.height,this._height);const i=e.source,o=this._context,r=o._gl,s=this._textureTarget;r.activeTexture(r.TEXTURE0),r.bindTexture(s,this._texture);const a=i.width,c=i.height;let u=i.arrayBufferView;const f=this._width,h=this._height,_=this._internalFormat,g=this._pixelFormat,p=this._pixelDatatype,y=this._preMultiplyAlpha,b=this._flipY,C=A(e.skipColorSpaceConversion,!1);let x=4;l(u)&&(x=it.alignmentInBytes(g,p,a)),r.pixelStorei(r.UNPACK_ALIGNMENT,x),C?r.pixelStorei(r.UNPACK_COLORSPACE_CONVERSION_WEBGL,r.NONE):r.pixelStorei(r.UNPACK_COLORSPACE_CONVERSION_WEBGL,r.BROWSER_DEFAULT_WEBGL);let S=!1;if(!this._initialized){if(t===0&&n===0&&a===f&&c===h)l(u)?(r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1),r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL,!1),b&&(u=it.flipY(u,g,p,f,h)),r.texImage2D(s,0,_,f,h,0,g,Je.toWebGLConstant(p,o),u)):(r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL,y),r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL,b),r.texImage2D(s,0,_,g,Je.toWebGLConstant(p,o),i)),S=!0;else{r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1),r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL,!1);const v=it.createTypedArray(g,p,f,h);r.texImage2D(s,0,_,f,h,0,g,Je.toWebGLConstant(p,o),v)}this._initialized=!0}S||(l(u)?(r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL,!1),r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL,!1),b&&(u=it.flipY(u,g,p,a,c)),r.texSubImage2D(s,0,t,n,a,c,g,Je.toWebGLConstant(p,o),u)):(r.pixelStorei(r.UNPACK_PREMULTIPLY_ALPHA_WEBGL,y),r.pixelStorei(r.UNPACK_FLIP_Y_WEBGL,b),r.texSubImage2D(s,0,t,n,g,Je.toWebGLConstant(p,o),i))),r.bindTexture(s,null)};Ht.prototype.copyFromFramebuffer=function(e,t,n,i,o,r){if(e=A(e,0),t=A(t,0),n=A(n,0),i=A(i,0),o=A(o,this._width),r=A(r,this._height),it.isDepthFormat(this._pixelFormat))throw new E("Cannot call copyFromFramebuffer when the texture pixel format is DEPTH_COMPONENT or DEPTH_STENCIL.");if(this._pixelDatatype===Je.FLOAT)throw new E("Cannot call copyFromFramebuffer when the texture pixel data type is FLOAT.");if(this._pixelDatatype===Je.HALF_FLOAT)throw new E("Cannot call copyFromFramebuffer when the texture pixel data type is HALF_FLOAT.");if(it.isCompressedFormat(this._pixelFormat))throw new E("Cannot call copyFrom with a compressed texture pixel format.");T.typeOf.number.greaterThanOrEquals("xOffset",e,0),T.typeOf.number.greaterThanOrEquals("yOffset",t,0),T.typeOf.number.greaterThanOrEquals("framebufferXOffset",n,0),T.typeOf.number.greaterThanOrEquals("framebufferYOffset",i,0),T.typeOf.number.lessThanOrEquals("xOffset + width",e+o,this._width),T.typeOf.number.lessThanOrEquals("yOffset + height",t+r,this._height);const s=this._context._gl,a=this._textureTarget;s.activeTexture(s.TEXTURE0),s.bindTexture(a,this._texture),s.copyTexSubImage2D(a,0,e,t,n,i,o,r),s.bindTexture(a,null),this._initialized=!0};Ht.prototype.generateMipmap=function(e){if(e=A(e,e0.DONT_CARE),it.isDepthFormat(this._pixelFormat))throw new E("Cannot call generateMipmap when the texture pixel format is DEPTH_COMPONENT or DEPTH_STENCIL.");if(it.isCompressedFormat(this._pixelFormat))throw new E("Cannot call generateMipmap with a compressed pixel format.");if(!this._context.webgl2){if(this._width>1&&!N.isPowerOfTwo(this._width))throw new E("width must be a power of two to call generateMipmap() in a WebGL1 context.");if(this._height>1&&!N.isPowerOfTwo(this._height))throw new E("height must be a power of two to call generateMipmap() in a WebGL1 context.")}if(!e0.validate(e))throw new E("hint is invalid.");this._hasMipmap=!0;const t=this._context._gl,n=this._textureTarget;t.hint(t.GENERATE_MIPMAP_HINT,e),t.activeTexture(t.TEXTURE0),t.bindTexture(n,this._texture),t.generateMipmap(n),t.bindTexture(n,null)};Ht.prototype.isDestroyed=function(){return!1};Ht.prototype.destroy=function(){return this._context._gl.deleteTexture(this._texture),He(this)};function H_(){this._textures={},this._numberOfTextures=0,this._texturesToRelease={}}Object.defineProperties(H_.prototype,{numberOfTextures:{get:function(){return this._numberOfTextures}}});H_.prototype.getTexture=function(e){const t=this._textures[e];if(l(t))return delete this._texturesToRelease[e],++t.count,t.texture};H_.prototype.addTexture=function(e,t){const n={texture:t,count:1};t.finalDestroy=t.destroy;const i=this;t.destroy=function(){--n.count===0&&(i._texturesToRelease[e]=n)},this._textures[e]=n,++this._numberOfTextures};H_.prototype.destroyReleasedTextures=function(){const e=this._texturesToRelease;for(const t in e)if(e.hasOwnProperty(t)){const n=e[t];delete this._textures[t],n.texture.finalDestroy(),--this._numberOfTextures}this._texturesToRelease={}};H_.prototype.isDestroyed=function(){return!1};H_.prototype.destroy=function(){const e=this._textures;for(const t in e)e.hasOwnProperty(t)&&e[t].texture.finalDestroy();return He(this)};function Dn(){this.high=d.clone(d.ZERO),this.low=d.clone(d.ZERO)}Dn.encode=function(e,t){T.typeOf.number("value",e),l(t)||(t={high:0,low:0});let n;return e>=0?(n=Math.floor(e/65536)*65536,t.high=n,t.low=e-n):(n=Math.floor(-e/65536)*65536,t.high=-n,t.low=e+n),t};const zf={high:0,low:0};Dn.fromCartesian=function(e,t){T.typeOf.object("cartesian",e),l(t)||(t=new Dn);const n=t.high,i=t.low;return Dn.encode(e.x,zf),n.x=zf.high,i.x=zf.low,Dn.encode(e.y,zf),n.y=zf.high,i.y=zf.low,Dn.encode(e.z,zf),n.z=zf.high,i.z=zf.low,t};const QI=new Dn;Dn.writeElements=function(e,t,n){T.defined("cartesianArray",t),T.typeOf.number("index",n),T.typeOf.number.greaterThanOrEquals("index",n,0),Dn.fromCartesian(e,QI);const i=QI.high,o=QI.low;t[n]=i.x,t[n+1]=i.y,t[n+2]=i.z,t[n+3]=o.x,t[n+4]=o.y,t[n+5]=o.z};function Dt(e,t){if(T.typeOf.object("normal",e),!N.equalsEpsilon(d.magnitude(e),1,N.EPSILON6))throw new E("normal must be normalized.");T.typeOf.number("distance",t),this.normal=d.clone(e),this.distance=t}Dt.fromPointNormal=function(e,t,n){if(T.typeOf.object("point",e),T.typeOf.object("normal",t),!N.equalsEpsilon(d.magnitude(t),1,N.EPSILON6))throw new E("normal must be normalized.");const i=-d.dot(t,e);return l(n)?(d.clone(t,n.normal),n.distance=i,n):new Dt(t,i)};const G0e=new d;Dt.fromCartesian4=function(e,t){T.typeOf.object("coefficients",e);const n=d.fromCartesian4(e,G0e),i=e.w;if(!N.equalsEpsilon(d.magnitude(n),1,N.EPSILON6))throw new E("normal must be normalized.");return l(t)?(d.clone(n,t.normal),t.distance=i,t):new Dt(n,i)};Dt.getPointDistance=function(e,t){return T.typeOf.object("plane",e),T.typeOf.object("point",t),d.dot(e.normal,t)+e.distance};const W0e=new d;Dt.projectPointOntoPlane=function(e,t,n){T.typeOf.object("plane",e),T.typeOf.object("point",t),l(n)||(n=new d);const i=Dt.getPointDistance(e,t),o=d.multiplyByScalar(e.normal,i,W0e);return d.subtract(t,o,n)};const j0e=new B,q0e=new oe,Y0e=new d;Dt.transform=function(e,t,n){T.typeOf.object("plane",e),T.typeOf.object("transform",t);const i=e.normal,o=e.distance,r=B.inverseTranspose(t,j0e);let s=oe.fromElements(i.x,i.y,i.z,o,q0e);s=B.multiplyByVector(r,s,s);const a=d.fromCartesian4(s,Y0e);return s=oe.divideByScalar(s,d.magnitude(a),s),Dt.fromCartesian4(s,n)};Dt.clone=function(e,t){return T.typeOf.object("plane",e),l(t)?(d.clone(e.normal,t.normal),t.distance=e.distance,t):new Dt(e.normal,e.distance)};Dt.equals=function(e,t){return T.typeOf.object("left",e),T.typeOf.object("right",t),e.distance===t.distance&&d.equals(e.normal,t.normal)};Dt.ORIGIN_XY_PLANE=Object.freeze(new Dt(d.UNIT_Z,0));Dt.ORIGIN_YZ_PLANE=Object.freeze(new Dt(d.UNIT_X,0));Dt.ORIGIN_ZX_PLANE=Object.freeze(new Dt(d.UNIT_Y,0));function nr(e){this.planes=A(e,[])}const eC=[new d,new d,new d];d.clone(d.UNIT_X,eC[0]);d.clone(d.UNIT_Y,eC[1]);d.clone(d.UNIT_Z,eC[2]);const mh=new d,$0e=new d,Mj=new Dt(new d(1,0,0),0);nr.fromBoundingSphere=function(e,t){if(!l(e))throw new E("boundingSphere is required.");l(t)||(t=new nr);const n=eC.length,i=t.planes;i.length=2*n;const o=e.center,r=e.radius;let s=0;for(let a=0;ae.right)throw new E("right must be greater than left.");if(e.bottom>e.top)throw new E("top must be greater than bottom.");if(e.near<=0||e.near>e.far)throw new E("near must be greater than zero and less than far.");e._left=e.left,e._right=e.right,e._top=e.top,e._bottom=e.bottom,e._near=e.near,e._far=e.far,e._orthographicMatrix=B.computeOrthographicOffCenter(e.left,e.right,e.bottom,e.top,e.near,e.far,e._orthographicMatrix)}}Object.defineProperties(Uo.prototype,{projectionMatrix:{get:function(){return Fj(this),this._orthographicMatrix}}});const X0e=new d,K0e=new d,J0e=new d,ZI=new d;Uo.prototype.computeCullingVolume=function(e,t,n){if(!l(e))throw new E("position is required.");if(!l(t))throw new E("direction is required.");if(!l(n))throw new E("up is required.");const i=this._cullingVolume.planes,o=this.top,r=this.bottom,s=this.right,a=this.left,c=this.near,u=this.far,f=d.cross(t,n,X0e);d.normalize(f,f);const h=K0e;d.multiplyByScalar(t,c,h),d.add(e,h,h);const _=J0e;d.multiplyByScalar(f,a,_),d.add(h,_,_);let g=i[0];return l(g)||(g=i[0]=new oe),g.x=f.x,g.y=f.y,g.z=f.z,g.w=-d.dot(f,_),d.multiplyByScalar(f,s,_),d.add(h,_,_),g=i[1],l(g)||(g=i[1]=new oe),g.x=-f.x,g.y=-f.y,g.z=-f.z,g.w=-d.dot(d.negate(f,ZI),_),d.multiplyByScalar(n,r,_),d.add(h,_,_),g=i[2],l(g)||(g=i[2]=new oe),g.x=n.x,g.y=n.y,g.z=n.z,g.w=-d.dot(n,_),d.multiplyByScalar(n,o,_),d.add(h,_,_),g=i[3],l(g)||(g=i[3]=new oe),g.x=-n.x,g.y=-n.y,g.z=-n.z,g.w=-d.dot(d.negate(n,ZI),_),g=i[4],l(g)||(g=i[4]=new oe),g.x=t.x,g.y=t.y,g.z=t.z,g.w=-d.dot(t,h),d.multiplyByScalar(t,u,_),d.add(e,_,_),g=i[5],l(g)||(g=i[5]=new oe),g.x=-t.x,g.y=-t.y,g.z=-t.z,g.w=-d.dot(d.negate(t,ZI),_),this._cullingVolume};Uo.prototype.getPixelDimensions=function(e,t,n,i,o){if(Fj(this),!l(e)||!l(t))throw new E("Both drawingBufferWidth and drawingBufferHeight are required.");if(e<=0)throw new E("drawingBufferWidth must be greater than zero.");if(t<=0)throw new E("drawingBufferHeight must be greater than zero.");if(!l(n))throw new E("distance is required.");if(!l(i))throw new E("pixelRatio is required.");if(i<=0)throw new E("pixelRatio must be greater than zero.");if(!l(o))throw new E("A result object is required.");const r=this.right-this.left,s=this.top-this.bottom,a=i*r/e,c=i*s/t;return o.x=a,o.y=c,o};Uo.prototype.clone=function(e){return l(e)||(e=new Uo),e.left=this.left,e.right=this.right,e.top=this.top,e.bottom=this.bottom,e.near=this.near,e.far=this.far,e._left=void 0,e._right=void 0,e._top=void 0,e._bottom=void 0,e._near=void 0,e._far=void 0,e};Uo.prototype.equals=function(e){return l(e)&&e instanceof Uo&&this.right===e.right&&this.left===e.left&&this.top===e.top&&this.bottom===e.bottom&&this.near===e.near&&this.far===e.far};Uo.prototype.equalsEpsilon=function(e,t,n){return e===this||l(e)&&e instanceof Uo&&N.equalsEpsilon(this.right,e.right,t,n)&&N.equalsEpsilon(this.left,e.left,t,n)&&N.equalsEpsilon(this.top,e.top,t,n)&&N.equalsEpsilon(this.bottom,e.bottom,t,n)&&N.equalsEpsilon(this.near,e.near,t,n)&&N.equalsEpsilon(this.far,e.far,t,n)};function Ut(e){e=A(e,A.EMPTY_OBJECT),this._offCenterFrustum=new Uo,this.width=e.width,this._width=void 0,this.aspectRatio=e.aspectRatio,this._aspectRatio=void 0,this.near=A(e.near,1),this._near=this.near,this.far=A(e.far,5e8),this._far=this.far}Ut.packedLength=4;Ut.pack=function(e,t,n){return T.typeOf.object("value",e),T.defined("array",t),n=A(n,0),t[n++]=e.width,t[n++]=e.aspectRatio,t[n++]=e.near,t[n]=e.far,t};Ut.unpack=function(e,t,n){return T.defined("array",e),t=A(t,0),l(n)||(n=new Ut),n.width=e[t++],n.aspectRatio=e[t++],n.near=e[t++],n.far=e[t],n};function d_(e){if(!l(e.width)||!l(e.aspectRatio)||!l(e.near)||!l(e.far))throw new E("width, aspectRatio, near, or far parameters are not set.");const t=e._offCenterFrustum;if(e.width!==e._width||e.aspectRatio!==e._aspectRatio||e.near!==e._near||e.far!==e._far){if(e.aspectRatio<0)throw new E("aspectRatio must be positive.");if(e.near<0||e.near>e.far)throw new E("near must be greater than zero and less than far.");e._aspectRatio=e.aspectRatio,e._width=e.width,e._near=e.near,e._far=e.far;const n=1/e.aspectRatio;t.right=e.width*.5,t.left=-t.right,t.top=n*t.right,t.bottom=-t.top,t.near=e.near,t.far=e.far}}Object.defineProperties(Ut.prototype,{projectionMatrix:{get:function(){return d_(this),this._offCenterFrustum.projectionMatrix}}});Ut.prototype.computeCullingVolume=function(e,t,n){return d_(this),this._offCenterFrustum.computeCullingVolume(e,t,n)};Ut.prototype.getPixelDimensions=function(e,t,n,i,o){return d_(this),this._offCenterFrustum.getPixelDimensions(e,t,n,i,o)};Ut.prototype.clone=function(e){return l(e)||(e=new Ut),e.aspectRatio=this.aspectRatio,e.width=this.width,e.near=this.near,e.far=this.far,e._aspectRatio=void 0,e._width=void 0,e._near=void 0,e._far=void 0,this._offCenterFrustum.clone(e._offCenterFrustum),e};Ut.prototype.equals=function(e){return!l(e)||!(e instanceof Ut)?!1:(d_(this),d_(e),this.width===e.width&&this.aspectRatio===e.aspectRatio&&this._offCenterFrustum.equals(e._offCenterFrustum))};Ut.prototype.equalsEpsilon=function(e,t,n){return!l(e)||!(e instanceof Ut)?!1:(d_(this),d_(e),N.equalsEpsilon(this.width,e.width,t,n)&&N.equalsEpsilon(this.aspectRatio,e.aspectRatio,t,n)&&this._offCenterFrustum.equalsEpsilon(e._offCenterFrustum,t,n))};const qN={};function Q0e(e){const t=6.239996+.0172019696544*e;return .001657*Math.sin(t+.01671*Math.sin(t))}const Z0e=32.184,eAe=2451545;function zj(e,t){t=ie.addSeconds(e,Z0e,t);const n=ie.totalDays(t)-eAe;return t=ie.addSeconds(t,Q0e(n),t),t}const SS=new ie(2451545,0,Vn.TAI),tAe=1e3,Fc=N.RADIANS_PER_DEGREE,$a=N.RADIANS_PER_ARCSECOND,Ds=14959787e4,Qz=new J;function Uj(e,t,n,i,o,r,s){if(n<0&&(n=-n,o+=N.PI),n<0||n>N.PI)throw new E("The inclination is out of range. Inclination must be greater than or equal to zero and less than or equal to Pi radians.");const a=e*(1-t),c=i-o,u=o,f=iAe(r-i,t);if(nAe(t,0)==="Hyperbolic"&&Math.abs(N.negativePiToPi(f))>=Math.acos(-1/t))throw new E("The true anomaly of the hyperbolic orbit lies outside of the bounds of the hyperbola.");aAe(c,n,u,Qz);const _=a*(1+t),g=Math.cos(f),p=Math.sin(f),y=1+t*g;if(y<=N.Epsilon10)throw new E("elements cannot be converted to cartesian");const b=_/y;return l(s)?(s.x=b*g,s.y=b*p,s.z=0):s=new d(b*g,b*p,0),J.multiplyByVector(Qz,s,s)}function nAe(e,t){if(e<0)throw new E("eccentricity cannot be negative.");return e<=t?"Circular":e<1-t?"Elliptical":e<=1+t?"Parabolic":"Hyperbolic"}function iAe(e,t){if(t<0||t>=1)throw new E("eccentricity out of range.");const n=rAe(e,t);return sAe(n,t)}const Zz=50,oAe=N.EPSILON8;function rAe(e,t){if(t<0||t>=1)throw new E("eccentricity out of range.");const n=Math.floor(e/N.TWO_PI);e-=n*N.TWO_PI;let i=e+t*Math.sin(e)/(1-Math.sin(e+t)+Math.sin(e)),o=Number.MAX_VALUE,r;for(r=0;roAe;++r){o=i;const s=o-t*Math.sin(o)-e,a=1-t*Math.cos(o);i=o-s/a}if(r>=Zz)throw new E("Kepler equation did not converge");return o=i+n*N.TWO_PI,o}function sAe(e,t){if(t<0||t>=1)throw new E("eccentricity out of range.");const n=Math.floor(e/N.TWO_PI);e-=n*N.TWO_PI;const i=Math.cos(e)-t,o=Math.sin(e)*Math.sqrt(1-t*t);let r=Math.atan2(o,i);return r=N.zeroToTwoPi(r),e<0&&(r-=N.TWO_PI),r+=n*N.TWO_PI,r}function aAe(e,t,n,i){if(t<0||t>N.PI)throw new E("inclination out of range");const o=Math.cos(e),r=Math.sin(e),s=Math.cos(t),a=Math.sin(t),c=Math.cos(n),u=Math.sin(n);return l(i)?(i[0]=c*o-u*r*s,i[1]=u*o+c*r*s,i[2]=r*a,i[3]=-c*r-u*o*s,i[4]=-u*r+c*o*s,i[5]=o*a,i[6]=u*a,i[7]=-c*a,i[8]=s):i=new J(c*o-u*r*s,-c*r-u*o*s,u*a,u*o+c*r*s,-u*r+c*o*s,-c*a,r*a,o*a,s),i}const cAe=1.0000010178*Ds,lAe=100.46645683*Fc,uAe=129597742283429e-5*$a,eU=16002,tU=21863,nU=32004,iU=10931,oU=14529,rU=16368,sU=15318,aU=32794,fAe=64*1e-7*Ds,dAe=-152*1e-7*Ds,hAe=62*1e-7*Ds,pAe=-8*1e-7*Ds,mAe=32*1e-7*Ds,_Ae=-41*1e-7*Ds,gAe=19*1e-7*Ds,yAe=-11*1e-7*Ds,AAe=-150*1e-7*Ds,bAe=-46*1e-7*Ds,CAe=68*1e-7*Ds,TAe=54*1e-7*Ds,EAe=14*1e-7*Ds,xAe=24*1e-7*Ds,wAe=-28*1e-7*Ds,SAe=22*1e-7*Ds,cU=10,lU=16002,uU=21863,fU=10931,dU=1473,hU=32004,pU=4387,mU=73,vAe=-325*1e-7,DAe=-322*1e-7,IAe=-79*1e-7,PAe=232*1e-7,OAe=-52*1e-7,LAe=97*1e-7,BAe=55*1e-7,RAe=-41*1e-7,NAe=-105*1e-7,MAe=-137*1e-7,FAe=258*1e-7,zAe=35*1e-7,UAe=-116*1e-7,HAe=-88*1e-7,VAe=-112*1e-7,kAe=-80*1e-7,xy=new ie(0,0,Vn.TAI);function GAe(e,t){zj(e,xy);const i=(xy.dayNumber-SS.dayNumber+(xy.secondsOfDay-SS.secondsOfDay)/vi.SECONDS_PER_DAY)/(vi.DAYS_PER_JULIAN_CENTURY*10),o=.3595362*i,r=cAe+fAe*Math.cos(eU*o)+AAe*Math.sin(eU*o)+dAe*Math.cos(tU*o)+bAe*Math.sin(tU*o)+hAe*Math.cos(nU*o)+CAe*Math.sin(nU*o)+pAe*Math.cos(iU*o)+TAe*Math.sin(iU*o)+mAe*Math.cos(oU*o)+EAe*Math.sin(oU*o)+_Ae*Math.cos(rU*o)+xAe*Math.sin(rU*o)+gAe*Math.cos(sU*o)+wAe*Math.sin(sU*o)+yAe*Math.cos(aU*o)+SAe*Math.sin(aU*o),s=lAe+uAe*i+vAe*Math.cos(cU*o)+NAe*Math.sin(cU*o)+DAe*Math.cos(lU*o)+MAe*Math.sin(lU*o)+IAe*Math.cos(uU*o)+FAe*Math.sin(uU*o)+PAe*Math.cos(fU*o)+zAe*Math.sin(fU*o)+OAe*Math.cos(dU*o)+UAe*Math.sin(dU*o)+LAe*Math.cos(hU*o)+HAe*Math.sin(hU*o)+BAe*Math.cos(pU*o)+VAe*Math.sin(pU*o)+RAe*Math.cos(mU*o)+kAe*Math.sin(mU*o),a=.0167086342-.0004203654*i,c=102.93734808*Fc+11612.3529*$a*i,u=469.97289*$a*i,f=174.87317577*Fc-8679.27034*$a*i;return Uj(r,a,u,c,f,s,t)}function Hj(e,t){zj(e,xy);const i=(xy.dayNumber-SS.dayNumber+(xy.secondsOfDay-SS.secondsOfDay)/vi.SECONDS_PER_DAY)/vi.DAYS_PER_JULIAN_CENTURY,o=i*i,r=o*i,s=r*i;let a=383397.7725+.004*i,c=.055545526-16e-9*i;const u=5.15668983*Fc;let f=-8e-5*i+.02966*o-42e-6*r-13e-8*s;const h=83.35324312*Fc;let _=146434202669e-4*i-38.2702*o-.045047*r+21301e-8*s;const g=125.04455501*Fc;let p=-69679193631e-4*i+6.3602*o+.007625*r-3586e-8*s;const y=218.31664563*Fc;let b=17325593434847e-4*i-6.391*o+.006588*r-3169e-8*s;const C=297.85019547*Fc+$a*(1602961601209e-3*i-6.3706*o+.006593*r-3169e-8*s),x=93.27209062*Fc+$a*(17395272628478e-4*i-12.7512*o-.001037*r+417e-8*s),S=134.96340251*Fc+$a*(17179159232178e-4*i+31.8792*o+.051635*r-2447e-7*s),v=357.52910918*Fc+$a*(1295965810481e-4*i-.5532*o+136e-6*r-1149e-8*s),P=310.17137918*Fc-$a*(6967051436e-3*i+6.2068*o+.007618*r-3219e-8*s),O=2*C,U=4*C,R=6*C,z=2*S,F=3*S,w=4*S,I=2*x;a+=3400.4*Math.cos(O)-635.6*Math.cos(O-S)-235.6*Math.cos(S)+218.1*Math.cos(O-v)+181*Math.cos(O+S),c+=.014216*Math.cos(O-S)+.008551*Math.cos(O-z)-.001383*Math.cos(S)+.001356*Math.cos(O+S)-.001147*Math.cos(U-F)-914e-6*Math.cos(U-z)+869e-6*Math.cos(O-v-S)-627e-6*Math.cos(O)-394e-6*Math.cos(U-w)+282e-6*Math.cos(O-v-z)-279e-6*Math.cos(C-S)-236e-6*Math.cos(z)+231e-6*Math.cos(U)+229e-6*Math.cos(R-w)-201e-6*Math.cos(z-I),f+=486.26*Math.cos(O-I)-40.13*Math.cos(O)+37.51*Math.cos(I)+25.73*Math.cos(z-I)+19.97*Math.cos(O-v-I),_+=-55609*Math.sin(O-S)-34711*Math.sin(O-z)-9792*Math.sin(S)+9385*Math.sin(U-F)+7505*Math.sin(U-z)+5318*Math.sin(O+S)+3484*Math.sin(U-w)-3417*Math.sin(O-v-S)-2530*Math.sin(R-w)-2376*Math.sin(O)-2075*Math.sin(O-F)-1883*Math.sin(z)-1736*Math.sin(R-5*S)+1626*Math.sin(v)-1370*Math.sin(R-F),p+=-5392*Math.sin(O-I)-540*Math.sin(v)-441*Math.sin(O)+423*Math.sin(I)-288*Math.sin(z-I),b+=-3332.9*Math.sin(O)+1197.4*Math.sin(O-S)-662.5*Math.sin(v)+396.3*Math.sin(S)-218*Math.sin(O-v);const m=2*P,D=3*P;f+=46.997*Math.cos(P)*i-.614*Math.cos(O-I+P)*i+.614*Math.cos(O-I-P)*i-.0297*Math.cos(m)*o-.0335*Math.cos(P)*o+.0012*Math.cos(O-I+m)*o-16e-5*Math.cos(P)*r+4e-5*Math.cos(D)*r+4e-5*Math.cos(m)*r;const L=2.116*Math.sin(P)*i-.111*Math.sin(O-I-P)*i-.0015*Math.sin(P)*o;_+=L,b+=L,p+=-520.77*Math.sin(P)*i+13.66*Math.sin(O-I+P)*i+1.12*Math.sin(O-P)*i-1.06*Math.sin(I-P)*i+.66*Math.sin(m)*o+.371*Math.sin(P)*o-.035*Math.sin(O-I+m)*o-.015*Math.sin(O-I+P)*o+.0014*Math.sin(P)*r-.0011*Math.sin(D)*r-9e-4*Math.sin(m)*r,a*=tAe;const M=u+f*$a,V=h+_*$a,k=y+b*$a,G=g+p*$a;return Uj(a,c,M,V,G,k,t)}const _U=.012300034,WAe=_U/(_U+1)*-1;function jAe(e,t){return t=Hj(e,t),d.multiplyByScalar(t,WAe,t)}const Vj=new J(1.0000000000000002,5619723173785822e-31,4690511510146299e-34,-5154129427414611e-31,.9174820620691819,-.39777715593191376,-223970096136568e-30,.39777715593191376,.9174820620691819);let J0=new d;qN.computeSunPositionInEarthInertialFrame=function(e,t){return l(e)||(e=ie.now()),l(t)||(t=new d),J0=GAe(e,J0),t=d.negate(J0,t),jAe(e,J0),d.subtract(t,J0,t),J.multiplyByVector(Vj,t,t),t};qN.computeMoonPositionInEarthInertialFrame=function(e,t){return l(e)||(e=ie.now()),t=Hj(e,t),J.multiplyByVector(Vj,t,t),t};const KL=qN,Aw={MORPHING:0,COLUMBUS_VIEW:1,SCENE2D:2,SCENE3D:3};Aw.getMorphTime=function(e){return e===Aw.SCENE3D?1:e===Aw.MORPHING?void 0:0};const le=Object.freeze(Aw);function Gv(e){e=A(e,A.EMPTY_OBJECT),this.color=H.clone(A(e.color,H.WHITE)),this.intensity=A(e.intensity,2)}function b0(){this.globeDepthTexture=void 0,this.gamma=void 0,this._viewport=new Ye,this._viewportCartesian4=new oe,this._viewportDirty=!1,this._viewportOrthographicMatrix=B.clone(B.IDENTITY),this._viewportTransformation=B.clone(B.IDENTITY),this._model=B.clone(B.IDENTITY),this._view=B.clone(B.IDENTITY),this._inverseView=B.clone(B.IDENTITY),this._projection=B.clone(B.IDENTITY),this._infiniteProjection=B.clone(B.IDENTITY),this._entireFrustum=new j,this._currentFrustum=new j,this._frustumPlanes=new oe,this._farDepthFromNearPlusOne=void 0,this._log2FarDepthFromNearPlusOne=void 0,this._oneOverLog2FarDepthFromNearPlusOne=void 0,this._frameState=void 0,this._temeToPseudoFixed=J.clone(B.IDENTITY),this._view3DDirty=!0,this._view3D=new B,this._inverseView3DDirty=!0,this._inverseView3D=new B,this._inverseModelDirty=!0,this._inverseModel=new B,this._inverseTransposeModelDirty=!0,this._inverseTransposeModel=new J,this._viewRotation=new J,this._inverseViewRotation=new J,this._viewRotation3D=new J,this._inverseViewRotation3D=new J,this._inverseProjectionDirty=!0,this._inverseProjection=new B,this._modelViewDirty=!0,this._modelView=new B,this._modelView3DDirty=!0,this._modelView3D=new B,this._modelViewRelativeToEyeDirty=!0,this._modelViewRelativeToEye=new B,this._inverseModelViewDirty=!0,this._inverseModelView=new B,this._inverseModelView3DDirty=!0,this._inverseModelView3D=new B,this._viewProjectionDirty=!0,this._viewProjection=new B,this._inverseViewProjectionDirty=!0,this._inverseViewProjection=new B,this._modelViewProjectionDirty=!0,this._modelViewProjection=new B,this._inverseModelViewProjectionDirty=!0,this._inverseModelViewProjection=new B,this._modelViewProjectionRelativeToEyeDirty=!0,this._modelViewProjectionRelativeToEye=new B,this._modelViewInfiniteProjectionDirty=!0,this._modelViewInfiniteProjection=new B,this._normalDirty=!0,this._normal=new J,this._normal3DDirty=!0,this._normal3D=new J,this._inverseNormalDirty=!0,this._inverseNormal=new J,this._inverseNormal3DDirty=!0,this._inverseNormal3D=new J,this._encodedCameraPositionMCDirty=!0,this._encodedCameraPositionMC=new Dn,this._cameraPosition=new d,this._sunPositionWC=new d,this._sunPositionColumbusView=new d,this._sunDirectionWC=new d,this._sunDirectionEC=new d,this._moonDirectionEC=new d,this._lightDirectionWC=new d,this._lightDirectionEC=new d,this._lightColor=new d,this._lightColorHdr=new d,this._pass=void 0,this._mode=void 0,this._mapProjection=void 0,this._ellipsoid=void 0,this._cameraDirection=new d,this._cameraRight=new d,this._cameraUp=new d,this._frustum2DWidth=0,this._eyeHeight=0,this._eyeHeight2D=new j,this._pixelRatio=1,this._orthographicIn3D=!1,this._backgroundColor=new H,this._brdfLut=void 0,this._environmentMap=void 0,this._sphericalHarmonicCoefficients=void 0,this._specularEnvironmentMaps=void 0,this._specularEnvironmentMapsDimensions=new j,this._specularEnvironmentMapsMaximumLOD=void 0,this._fogDensity=void 0,this._invertClassificationColor=void 0,this._splitPosition=0,this._pixelSizePerMeter=void 0,this._geometricToleranceOverMeter=void 0,this._minimumDisableDepthTestDistance=void 0}Object.defineProperties(b0.prototype,{frameState:{get:function(){return this._frameState}},viewport:{get:function(){return this._viewport},set:function(e){if(!Ye.equals(e,this._viewport)){Ye.clone(e,this._viewport);const t=this._viewport,n=this._viewportCartesian4;n.x=t.x,n.y=t.y,n.z=t.width,n.w=t.height,this._viewportDirty=!0}}},viewportCartesian4:{get:function(){return this._viewportCartesian4}},viewportOrthographic:{get:function(){return gU(this),this._viewportOrthographicMatrix}},viewportTransformation:{get:function(){return gU(this),this._viewportTransformation}},model:{get:function(){return this._model},set:function(e){B.clone(e,this._model),this._modelView3DDirty=!0,this._inverseModelView3DDirty=!0,this._inverseModelDirty=!0,this._inverseTransposeModelDirty=!0,this._modelViewDirty=!0,this._inverseModelViewDirty=!0,this._modelViewRelativeToEyeDirty=!0,this._inverseModelViewDirty=!0,this._modelViewProjectionDirty=!0,this._inverseModelViewProjectionDirty=!0,this._modelViewProjectionRelativeToEyeDirty=!0,this._modelViewInfiniteProjectionDirty=!0,this._normalDirty=!0,this._inverseNormalDirty=!0,this._normal3DDirty=!0,this._inverseNormal3DDirty=!0,this._encodedCameraPositionMCDirty=!0}},inverseModel:{get:function(){return this._inverseModelDirty&&(this._inverseModelDirty=!1,B.inverse(this._model,this._inverseModel)),this._inverseModel}},inverseTransposeModel:{get:function(){const e=this._inverseTransposeModel;return this._inverseTransposeModelDirty&&(this._inverseTransposeModelDirty=!1,B.getMatrix3(this.inverseModel,e),J.transpose(e,e)),e}},view:{get:function(){return this._view}},view3D:{get:function(){return e1(this),this._view3D}},viewRotation:{get:function(){return e1(this),this._viewRotation}},viewRotation3D:{get:function(){return e1(this),this._viewRotation3D}},inverseView:{get:function(){return this._inverseView}},inverseView3D:{get:function(){return bU(this),this._inverseView3D}},inverseViewRotation:{get:function(){return this._inverseViewRotation}},inverseViewRotation3D:{get:function(){return bU(this),this._inverseViewRotation3D}},projection:{get:function(){return this._projection}},inverseProjection:{get:function(){return tbe(this),this._inverseProjection}},infiniteProjection:{get:function(){return this._infiniteProjection}},modelView:{get:function(){return nbe(this),this._modelView}},modelView3D:{get:function(){return ibe(this),this._modelView3D}},modelViewRelativeToEye:{get:function(){return lbe(this),this._modelViewRelativeToEye}},inverseModelView:{get:function(){return obe(this),this._inverseModelView}},inverseModelView3D:{get:function(){return rbe(this),this._inverseModelView3D}},viewProjection:{get:function(){return sbe(this),this._viewProjection}},inverseViewProjection:{get:function(){return abe(this),this._inverseViewProjection}},modelViewProjection:{get:function(){return cbe(this),this._modelViewProjection}},inverseModelViewProjection:{get:function(){return ube(this),this._inverseModelViewProjection}},modelViewProjectionRelativeToEye:{get:function(){return fbe(this),this._modelViewProjectionRelativeToEye}},modelViewInfiniteProjection:{get:function(){return dbe(this),this._modelViewInfiniteProjection}},normal:{get:function(){return hbe(this),this._normal}},normal3D:{get:function(){return pbe(this),this._normal3D}},inverseNormal:{get:function(){return mbe(this),this._inverseNormal}},inverseNormal3D:{get:function(){return _be(this),this._inverseNormal3D}},entireFrustum:{get:function(){return this._entireFrustum}},currentFrustum:{get:function(){return this._currentFrustum}},frustumPlanes:{get:function(){return this._frustumPlanes}},farDepthFromNearPlusOne:{get:function(){return this._farDepthFromNearPlusOne}},log2FarDepthFromNearPlusOne:{get:function(){return this._log2FarDepthFromNearPlusOne}},oneOverLog2FarDepthFromNearPlusOne:{get:function(){return this._oneOverLog2FarDepthFromNearPlusOne}},eyeHeight:{get:function(){return this._eyeHeight}},eyeHeight2D:{get:function(){return this._eyeHeight2D}},sunPositionWC:{get:function(){return this._sunPositionWC}},sunPositionColumbusView:{get:function(){return this._sunPositionColumbusView}},sunDirectionWC:{get:function(){return this._sunDirectionWC}},sunDirectionEC:{get:function(){return this._sunDirectionEC}},moonDirectionEC:{get:function(){return this._moonDirectionEC}},lightDirectionWC:{get:function(){return this._lightDirectionWC}},lightDirectionEC:{get:function(){return this._lightDirectionEC}},lightColor:{get:function(){return this._lightColor}},lightColorHdr:{get:function(){return this._lightColorHdr}},encodedCameraPositionMCHigh:{get:function(){return AU(this),this._encodedCameraPositionMC.high}},encodedCameraPositionMCLow:{get:function(){return AU(this),this._encodedCameraPositionMC.low}},temeToPseudoFixedMatrix:{get:function(){return this._temeToPseudoFixed}},pixelRatio:{get:function(){return this._pixelRatio}},fogDensity:{get:function(){return this._fogDensity}},geometricToleranceOverMeter:{get:function(){return this._geometricToleranceOverMeter}},pass:{get:function(){return this._pass}},backgroundColor:{get:function(){return this._backgroundColor}},brdfLut:{get:function(){return this._brdfLut}},environmentMap:{get:function(){return this._environmentMap}},sphericalHarmonicCoefficients:{get:function(){return this._sphericalHarmonicCoefficients}},specularEnvironmentMaps:{get:function(){return this._specularEnvironmentMaps}},specularEnvironmentMapsDimensions:{get:function(){return this._specularEnvironmentMapsDimensions}},specularEnvironmentMapsMaximumLOD:{get:function(){return this._specularEnvironmentMapsMaximumLOD}},splitPosition:{get:function(){return this._splitPosition}},minimumDisableDepthTestDistance:{get:function(){return this._minimumDisableDepthTestDistance}},invertClassificationColor:{get:function(){return this._invertClassificationColor}},orthographicIn3D:{get:function(){return this._orthographicIn3D}},ellipsoid:{get:function(){return A(this._ellipsoid,pe.WGS84)}}});function qAe(e,t){B.clone(t,e._view),B.getMatrix3(t,e._viewRotation),e._view3DDirty=!0,e._inverseView3DDirty=!0,e._modelViewDirty=!0,e._modelView3DDirty=!0,e._modelViewRelativeToEyeDirty=!0,e._inverseModelViewDirty=!0,e._inverseModelView3DDirty=!0,e._viewProjectionDirty=!0,e._inverseViewProjectionDirty=!0,e._modelViewProjectionDirty=!0,e._modelViewProjectionRelativeToEyeDirty=!0,e._modelViewInfiniteProjectionDirty=!0,e._normalDirty=!0,e._inverseNormalDirty=!0,e._normal3DDirty=!0,e._inverseNormal3DDirty=!0}function YAe(e,t){B.clone(t,e._inverseView),B.getMatrix3(t,e._inverseViewRotation)}function $Ae(e,t){B.clone(t,e._projection),e._inverseProjectionDirty=!0,e._viewProjectionDirty=!0,e._inverseViewProjectionDirty=!0,e._modelViewProjectionDirty=!0,e._modelViewProjectionRelativeToEyeDirty=!0}function XAe(e,t){B.clone(t,e._infiniteProjection),e._modelViewInfiniteProjectionDirty=!0}function KAe(e,t){d.clone(t.positionWC,e._cameraPosition),d.clone(t.directionWC,e._cameraDirection),d.clone(t.rightWC,e._cameraRight),d.clone(t.upWC,e._cameraUp);const n=t.positionCartographic;l(n)?e._eyeHeight=n.height:e._eyeHeight=-e._ellipsoid.maximumRadius,e._encodedCameraPositionMCDirty=!0}let Q0=new J;const JAe=new be;function QAe(e,t){l(nn.computeIcrfToFixedMatrix(t.time,Q0))||(Q0=nn.computeTemeToPseudoFixedMatrix(t.time,Q0));let n=KL.computeSunPositionInEarthInertialFrame(t.time,e._sunPositionWC);J.multiplyByVector(Q0,n,n),d.normalize(n,e._sunDirectionWC),n=J.multiplyByVector(e.viewRotation3D,n,e._sunDirectionEC),d.normalize(n,n),n=KL.computeMoonPositionInEarthInertialFrame(t.time,e._moonDirectionEC),J.multiplyByVector(Q0,n,n),J.multiplyByVector(e.viewRotation3D,n,n),d.normalize(n,n);const i=t.mapProjection,r=i.ellipsoid.cartesianToCartographic(e._sunPositionWC,JAe);i.project(r,e._sunPositionColumbusView)}b0.prototype.updateCamera=function(e){qAe(this,e.viewMatrix),YAe(this,e.inverseViewMatrix),KAe(this,e),this._entireFrustum.x=e.frustum.near,this._entireFrustum.y=e.frustum.far,this.updateFrustum(e.frustum),this._orthographicIn3D=this._mode!==le.SCENE2D&&e.frustum instanceof Ut};b0.prototype.updateFrustum=function(e){$Ae(this,e.projectionMatrix),l(e.infiniteProjectionMatrix)&&XAe(this,e.infiniteProjectionMatrix),this._currentFrustum.x=e.near,this._currentFrustum.y=e.far,this._farDepthFromNearPlusOne=e.far-e.near+1,this._log2FarDepthFromNearPlusOne=N.log2(this._farDepthFromNearPlusOne),this._oneOverLog2FarDepthFromNearPlusOne=1/this._log2FarDepthFromNearPlusOne,l(e._offCenterFrustum)&&(e=e._offCenterFrustum),this._frustumPlanes.x=e.top,this._frustumPlanes.y=e.bottom,this._frustumPlanes.z=e.left,this._frustumPlanes.w=e.right};b0.prototype.updatePass=function(e){this._pass=e};const ZAe=[],ebe=new Gv;b0.prototype.update=function(e){this._mode=e.mode,this._mapProjection=e.mapProjection,this._ellipsoid=e.mapProjection.ellipsoid,this._pixelRatio=e.pixelRatio;const t=e.camera;this.updateCamera(t),e.mode===le.SCENE2D?(this._frustum2DWidth=t.frustum.right-t.frustum.left,this._eyeHeight2D.x=this._frustum2DWidth*.5,this._eyeHeight2D.y=this._eyeHeight2D.x*this._eyeHeight2D.x):(this._frustum2DWidth=0,this._eyeHeight2D.x=0,this._eyeHeight2D.y=0),QAe(this,e);const n=A(e.light,ebe);n instanceof Gv?(this._lightDirectionWC=d.clone(this._sunDirectionWC,this._lightDirectionWC),this._lightDirectionEC=d.clone(this._sunDirectionEC,this._lightDirectionEC)):(this._lightDirectionWC=d.normalize(d.negate(n.direction,this._lightDirectionWC),this._lightDirectionWC),this._lightDirectionEC=J.multiplyByVector(this.viewRotation3D,this._lightDirectionWC,this._lightDirectionEC));const i=n.color;let o=d.fromElements(i.red,i.green,i.blue,this._lightColorHdr);o=d.multiplyByScalar(o,n.intensity,o);const r=d.maximumComponent(o);r>1?d.divideByScalar(o,r,this._lightColor):d.clone(o,this._lightColor);const s=e.brdfLutGenerator,a=l(s)?s.colorTexture:void 0;this._brdfLut=a,this._environmentMap=A(e.environmentMap,e.context.defaultCubeMap),this._sphericalHarmonicCoefficients=A(e.sphericalHarmonicCoefficients,ZAe),this._specularEnvironmentMaps=e.specularEnvironmentMaps,this._specularEnvironmentMapsMaximumLOD=e.specularEnvironmentMapsMaximumLOD,l(this._specularEnvironmentMaps)&&j.clone(this._specularEnvironmentMaps.dimensions,this._specularEnvironmentMapsDimensions),this._fogDensity=e.fog.density,this._invertClassificationColor=e.invertClassificationColor,this._frameState=e,this._temeToPseudoFixed=nn.computeTemeToPseudoFixedMatrix(e.time,this._temeToPseudoFixed),this._splitPosition=e.splitPosition*e.context.drawingBufferWidth;const c=t.frustum.fov,u=this._viewport;let f;l(c)?u.height>u.width?f=Math.tan(.5*c)*2/u.height:f=Math.tan(.5*c)*2/u.width:f=1/Math.max(u.width,u.height),this._geometricToleranceOverMeter=f*e.maximumScreenSpaceError,H.clone(e.backgroundColor,this._backgroundColor),this._minimumDisableDepthTestDistance=e.minimumDisableDepthTestDistance,this._minimumDisableDepthTestDistance*=this._minimumDisableDepthTestDistance,this._minimumDisableDepthTestDistance===Number.POSITIVE_INFINITY&&(this._minimumDisableDepthTestDistance=-1)};function gU(e){if(e._viewportDirty){const t=e._viewport;B.computeOrthographicOffCenter(t.x,t.x+t.width,t.y,t.y+t.height,0,1,e._viewportOrthographicMatrix),B.computeViewportTransformation(t,0,1,e._viewportTransformation),e._viewportDirty=!1}}function tbe(e){e._inverseProjectionDirty&&(e._inverseProjectionDirty=!1,e._mode!==le.SCENE2D&&e._mode!==le.MORPHING&&!e._orthographicIn3D?B.inverse(e._projection,e._inverseProjection):B.clone(B.ZERO,e._inverseProjection))}function nbe(e){e._modelViewDirty&&(e._modelViewDirty=!1,B.multiplyTransformation(e._view,e._model,e._modelView))}function ibe(e){e._modelView3DDirty&&(e._modelView3DDirty=!1,B.multiplyTransformation(e.view3D,e._model,e._modelView3D))}function obe(e){e._inverseModelViewDirty&&(e._inverseModelViewDirty=!1,B.inverse(e.modelView,e._inverseModelView))}function rbe(e){e._inverseModelView3DDirty&&(e._inverseModelView3DDirty=!1,B.inverse(e.modelView3D,e._inverseModelView3D))}function sbe(e){e._viewProjectionDirty&&(e._viewProjectionDirty=!1,B.multiply(e._projection,e._view,e._viewProjection))}function abe(e){e._inverseViewProjectionDirty&&(e._inverseViewProjectionDirty=!1,B.inverse(e.viewProjection,e._inverseViewProjection))}function cbe(e){e._modelViewProjectionDirty&&(e._modelViewProjectionDirty=!1,B.multiply(e._projection,e.modelView,e._modelViewProjection))}function lbe(e){if(e._modelViewRelativeToEyeDirty){e._modelViewRelativeToEyeDirty=!1;const t=e.modelView,n=e._modelViewRelativeToEye;n[0]=t[0],n[1]=t[1],n[2]=t[2],n[3]=t[3],n[4]=t[4],n[5]=t[5],n[6]=t[6],n[7]=t[7],n[8]=t[8],n[9]=t[9],n[10]=t[10],n[11]=t[11],n[12]=0,n[13]=0,n[14]=0,n[15]=t[15]}}function ube(e){e._inverseModelViewProjectionDirty&&(e._inverseModelViewProjectionDirty=!1,B.inverse(e.modelViewProjection,e._inverseModelViewProjection))}function fbe(e){e._modelViewProjectionRelativeToEyeDirty&&(e._modelViewProjectionRelativeToEyeDirty=!1,B.multiply(e._projection,e.modelViewRelativeToEye,e._modelViewProjectionRelativeToEye))}function dbe(e){e._modelViewInfiniteProjectionDirty&&(e._modelViewInfiniteProjectionDirty=!1,B.multiply(e._infiniteProjection,e.modelView,e._modelViewInfiniteProjection))}function hbe(e){if(e._normalDirty){e._normalDirty=!1;const t=e._normal;B.getMatrix3(e.inverseModelView,t),J.getRotation(t,t),J.transpose(t,t)}}function pbe(e){if(e._normal3DDirty){e._normal3DDirty=!1;const t=e._normal3D;B.getMatrix3(e.inverseModelView3D,t),J.getRotation(t,t),J.transpose(t,t)}}function mbe(e){e._inverseNormalDirty&&(e._inverseNormalDirty=!1,B.getMatrix3(e.inverseModelView,e._inverseNormal),J.getRotation(e._inverseNormal,e._inverseNormal))}function _be(e){e._inverseNormal3DDirty&&(e._inverseNormal3DDirty=!1,B.getMatrix3(e.inverseModelView3D,e._inverseNormal3D),J.getRotation(e._inverseNormal3D,e._inverseNormal3D))}const yU=new d;function AU(e){e._encodedCameraPositionMCDirty&&(e._encodedCameraPositionMCDirty=!1,B.multiplyByPoint(e.inverseModel,e._cameraPosition,yU),Dn.fromCartesian(yU,e._encodedCameraPositionMC))}const gbe=new d,ybe=new d,Abe=new d,bbe=new d,Cbe=new be,Tbe=new d,Ebe=new B;function xbe(e,t,n,i,o,r,s,a){const c=gbe;c.x=e.y,c.y=e.z,c.z=e.x;const u=ybe;u.x=n.y,u.y=n.z,u.z=n.x;const f=Abe;f.x=i.y,f.y=i.z,f.z=i.x;const h=bbe;h.x=t.y,h.y=t.z,h.z=t.x,r===le.SCENE2D&&(c.z=o*.5);const _=s.unproject(c,Cbe);_.longitude=N.clamp(_.longitude,-Math.PI,Math.PI),_.latitude=N.clamp(_.latitude,-N.PI_OVER_TWO,N.PI_OVER_TWO);const g=s.ellipsoid,p=g.cartographicToCartesian(_,Tbe),y=nn.eastNorthUpToFixedFrame(p,g,Ebe);return B.multiplyByPointAsVector(y,u,u),B.multiplyByPointAsVector(y,f,f),B.multiplyByPointAsVector(y,h,h),l(a)||(a=new B),a[0]=u.x,a[1]=f.x,a[2]=-h.x,a[3]=0,a[4]=u.y,a[5]=f.y,a[6]=-h.y,a[7]=0,a[8]=u.z,a[9]=f.z,a[10]=-h.z,a[11]=0,a[12]=-d.dot(u,p),a[13]=-d.dot(f,p),a[14]=d.dot(h,p),a[15]=1,a}function e1(e){e._view3DDirty&&(e._mode===le.SCENE3D?B.clone(e._view,e._view3D):xbe(e._cameraPosition,e._cameraDirection,e._cameraRight,e._cameraUp,e._frustum2DWidth,e._mode,e._mapProjection,e._view3D),B.getMatrix3(e._view3D,e._viewRotation3D),e._view3DDirty=!1)}function bU(e){e._inverseView3DDirty&&(B.inverseTransformation(e.view3D,e._inverseView3D),B.getMatrix3(e._inverseView3D,e._inverseViewRotation3D),e._inverseView3DDirty=!1)}function wbe(e,t,n,i){const o=l(t.vertexBuffer),r=l(t.value),s=t.value?t.value.length:t.componentsPerAttribute;if(!o&&!r)throw new E("attribute must have a vertexBuffer or a value.");if(o&&r)throw new E("attribute cannot have both a vertexBuffer and a value. It must have either a vertexBuffer property defining per-vertex data or a value property defining data for all vertices.");if(s!==1&&s!==2&&s!==3&&s!==4)throw r?new E("attribute.value.length must be in the range [1, 4]."):new E("attribute.componentsPerAttribute must be in the range [1, 4].");if(l(t.componentDatatype)&&!ee.validate(t.componentDatatype))throw new E("attribute must have a valid componentDatatype or not specify it.");if(l(t.strideInBytes)&&t.strideInBytes>255)throw new E("attribute must have a strideInBytes less than or equal to 255 or not specify it.");if(l(t.instanceDivisor)&&t.instanceDivisor>0&&!i.instancedArrays)throw new E("instanced arrays is not supported");if(l(t.instanceDivisor)&&t.instanceDivisor<0)throw new E("attribute must have an instanceDivisor greater than or equal to zero");if(l(t.instanceDivisor)&&r)throw new E("attribute cannot have have an instanceDivisor if it is not backed by a buffer");if(l(t.instanceDivisor)&&t.instanceDivisor>0&&t.index===0)throw new E("attribute zero cannot have an instanceDivisor greater than 0");const a={index:A(t.index,n),enabled:A(t.enabled,!0),vertexBuffer:t.vertexBuffer,value:r?t.value.slice(0):void 0,componentsPerAttribute:s,componentDatatype:A(t.componentDatatype,ee.FLOAT),normalize:A(t.normalize,!1),offsetInBytes:A(t.offsetInBytes,0),strideInBytes:A(t.strideInBytes,0),instanceDivisor:A(t.instanceDivisor,0)};if(o)a.vertexAttrib=function(c){const u=this.index;c.bindBuffer(c.ARRAY_BUFFER,this.vertexBuffer._getBuffer()),c.vertexAttribPointer(u,this.componentsPerAttribute,this.componentDatatype,this.normalize,this.strideInBytes,this.offsetInBytes),c.enableVertexAttribArray(u),this.instanceDivisor>0&&(i.glVertexAttribDivisor(u,this.instanceDivisor),i._vertexAttribDivisors[u]=this.instanceDivisor,i._previousDrawInstanced=!0)},a.disableVertexAttribArray=function(c){c.disableVertexAttribArray(this.index),this.instanceDivisor>0&&i.glVertexAttribDivisor(n,0)};else{switch(a.componentsPerAttribute){case 1:a.vertexAttrib=function(c){c.vertexAttrib1fv(this.index,this.value)};break;case 2:a.vertexAttrib=function(c){c.vertexAttrib2fv(this.index,this.value)};break;case 3:a.vertexAttrib=function(c){c.vertexAttrib3fv(this.index,this.value)};break;case 4:a.vertexAttrib=function(c){c.vertexAttrib4fv(this.index,this.value)};break}a.disableVertexAttribArray=function(c){}}e.push(a)}function kj(e,t,n){for(let i=0;i0&&(c=!0),l(s[r].value)&&(u=!0);const h={};for(r=0;r0)for(r=CU(e[o[0]]),t=1;t0){const u=ee.getSizeInBytes(e[o[0]].componentDatatype),f=a%u;f!==0&&(a+=u-f);const h=r*a,_=new ArrayBuffer(h),g={};for(t=0;t=N.SIXTY_FOUR_KILOBYTES&&t.elementIndexUint?_=bt.createIndexBuffer({context:t,typedArray:new Uint32Array(g),usage:i,indexDatatype:ot.UNSIGNED_INT}):_=bt.createIndexBuffer({context:t,typedArray:new Uint16Array(g),usage:i,indexDatatype:ot.UNSIGNED_SHORT})),new ao({context:t,attributes:f,indexBuffer:_})};Object.defineProperties(ao.prototype,{numberOfAttributes:{get:function(){return this._attributes.length}},numberOfVertices:{get:function(){return this._numberOfVertices}},indexBuffer:{get:function(){return this._indexBuffer}}});ao.prototype.getAttribute=function(e){return T.defined("index",e),this._attributes[e]};function Dbe(e){const t=e._context,n=e._hasInstancedAttributes;if(!n&&!t._previousDrawInstanced)return;t._previousDrawInstanced=n;const i=t._vertexAttribDivisors,o=e._attributes,r=vt.maximumVertexAttributes;let s;if(n){const a=o.length;for(s=0;s0&&(t.glVertexAttribDivisor(s,0),i[s]=0)}function Ibe(e,t){const n=e._attributes,i=n.length;for(let o=0;o"u")throw new De("The browser does not support WebGL. Visit http://get.webgl.org.");!n&&!(typeof WebGL2RenderingContext<"u")&&(n=!0);const o=n?"webgl":"webgl2",r=e.getContext(o,t);if(!l(r))throw new De("The browser supports WebGL, but initialization failed.");return r}function Obe(e,t){let n="WebGL Error: ";switch(t){case e.INVALID_ENUM:n+="INVALID_ENUM";break;case e.INVALID_VALUE:n+="INVALID_VALUE";break;case e.INVALID_OPERATION:n+="INVALID_OPERATION";break;case e.OUT_OF_MEMORY:n+="OUT_OF_MEMORY";break;case e.CONTEXT_LOST_WEBGL:n+="CONTEXT_LOST_WEBGL lost";break;default:n+=`Unknown (${t})`}return n}function Lbe(e,t,n,i){let o=`${Obe(e,i)}: ${t.name}(`;for(let r=0;r=8}},antialias:{get:function(){return this._antialias}},msaa:{get:function(){return this._webgl2}},standardDerivatives:{get:function(){return this._standardDerivatives||this._webgl2}},floatBlend:{get:function(){return this._floatBlend}},blendMinmax:{get:function(){return this._blendMinmax||this._webgl2}},elementIndexUint:{get:function(){return this._elementIndexUint||this._webgl2}},depthTexture:{get:function(){return this._depthTexture||this._webgl2}},floatingPointTexture:{get:function(){return this._webgl2||this._textureFloat}},halfFloatingPointTexture:{get:function(){return this._webgl2||this._textureHalfFloat}},textureFloatLinear:{get:function(){return this._textureFloatLinear}},textureHalfFloatLinear:{get:function(){return this._webgl2&&this._textureFloatLinear||!this._webgl2&&this._textureHalfFloatLinear}},textureFilterAnisotropic:{get:function(){return!!this._textureFilterAnisotropic}},s3tc:{get:function(){return this._s3tc}},pvrtc:{get:function(){return this._pvrtc}},astc:{get:function(){return this._astc}},etc:{get:function(){return this._etc}},etc1:{get:function(){return this._etc1}},bc7:{get:function(){return this._bc7}},supportsBasis:{get:function(){return this._s3tc||this._pvrtc||this._astc||this._etc||this._etc1||this._bc7}},vertexArrayObject:{get:function(){return this._vertexArrayObject||this._webgl2}},fragmentDepth:{get:function(){return this._fragDepth||this._webgl2}},instancedArrays:{get:function(){return this._instancedArrays||this._webgl2}},colorBufferFloat:{get:function(){return this._colorBufferFloat}},colorBufferHalfFloat:{get:function(){return this._webgl2&&this._colorBufferFloat||!this._webgl2&&this._colorBufferHalfFloat}},drawBuffers:{get:function(){return this._drawBuffers||this._webgl2}},debugShaders:{get:function(){return this._debugShaders}},throwOnWebGLError:{get:function(){return this._throwOnWebGLError},set:function(e){this._throwOnWebGLError=e,this._gl=Nbe(this._originalGLContext,e?Bbe:void 0)}},defaultTexture:{get:function(){return this._defaultTexture===void 0&&(this._defaultTexture=new Ht({context:this,source:{width:1,height:1,arrayBufferView:new Uint8Array([255,255,255,255])},flipY:!1})),this._defaultTexture}},defaultEmissiveTexture:{get:function(){return this._defaultEmissiveTexture===void 0&&(this._defaultEmissiveTexture=new Ht({context:this,pixelFormat:it.RGB,source:{width:1,height:1,arrayBufferView:new Uint8Array([0,0,0])},flipY:!1})),this._defaultEmissiveTexture}},defaultNormalTexture:{get:function(){return this._defaultNormalTexture===void 0&&(this._defaultNormalTexture=new Ht({context:this,pixelFormat:it.RGB,source:{width:1,height:1,arrayBufferView:new Uint8Array([128,128,255])},flipY:!1})),this._defaultNormalTexture}},defaultCubeMap:{get:function(){if(this._defaultCubeMap===void 0){const e={width:1,height:1,arrayBufferView:new Uint8Array([255,255,255,255])};this._defaultCubeMap=new hu({context:this,source:{positiveX:e,negativeX:e,positiveY:e,negativeY:e,positiveZ:e,negativeZ:e},flipY:!1})}return this._defaultCubeMap}},drawingBufferHeight:{get:function(){return this._gl.drawingBufferHeight}},drawingBufferWidth:{get:function(){return this._gl.drawingBufferWidth}},defaultFramebuffer:{get:function(){return Mbe}}});function Fbe(e){if(e.validateFramebuffer){const t=e._gl,n=t.checkFramebufferStatus(t.FRAMEBUFFER);if(n!==t.FRAMEBUFFER_COMPLETE){let i;switch(n){case t.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:i="Framebuffer is not complete. Incomplete attachment: at least one attachment point with a renderbuffer or texture attached has its attached object no longer in existence or has an attached image with a width or height of zero, or the color attachment point has a non-color-renderable image attached, or the depth attachment point has a non-depth-renderable image attached, or the stencil attachment point has a non-stencil-renderable image attached. Color-renderable formats include GL_RGBA4, GL_RGB5_A1, and GL_RGB565. GL_DEPTH_COMPONENT16 is the only depth-renderable format. GL_STENCIL_INDEX8 is the only stencil-renderable format.";break;case t.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:i="Framebuffer is not complete. Incomplete dimensions: not all attached images have the same width and height.";break;case t.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:i="Framebuffer is not complete. Missing attachment: no images are attached to the framebuffer.";break;case t.FRAMEBUFFER_UNSUPPORTED:i="Framebuffer is not complete. Unsupported: the combination of internal formats of the attached images violates an implementation-dependent set of restrictions.";break}throw new E(i)}}}function Gj(e,t,n,i){const o=e._currentRenderState,r=e._currentPassState;e._currentRenderState=t,e._currentPassState=n,Ze.partialApply(e._gl,o,t,r,n,i)}let YN;typeof WebGLRenderingContext<"u"&&(YN=[ae.BACK]);function $N(e,t){if(t!==e._currentFramebuffer){e._currentFramebuffer=t;let n=YN;if(l(t))t._bind(),Fbe(e),n=t._getActiveColorAttachments();else{const i=e._gl;i.bindFramebuffer(i.FRAMEBUFFER,null)}e.drawBuffers&&e.glDrawBuffers(n)}}const zbe=new io;Ga.prototype.clear=function(e,t){e=A(e,zbe),t=A(t,this._defaultPassState);const n=this._gl;let i=0;const o=e.color,r=e.depth,s=e.stencil;l(o)&&(H.equals(this._clearColor,o)||(H.clone(o,this._clearColor),n.clearColor(o.red,o.green,o.blue,o.alpha)),i|=n.COLOR_BUFFER_BIT),l(r)&&(r!==this._clearDepth&&(this._clearDepth=r,n.clearDepth(r)),i|=n.DEPTH_BUFFER_BIT),l(s)&&(s!==this._clearStencil&&(this._clearStencil=s,n.clearStencil(s)),i|=n.STENCIL_BUFFER_BIT);const a=A(e.renderState,this._defaultRenderState);Gj(this,a,t,!0);const c=A(e.framebuffer,t.framebuffer);$N(this,c),n.clear(i)};function Ube(e,t,n,i,o){if(l(t)&&o.depthTest&&o.depthTest.enabled&&!t.hasDepthAttachment)throw new E("The depth test can not be enabled (drawCommand.renderState.depthTest.enabled) because the framebuffer (drawCommand.framebuffer) does not have a depth or depth-stencil renderbuffer.");$N(e,t),Gj(e,o,n,!1),i._bind(),e._maxFrameTextureUnitIndex=Math.max(e._maxFrameTextureUnitIndex,i.maximumTextureUnitIndex)}function Hbe(e,t,n,i){const o=t._primitiveType,r=t._vertexArray;let s=t._offset,a=t._count;const c=t.instanceCount;if(!Qe.validate(o))throw new E("drawCommand.primitiveType is required and must be valid.");if(T.defined("drawCommand.vertexArray",r),T.typeOf.number.greaterThanOrEquals("drawCommand.offset",s,0),l(a)&&T.typeOf.number.greaterThanOrEquals("drawCommand.count",a,0),T.typeOf.number.greaterThanOrEquals("drawCommand.instanceCount",c,0),c>0&&!e.instancedArrays)throw new E("Instanced arrays extension is not supported");e._us.model=A(t._modelMatrix,B.IDENTITY),n._setUniforms(i,e._us,e.validateShaderProgram),r._bind();const u=r.indexBuffer;l(u)?(s=s*u.bytesPerIndex,a=A(a,u.numberOfIndices),c===0?e._gl.drawElements(o,a,u.indexDatatype,s):e.glDrawElementsInstanced(o,a,u.indexDatatype,s,c)):(a=A(a,r.numberOfVertices),c===0?e._gl.drawArrays(o,s,a):e.glDrawArraysInstanced(o,s,a,c)),r._unBind()}Ga.prototype.draw=function(e,t,n,i){T.defined("drawCommand",e),T.defined("drawCommand.shaderProgram",e._shaderProgram),t=A(t,this._defaultPassState);const o=A(e._framebuffer,t.framebuffer),r=A(e._renderState,this._defaultRenderState);n=A(n,e._shaderProgram),i=A(i,e._uniformMap),Ube(this,o,t,n,r),Hbe(this,e,n,i)};Ga.prototype.endFrame=function(){const e=this._gl;e.useProgram(null),this._currentFramebuffer=void 0,e.bindFramebuffer(e.FRAMEBUFFER,null);const t=YN;this.drawBuffers&&this.glDrawBuffers(t);const n=this._maxFrameTextureUnitIndex;this._maxFrameTextureUnitIndex=0;for(let i=0;i0&&(a=s.getColorTexture(0).pixelDatatype);const c=it.createTypedArray(it.RGBA,a,o,r);return $N(this,s),t.readPixels(n,i,o,r,it.RGBA,Je.toWebGLConstant(a,this),c),c};const Wj={position:0,textureCoordinates:1};Ga.prototype.getViewportQuadVertexArray=function(){let e=this.cache.viewportQuad_vertexArray;if(!l(e)){const t=new Pt({attributes:{position:new Ue({componentDatatype:ee.FLOAT,componentsPerAttribute:2,values:[-1,-1,1,-1,1,1,-1,1]}),textureCoordinates:new Ue({componentDatatype:ee.FLOAT,componentsPerAttribute:2,values:[0,0,1,0,1,1,0,1]})},indices:new Uint16Array([0,1,2,0,2,3]),primitiveType:Qe.TRIANGLES});e=ao.fromGeometry({context:this,geometry:t,attributeLocations:Wj,bufferUsage:et.STATIC_DRAW,interleave:!0}),this.cache.viewportQuad_vertexArray=e}return e};Ga.prototype.createViewportQuadCommand=function(e,t){return t=A(t,A.EMPTY_OBJECT),new dt({vertexArray:this.getViewportQuadVertexArray(),primitiveType:Qe.TRIANGLES,renderState:t.renderState,shaderProgram:mn.fromCache({context:this,vertexShaderSource:CW,fragmentShaderSource:e,attributeLocations:Wj}),uniformMap:t.uniformMap,owner:t.owner,framebuffer:t.framebuffer,pass:t.pass})};Ga.prototype.getObjectByPickColor=function(e){return T.defined("pickColor",e),this._pickObjects[e.toRgba()]};function XN(e,t,n){this._pickObjects=e,this.key=t,this.color=n}Object.defineProperties(XN.prototype,{object:{get:function(){return this._pickObjects[this.key]},set:function(e){this._pickObjects[this.key]=e}}});XN.prototype.destroy=function(){delete this._pickObjects[this.key]};Ga.prototype.createPickId=function(e){T.defined("object",e),++this._nextPickColor[0];const t=this._nextPickColor[0];if(t===0)throw new De("Out of unique Pick IDs.");return this._pickObjects[t]=e,new XN(this._pickObjects,t,H.fromRgba(t))};Ga.prototype.isDestroyed=function(){return!1};Ga.prototype.destroy=function(){const e=this.cache;for(const t in e)if(e.hasOwnProperty(t)){const n=e[t];l(n.destroy)&&n.destroy()}return this._shaderCache=this._shaderCache.destroy(),this._textureCache=this._textureCache.destroy(),this._defaultTexture=this._defaultTexture&&this._defaultTexture.destroy(),this._defaultEmissiveTexture=this._defaultEmissiveTexture&&this._defaultEmissiveTexture.destroy(),this._defaultNormalTexture=this._defaultNormalTexture&&this._defaultNormalTexture.destroy(),this._defaultCubeMap=this._defaultCubeMap&&this._defaultCubeMap.destroy(),He(this)};Ga._deprecationWarning=zp;function C0(e){e=A(e,A.EMPTY_OBJECT);const t=e.context,n=e.width,i=e.height;T.defined("options.context",t),T.defined("options.width",n),T.defined("options.height",i),this._width=n,this._height=i;const o=e.colorRenderbuffers,r=e.colorTextures;if(l(o)!==l(r))throw new E("Both color renderbuffer and texture attachments must be provided.");const s=e.depthStencilRenderbuffer,a=e.depthStencilTexture;if(l(s)!==l(a))throw new E("Both depth-stencil renderbuffer and texture attachments must be provided.");this._renderFramebuffer=new Wr({context:t,colorRenderbuffers:o,depthStencilRenderbuffer:s,destroyAttachments:e.destroyAttachments}),this._colorFramebuffer=new Wr({context:t,colorTextures:r,depthStencilTexture:a,destroyAttachments:e.destroyAttachments})}C0.prototype.getRenderFramebuffer=function(){return this._renderFramebuffer};C0.prototype.getColorFramebuffer=function(){return this._colorFramebuffer};C0.prototype.blitFramebuffers=function(e,t){this._renderFramebuffer.bindRead(),this._colorFramebuffer.bindDraw();const n=e._gl;let i=0;this._colorFramebuffer._colorTextures.length>0&&(i|=n.COLOR_BUFFER_BIT),l(this._colorFramebuffer.depthStencilTexture)&&(i|=n.DEPTH_BUFFER_BIT|(t?n.STENCIL_BUFFER_BIT:0)),n.blitFramebuffer(0,0,this._width,this._height,0,0,this._width,this._height,i,n.NEAREST),n.bindFramebuffer(n.READ_FRAMEBUFFER,null),n.bindFramebuffer(n.DRAW_FRAMEBUFFER,null)};C0.prototype.isDestroyed=function(){return!1};C0.prototype.destroy=function(){return this._renderFramebuffer.destroy(),this._colorFramebuffer.destroy(),He(this)};const Ma={RGBA4:ae.RGBA4,RGBA8:ae.RGBA8,RGBA16F:ae.RGBA16F,RGBA32F:ae.RGBA32F,RGB5_A1:ae.RGB5_A1,RGB565:ae.RGB565,DEPTH_COMPONENT16:ae.DEPTH_COMPONENT16,STENCIL_INDEX8:ae.STENCIL_INDEX8,DEPTH_STENCIL:ae.DEPTH_STENCIL,DEPTH24_STENCIL8:ae.DEPTH24_STENCIL8,validate:function(e){return e===Ma.RGBA4||e===Ma.RGBA8||e===Ma.RGBA16F||e===Ma.RGBA32F||e===Ma.RGB5_A1||e===Ma.RGB565||e===Ma.DEPTH_COMPONENT16||e===Ma.STENCIL_INDEX8||e===Ma.DEPTH_STENCIL||e===Ma.DEPTH24_STENCIL8},getColorFormat:function(e){return e===ae.FLOAT?Ma.RGBA32F:e===ae.HALF_FLOAT_OES?Ma.RGBA16F:Ma.RGBA8}},td=Object.freeze(Ma);function Vl(e){e=A(e,A.EMPTY_OBJECT),T.defined("options.context",e.context);const n=e.context._gl,i=vt.maximumRenderbufferSize,o=A(e.format,td.RGBA4),r=l(e.width)?e.width:n.drawingBufferWidth,s=l(e.height)?e.height:n.drawingBufferHeight,a=A(e.numSamples,1);if(!td.validate(o))throw new E("Invalid format.");if(T.typeOf.number.greaterThan("width",r,0),r>i)throw new E(`Width must be less than or equal to the maximum renderbuffer size (${i}). Check maximumRenderbufferSize.`);if(T.typeOf.number.greaterThan("height",s,0),s>i)throw new E(`Height must be less than or equal to the maximum renderbuffer size (${i}). Check maximumRenderbufferSize.`);this._gl=n,this._format=o,this._width=r,this._height=s,this._renderbuffer=this._gl.createRenderbuffer(),n.bindRenderbuffer(n.RENDERBUFFER,this._renderbuffer),a>1?n.renderbufferStorageMultisample(n.RENDERBUFFER,a,o,r,s):n.renderbufferStorage(n.RENDERBUFFER,o,r,s),n.bindRenderbuffer(n.RENDERBUFFER,null)}Object.defineProperties(Vl.prototype,{format:{get:function(){return this._format}},width:{get:function(){return this._width}},height:{get:function(){return this._height}}});Vl.prototype._getRenderbuffer=function(){return this._renderbuffer};Vl.prototype.isDestroyed=function(){return!1};Vl.prototype.destroy=function(){return this._gl.deleteRenderbuffer(this._renderbuffer),He(this)};function Sn(e){if(e=A(e,A.EMPTY_OBJECT),this._numSamples=A(e.numSamples,1),this._colorAttachmentsLength=A(e.colorAttachmentsLength,1),this._color=A(e.color,!0),this._depth=A(e.depth,!1),this._depthStencil=A(e.depthStencil,!1),this._supportsDepthTexture=A(e.supportsDepthTexture,!1),!this._color&&!this._depth&&!this._depthStencil)throw new E("Must enable at least one type of framebuffer attachment.");if(this._depth&&this._depthStencil)throw new E("Cannot have both a depth and depth-stencil attachment.");this._createColorAttachments=A(e.createColorAttachments,!0),this._createDepthAttachments=A(e.createDepthAttachments,!0),this._pixelDatatype=e.pixelDatatype,this._pixelFormat=e.pixelFormat,this._width=void 0,this._height=void 0,this._framebuffer=void 0,this._multisampleFramebuffer=void 0,this._colorTextures=void 0,this._color&&(this._colorTextures=new Array(this._colorAttachmentsLength),this._colorRenderbuffers=new Array(this._colorAttachmentsLength)),this._colorRenderbuffer=void 0,this._depthStencilRenderbuffer=void 0,this._depthStencilTexture=void 0,this._depthRenderbuffer=void 0,this._depthTexture=void 0,this._attachmentsDirty=!1}Object.defineProperties(Sn.prototype,{framebuffer:{get:function(){return this._numSamples>1?this._multisampleFramebuffer.getRenderFramebuffer():this._framebuffer}},numSamples:{get:function(){return this._numSamples}},status:{get:function(){return this.framebuffer.status}}});Sn.prototype.isDirty=function(e,t,n,i,o){n=A(n,1);const r=this._width!==e||this._height!==t,s=this._numSamples!==n,a=l(i)&&this._pixelDatatype!==i||l(o)&&this._pixelFormat!==o,c=l(n===1?this._framebuffer:this._multisampleFramebuffer);return this._attachmentsDirty||r||s||a||!c||this._color&&!l(this._colorTextures[0])};Sn.prototype.update=function(e,t,n,i,o,r){if(!l(t)||!l(n))throw new E("width and height must be defined.");if(i=e.msaa?A(i,1):1,o=A(o,this._color?A(this._pixelDatatype,Je.UNSIGNED_BYTE):void 0),r=A(r,this._color?A(this._pixelFormat,it.RGBA):void 0),this.isDirty(t,n,i,o,r)){if(this.destroy(),this._width=t,this._height=n,this._numSamples=i,this._pixelDatatype=o,this._pixelFormat=r,this._attachmentsDirty=!1,this._color&&this._createColorAttachments){for(let s=0;s1){const a=td.getColorFormat(o);this._colorRenderbuffers[s]=new Vl({context:e,width:t,height:n,format:a,numSamples:this._numSamples})}}this._depthStencil&&this._createDepthAttachments&&(this._supportsDepthTexture&&e.depthTexture?(this._depthStencilTexture=new Ht({context:e,width:t,height:n,pixelFormat:it.DEPTH_STENCIL,pixelDatatype:Je.UNSIGNED_INT_24_8,sampler:Kn.NEAREST}),this._numSamples>1&&(this._depthStencilRenderbuffer=new Vl({context:e,width:t,height:n,format:td.DEPTH24_STENCIL8,numSamples:this._numSamples}))):this._depthStencilRenderbuffer=new Vl({context:e,width:t,height:n,format:td.DEPTH_STENCIL})),this._depth&&this._createDepthAttachments&&(this._supportsDepthTexture&&e.depthTexture?this._depthTexture=new Ht({context:e,width:t,height:n,pixelFormat:it.DEPTH_COMPONENT,pixelDatatype:Je.UNSIGNED_INT,sampler:Kn.NEAREST}):this._depthRenderbuffer=new Vl({context:e,width:t,height:n,format:td.DEPTH_COMPONENT16})),this._numSamples>1?this._multisampleFramebuffer=new C0({context:e,width:this._width,height:this._height,colorTextures:this._colorTextures,colorRenderbuffers:this._colorRenderbuffers,depthStencilTexture:this._depthStencilTexture,depthStencilRenderbuffer:this._depthStencilRenderbuffer,destroyAttachments:!1}):this._framebuffer=new Wr({context:e,colorTextures:this._colorTextures,depthTexture:this._depthTexture,depthRenderbuffer:this._depthRenderbuffer,depthStencilTexture:this._depthStencilTexture,depthStencilRenderbuffer:this._depthStencilRenderbuffer,destroyAttachments:!1})}};Sn.prototype.getColorTexture=function(e){if(e=A(e,0),e>=this._colorAttachmentsLength)throw new E("index must be smaller than total number of color attachments.");return this._colorTextures[e]};Sn.prototype.setColorTexture=function(e,t){if(t=A(t,0),this._createColorAttachments)throw new E("createColorAttachments must be false if setColorTexture is called.");if(t>=this._colorAttachmentsLength)throw new E("index must be smaller than total number of color attachments.");this._attachmentsDirty=e!==this._colorTextures[t],this._colorTextures[t]=e};Sn.prototype.getColorRenderbuffer=function(e){if(e=A(e,0),e>=this._colorAttachmentsLength)throw new E("index must be smaller than total number of color attachments.");return this._colorRenderbuffers[e]};Sn.prototype.setColorRenderbuffer=function(e,t){if(t=A(t,0),this._createColorAttachments)throw new E("createColorAttachments must be false if setColorRenderbuffer is called.");if(t>=this._colorAttachmentsLength)throw new E("index must be smaller than total number of color attachments.");this._attachmentsDirty=e!==this._colorRenderbuffers[t],this._colorRenderbuffers[t]=e};Sn.prototype.getDepthRenderbuffer=function(){return this._depthRenderbuffer};Sn.prototype.setDepthRenderbuffer=function(e){if(this._createDepthAttachments)throw new E("createDepthAttachments must be false if setDepthRenderbuffer is called.");this._attachmentsDirty=e!==this._depthRenderbuffer,this._depthRenderbuffer=e};Sn.prototype.getDepthTexture=function(){return this._depthTexture};Sn.prototype.setDepthTexture=function(e){if(this._createDepthAttachments)throw new E("createDepthAttachments must be false if setDepthTexture is called.");this._attachmentsDirty=e!==this._depthTexture,this._depthTexture=e};Sn.prototype.getDepthStencilRenderbuffer=function(){return this._depthStencilRenderbuffer};Sn.prototype.setDepthStencilRenderbuffer=function(e){if(this._createDepthAttachments)throw new E("createDepthAttachments must be false if setDepthStencilRenderbuffer is called.");this._attachmentsDirty=e!==this._depthStencilRenderbuffer,this._depthStencilRenderbuffer=e};Sn.prototype.getDepthStencilTexture=function(){return this._depthStencilTexture};Sn.prototype.setDepthStencilTexture=function(e){if(this._createDepthAttachments)throw new E("createDepthAttachments must be false if setDepthStencilTexture is called.");this._attachmentsDirty=e!==this._depthStencilTexture,this._depthStencilTexture=e};Sn.prototype.prepareTextures=function(e,t){this._numSamples>1&&this._multisampleFramebuffer.blitFramebuffers(e,t)};Sn.prototype.clear=function(e,t,n){const i=t.framebuffer;t.framebuffer=this.framebuffer,t.execute(e,n),t.framebuffer=i};Sn.prototype.destroyFramebuffer=function(){this._framebuffer=this._framebuffer&&this._framebuffer.destroy(),this._multisampleFramebuffer=this._multisampleFramebuffer&&this._multisampleFramebuffer.destroy()};Sn.prototype.destroy=function(){if(this._color){let e;const t=this._colorTextures.length;for(e=0;e0?ee.getSizeInBytes(e[0].componentDatatype):0,o=i>0?t%i:0,r=o===0?0:i-o;return t+=r,t};Pr._createArrayViews=function(e,t){const n=[];let i=0;const o=e.length;for(let r=0;r0){const n=new ArrayBuffer(t*e.vertexSizeInBytes);if(l(e.arrayBuffer)){const r=new Uint8Array(n),s=new Uint8Array(e.arrayBuffer),a=s.length;for(let c=0;c0){t.needsCommit=!1;const n=t.vertexBuffer,i=e._size*t.vertexSizeInBytes,o=l(n);if(!o||n.sizeInBytes=this._size)throw new E("offsetInVertices must be greater than or equal to zero and less than the vertex array size.");if(e+t>this._size)throw new E("offsetInVertices + lengthInVertices cannot exceed the vertex array size.");const n=this._allBuffers;for(let i=0,o=n.length;i0){const i=e.vertexSizeInBytes*t,o=e.vertexSizeInBytes*n;e.vertexBuffer.copyFromArrayView(new Uint8Array(e.arrayBuffer,i,o),i)}}Pr.prototype.endSubCommits=function(){const e=this._allBuffers;for(let t=0,n=e.length;t 0.0) { // Don't get the outline edge exceed the SDF_EDGE float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE); float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance); vec4 sdfColor = mix(outlineColor, v_color, outlineFactor); float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance); return vec4(sdfColor.rgb, sdfColor.a * alpha); } else { float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance); return vec4(v_color.rgb, v_color.a * alpha); } } #endif void main() { vec4 color = texture2D(u_atlas, v_textureCoordinates); #ifdef SDF float outlineWidth = v_outlineWidth; vec4 outlineColor = v_outlineColor; // Get the current distance float distance = getDistance(v_textureCoordinates); #ifdef GL_OES_standard_derivatives float smoothing = fwidth(distance); // Get an offset that is approximately half the distance to the neighbor pixels // 0.354 is approximately half of 1/sqrt(2) vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates)); // Sample the center point vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing); // Sample the 4 neighbors vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing); vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing); vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing); vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing); // Equally weight the center sample and the 4 neighboring samples color = (center + color1 + color2 + color3 + color4)/5.0; #else // Just do a single sample float smoothing = 1.0/32.0; color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing); #endif color = czm_gammaCorrect(color); #else color = czm_gammaCorrect(color); color *= czm_gammaCorrect(v_color); #endif // Fully transparent parts of the billboard are not pickable. #if !defined(OPAQUE) && !defined(TRANSLUCENT) if (color.a < 0.005) // matches 0/255 and 1/255 { discard; } #else // The billboard is rendered twice. The opaque pass discards translucent fragments // and the translucent pass discards opaque fragments. #ifdef OPAQUE if (color.a < 0.995) // matches < 254/255 { discard; } #else if (color.a >= 0.995) // matches 254/255 and 255/255 { discard; } #endif #endif #ifdef VECTOR_TILE color *= u_highlightColor; #endif gl_FragColor = color; #ifdef LOG_DEPTH czm_writeLogDepth(); #endif #ifdef FRAGMENT_DEPTH_CHECK float temp = v_compressed.y; temp = temp * SHIFT_RIGHT1; float temp2 = (temp - floor(temp)) * SHIFT_LEFT1; bool enableDepthTest = temp2 != 0.0; bool applyTranslate = floor(temp) != 0.0; if (enableDepthTest) { temp = v_compressed.z; temp = temp * SHIFT_RIGHT12; vec2 dimensions; dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12; dimensions.x = floor(temp); temp = v_compressed.w; temp = temp * SHIFT_RIGHT12; vec2 imageSize; imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12; imageSize.x = floor(temp); vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy; adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y); float epsilonEyeDepth = v_compressed.x + czm_epsilon1; float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize); // negative values go into the screen if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth) { float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize); // top left corner if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth) { float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize); // top right corner if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth) { discard; } } } } #endif } `,Xbe=`#ifdef INSTANCED attribute vec2 direction; #endif attribute vec4 positionHighAndScale; attribute vec4 positionLowAndRotation; attribute vec4 compressedAttribute0; // pixel offset, translate, horizontal origin, vertical origin, show, direction, texture coordinates (texture offset) attribute vec4 compressedAttribute1; // aligned axis, translucency by distance, image width attribute vec4 compressedAttribute2; // label horizontal origin, image height, color, pick color, size in meters, valid aligned axis, 13 bits free attribute vec4 eyeOffset; // eye offset in meters, 4 bytes free (texture range) attribute vec4 scaleByDistance; // near, nearScale, far, farScale attribute vec4 pixelOffsetScaleByDistance; // near, nearScale, far, farScale attribute vec4 compressedAttribute3; // distance display condition near, far, disableDepthTestDistance, dimensions attribute vec2 sdf; // sdf outline color (rgb) and width (w) #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK) attribute vec4 textureCoordinateBoundsOrLabelTranslate; // the min and max x and y values for the texture coordinates #endif #ifdef VECTOR_TILE attribute float a_batchId; #endif varying vec2 v_textureCoordinates; #ifdef FRAGMENT_DEPTH_CHECK varying vec4 v_textureCoordinateBounds; varying vec4 v_originTextureCoordinateAndTranslate; varying vec4 v_compressed; // x: eyeDepth, y: applyTranslate & enableDepthCheck, z: dimensions, w: imageSize varying mat2 v_rotationMatrix; #endif varying vec4 v_pickColor; varying vec4 v_color; #ifdef SDF varying vec4 v_outlineColor; varying float v_outlineWidth; #endif const float UPPER_BOUND = 32768.0; const float SHIFT_LEFT16 = 65536.0; const float SHIFT_LEFT12 = 4096.0; const float SHIFT_LEFT8 = 256.0; const float SHIFT_LEFT7 = 128.0; const float SHIFT_LEFT5 = 32.0; const float SHIFT_LEFT3 = 8.0; const float SHIFT_LEFT2 = 4.0; const float SHIFT_LEFT1 = 2.0; const float SHIFT_RIGHT12 = 1.0 / 4096.0; const float SHIFT_RIGHT8 = 1.0 / 256.0; const float SHIFT_RIGHT7 = 1.0 / 128.0; const float SHIFT_RIGHT5 = 1.0 / 32.0; const float SHIFT_RIGHT3 = 1.0 / 8.0; const float SHIFT_RIGHT2 = 1.0 / 4.0; const float SHIFT_RIGHT1 = 1.0 / 2.0; vec4 addScreenSpaceOffset(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters, out mat2 rotationMatrix, out float mpp) { // Note the halfSize cannot be computed in JavaScript because it is sent via // compressed vertex attributes that coerce it to an integer. vec2 halfSize = imageSize * scale * 0.5; halfSize *= ((direction * 2.0) - 1.0); vec2 originTranslate = origin * abs(halfSize); #if defined(ROTATION) || defined(ALIGNED_AXIS) if (validAlignedAxis || rotation != 0.0) { float angle = rotation; if (validAlignedAxis) { vec4 projectedAlignedAxis = czm_modelView3D * vec4(alignedAxis, 0.0); angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) / (projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y)); } float cosTheta = cos(angle); float sinTheta = sin(angle); rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta); halfSize = rotationMatrix * halfSize; } else { rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0); } #endif mpp = czm_metersPerPixel(positionEC); positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp); positionEC.xy += (translate + pixelOffset) * mpp; return positionEC; } #ifdef VERTEX_DEPTH_CHECK float getGlobeDepth(vec4 positionEC) { vec4 posWC = czm_eyeToWindowCoordinates(positionEC); float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw)); if (globeDepth == 0.0) { return 0.0; // not on the globe } vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth); return eyeCoordinate.z / eyeCoordinate.w; } #endif void main() { // Modifying this shader may also require modifications to Billboard._computeScreenSpacePosition // unpack attributes vec3 positionHigh = positionHighAndScale.xyz; vec3 positionLow = positionLowAndRotation.xyz; float scale = positionHighAndScale.w; #if defined(ROTATION) || defined(ALIGNED_AXIS) float rotation = positionLowAndRotation.w; #else float rotation = 0.0; #endif float compressed = compressedAttribute0.x; vec2 pixelOffset; pixelOffset.x = floor(compressed * SHIFT_RIGHT7); compressed -= pixelOffset.x * SHIFT_LEFT7; pixelOffset.x -= UPPER_BOUND; vec2 origin; origin.x = floor(compressed * SHIFT_RIGHT5); compressed -= origin.x * SHIFT_LEFT5; origin.y = floor(compressed * SHIFT_RIGHT3); compressed -= origin.y * SHIFT_LEFT3; #ifdef FRAGMENT_DEPTH_CHECK vec2 depthOrigin = origin.xy; #endif origin -= vec2(1.0); float show = floor(compressed * SHIFT_RIGHT2); compressed -= show * SHIFT_LEFT2; #ifdef INSTANCED vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w); vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w); vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange; #else vec2 direction; direction.x = floor(compressed * SHIFT_RIGHT1); direction.y = compressed - direction.x * SHIFT_LEFT1; vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w); #endif float temp = compressedAttribute0.y * SHIFT_RIGHT8; pixelOffset.y = -(floor(temp) - UPPER_BOUND); vec2 translate; translate.y = (temp - floor(temp)) * SHIFT_LEFT16; temp = compressedAttribute0.z * SHIFT_RIGHT8; translate.x = floor(temp) - UPPER_BOUND; translate.y += (temp - floor(temp)) * SHIFT_LEFT8; translate.y -= UPPER_BOUND; temp = compressedAttribute1.x * SHIFT_RIGHT8; float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2); vec2 imageSize = vec2(floor(temp), temp2); #ifdef FRAGMENT_DEPTH_CHECK float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2)); float applyTranslate = 0.0; if (labelHorizontalOrigin != 0.0) // is a billboard, so set apply translate to false { applyTranslate = 1.0; labelHorizontalOrigin -= 2.0; depthOrigin.x = labelHorizontalOrigin + 1.0; } depthOrigin = vec2(1.0) - (depthOrigin * 0.5); #endif #ifdef EYE_DISTANCE_TRANSLUCENCY vec4 translucencyByDistance; translucencyByDistance.x = compressedAttribute1.z; translucencyByDistance.z = compressedAttribute1.w; translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0; temp = compressedAttribute1.y * SHIFT_RIGHT8; translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0; #endif #if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK) temp = compressedAttribute3.w; temp = temp * SHIFT_RIGHT12; vec2 dimensions; dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12; dimensions.x = floor(temp); #endif #ifdef ALIGNED_AXIS vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8)); temp = compressedAttribute2.z * SHIFT_RIGHT5; bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0; #else vec3 alignedAxis = vec3(0.0); bool validAlignedAxis = false; #endif vec4 pickColor; vec4 color; temp = compressedAttribute2.y; temp = temp * SHIFT_RIGHT8; pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8; pickColor.r = floor(temp); temp = compressedAttribute2.x; temp = temp * SHIFT_RIGHT8; color.b = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; color.g = (temp - floor(temp)) * SHIFT_LEFT8; color.r = floor(temp); temp = compressedAttribute2.z * SHIFT_RIGHT8; bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0; temp = floor(temp) * SHIFT_RIGHT8; pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8; pickColor /= 255.0; color.a = floor(temp); color /= 255.0; /////////////////////////////////////////////////////////////////////////// vec4 p = czm_translateRelativeToEye(positionHigh, positionLow); vec4 positionEC = czm_modelViewRelativeToEye * p; #if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK) float eyeDepth = positionEC.z; #endif positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz); positionEC.xyz *= show; /////////////////////////////////////////////////////////////////////////// #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE) float lengthSq; if (czm_sceneMode == czm_sceneMode2D) { // 2D camera distance is a special case // treat all billboards as flattened to the z=0.0 plane lengthSq = czm_eyeHeight2D.y; } else { lengthSq = dot(positionEC.xyz, positionEC.xyz); } #endif #ifdef EYE_DISTANCE_SCALING float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq); scale *= distanceScale; translate *= distanceScale; // push vertex behind near plane for clipping if (scale == 0.0) { positionEC.xyz = vec3(0.0); } #endif float translucency = 1.0; #ifdef EYE_DISTANCE_TRANSLUCENCY translucency = czm_nearFarScalar(translucencyByDistance, lengthSq); // push vertex behind near plane for clipping if (translucency == 0.0) { positionEC.xyz = vec3(0.0); } #endif #ifdef EYE_DISTANCE_PIXEL_OFFSET float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq); pixelOffset *= pixelOffsetScale; #endif #ifdef DISTANCE_DISPLAY_CONDITION float nearSq = compressedAttribute3.x; float farSq = compressedAttribute3.y; if (lengthSq < nearSq || lengthSq > farSq) { positionEC.xyz = vec3(0.0); } #endif mat2 rotationMatrix; float mpp; #ifdef DISABLE_DEPTH_DISTANCE float disableDepthTestDistance = compressedAttribute3.z; #endif #ifdef VERTEX_DEPTH_CHECK if (lengthSq < disableDepthTestDistance) { float depthsilon = 10.0; vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy; vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp); float globeDepth1 = getGlobeDepth(pEC1); if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1) { vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp); float globeDepth2 = getGlobeDepth(pEC2); if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2) { vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp); float globeDepth3 = getGlobeDepth(pEC3); if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3) { positionEC.xyz = vec3(0.0); } } } } #endif positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp); gl_Position = czm_projection * positionEC; v_textureCoordinates = textureCoordinates; #ifdef LOG_DEPTH czm_vertexLogDepth(); #endif #ifdef DISABLE_DEPTH_DISTANCE if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0) { disableDepthTestDistance = czm_minimumDisableDepthTestDistance; } if (disableDepthTestDistance != 0.0) { // Don't try to "multiply both sides" by w. Greater/less-than comparisons won't work for negative values of w. float zclip = gl_Position.z / gl_Position.w; bool clipped = (zclip < -1.0 || zclip > 1.0); if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance))) { // Position z on the near plane. gl_Position.z = -gl_Position.w; #ifdef LOG_DEPTH v_depthFromNearPlusOne = 1.0; #endif } } #endif #ifdef FRAGMENT_DEPTH_CHECK if (sizeInMeters) { translate /= mpp; dimensions /= mpp; imageSize /= mpp; } #if defined(ROTATION) || defined(ALIGNED_AXIS) v_rotationMatrix = rotationMatrix; #else v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0); #endif float enableDepthCheck = 0.0; if (lengthSq < disableDepthTestDistance) { enableDepthCheck = 1.0; } float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12)); float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12)); float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12)); float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12)); v_compressed.x = eyeDepth; v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck; v_compressed.z = dw * SHIFT_LEFT12 + dh; v_compressed.w = iw * SHIFT_LEFT12 + ih; v_originTextureCoordinateAndTranslate.xy = depthOrigin; v_originTextureCoordinateAndTranslate.zw = translate; v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate; #endif #ifdef SDF vec4 outlineColor; float outlineWidth; temp = sdf.x; temp = temp * SHIFT_RIGHT8; outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8; outlineColor.r = floor(temp); temp = sdf.y; temp = temp * SHIFT_RIGHT8; float temp3 = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8; outlineColor.a = floor(temp); outlineColor /= 255.0; v_outlineWidth = outlineWidth / 255.0; v_outlineColor = outlineColor; v_outlineColor.a *= translucency; #endif v_pickColor = pickColor; v_color = color; v_color.a *= translucency; } `,Kbe=`varying vec2 v_textureCoordinates; const float M_PI = 3.141592653589793; float vdcRadicalInverse(int i) { float r; float base = 2.0; float value = 0.0; float invBase = 1.0 / base; float invBi = invBase; for (int x = 0; x < 100; x++) { if (i <= 0) { break; } r = mod(float(i), base); value += r * invBi; invBi *= invBase; i = int(float(i) * invBase); } return value; } vec2 hammersley2D(int i, int N) { return vec2(float(i) / float(N), vdcRadicalInverse(i)); } vec3 importanceSampleGGX(vec2 xi, float roughness, vec3 N) { float a = roughness * roughness; float phi = 2.0 * M_PI * xi.x; float cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y)); float sinTheta = sqrt(1.0 - cosTheta * cosTheta); vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 tangentX = normalize(cross(upVector, N)); vec3 tangentY = cross(N, tangentX); return tangentX * H.x + tangentY * H.y + N * H.z; } float G1_Smith(float NdotV, float k) { return NdotV / (NdotV * (1.0 - k) + k); } float G_Smith(float roughness, float NdotV, float NdotL) { float k = roughness * roughness / 2.0; return G1_Smith(NdotV, k) * G1_Smith(NdotL, k); } vec2 integrateBrdf(float roughness, float NdotV) { vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV); float A = 0.0; float B = 0.0; const int NumSamples = 1024; for (int i = 0; i < NumSamples; i++) { vec2 xi = hammersley2D(i, NumSamples); vec3 H = importanceSampleGGX(xi, roughness, vec3(0.0, 0.0, 1.0)); vec3 L = 2.0 * dot(V, H) * H - V; float NdotL = clamp(L.z, 0.0, 1.0); float NdotH = clamp(H.z, 0.0, 1.0); float VdotH = clamp(dot(V, H), 0.0, 1.0); if (NdotL > 0.0) { float G = G_Smith(roughness, NdotV, NdotL); float G_Vis = G * VdotH / (NdotH * NdotV); float Fc = pow(1.0 - VdotH, 5.0); A += (1.0 - Fc) * G_Vis; B += Fc * G_Vis; } } return vec2(A, B) / float(NumSamples); } void main() { gl_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0); } `,Jbe=`uniform sampler2D u_opaqueDepthTexture; uniform sampler2D u_translucentDepthTexture; varying vec2 v_textureCoordinates; void main() { float opaqueDepth = texture2D(u_opaqueDepthTexture, v_textureCoordinates).r; float translucentDepth = texture2D(u_translucentDepthTexture, v_textureCoordinates).r; translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth); gl_FragColor = czm_packDepth(translucentDepth); } `,Qbe=`/** * Compositing for Weighted Blended Order-Independent Transparency. See: * - http://jcgt.org/published/0002/02/09/ * - http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html */ uniform sampler2D u_opaque; uniform sampler2D u_accumulation; uniform sampler2D u_revealage; varying vec2 v_textureCoordinates; void main() { vec4 opaque = texture2D(u_opaque, v_textureCoordinates); vec4 accum = texture2D(u_accumulation, v_textureCoordinates); float r = texture2D(u_revealage, v_textureCoordinates).r; #ifdef MRT vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a); #else vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r); #endif gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque; if (opaque != czm_backgroundColor) { gl_FragColor.a = 1.0; } } `,Zbe=`varying vec4 positionEC; void main() { vec3 position; vec3 direction; if (czm_orthographicIn3D == 1.0) { vec2 uv = (gl_FragCoord.xy - czm_viewport.xy) / czm_viewport.zw; vec2 minPlane = vec2(czm_frustumPlanes.z, czm_frustumPlanes.y); // left, bottom vec2 maxPlane = vec2(czm_frustumPlanes.w, czm_frustumPlanes.x); // right, top position = vec3(mix(minPlane, maxPlane, uv), 0.0); direction = vec3(0.0, 0.0, -1.0); } else { position = vec3(0.0); direction = normalize(positionEC.xyz); } czm_ray ray = czm_ray(position, direction); vec3 ellipsoid_center = czm_view[3].xyz; czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii); if (!czm_isEmpty(intersection)) { gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); } else { discard; } czm_writeLogDepth(); } `,eCe=`attribute vec4 position; varying vec4 positionEC; void main() { positionEC = czm_modelView * position; gl_Position = czm_projection * positionEC; czm_vertexLogDepth(); } `,EU=`#ifdef WRITE_DEPTH #ifdef GL_EXT_frag_depth #extension GL_EXT_frag_depth : enable #endif #endif uniform vec3 u_radii; uniform vec3 u_oneOverEllipsoidRadiiSquared; varying vec3 v_positionEC; vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side) { vec3 positionEC = czm_pointAlongRay(ray, intersection); vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz; vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared)); vec3 sphericalNormal = normalize(positionMC / u_radii); vec3 normalMC = geodeticNormal * side; // normalized surface normal (always facing the viewer) in model coordinates vec3 normalEC = normalize(czm_normal * normalMC); // normalized surface normal in eye coordiantes vec2 st = czm_ellipsoidWgs84TextureCoordinates(sphericalNormal); vec3 positionToEyeEC = -positionEC; czm_materialInput materialInput; materialInput.s = st.s; materialInput.st = st; materialInput.str = (positionMC + u_radii) / u_radii; materialInput.normalEC = normalEC; materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC); materialInput.positionToEyeEC = positionToEyeEC; czm_material material = czm_getMaterial(materialInput); #ifdef ONLY_SUN_LIGHTING return czm_private_phong(normalize(positionToEyeEC), material, czm_sunDirectionEC); #else return czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC); #endif } void main() { // PERFORMANCE_TODO: When dynamic branching is available, compute ratio of maximum and minimum radii // in the vertex shader. Only when it is larger than some constant, march along the ray. // Otherwise perform one intersection test which will be the common case. // Test if the ray intersects a sphere with the ellipsoid's maximum radius. // For very oblate ellipsoids, using the ellipsoid's radii for an intersection test // may cause false negatives. This will discard fragments before marching the ray forward. float maxRadius = max(u_radii.x, max(u_radii.y, u_radii.z)) * 1.5; vec3 direction = normalize(v_positionEC); vec3 ellipsoidCenter = czm_modelView[3].xyz; float t1 = -1.0; float t2 = -1.0; float b = -2.0 * dot(direction, ellipsoidCenter); float c = dot(ellipsoidCenter, ellipsoidCenter) - maxRadius * maxRadius; float discriminant = b * b - 4.0 * c; if (discriminant >= 0.0) { t1 = (-b - sqrt(discriminant)) * 0.5; t2 = (-b + sqrt(discriminant)) * 0.5; } if (t1 < 0.0 && t2 < 0.0) { discard; } float t = min(t1, t2); if (t < 0.0) { t = 0.0; } // March ray forward to intersection with larger sphere and find czm_ray ray = czm_ray(t * direction, direction); vec3 ellipsoid_inverseRadii = vec3(1.0 / u_radii.x, 1.0 / u_radii.y, 1.0 / u_radii.z); czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoidCenter, ellipsoid_inverseRadii); if (czm_isEmpty(intersection)) { discard; } // If the viewer is outside, compute outsideFaceColor, with normals facing outward. vec4 outsideFaceColor = (intersection.start != 0.0) ? computeEllipsoidColor(ray, intersection.start, 1.0) : vec4(0.0); // If the viewer either is inside or can see inside, compute insideFaceColor, with normals facing inward. vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0); gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a); gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a); #ifdef WRITE_DEPTH #ifdef GL_EXT_frag_depth t = (intersection.start != 0.0) ? intersection.start : intersection.stop; vec3 positionEC = czm_pointAlongRay(ray, t); vec4 positionCC = czm_projection * vec4(positionEC, 1.0); #ifdef LOG_DEPTH czm_writeLogDepth(1.0 + positionCC.w); #else float z = positionCC.z / positionCC.w; float n = czm_depthRange.near; float f = czm_depthRange.far; gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5; #endif #endif #endif } `,xU=`attribute vec3 position; uniform vec3 u_radii; varying vec3 v_positionEC; void main() { // In the vertex data, the cube goes from (-1.0, -1.0, -1.0) to (1.0, 1.0, 1.0) in model coordinates. // Scale to consider the radii. We could also do this once on the CPU when using the BoxGeometry, // but doing it here allows us to change the radii without rewriting the vertex data, and // allows all ellipsoids to reuse the same vertex data. vec4 p = vec4(u_radii * position, 1.0); v_positionEC = (czm_modelView * p).xyz; // position in eye coordinates gl_Position = czm_modelViewProjection * p; // position in clip coordinates // With multi-frustum, when the ellipsoid primitive is positioned on the intersection of two frustums // and close to terrain, the terrain (writes depth) in the closest frustum can overwrite part of the // ellipsoid (does not write depth) that was rendered in the farther frustum. // // Here, we clamp the depth in the vertex shader to avoid being overwritten; however, this creates // artifacts since some fragments can be alpha blended twice. This is solved by only rendering // the ellipsoid in the closest frustum to the viewer. gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far); czm_vertexLogDepth(); } `;/** * @license * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */const tCe=`/** * @license * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS \`\`AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples // Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h // Steps used to integrate into Cesium: // * The following defines are set: // #define FXAA_PC 1 // #define FXAA_WEBGL_1 1 // #define FXAA_GREEN_AS_LUMA 1 // #define FXAA_EARLY_EXIT 1 // #define FXAA_GLSL_120 1 // * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed. // * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace // /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/. // * There are no implicit conversions from ivec* to vec* so replace: // #define FxaaInt2 ivec2 // with // #define FxaaInt2 vec2 // * The texture2DLod function is only available in vertex shaders so replace: // #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) // #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) // with // #define FxaaTexTop(t, p) texture2D(t, p) // #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r)) // * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future. // * The following parameters to FxaaPixelShader are unused and can be removed: // fxaaConsolePosPos // fxaaConsoleRcpFrameOpt // fxaaConsoleRcpFrameOpt2 // fxaaConsole360RcpFrameOpt2 // fxaaConsoleEdgeSharpness // fxaaConsoleEdgeThreshold // fxaaConsoleEdgeThresholdMi // fxaaConsole360ConstDir // // Choose the quality preset. // This needs to be compiled into the shader as it effects code. // Best option to include multiple presets is to // in each shader define the preset, then include this file. // // OPTIONS // ----------------------------------------------------------------------- // 10 to 15 - default medium dither (10=fastest, 15=highest quality) // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) // 39 - no dither, very expensive // // NOTES // ----------------------------------------------------------------------- // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) // 13 = about same speed as FXAA 3.9 and better than 12 // 23 = closest to FXAA 3.9 visually and performance wise // _ = the lowest digit is directly related to performance // _ = the highest digit is directly related to style // //#define FXAA_QUALITY_PRESET 12 #if (FXAA_QUALITY_PRESET == 10) #define FXAA_QUALITY_PS 3 #define FXAA_QUALITY_P0 1.5 #define FXAA_QUALITY_P1 3.0 #define FXAA_QUALITY_P2 12.0 #endif #if (FXAA_QUALITY_PRESET == 11) #define FXAA_QUALITY_PS 4 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 3.0 #define FXAA_QUALITY_P3 12.0 #endif #if (FXAA_QUALITY_PRESET == 12) #define FXAA_QUALITY_PS 5 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 4.0 #define FXAA_QUALITY_P4 12.0 #endif #if (FXAA_QUALITY_PRESET == 13) #define FXAA_QUALITY_PS 6 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 4.0 #define FXAA_QUALITY_P5 12.0 #endif #if (FXAA_QUALITY_PRESET == 14) #define FXAA_QUALITY_PS 7 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 4.0 #define FXAA_QUALITY_P6 12.0 #endif #if (FXAA_QUALITY_PRESET == 15) #define FXAA_QUALITY_PS 8 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 2.0 #define FXAA_QUALITY_P6 4.0 #define FXAA_QUALITY_P7 12.0 #endif #if (FXAA_QUALITY_PRESET == 20) #define FXAA_QUALITY_PS 3 #define FXAA_QUALITY_P0 1.5 #define FXAA_QUALITY_P1 2.0 #define FXAA_QUALITY_P2 8.0 #endif #if (FXAA_QUALITY_PRESET == 21) #define FXAA_QUALITY_PS 4 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 8.0 #endif #if (FXAA_QUALITY_PRESET == 22) #define FXAA_QUALITY_PS 5 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 8.0 #endif #if (FXAA_QUALITY_PRESET == 23) #define FXAA_QUALITY_PS 6 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 8.0 #endif #if (FXAA_QUALITY_PRESET == 24) #define FXAA_QUALITY_PS 7 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 3.0 #define FXAA_QUALITY_P6 8.0 #endif #if (FXAA_QUALITY_PRESET == 25) #define FXAA_QUALITY_PS 8 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 2.0 #define FXAA_QUALITY_P6 4.0 #define FXAA_QUALITY_P7 8.0 #endif #if (FXAA_QUALITY_PRESET == 26) #define FXAA_QUALITY_PS 9 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 2.0 #define FXAA_QUALITY_P6 2.0 #define FXAA_QUALITY_P7 4.0 #define FXAA_QUALITY_P8 8.0 #endif #if (FXAA_QUALITY_PRESET == 27) #define FXAA_QUALITY_PS 10 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 2.0 #define FXAA_QUALITY_P6 2.0 #define FXAA_QUALITY_P7 2.0 #define FXAA_QUALITY_P8 4.0 #define FXAA_QUALITY_P9 8.0 #endif #if (FXAA_QUALITY_PRESET == 28) #define FXAA_QUALITY_PS 11 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 2.0 #define FXAA_QUALITY_P6 2.0 #define FXAA_QUALITY_P7 2.0 #define FXAA_QUALITY_P8 2.0 #define FXAA_QUALITY_P9 4.0 #define FXAA_QUALITY_P10 8.0 #endif #if (FXAA_QUALITY_PRESET == 29) #define FXAA_QUALITY_PS 12 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.5 #define FXAA_QUALITY_P2 2.0 #define FXAA_QUALITY_P3 2.0 #define FXAA_QUALITY_P4 2.0 #define FXAA_QUALITY_P5 2.0 #define FXAA_QUALITY_P6 2.0 #define FXAA_QUALITY_P7 2.0 #define FXAA_QUALITY_P8 2.0 #define FXAA_QUALITY_P9 2.0 #define FXAA_QUALITY_P10 4.0 #define FXAA_QUALITY_P11 8.0 #endif #if (FXAA_QUALITY_PRESET == 39) #define FXAA_QUALITY_PS 12 #define FXAA_QUALITY_P0 1.0 #define FXAA_QUALITY_P1 1.0 #define FXAA_QUALITY_P2 1.0 #define FXAA_QUALITY_P3 1.0 #define FXAA_QUALITY_P4 1.0 #define FXAA_QUALITY_P5 1.5 #define FXAA_QUALITY_P6 2.0 #define FXAA_QUALITY_P7 2.0 #define FXAA_QUALITY_P8 2.0 #define FXAA_QUALITY_P9 2.0 #define FXAA_QUALITY_P10 4.0 #define FXAA_QUALITY_P11 8.0 #endif #define FxaaBool bool #define FxaaFloat float #define FxaaFloat2 vec2 #define FxaaFloat3 vec3 #define FxaaFloat4 vec4 #define FxaaHalf float #define FxaaHalf2 vec2 #define FxaaHalf3 vec3 #define FxaaHalf4 vec4 #define FxaaInt2 vec2 #define FxaaTex sampler2D #define FxaaSat(x) clamp(x, 0.0, 1.0) #define FxaaTexTop(t, p) texture2D(t, p) #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r)) FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } FxaaFloat4 FxaaPixelShader( // // Use noperspective interpolation here (turn off perspective interpolation). // {xy} = center of pixel FxaaFloat2 pos, // // Input color texture. // {rgb_} = color in linear or perceptual color space // if (FXAA_GREEN_AS_LUMA == 0) // {___a} = luma in perceptual color space (not linear) FxaaTex tex, // // Only used on FXAA Quality. // This must be from a constant/uniform. // {x_} = 1.0/screenWidthInPixels // {_y} = 1.0/screenHeightInPixels FxaaFloat2 fxaaQualityRcpFrame, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY_SUBPIX define. // It is here now to allow easier tuning. // Choose the amount of sub-pixel aliasing removal. // This can effect sharpness. // 1.00 - upper limit (softer) // 0.75 - default amount of filtering // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) // 0.25 - almost off // 0.00 - completely off FxaaFloat fxaaQualitySubpix, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define. // It is here now to allow easier tuning. // The minimum amount of local contrast required to apply algorithm. // 0.333 - too little (faster) // 0.250 - low quality // 0.166 - default // 0.125 - high quality // 0.063 - overkill (slower) FxaaFloat fxaaQualityEdgeThreshold, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define. // It is here now to allow easier tuning. // Trims the algorithm from processing darks. // 0.0833 - upper limit (default, the start of visible unfiltered edges) // 0.0625 - high quality (faster) // 0.0312 - visible limit (slower) // Special notes when using FXAA_GREEN_AS_LUMA, // Likely want to set this to zero. // As colors that are mostly not-green // will appear very dark in the green channel! // Tune by looking at mostly non-green content, // then start at zero and increase until aliasing is a problem. FxaaFloat fxaaQualityEdgeThresholdMin ) { /*--------------------------------------------------------------------------*/ FxaaFloat2 posM; posM.x = pos.x; posM.y = pos.y; FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); #define lumaM rgbyM.y FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); /*--------------------------------------------------------------------------*/ FxaaFloat maxSM = max(lumaS, lumaM); FxaaFloat minSM = min(lumaS, lumaM); FxaaFloat maxESM = max(lumaE, maxSM); FxaaFloat minESM = min(lumaE, minSM); FxaaFloat maxWN = max(lumaN, lumaW); FxaaFloat minWN = min(lumaN, lumaW); FxaaFloat rangeMax = max(maxWN, maxESM); FxaaFloat rangeMin = min(minWN, minESM); FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; FxaaFloat range = rangeMax - rangeMin; FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); FxaaBool earlyExit = range < rangeMaxClamped; /*--------------------------------------------------------------------------*/ if(earlyExit) return rgbyM; /*--------------------------------------------------------------------------*/ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); /*--------------------------------------------------------------------------*/ FxaaFloat lumaNS = lumaN + lumaS; FxaaFloat lumaWE = lumaW + lumaE; FxaaFloat subpixRcpRange = 1.0/range; FxaaFloat subpixNSWE = lumaNS + lumaWE; FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; /*--------------------------------------------------------------------------*/ FxaaFloat lumaNESE = lumaNE + lumaSE; FxaaFloat lumaNWNE = lumaNW + lumaNE; FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; /*--------------------------------------------------------------------------*/ FxaaFloat lumaNWSW = lumaNW + lumaSW; FxaaFloat lumaSWSE = lumaSW + lumaSE; FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; /*--------------------------------------------------------------------------*/ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; FxaaFloat lengthSign = fxaaQualityRcpFrame.x; FxaaBool horzSpan = edgeHorz >= edgeVert; FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; /*--------------------------------------------------------------------------*/ if(!horzSpan) lumaN = lumaW; if(!horzSpan) lumaS = lumaE; if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; /*--------------------------------------------------------------------------*/ FxaaFloat gradientN = lumaN - lumaM; FxaaFloat gradientS = lumaS - lumaM; FxaaFloat lumaNN = lumaN + lumaM; FxaaFloat lumaSS = lumaS + lumaM; FxaaBool pairN = abs(gradientN) >= abs(gradientS); FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); if(pairN) lengthSign = -lengthSign; FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); /*--------------------------------------------------------------------------*/ FxaaFloat2 posB; posB.x = posM.x; posB.y = posM.y; FxaaFloat2 offNP; offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; if(!horzSpan) posB.x += lengthSign * 0.5; if( horzSpan) posB.y += lengthSign * 0.5; /*--------------------------------------------------------------------------*/ FxaaFloat2 posN; posN.x = posB.x - offNP.x * FXAA_QUALITY_P0; posN.y = posB.y - offNP.y * FXAA_QUALITY_P0; FxaaFloat2 posP; posP.x = posB.x + offNP.x * FXAA_QUALITY_P0; posP.y = posB.y + offNP.y * FXAA_QUALITY_P0; FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); FxaaFloat subpixE = subpixC * subpixC; FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); /*--------------------------------------------------------------------------*/ if(!pairN) lumaNN = lumaSS; FxaaFloat gradientScaled = gradient * 1.0/4.0; FxaaFloat lumaMM = lumaM - lumaNN * 0.5; FxaaFloat subpixF = subpixD * subpixE; FxaaBool lumaMLTZero = lumaMM < 0.0; /*--------------------------------------------------------------------------*/ lumaEndN -= lumaNN * 0.5; lumaEndP -= lumaNN * 0.5; FxaaBool doneN = abs(lumaEndN) >= gradientScaled; FxaaBool doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1; FxaaBool doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1; /*--------------------------------------------------------------------------*/ if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 3) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 4) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 5) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 6) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 7) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 8) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 9) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 10) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 11) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11; /*--------------------------------------------------------------------------*/ #if (FXAA_QUALITY_PS > 12) if(doneNP) { if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; doneN = abs(lumaEndN) >= gradientScaled; doneP = abs(lumaEndP) >= gradientScaled; if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12; if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12; doneNP = (!doneN) || (!doneP); if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12; if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12; /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } #endif /*--------------------------------------------------------------------------*/ } /*--------------------------------------------------------------------------*/ FxaaFloat dstN = posM.x - posN.x; FxaaFloat dstP = posP.x - posM.x; if(!horzSpan) dstN = posM.y - posN.y; if(!horzSpan) dstP = posP.y - posM.y; /*--------------------------------------------------------------------------*/ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; FxaaFloat spanLength = (dstP + dstN); FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; FxaaFloat spanLengthRcp = 1.0/spanLength; /*--------------------------------------------------------------------------*/ FxaaBool directionN = dstN < dstP; FxaaFloat dst = min(dstN, dstP); FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; FxaaFloat subpixG = subpixF * subpixF; FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; FxaaFloat subpixH = subpixG * fxaaQualitySubpix; /*--------------------------------------------------------------------------*/ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); } `,nCe=`uniform vec4 u_initialColor; #if TEXTURE_UNITS > 0 uniform sampler2D u_dayTextures[TEXTURE_UNITS]; uniform vec4 u_dayTextureTranslationAndScale[TEXTURE_UNITS]; uniform bool u_dayTextureUseWebMercatorT[TEXTURE_UNITS]; #ifdef APPLY_ALPHA uniform float u_dayTextureAlpha[TEXTURE_UNITS]; #endif #ifdef APPLY_DAY_NIGHT_ALPHA uniform float u_dayTextureNightAlpha[TEXTURE_UNITS]; uniform float u_dayTextureDayAlpha[TEXTURE_UNITS]; #endif #ifdef APPLY_SPLIT uniform float u_dayTextureSplit[TEXTURE_UNITS]; #endif #ifdef APPLY_BRIGHTNESS uniform float u_dayTextureBrightness[TEXTURE_UNITS]; #endif #ifdef APPLY_CONTRAST uniform float u_dayTextureContrast[TEXTURE_UNITS]; #endif #ifdef APPLY_HUE uniform float u_dayTextureHue[TEXTURE_UNITS]; #endif #ifdef APPLY_SATURATION uniform float u_dayTextureSaturation[TEXTURE_UNITS]; #endif #ifdef APPLY_GAMMA uniform float u_dayTextureOneOverGamma[TEXTURE_UNITS]; #endif #ifdef APPLY_IMAGERY_CUTOUT uniform vec4 u_dayTextureCutoutRectangles[TEXTURE_UNITS]; #endif #ifdef APPLY_COLOR_TO_ALPHA uniform vec4 u_colorsToAlpha[TEXTURE_UNITS]; #endif uniform vec4 u_dayTextureTexCoordsRectangle[TEXTURE_UNITS]; #endif #ifdef SHOW_REFLECTIVE_OCEAN uniform sampler2D u_waterMask; uniform vec4 u_waterMaskTranslationAndScale; uniform float u_zoomedOutOceanSpecularIntensity; #endif #ifdef SHOW_OCEAN_WAVES uniform sampler2D u_oceanNormalMap; #endif #if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE) uniform vec2 u_lightingFadeDistance; #endif #ifdef TILE_LIMIT_RECTANGLE uniform vec4 u_cartographicLimitRectangle; #endif #ifdef GROUND_ATMOSPHERE uniform vec2 u_nightFadeDistance; #endif #ifdef ENABLE_CLIPPING_PLANES uniform highp sampler2D u_clippingPlanes; uniform mat4 u_clippingPlanesMatrix; uniform vec4 u_clippingPlanesEdgeStyle; #endif #if defined(GROUND_ATMOSPHERE) || defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING)) uniform float u_minimumBrightness; #endif #ifdef COLOR_CORRECT uniform vec3 u_hsbShift; // Hue, saturation, brightness #endif #ifdef HIGHLIGHT_FILL_TILE uniform vec4 u_fillHighlightColor; #endif #ifdef TRANSLUCENT uniform vec4 u_frontFaceAlphaByDistance; uniform vec4 u_backFaceAlphaByDistance; uniform vec4 u_translucencyRectangle; #endif #ifdef UNDERGROUND_COLOR uniform vec4 u_undergroundColor; uniform vec4 u_undergroundColorAlphaByDistance; #endif #ifdef ENABLE_VERTEX_LIGHTING uniform float u_lambertDiffuseMultiplier; uniform float u_vertexShadowDarkness; #endif varying vec3 v_positionMC; varying vec3 v_positionEC; varying vec3 v_textureCoordinates; varying vec3 v_normalMC; varying vec3 v_normalEC; #ifdef APPLY_MATERIAL varying float v_height; varying float v_slope; varying float v_aspect; #endif #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) varying float v_distance; #endif #if defined(GROUND_ATMOSPHERE) || defined(FOG) varying vec3 v_atmosphereRayleighColor; varying vec3 v_atmosphereMieColor; varying float v_atmosphereOpacity; #endif #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) float interpolateByDistance(vec4 nearFarScalar, float distance) { float startDistance = nearFarScalar.x; float startValue = nearFarScalar.y; float endDistance = nearFarScalar.z; float endValue = nearFarScalar.w; float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0); return mix(startValue, endValue, t); } #endif #if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) || defined(APPLY_MATERIAL) vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor) { return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a); } #endif #ifdef TRANSLUCENT bool inTranslucencyRectangle() { return v_textureCoordinates.x > u_translucencyRectangle.x && v_textureCoordinates.x < u_translucencyRectangle.z && v_textureCoordinates.y > u_translucencyRectangle.y && v_textureCoordinates.y < u_translucencyRectangle.w; } #endif vec4 sampleAndBlend( vec4 previousColor, sampler2D textureToSample, vec2 tileTextureCoordinates, vec4 textureCoordinateRectangle, vec4 textureCoordinateTranslationAndScale, float textureAlpha, float textureNightAlpha, float textureDayAlpha, float textureBrightness, float textureContrast, float textureHue, float textureSaturation, float textureOneOverGamma, float split, vec4 colorToAlpha, float nightBlend) { // This crazy step stuff sets the alpha to 0.0 if this following condition is true: // tileTextureCoordinates.s < textureCoordinateRectangle.s || // tileTextureCoordinates.s > textureCoordinateRectangle.p || // tileTextureCoordinates.t < textureCoordinateRectangle.t || // tileTextureCoordinates.t > textureCoordinateRectangle.q // In other words, the alpha is zero if the fragment is outside the rectangle // covered by this texture. Would an actual 'if' yield better performance? vec2 alphaMultiplier = step(textureCoordinateRectangle.st, tileTextureCoordinates); textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y; alphaMultiplier = step(vec2(0.0), textureCoordinateRectangle.pq - tileTextureCoordinates); textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y; #if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING) textureAlpha *= mix(textureDayAlpha, textureNightAlpha, nightBlend); #endif vec2 translation = textureCoordinateTranslationAndScale.xy; vec2 scale = textureCoordinateTranslationAndScale.zw; vec2 textureCoordinates = tileTextureCoordinates * scale + translation; vec4 value = texture2D(textureToSample, textureCoordinates); vec3 color = value.rgb; float alpha = value.a; #ifdef APPLY_COLOR_TO_ALPHA vec3 colorDiff = abs(color.rgb - colorToAlpha.rgb); colorDiff.r = max(max(colorDiff.r, colorDiff.g), colorDiff.b); alpha = czm_branchFreeTernary(colorDiff.r < colorToAlpha.a, 0.0, alpha); #endif #if !defined(APPLY_GAMMA) vec4 tempColor = czm_gammaCorrect(vec4(color, alpha)); color = tempColor.rgb; alpha = tempColor.a; #else color = pow(color, vec3(textureOneOverGamma)); #endif #ifdef APPLY_SPLIT float splitPosition = czm_splitPosition; // Split to the left if (split < 0.0 && gl_FragCoord.x > splitPosition) { alpha = 0.0; } // Split to the right else if (split > 0.0 && gl_FragCoord.x < splitPosition) { alpha = 0.0; } #endif #ifdef APPLY_BRIGHTNESS color = mix(vec3(0.0), color, textureBrightness); #endif #ifdef APPLY_CONTRAST color = mix(vec3(0.5), color, textureContrast); #endif #ifdef APPLY_HUE color = czm_hue(color, textureHue); #endif #ifdef APPLY_SATURATION color = czm_saturation(color, textureSaturation); #endif float sourceAlpha = alpha * textureAlpha; float outAlpha = mix(previousColor.a, 1.0, sourceAlpha); outAlpha += sign(outAlpha) - 1.0; vec3 outColor = mix(previousColor.rgb * previousColor.a, color, sourceAlpha) / outAlpha; // When rendering imagery for a tile in multiple passes, // some GPU/WebGL implementation combinations will not blend fragments in // additional passes correctly if their computation includes an unmasked // divide-by-zero operation, // even if it's not in the output or if the output has alpha zero. // // For example, without sanitization for outAlpha, // this renders without artifacts: // if (outAlpha == 0.0) { outColor = vec3(0.0); } // // but using czm_branchFreeTernary will cause portions of the tile that are // alpha-zero in the additional pass to render as black instead of blending // with the previous pass: // outColor = czm_branchFreeTernary(outAlpha == 0.0, vec3(0.0), outColor); // // So instead, sanitize against divide-by-zero, // store this state on the sign of outAlpha, and correct on return. return vec4(outColor, max(outAlpha, 0.0)); } vec3 colorCorrect(vec3 rgb) { #ifdef COLOR_CORRECT // Convert rgb color to hsb vec3 hsb = czm_RGBToHSB(rgb); // Perform hsb shift hsb.x += u_hsbShift.x; // hue hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness // Convert shifted hsb back to rgb rgb = czm_HSBToRGB(hsb); #endif return rgb; } vec4 computeDayColor(vec4 initialColor, vec3 textureCoordinates, float nightBlend); vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue, float fade); const float fExposure = 2.0; vec3 computeEllipsoidPosition() { float mpp = czm_metersPerPixel(vec4(0.0, 0.0, -czm_currentFrustum.x, 1.0), 1.0); vec2 xy = gl_FragCoord.xy / czm_viewport.zw * 2.0 - vec2(1.0); xy *= czm_viewport.zw * mpp * 0.5; vec3 direction = normalize(vec3(xy, -czm_currentFrustum.x)); czm_ray ray = czm_ray(vec3(0.0), direction); vec3 ellipsoid_center = czm_view[3].xyz; czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii); vec3 ellipsoidPosition = czm_pointAlongRay(ray, intersection.start); return (czm_inverseView * vec4(ellipsoidPosition, 1.0)).xyz; } void main() { #ifdef TILE_LIMIT_RECTANGLE if (v_textureCoordinates.x < u_cartographicLimitRectangle.x || u_cartographicLimitRectangle.z < v_textureCoordinates.x || v_textureCoordinates.y < u_cartographicLimitRectangle.y || u_cartographicLimitRectangle.w < v_textureCoordinates.y) { discard; } #endif #ifdef ENABLE_CLIPPING_PLANES float clipDistance = clip(gl_FragCoord, u_clippingPlanes, u_clippingPlanesMatrix); #endif #if defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(HDR) vec3 normalMC = czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)); // normalized surface normal in model coordinates vec3 normalEC = czm_normal3D * normalMC; // normalized surface normal in eye coordiantes #endif #if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING) float nightBlend = 1.0 - clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0, 0.0, 1.0); #else float nightBlend = 0.0; #endif // The clamp below works around an apparent bug in Chrome Canary v23.0.1241.0 // where the fragment shader sees textures coordinates < 0.0 and > 1.0 for the // fragments on the edges of tiles even though the vertex shader is outputting // coordinates strictly in the 0-1 range. vec4 color = computeDayColor(u_initialColor, clamp(v_textureCoordinates, 0.0, 1.0), nightBlend); #ifdef SHOW_TILE_BOUNDARIES if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) || v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0)) { color = vec4(1.0, 0.0, 0.0, 1.0); } #endif #if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE) float cameraDist; if (czm_sceneMode == czm_sceneMode2D) { cameraDist = max(czm_frustumPlanes.x - czm_frustumPlanes.y, czm_frustumPlanes.w - czm_frustumPlanes.z) * 0.5; } else if (czm_sceneMode == czm_sceneModeColumbusView) { cameraDist = -czm_view[3].z; } else { cameraDist = length(czm_view[3]); } float fadeOutDist = u_lightingFadeDistance.x; float fadeInDist = u_lightingFadeDistance.y; if (czm_sceneMode != czm_sceneMode3D) { vec3 radii = czm_ellipsoidRadii; float maxRadii = max(radii.x, max(radii.y, radii.z)); fadeOutDist -= maxRadii; fadeInDist -= maxRadii; } float fade = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0); #else float fade = 0.0; #endif #ifdef SHOW_REFLECTIVE_OCEAN vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy; vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw; vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation; waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y; float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r; if (mask > 0.0) { mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC); vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC); vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx); vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z)); color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask, fade); } #endif #ifdef APPLY_MATERIAL czm_materialInput materialInput; materialInput.st = v_textureCoordinates.st; materialInput.normalEC = normalize(v_normalEC); materialInput.positionToEyeEC = -v_positionEC; materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalize(v_normalEC)); materialInput.slope = v_slope; materialInput.height = v_height; materialInput.aspect = v_aspect; czm_material material = czm_getMaterial(materialInput); vec4 materialColor = vec4(material.diffuse, material.alpha); color = alphaBlend(materialColor, color); #endif #ifdef ENABLE_VERTEX_LIGHTING float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + u_vertexShadowDarkness, 0.0, 1.0); vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a); #elif defined(ENABLE_DAYNIGHT_SHADING) float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0); diffuseIntensity = mix(1.0, diffuseIntensity, fade); vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a); #else vec4 finalColor = color; #endif #ifdef ENABLE_CLIPPING_PLANES vec4 clippingPlanesEdgeColor = vec4(1.0); clippingPlanesEdgeColor.rgb = u_clippingPlanesEdgeStyle.rgb; float clippingPlanesEdgeWidth = u_clippingPlanesEdgeStyle.a; if (clipDistance < clippingPlanesEdgeWidth) { finalColor = clippingPlanesEdgeColor; } #endif #ifdef HIGHLIGHT_FILL_TILE finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a); #endif #if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN) vec3 atmosphereLightDirection = czm_sunDirectionWC; #else vec3 atmosphereLightDirection = czm_lightDirectionWC; #endif #if defined(GROUND_ATMOSPHERE) || defined(FOG) if (!czm_backFacing()) { bool dynamicLighting = false; #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING)) dynamicLighting = true; #endif vec3 rayleighColor; vec3 mieColor; float opacity; vec3 positionWC; vec3 lightDirection; // When the camera is far away (camera distance > nightFadeOutDistance), the scattering is computed in the fragment shader. // Otherwise, the scattering is computed in the vertex shader. #ifdef PER_FRAGMENT_GROUND_ATMOSPHERE positionWC = computeEllipsoidPosition(); lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC)); computeAtmosphereScattering( positionWC, lightDirection, rayleighColor, mieColor, opacity ); #else positionWC = v_positionMC; lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC)); rayleighColor = v_atmosphereRayleighColor; mieColor = v_atmosphereMieColor; opacity = v_atmosphereOpacity; #endif rayleighColor = colorCorrect(rayleighColor); mieColor = colorCorrect(mieColor); vec4 groundAtmosphereColor = computeAtmosphereColor(positionWC, lightDirection, rayleighColor, mieColor, opacity); // Fog is applied to tiles selected for fog, close to the Earth. #ifdef FOG vec3 fogColor = groundAtmosphereColor.rgb; // If there is lighting, apply that to the fog. #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING)) float darken = clamp(dot(normalize(czm_viewerPositionWC), atmosphereLightDirection), u_minimumBrightness, 1.0); fogColor *= darken; #endif #ifndef HDR fogColor.rgb = czm_acesTonemapping(fogColor.rgb); fogColor.rgb = czm_inverseGamma(fogColor.rgb); #endif const float modifier = 0.15; finalColor = vec4(czm_fog(v_distance, finalColor.rgb, fogColor.rgb, modifier), finalColor.a); #else // The transmittance is based on optical depth i.e. the length of segment of the ray inside the atmosphere. // This value is larger near the "circumference", as it is further away from the camera. We use it to // brighten up that area of the ground atmosphere. const float transmittanceModifier = 0.5; float transmittance = transmittanceModifier + clamp(1.0 - groundAtmosphereColor.a, 0.0, 1.0); vec3 finalAtmosphereColor = finalColor.rgb + groundAtmosphereColor.rgb * transmittance; #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING)) float fadeInDist = u_nightFadeDistance.x; float fadeOutDist = u_nightFadeDistance.y; float sunlitAtmosphereIntensity = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.05, 1.0); float darken = clamp(dot(normalize(positionWC), atmosphereLightDirection), 0.0, 1.0); vec3 darkenendGroundAtmosphereColor = mix(groundAtmosphereColor.rgb, finalAtmosphereColor.rgb, darken); finalAtmosphereColor = mix(darkenendGroundAtmosphereColor, finalAtmosphereColor, sunlitAtmosphereIntensity); #endif #ifndef HDR finalAtmosphereColor.rgb = vec3(1.0) - exp(-fExposure * finalAtmosphereColor.rgb); #else finalAtmosphereColor.rgb = czm_saturation(finalAtmosphereColor.rgb, 1.6); #endif finalColor.rgb = mix(finalColor.rgb, finalAtmosphereColor.rgb, fade); #endif } #endif #ifdef UNDERGROUND_COLOR if (czm_backFacing()) { float distanceFromEllipsoid = max(czm_eyeHeight, 0.0); float distance = max(v_distance - distanceFromEllipsoid, 0.0); float blendAmount = interpolateByDistance(u_undergroundColorAlphaByDistance, distance); vec4 undergroundColor = vec4(u_undergroundColor.rgb, u_undergroundColor.a * blendAmount); finalColor = alphaBlend(undergroundColor, finalColor); } #endif #ifdef TRANSLUCENT if (inTranslucencyRectangle()) { vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance; finalColor.a *= interpolateByDistance(alphaByDistance, v_distance); } #endif gl_FragColor = finalColor; } #ifdef SHOW_REFLECTIVE_OCEAN float waveFade(float edge0, float edge1, float x) { float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); return pow(1.0 - y, 5.0); } float linearFade(float edge0, float edge1, float x) { return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); } // Based on water rendering by Jonas Wagner: // http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog // low altitude wave settings const float oceanFrequencyLowAltitude = 825000.0; const float oceanAnimationSpeedLowAltitude = 0.004; const float oceanOneOverAmplitudeLowAltitude = 1.0 / 2.0; const float oceanSpecularIntensity = 0.5; // high altitude wave settings const float oceanFrequencyHighAltitude = 125000.0; const float oceanAnimationSpeedHighAltitude = 0.008; const float oceanOneOverAmplitudeHighAltitude = 1.0 / 2.0; vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue, float fade) { vec3 positionToEyeEC = -positionEyeCoordinates; float positionToEyeECLength = length(positionToEyeEC); // The double normalize below works around a bug in Firefox on Android devices. vec3 normalizedPositionToEyeEC = normalize(normalize(positionToEyeEC)); // Fade out the waves as the camera moves far from the surface. float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength); #ifdef SHOW_OCEAN_WAVES // high altitude waves float time = czm_frameNumber * oceanAnimationSpeedHighAltitude; vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyHighAltitude, time, 0.0); vec3 normalTangentSpaceHighAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeHighAltitude); // low altitude waves time = czm_frameNumber * oceanAnimationSpeedLowAltitude; noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyLowAltitude, time, 0.0); vec3 normalTangentSpaceLowAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeLowAltitude); // blend the 2 wave layers based on distance to surface float highAltitudeFade = linearFade(0.0, 60000.0, positionToEyeECLength); float lowAltitudeFade = 1.0 - linearFade(20000.0, 60000.0, positionToEyeECLength); vec3 normalTangentSpace = (highAltitudeFade * normalTangentSpaceHighAltitude) + (lowAltitudeFade * normalTangentSpaceLowAltitude); normalTangentSpace = normalize(normalTangentSpace); // fade out the normal perturbation as we move farther from the water surface normalTangentSpace.xy *= waveIntensity; normalTangentSpace = normalize(normalTangentSpace); #else vec3 normalTangentSpace = vec3(0.0, 0.0, 1.0); #endif vec3 normalEC = enuToEye * normalTangentSpace; const vec3 waveHighlightColor = vec3(0.3, 0.45, 0.6); // Use diffuse light to highlight the waves float diffuseIntensity = czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * maskValue; vec3 diffuseHighlight = waveHighlightColor * diffuseIntensity * (1.0 - fade); #ifdef SHOW_OCEAN_WAVES // Where diffuse light is low or non-existent, use wave highlights based solely on // the wave bumpiness and no particular light direction. float tsPerturbationRatio = normalTangentSpace.z; vec3 nonDiffuseHighlight = mix(waveHighlightColor * 5.0 * (1.0 - tsPerturbationRatio), vec3(0.0), diffuseIntensity); #else vec3 nonDiffuseHighlight = vec3(0.0); #endif // Add specular highlights in 3D, and in all modes when zoomed in. float specularIntensity = czm_getSpecular(czm_lightDirectionEC, normalizedPositionToEyeEC, normalEC, 10.0); float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), maskValue); float specular = specularIntensity * surfaceReflectance; #ifdef HDR specular *= 1.4; float e = 0.2; float d = 3.3; float c = 1.7; vec3 color = imageryColor.rgb + (c * (vec3(e) + imageryColor.rgb * d) * (diffuseHighlight + nonDiffuseHighlight + specular)); #else vec3 color = imageryColor.rgb + diffuseHighlight + nonDiffuseHighlight + specular; #endif return vec4(color, imageryColor.a); } #endif // #ifdef SHOW_REFLECTIVE_OCEAN `,iCe=`#ifdef QUANTIZATION_BITS12 attribute vec4 compressed0; attribute float compressed1; #else attribute vec4 position3DAndHeight; attribute vec4 textureCoordAndEncodedNormals; #endif #ifdef GEODETIC_SURFACE_NORMALS attribute vec3 geodeticSurfaceNormal; #endif #ifdef EXAGGERATION uniform vec2 u_terrainExaggerationAndRelativeHeight; #endif uniform vec3 u_center3D; uniform mat4 u_modifiedModelView; uniform mat4 u_modifiedModelViewProjection; uniform vec4 u_tileRectangle; // Uniforms for 2D Mercator projection uniform vec2 u_southAndNorthLatitude; uniform vec2 u_southMercatorYAndOneOverHeight; varying vec3 v_positionMC; varying vec3 v_positionEC; varying vec3 v_textureCoordinates; varying vec3 v_normalMC; varying vec3 v_normalEC; #ifdef APPLY_MATERIAL varying float v_slope; varying float v_aspect; varying float v_height; #endif #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) varying float v_distance; #endif #if defined(FOG) || defined(GROUND_ATMOSPHERE) varying vec3 v_atmosphereRayleighColor; varying vec3 v_atmosphereMieColor; varying float v_atmosphereOpacity; #endif // These functions are generated at runtime. vec4 getPosition(vec3 position, float height, vec2 textureCoordinates); float get2DYPositionFraction(vec2 textureCoordinates); vec4 getPosition3DMode(vec3 position, float height, vec2 textureCoordinates) { return u_modifiedModelViewProjection * vec4(position, 1.0); } float get2DMercatorYPositionFraction(vec2 textureCoordinates) { // The width of a tile at level 11, in radians and assuming a single root tile, is // 2.0 * czm_pi / pow(2.0, 11.0) // We want to just linearly interpolate the 2D position from the texture coordinates // when we're at this level or higher. The constant below is the expression // above evaluated and then rounded up at the 4th significant digit. const float maxTileWidth = 0.003068; float positionFraction = textureCoordinates.y; float southLatitude = u_southAndNorthLatitude.x; float northLatitude = u_southAndNorthLatitude.y; if (northLatitude - southLatitude > maxTileWidth) { float southMercatorY = u_southMercatorYAndOneOverHeight.x; float oneOverMercatorHeight = u_southMercatorYAndOneOverHeight.y; float currentLatitude = mix(southLatitude, northLatitude, textureCoordinates.y); currentLatitude = clamp(currentLatitude, -czm_webMercatorMaxLatitude, czm_webMercatorMaxLatitude); positionFraction = czm_latitudeToWebMercatorFraction(currentLatitude, southMercatorY, oneOverMercatorHeight); } return positionFraction; } float get2DGeographicYPositionFraction(vec2 textureCoordinates) { return textureCoordinates.y; } vec4 getPositionPlanarEarth(vec3 position, float height, vec2 textureCoordinates) { float yPositionFraction = get2DYPositionFraction(textureCoordinates); vec4 rtcPosition2D = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0); return u_modifiedModelViewProjection * rtcPosition2D; } vec4 getPosition2DMode(vec3 position, float height, vec2 textureCoordinates) { return getPositionPlanarEarth(position, 0.0, textureCoordinates); } vec4 getPositionColumbusViewMode(vec3 position, float height, vec2 textureCoordinates) { return getPositionPlanarEarth(position, height, textureCoordinates); } vec4 getPositionMorphingMode(vec3 position, float height, vec2 textureCoordinates) { // We do not do RTC while morphing, so there is potential for jitter. // This is unlikely to be noticeable, though. vec3 position3DWC = position + u_center3D; float yPositionFraction = get2DYPositionFraction(textureCoordinates); vec4 position2DWC = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0); vec4 morphPosition = czm_columbusViewMorph(position2DWC, vec4(position3DWC, 1.0), czm_morphTime); return czm_modelViewProjection * morphPosition; } #ifdef QUANTIZATION_BITS12 uniform vec2 u_minMaxHeight; uniform mat4 u_scaleAndBias; #endif void main() { #ifdef QUANTIZATION_BITS12 vec2 xy = czm_decompressTextureCoordinates(compressed0.x); vec2 zh = czm_decompressTextureCoordinates(compressed0.y); vec3 position = vec3(xy, zh.x); float height = zh.y; vec2 textureCoordinates = czm_decompressTextureCoordinates(compressed0.z); height = height * (u_minMaxHeight.y - u_minMaxHeight.x) + u_minMaxHeight.x; position = (u_scaleAndBias * vec4(position, 1.0)).xyz; #if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL)) && defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x; float encodedNormal = compressed1; #elif defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x; float encodedNormal = 0.0; #elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) float webMercatorT = textureCoordinates.y; float encodedNormal = compressed0.w; #else float webMercatorT = textureCoordinates.y; float encodedNormal = 0.0; #endif #else // A single float per element vec3 position = position3DAndHeight.xyz; float height = position3DAndHeight.w; vec2 textureCoordinates = textureCoordAndEncodedNormals.xy; #if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)) && defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = textureCoordAndEncodedNormals.z; float encodedNormal = textureCoordAndEncodedNormals.w; #elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL) float webMercatorT = textureCoordinates.y; float encodedNormal = textureCoordAndEncodedNormals.z; #elif defined(INCLUDE_WEB_MERCATOR_Y) float webMercatorT = textureCoordAndEncodedNormals.z; float encodedNormal = 0.0; #else float webMercatorT = textureCoordinates.y; float encodedNormal = 0.0; #endif #endif vec3 position3DWC = position + u_center3D; #ifdef GEODETIC_SURFACE_NORMALS vec3 ellipsoidNormal = geodeticSurfaceNormal; #else vec3 ellipsoidNormal = normalize(position3DWC); #endif #if defined(EXAGGERATION) && defined(GEODETIC_SURFACE_NORMALS) float exaggeration = u_terrainExaggerationAndRelativeHeight.x; float relativeHeight = u_terrainExaggerationAndRelativeHeight.y; float newHeight = (height - relativeHeight) * exaggeration + relativeHeight; // stop from going through center of earth float minRadius = min(min(czm_ellipsoidRadii.x, czm_ellipsoidRadii.y), czm_ellipsoidRadii.z); newHeight = max(newHeight, -minRadius); vec3 offset = ellipsoidNormal * (newHeight - height); position += offset; position3DWC += offset; height = newHeight; #endif gl_Position = getPosition(position, height, textureCoordinates); v_positionEC = (u_modifiedModelView * vec4(position, 1.0)).xyz; v_positionMC = position3DWC; // position in model coordinates v_textureCoordinates = vec3(textureCoordinates, webMercatorT); #if defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL) vec3 normalMC = czm_octDecode(encodedNormal); #if defined(EXAGGERATION) && defined(GEODETIC_SURFACE_NORMALS) vec3 projection = dot(normalMC, ellipsoidNormal) * ellipsoidNormal; vec3 rejection = normalMC - projection; normalMC = normalize(projection + rejection * exaggeration); #endif v_normalMC = normalMC; v_normalEC = czm_normal3D * v_normalMC; #endif #if defined(FOG) || (defined(GROUND_ATMOSPHERE) && !defined(PER_FRAGMENT_GROUND_ATMOSPHERE)) bool dynamicLighting = false; #if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING)) dynamicLighting = true; #endif #if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN) vec3 atmosphereLightDirection = czm_sunDirectionWC; #else vec3 atmosphereLightDirection = czm_lightDirectionWC; #endif vec3 lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(position3DWC)); computeAtmosphereScattering( position3DWC, lightDirection, v_atmosphereRayleighColor, v_atmosphereMieColor, v_atmosphereOpacity ); #endif #if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) v_distance = length((czm_modelView3D * vec4(position3DWC, 1.0)).xyz); #endif #ifdef APPLY_MATERIAL float northPoleZ = czm_ellipsoidRadii.z; vec3 northPolePositionMC = vec3(0.0, 0.0, northPoleZ); vec3 vectorEastMC = normalize(cross(northPolePositionMC - v_positionMC, ellipsoidNormal)); float dotProd = abs(dot(ellipsoidNormal, v_normalMC)); v_slope = acos(dotProd); vec3 normalRejected = ellipsoidNormal * dotProd; vec3 normalProjected = v_normalMC - normalRejected; vec3 aspectVector = normalize(normalProjected); v_aspect = acos(dot(aspectVector, vectorEastMC)); float determ = dot(cross(vectorEastMC, aspectVector), ellipsoidNormal); v_aspect = czm_branchFreeTernary(determ < 0.0, 2.0 * czm_pi - v_aspect, v_aspect); v_height = height; #endif } `,wU=`void computeAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity) { vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC; vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC); czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection); float atmosphereInnerRadius = length(positionWC); computeScattering( primaryRay, length(cameraToPositionWC), lightDirection, atmosphereInnerRadius, rayleighColor, mieColor, opacity ); } `,oCe=`varying vec2 v_textureCoordinates; uniform float originalSize; uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform sampler2D texture4; uniform sampler2D texture5; const float yMipLevel1 = 1.0 - (1.0 / pow(2.0, 1.0)); const float yMipLevel2 = 1.0 - (1.0 / pow(2.0, 2.0)); const float yMipLevel3 = 1.0 - (1.0 / pow(2.0, 3.0)); const float yMipLevel4 = 1.0 - (1.0 / pow(2.0, 4.0)); void main() { vec2 uv = v_textureCoordinates; vec2 textureSize = vec2(originalSize * 1.5 + 2.0, originalSize); vec2 pixel = 1.0 / textureSize; float mipLevel = 0.0; if (uv.x - pixel.x > (textureSize.y / textureSize.x)) { mipLevel = 1.0; if (uv.y - pixel.y > yMipLevel1) { mipLevel = 2.0; if (uv.y - pixel.y * 3.0 > yMipLevel2) { mipLevel = 3.0; if (uv.y - pixel.y * 5.0 > yMipLevel3) { mipLevel = 4.0; if (uv.y - pixel.y * 7.0 > yMipLevel4) { mipLevel = 5.0; } } } } } if (mipLevel > 0.0) { float scale = pow(2.0, mipLevel); uv.y -= (pixel.y * (mipLevel - 1.0) * 2.0); uv.x *= ((textureSize.x - 2.0) / textureSize.y); uv.x -= 1.0 + pixel.x; uv.y -= (1.0 - (1.0 / pow(2.0, mipLevel - 1.0))); uv *= scale; } else { uv.x *= (textureSize.x / textureSize.y); } if(mipLevel == 0.0) { gl_FragColor = texture2D(texture0, uv); } else if(mipLevel == 1.0) { gl_FragColor = texture2D(texture1, uv); } else if(mipLevel == 2.0) { gl_FragColor = texture2D(texture2, uv); } else if(mipLevel == 3.0) { gl_FragColor = texture2D(texture3, uv); } else if(mipLevel == 4.0) { gl_FragColor = texture2D(texture4, uv); } else if(mipLevel == 5.0) { gl_FragColor = texture2D(texture5, uv); } else { gl_FragColor = vec4(0.0); } } `,rCe=`varying vec3 v_cubeMapCoordinates; uniform samplerCube cubeMap; void main() { vec4 rgba = textureCube(cubeMap, v_cubeMapCoordinates); #ifdef RGBA_NORMALIZED gl_FragColor = vec4(rgba.rgb, 1.0); #else float m = rgba.a * 16.0; vec3 r = rgba.rgb * m; gl_FragColor = vec4(r * r, 1.0); #endif } `,sCe=`attribute vec4 position; attribute vec3 cubeMapCoordinates; varying vec3 v_cubeMapCoordinates; void main() { gl_Position = position; v_cubeMapCoordinates = cubeMapCoordinates; } `,bE=`varying vec4 v_color; varying vec4 v_outlineColor; varying float v_innerPercent; varying float v_pixelDistance; varying vec4 v_pickColor; void main() { // The distance in UV space from this fragment to the center of the point, at most 0.5. float distanceToCenter = length(gl_PointCoord - vec2(0.5)); // The max distance stops one pixel shy of the edge to leave space for anti-aliasing. float maxDistance = max(0.0, 0.5 - v_pixelDistance); float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter); float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter); vec4 color = mix(v_outlineColor, v_color, innerAlpha); color.a *= wholeAlpha; // Fully transparent parts of the billboard are not pickable. #if !defined(OPAQUE) && !defined(TRANSLUCENT) if (color.a < 0.005) // matches 0/255 and 1/255 { discard; } #else // The billboard is rendered twice. The opaque pass discards translucent fragments // and the translucent pass discards opaque fragments. #ifdef OPAQUE if (color.a < 0.995) // matches < 254/255 { discard; } #else if (color.a >= 0.995) // matches 254/255 and 255/255 { discard; } #endif #endif gl_FragColor = czm_gammaCorrect(color); czm_writeLogDepth(); } `,aCe=`uniform float u_maxTotalPointSize; attribute vec4 positionHighAndSize; attribute vec4 positionLowAndOutline; attribute vec4 compressedAttribute0; // color, outlineColor, pick color attribute vec4 compressedAttribute1; // show, translucency by distance, some free space attribute vec4 scaleByDistance; // near, nearScale, far, farScale attribute vec3 distanceDisplayConditionAndDisableDepth; // near, far, disableDepthTestDistance varying vec4 v_color; varying vec4 v_outlineColor; varying float v_innerPercent; varying float v_pixelDistance; varying vec4 v_pickColor; const float SHIFT_LEFT8 = 256.0; const float SHIFT_RIGHT8 = 1.0 / 256.0; void main() { // Modifying this shader may also require modifications to PointPrimitive._computeScreenSpacePosition // unpack attributes vec3 positionHigh = positionHighAndSize.xyz; vec3 positionLow = positionLowAndOutline.xyz; float outlineWidthBothSides = 2.0 * positionLowAndOutline.w; float totalSize = positionHighAndSize.w + outlineWidthBothSides; float outlinePercent = outlineWidthBothSides / totalSize; // Scale in response to browser-zoom. totalSize *= czm_pixelRatio; float temp = compressedAttribute1.x * SHIFT_RIGHT8; float show = floor(temp); #ifdef EYE_DISTANCE_TRANSLUCENCY vec4 translucencyByDistance; translucencyByDistance.x = compressedAttribute1.z; translucencyByDistance.z = compressedAttribute1.w; translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0; temp = compressedAttribute1.y * SHIFT_RIGHT8; translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0; #endif /////////////////////////////////////////////////////////////////////////// vec4 color; vec4 outlineColor; vec4 pickColor; // compressedAttribute0.z => pickColor.rgb temp = compressedAttribute0.z * SHIFT_RIGHT8; pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8; pickColor.r = floor(temp); // compressedAttribute0.x => color.rgb temp = compressedAttribute0.x * SHIFT_RIGHT8; color.b = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; color.g = (temp - floor(temp)) * SHIFT_LEFT8; color.r = floor(temp); // compressedAttribute0.y => outlineColor.rgb temp = compressedAttribute0.y * SHIFT_RIGHT8; outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8; temp = floor(temp) * SHIFT_RIGHT8; outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8; outlineColor.r = floor(temp); // compressedAttribute0.w => color.a, outlineColor.a, pickColor.a temp = compressedAttribute0.w * SHIFT_RIGHT8; pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8; pickColor = pickColor / 255.0; temp = floor(temp) * SHIFT_RIGHT8; outlineColor.a = (temp - floor(temp)) * SHIFT_LEFT8; outlineColor /= 255.0; color.a = floor(temp); color /= 255.0; /////////////////////////////////////////////////////////////////////////// vec4 p = czm_translateRelativeToEye(positionHigh, positionLow); vec4 positionEC = czm_modelViewRelativeToEye * p; /////////////////////////////////////////////////////////////////////////// #if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE) float lengthSq; if (czm_sceneMode == czm_sceneMode2D) { // 2D camera distance is a special case // treat all billboards as flattened to the z=0.0 plane lengthSq = czm_eyeHeight2D.y; } else { lengthSq = dot(positionEC.xyz, positionEC.xyz); } #endif #ifdef EYE_DISTANCE_SCALING totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq); #endif if (totalSize > 0.0) { // Add padding for anti-aliasing on both sides. totalSize += 3.0; } // Clamp to max point size. totalSize = min(totalSize, u_maxTotalPointSize); // If size is too small, push vertex behind near plane for clipping. // Note that context.minimumAliasedPointSize "will be at most 1.0". if (totalSize < 1.0) { positionEC.xyz = vec3(0.0); totalSize = 1.0; } float translucency = 1.0; #ifdef EYE_DISTANCE_TRANSLUCENCY translucency = czm_nearFarScalar(translucencyByDistance, lengthSq); // push vertex behind near plane for clipping if (translucency < 0.004) { positionEC.xyz = vec3(0.0); } #endif #ifdef DISTANCE_DISPLAY_CONDITION float nearSq = distanceDisplayConditionAndDisableDepth.x; float farSq = distanceDisplayConditionAndDisableDepth.y; if (lengthSq < nearSq || lengthSq > farSq) { // push vertex behind camera to force it to be clipped positionEC.xyz = vec3(0.0, 0.0, 1.0); } #endif gl_Position = czm_projection * positionEC; czm_vertexLogDepth(); #ifdef DISABLE_DEPTH_DISTANCE float disableDepthTestDistance = distanceDisplayConditionAndDisableDepth.z; if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0) { disableDepthTestDistance = czm_minimumDisableDepthTestDistance; } if (disableDepthTestDistance != 0.0) { // Don't try to "multiply both sides" by w. Greater/less-than comparisons won't work for negative values of w. float zclip = gl_Position.z / gl_Position.w; bool clipped = (zclip < -1.0 || zclip > 1.0); if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance))) { // Position z on the near plane. gl_Position.z = -gl_Position.w; #ifdef LOG_DEPTH czm_vertexLogDepth(vec4(czm_currentFrustum.x)); #endif } } #endif v_color = color; v_color.a *= translucency * show; v_outlineColor = outlineColor; v_outlineColor.a *= translucency * show; v_innerPercent = 1.0 - outlinePercent; v_pixelDistance = 2.0 / totalSize; gl_PointSize = totalSize * show; gl_Position *= show; v_pickColor = pickColor; } `,$C=`void clipLineSegmentToNearPlane( vec3 p0, vec3 p1, out vec4 positionWC, out bool clipped, out bool culledByNearPlane, out vec4 clippedPositionEC) { culledByNearPlane = false; clipped = false; vec3 p0ToP1 = p1 - p0; float magnitude = length(p0ToP1); vec3 direction = normalize(p0ToP1); // Distance that p0 is behind the near plane. Negative means p0 is // in front of the near plane. float endPoint0Distance = czm_currentFrustum.x + p0.z; // Camera looks down -Z. // When moving a point along +Z: LESS VISIBLE // * Points in front of the camera move closer to the camera. // * Points behind the camrea move farther away from the camera. // When moving a point along -Z: MORE VISIBLE // * Points in front of the camera move farther away from the camera. // * Points behind the camera move closer to the camera. // Positive denominator: -Z, becoming more visible // Negative denominator: +Z, becoming less visible // Nearly zero: parallel to near plane float denominator = -direction.z; if (endPoint0Distance > 0.0 && abs(denominator) < czm_epsilon7) { // p0 is behind the near plane and the line to p1 is nearly parallel to // the near plane, so cull the segment completely. culledByNearPlane = true; } else if (endPoint0Distance > 0.0) { // p0 is behind the near plane, and the line to p1 is moving distinctly // toward or away from it. // t = (-plane distance - dot(plane normal, ray origin)) / dot(plane normal, ray direction) float t = endPoint0Distance / denominator; if (t < 0.0 || t > magnitude) { // Near plane intersection is not between the two points. // We already confirmed p0 is behind the naer plane, so now // we know the entire segment is behind it. culledByNearPlane = true; } else { // Segment crosses the near plane, update p0 to lie exactly on it. p0 = p0 + t * direction; // Numerical noise might put us a bit on the wrong side of the near plane. // Don't let that happen. p0.z = min(p0.z, -czm_currentFrustum.x); clipped = true; } } clippedPositionEC = vec4(p0, 1.0); positionWC = czm_eyeToWindowCoordinates(clippedPositionEC); } vec4 getPolylineWindowCoordinatesEC(vec4 positionEC, vec4 prevEC, vec4 nextEC, float expandDirection, float width, bool usePrevious, out float angle) { // expandDirection +1 is to the _left_ when looking from positionEC toward nextEC. #ifdef POLYLINE_DASH // Compute the window coordinates of the points. vec4 positionWindow = czm_eyeToWindowCoordinates(positionEC); vec4 previousWindow = czm_eyeToWindowCoordinates(prevEC); vec4 nextWindow = czm_eyeToWindowCoordinates(nextEC); // Determine the relative screen space direction of the line. vec2 lineDir; if (usePrevious) { lineDir = normalize(positionWindow.xy - previousWindow.xy); } else { lineDir = normalize(nextWindow.xy - positionWindow.xy); } angle = atan(lineDir.x, lineDir.y) - 1.570796327; // precomputed atan(1,0) // Quantize the angle so it doesn't change rapidly between segments. angle = floor(angle / czm_piOverFour + 0.5) * czm_piOverFour; #endif vec4 clippedPrevWC, clippedPrevEC; bool prevSegmentClipped, prevSegmentCulled; clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, clippedPrevWC, prevSegmentClipped, prevSegmentCulled, clippedPrevEC); vec4 clippedNextWC, clippedNextEC; bool nextSegmentClipped, nextSegmentCulled; clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, clippedNextWC, nextSegmentClipped, nextSegmentCulled, clippedNextEC); bool segmentClipped, segmentCulled; vec4 clippedPositionWC, clippedPositionEC; clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, clippedPositionWC, segmentClipped, segmentCulled, clippedPositionEC); if (segmentCulled) { return vec4(0.0, 0.0, 0.0, 1.0); } vec2 directionToPrevWC = normalize(clippedPrevWC.xy - clippedPositionWC.xy); vec2 directionToNextWC = normalize(clippedNextWC.xy - clippedPositionWC.xy); // If a segment was culled, we can't use the corresponding direction // computed above. We should never see both of these be true without // \`segmentCulled\` above also being true. if (prevSegmentCulled) { directionToPrevWC = -directionToNextWC; } else if (nextSegmentCulled) { directionToNextWC = -directionToPrevWC; } vec2 thisSegmentForwardWC, otherSegmentForwardWC; if (usePrevious) { thisSegmentForwardWC = -directionToPrevWC; otherSegmentForwardWC = directionToNextWC; } else { thisSegmentForwardWC = directionToNextWC; otherSegmentForwardWC = -directionToPrevWC; } vec2 thisSegmentLeftWC = vec2(-thisSegmentForwardWC.y, thisSegmentForwardWC.x); vec2 leftWC = thisSegmentLeftWC; float expandWidth = width * 0.5; // When lines are split at the anti-meridian, the position may be at the // same location as the next or previous position, and we need to handle // that to avoid producing NaNs. if (!czm_equalsEpsilon(prevEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1) && !czm_equalsEpsilon(nextEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1)) { vec2 otherSegmentLeftWC = vec2(-otherSegmentForwardWC.y, otherSegmentForwardWC.x); vec2 leftSumWC = thisSegmentLeftWC + otherSegmentLeftWC; float leftSumLength = length(leftSumWC); leftWC = leftSumLength < czm_epsilon6 ? thisSegmentLeftWC : (leftSumWC / leftSumLength); // The sine of the angle between the two vectors is given by the formula // |a x b| = |a||b|sin(theta) // which is // float sinAngle = length(cross(vec3(leftWC, 0.0), vec3(-thisSegmentForwardWC, 0.0))); // Because the z components of both vectors are zero, the x and y coordinate will be zero. // Therefore, the sine of the angle is just the z component of the cross product. vec2 u = -thisSegmentForwardWC; vec2 v = leftWC; float sinAngle = abs(u.x * v.y - u.y * v.x); expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0); } vec2 offset = leftWC * expandDirection * expandWidth * czm_pixelRatio; return vec4(clippedPositionWC.xy + offset, -clippedPositionWC.z, 1.0) * (czm_projection * clippedPositionEC).w; } vec4 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious, out float angle) { vec4 positionEC = czm_modelViewRelativeToEye * position; vec4 prevEC = czm_modelViewRelativeToEye * previous; vec4 nextEC = czm_modelViewRelativeToEye * next; return getPolylineWindowCoordinatesEC(positionEC, prevEC, nextEC, expandDirection, width, usePrevious, angle); } `,jj=`#ifdef VECTOR_TILE uniform vec4 u_highlightColor; #endif varying vec2 v_st; void main() { czm_materialInput materialInput; vec2 st = v_st; st.t = czm_readNonPerspective(st.t, gl_FragCoord.w); materialInput.s = st.s; materialInput.st = st; materialInput.str = vec3(st, 0.0); czm_material material = czm_getMaterial(materialInput); gl_FragColor = vec4(material.diffuse + material.emission, material.alpha); #ifdef VECTOR_TILE gl_FragColor *= u_highlightColor; #endif czm_writeLogDepth(); } `,cCe=`#ifdef GL_EXT_frag_depth #extension GL_EXT_frag_depth : enable #endif varying vec4 v_startPlaneNormalEcAndHalfWidth; varying vec4 v_endPlaneNormalEcAndBatchId; varying vec4 v_rightPlaneEC; // Technically can compute distance for this here varying vec4 v_endEcAndStartEcX; varying vec4 v_texcoordNormalizationAndStartEcYZ; #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #endif void main(void) { float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw))); vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw); // Discard for sky if (logDepthOrDepth == 0.0) { #ifdef DEBUG_SHOW_VOLUME gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5); return; #else // DEBUG_SHOW_VOLUME discard; #endif // DEBUG_SHOW_VOLUME } vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth); eyeCoordinate /= eyeCoordinate.w; float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate); // Check distance of the eye coordinate against the right-facing plane float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz); // Check eye coordinate against the mitering planes float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz); float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz); if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) { #ifdef DEBUG_SHOW_VOLUME gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5); return; #else // DEBUG_SHOW_VOLUME discard; #endif // DEBUG_SHOW_VOLUME } // Check distance of the eye coordinate against start and end planes with normals in the right plane. // For computing unskewed lengthwise texture coordinate. // Can also be used for clipping extremely pointy miters, but in practice unnecessary because of miter breaking. // aligned plane: cross the right plane normal with miter plane normal, then cross the result with right again to point it more "forward" vec3 alignedPlaneNormal; // start aligned plane alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz); alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz)); distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz); // end aligned plane alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz); alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz)); distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz); #ifdef PER_INSTANCE_COLOR gl_FragColor = czm_gammaCorrect(v_color); #else // PER_INSTANCE_COLOR // Clamp - distance to aligned planes may be negative due to mitering, // so fragment texture coordinate might be out-of-bounds. float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0); s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y; float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth); czm_materialInput materialInput; materialInput.s = s; materialInput.st = vec2(s, t); materialInput.str = vec3(s, t, 0.0); czm_material material = czm_getMaterial(materialInput); gl_FragColor = vec4(material.diffuse + material.emission, material.alpha); #endif // PER_INSTANCE_COLOR // Premultiply alpha. Required for classification primitives on translucent globe. gl_FragColor.rgb *= gl_FragColor.a; czm_writeDepthClamp(); } `,lCe=`varying vec3 v_forwardDirectionEC; varying vec3 v_texcoordNormalizationAndHalfWidth; varying float v_batchId; #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #else varying vec2 v_alignedPlaneDistances; varying float v_texcoordT; #endif float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) { // We don't expect the ray to ever be parallel to the plane return (-planeDistance - dot(planeNormal, origin)) / dot(planeNormal, direction); } void main(void) { vec4 eyeCoordinate = gl_FragCoord; eyeCoordinate /= eyeCoordinate.w; #ifdef PER_INSTANCE_COLOR gl_FragColor = czm_gammaCorrect(v_color); #else // PER_INSTANCE_COLOR // Use distances for planes aligned with segment to prevent skew in dashing float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x); float distanceFromEnd = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, v_forwardDirectionEC, -v_forwardDirectionEC.xyz, v_alignedPlaneDistances.y); // Clamp - distance to aligned planes may be negative due to mitering distanceFromStart = max(0.0, distanceFromStart); distanceFromEnd = max(0.0, distanceFromEnd); float s = distanceFromStart / (distanceFromStart + distanceFromEnd); s = (s * v_texcoordNormalizationAndHalfWidth.x) + v_texcoordNormalizationAndHalfWidth.y; czm_materialInput materialInput; materialInput.s = s; materialInput.st = vec2(s, v_texcoordT); materialInput.str = vec3(s, v_texcoordT, 0.0); czm_material material = czm_getMaterial(materialInput); gl_FragColor = vec4(material.diffuse + material.emission, material.alpha); #endif // PER_INSTANCE_COLOR } `,uCe=`attribute vec3 position3DHigh; attribute vec3 position3DLow; attribute vec4 startHiAndForwardOffsetX; attribute vec4 startLoAndForwardOffsetY; attribute vec4 startNormalAndForwardOffsetZ; attribute vec4 endNormalAndTextureCoordinateNormalizationX; attribute vec4 rightNormalAndTextureCoordinateNormalizationY; attribute vec4 startHiLo2D; attribute vec4 offsetAndRight2D; attribute vec4 startEndNormals2D; attribute vec2 texcoordNormalization2D; attribute float batchId; varying vec3 v_forwardDirectionEC; varying vec3 v_texcoordNormalizationAndHalfWidth; varying float v_batchId; // For materials #ifdef WIDTH_VARYING varying float v_width; #endif #ifdef ANGLE_VARYING varying float v_polylineAngle; #endif #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #else varying vec2 v_alignedPlaneDistances; varying float v_texcoordT; #endif // Morphing planes using SLERP or NLERP doesn't seem to work, so instead draw the material directly on the shadow volume. // Morph views are from very far away and aren't meant to be used precisely, so this should be sufficient. void main() { v_batchId = batchId; // Start position vec4 posRelativeToEye2D = czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw)); vec4 posRelativeToEye3D = czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz); vec4 posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime); vec3 posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz; vec3 posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz; vec3 startEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz; // Start plane vec4 startPlane2D; vec4 startPlane3D; startPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy); startPlane3D.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz; startPlane2D.w = -dot(startPlane2D.xyz, posEc2D); startPlane3D.w = -dot(startPlane3D.xyz, posEc3D); // Right plane vec4 rightPlane2D; vec4 rightPlane3D; rightPlane2D.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw); rightPlane3D.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz; rightPlane2D.w = -dot(rightPlane2D.xyz, posEc2D); rightPlane3D.w = -dot(rightPlane3D.xyz, posEc3D); // End position posRelativeToEye2D = posRelativeToEye2D + vec4(0.0, offsetAndRight2D.xy, 0.0); posRelativeToEye3D = posRelativeToEye3D + vec4(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w, 0.0); posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime); posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz; posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz; vec3 endEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz; vec3 forwardEc3D = czm_normal * normalize(vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w)); vec3 forwardEc2D = czm_normal * normalize(vec3(0.0, offsetAndRight2D.xy)); // End plane vec4 endPlane2D; vec4 endPlane3D; endPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw); endPlane3D.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz; endPlane2D.w = -dot(endPlane2D.xyz, posEc2D); endPlane3D.w = -dot(endPlane3D.xyz, posEc3D); // Forward direction v_forwardDirectionEC = normalize(endEC - startEC); vec2 cleanTexcoordNormalization2D; cleanTexcoordNormalization2D.x = abs(texcoordNormalization2D.x); cleanTexcoordNormalization2D.y = czm_branchFreeTernary(texcoordNormalization2D.y > 1.0, 0.0, abs(texcoordNormalization2D.y)); vec2 cleanTexcoordNormalization3D; cleanTexcoordNormalization3D.x = abs(endNormalAndTextureCoordinateNormalizationX.w); cleanTexcoordNormalization3D.y = rightNormalAndTextureCoordinateNormalizationY.w; cleanTexcoordNormalization3D.y = czm_branchFreeTernary(cleanTexcoordNormalization3D.y > 1.0, 0.0, abs(cleanTexcoordNormalization3D.y)); v_texcoordNormalizationAndHalfWidth.xy = mix(cleanTexcoordNormalization2D, cleanTexcoordNormalization3D, czm_morphTime); #ifdef PER_INSTANCE_COLOR v_color = czm_batchTable_color(batchId); #else // PER_INSTANCE_COLOR // For computing texture coordinates v_alignedPlaneDistances.x = -dot(v_forwardDirectionEC, startEC); v_alignedPlaneDistances.y = -dot(-v_forwardDirectionEC, endEC); #endif // PER_INSTANCE_COLOR #ifdef WIDTH_VARYING float width = czm_batchTable_width(batchId); float halfWidth = width * 0.5; v_width = width; v_texcoordNormalizationAndHalfWidth.z = halfWidth; #else float halfWidth = 0.5 * czm_batchTable_width(batchId); v_texcoordNormalizationAndHalfWidth.z = halfWidth; #endif // Compute a normal along which to "push" the position out, extending the miter depending on view distance. // Position has already been "pushed" by unit length along miter normal, and miter normals are encoded in the planes. // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be. // Since this is morphing, compute both 3D and 2D positions and then blend. // ****** 3D ****** // Check distance to the end plane and start plane, pick the plane that is closer vec4 positionEc3D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position3DHigh, position3DLow); // w = 1.0, see czm_computePosition float absStartPlaneDistance = abs(czm_planeDistance(startPlane3D, positionEc3D.xyz)); float absEndPlaneDistance = abs(czm_planeDistance(endPlane3D, positionEc3D.xyz)); vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane3D.xyz, endPlane3D.xyz); vec3 upOrDown = normalize(cross(rightPlane3D.xyz, planeDirection)); // Points "up" for start plane, "down" at end plane. vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too. // Nudge the top vertex upwards to prevent flickering vec3 geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc3D)); geodeticSurfaceNormal *= float(0.0 <= rightNormalAndTextureCoordinateNormalizationY.w && rightNormalAndTextureCoordinateNormalizationY.w <= 1.0); geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT; positionEc3D.xyz += geodeticSurfaceNormal; // Determine if this vertex is on the "left" or "right" normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w); // A "perfect" implementation would push along normals according to the angle against forward. // In practice, just pushing the normal out by halfWidth is sufficient for morph views. positionEc3D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc3D)) * normalEC; // prevent artifacts when czm_metersPerPixel is negative (behind camera) // ****** 2D ****** // Check distance to the end plane and start plane, pick the plane that is closer vec4 positionEc2D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy); // w = 1.0, see czm_computePosition absStartPlaneDistance = abs(czm_planeDistance(startPlane2D, positionEc2D.xyz)); absEndPlaneDistance = abs(czm_planeDistance(endPlane2D, positionEc2D.xyz)); planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane2D.xyz, endPlane2D.xyz); upOrDown = normalize(cross(rightPlane2D.xyz, planeDirection)); // Points "up" for start plane, "down" at end plane. normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too. // Nudge the top vertex upwards to prevent flickering geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc2D)); geodeticSurfaceNormal *= float(0.0 <= texcoordNormalization2D.y && texcoordNormalization2D.y <= 1.0); geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT; positionEc2D.xyz += geodeticSurfaceNormal; // Determine if this vertex is on the "left" or "right" normalEC *= sign(texcoordNormalization2D.x); #ifndef PER_INSTANCE_COLOR // Use vertex's sidedness to compute its texture coordinate. v_texcoordT = clamp(sign(texcoordNormalization2D.x), 0.0, 1.0); #endif // A "perfect" implementation would push along normals according to the angle against forward. // In practice, just pushing the normal out by halfWidth is sufficient for morph views. positionEc2D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc2D)) * normalEC; // prevent artifacts when czm_metersPerPixel is negative (behind camera) // Blend for actual position gl_Position = czm_projection * mix(positionEc2D, positionEc3D, czm_morphTime); #ifdef ANGLE_VARYING // Approximate relative screen space direction of the line. vec2 approxLineDirection = normalize(vec2(v_forwardDirectionEC.x, -v_forwardDirectionEC.y)); approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y); v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y); #endif } `,fCe=`attribute vec3 position3DHigh; attribute vec3 position3DLow; // In 2D and in 3D, texture coordinate normalization component signs encodes: // * X sign - sidedness relative to right plane // * Y sign - is negative OR magnitude is greater than 1.0 if vertex is on bottom of volume #ifndef COLUMBUS_VIEW_2D attribute vec4 startHiAndForwardOffsetX; attribute vec4 startLoAndForwardOffsetY; attribute vec4 startNormalAndForwardOffsetZ; attribute vec4 endNormalAndTextureCoordinateNormalizationX; attribute vec4 rightNormalAndTextureCoordinateNormalizationY; #else attribute vec4 startHiLo2D; attribute vec4 offsetAndRight2D; attribute vec4 startEndNormals2D; attribute vec2 texcoordNormalization2D; #endif attribute float batchId; varying vec4 v_startPlaneNormalEcAndHalfWidth; varying vec4 v_endPlaneNormalEcAndBatchId; varying vec4 v_rightPlaneEC; varying vec4 v_endEcAndStartEcX; varying vec4 v_texcoordNormalizationAndStartEcYZ; // For materials #ifdef WIDTH_VARYING varying float v_width; #endif #ifdef ANGLE_VARYING varying float v_polylineAngle; #endif #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #endif void main() { #ifdef COLUMBUS_VIEW_2D vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz; vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy); vec3 ecEnd = forwardDirectionEC + ecStart; forwardDirectionEC = normalize(forwardDirectionEC); // Right plane v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw); v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart); // start plane vec4 startPlaneEC; startPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy); startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart); // end plane vec4 endPlaneEC; endPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw); endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd); v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x); v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y; #else // COLUMBUS_VIEW_2D vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz; vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w); vec3 ecEnd = ecStart + offset; vec3 forwardDirectionEC = normalize(offset); // start plane vec4 startPlaneEC; startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz; startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart); // end plane vec4 endPlaneEC; endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz; endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd); // Right plane v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz; v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart); v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w); v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w; #endif // COLUMBUS_VIEW_2D v_endEcAndStartEcX.xyz = ecEnd; v_endEcAndStartEcX.w = ecStart.x; v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz; #ifdef PER_INSTANCE_COLOR v_color = czm_batchTable_color(batchId); #endif // PER_INSTANCE_COLOR // Compute a normal along which to "push" the position out, extending the miter depending on view distance. // Position has already been "pushed" by unit length along miter normal, and miter normals are encoded in the planes. // Decode the normal to use at this specific vertex, push the position back, and then push to where it needs to be. vec4 positionRelativeToEye = czm_computePosition(); // Check distance to the end plane and start plane, pick the plane that is closer vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye; // w = 1.0, see czm_computePosition float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz)); float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz)); vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz); vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection)); // Points "up" for start plane, "down" at end plane. vec3 normalEC = normalize(cross(planeDirection, upOrDown)); // In practice, the opposite seems to work too. // Extrude bottom vertices downward for far view distances, like for GroundPrimitives upOrDown = cross(forwardDirectionEC, normalEC); upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown; upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown; upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown; positionEC.xyz += upOrDown; v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y)); // Determine distance along normalEC to push for a volume of appropriate width. // Make volumes about double pixel width for a conservative fit - in practice the // extra cost here is minimal compared to the loose volume heights. // // N = normalEC (guaranteed "right-facing") // R = rightEC // p = angle between N and R // w = distance to push along R if R == N // d = distance to push along N // // N R // { p| } * cos(p) = dot(N, R) = w / d // d | |w * d = w / dot(N, R) // { | } // o---------- polyline segment ----> // float width = czm_batchTable_width(batchId); #ifdef WIDTH_VARYING v_width = width; #endif v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz; v_startPlaneNormalEcAndHalfWidth.w = width * 0.5; v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz; v_endPlaneNormalEcAndBatchId.w = batchId; width = width * max(0.0, czm_metersPerPixel(positionEC)); // width = distance to push along R width = width / dot(normalEC, v_rightPlaneEC.xyz); // width = distance to push along N // Determine if this vertex is on the "left" or "right" #ifdef COLUMBUS_VIEW_2D normalEC *= sign(texcoordNormalization2D.x); #else normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w); #endif positionEC.xyz += width * normalEC; gl_Position = czm_depthClamp(czm_projection * positionEC); #ifdef ANGLE_VARYING // Approximate relative screen space direction of the line. vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y)); approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y); v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y); #endif } `,dCe=`attribute vec3 position3DHigh; attribute vec3 position3DLow; attribute vec3 position2DHigh; attribute vec3 position2DLow; attribute vec3 prevPosition3DHigh; attribute vec3 prevPosition3DLow; attribute vec3 prevPosition2DHigh; attribute vec3 prevPosition2DLow; attribute vec3 nextPosition3DHigh; attribute vec3 nextPosition3DLow; attribute vec3 nextPosition2DHigh; attribute vec3 nextPosition2DLow; attribute vec4 texCoordExpandAndBatchIndex; varying vec2 v_st; varying float v_width; varying vec4 v_pickColor; varying float v_polylineAngle; void main() { float texCoord = texCoordExpandAndBatchIndex.x; float expandDir = texCoordExpandAndBatchIndex.y; bool usePrev = texCoordExpandAndBatchIndex.z < 0.0; float batchTableIndex = texCoordExpandAndBatchIndex.w; vec2 widthAndShow = batchTable_getWidthAndShow(batchTableIndex); float width = widthAndShow.x + 0.5; float show = widthAndShow.y; if (width < 1.0) { show = 0.0; } vec4 pickColor = batchTable_getPickColor(batchTableIndex); vec4 p, prev, next; if (czm_morphTime == 1.0) { p = czm_translateRelativeToEye(position3DHigh.xyz, position3DLow.xyz); prev = czm_translateRelativeToEye(prevPosition3DHigh.xyz, prevPosition3DLow.xyz); next = czm_translateRelativeToEye(nextPosition3DHigh.xyz, nextPosition3DLow.xyz); } else if (czm_morphTime == 0.0) { p = czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy); prev = czm_translateRelativeToEye(prevPosition2DHigh.zxy, prevPosition2DLow.zxy); next = czm_translateRelativeToEye(nextPosition2DHigh.zxy, nextPosition2DLow.zxy); } else { p = czm_columbusViewMorph( czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy), czm_translateRelativeToEye(position3DHigh.xyz, position3DLow.xyz), czm_morphTime); prev = czm_columbusViewMorph( czm_translateRelativeToEye(prevPosition2DHigh.zxy, prevPosition2DLow.zxy), czm_translateRelativeToEye(prevPosition3DHigh.xyz, prevPosition3DLow.xyz), czm_morphTime); next = czm_columbusViewMorph( czm_translateRelativeToEye(nextPosition2DHigh.zxy, nextPosition2DLow.zxy), czm_translateRelativeToEye(nextPosition3DHigh.xyz, nextPosition3DLow.xyz), czm_morphTime); } #ifdef DISTANCE_DISPLAY_CONDITION vec3 centerHigh = batchTable_getCenterHigh(batchTableIndex); vec4 centerLowAndRadius = batchTable_getCenterLowAndRadius(batchTableIndex); vec3 centerLow = centerLowAndRadius.xyz; float radius = centerLowAndRadius.w; vec2 distanceDisplayCondition = batchTable_getDistanceDisplayCondition(batchTableIndex); float lengthSq; if (czm_sceneMode == czm_sceneMode2D) { lengthSq = czm_eyeHeight2D.y; } else { vec4 center = czm_translateRelativeToEye(centerHigh.xyz, centerLow.xyz); lengthSq = max(0.0, dot(center.xyz, center.xyz) - radius * radius); } float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x; float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y; if (lengthSq < nearSq || lengthSq > farSq) { show = 0.0; } #endif float polylineAngle; vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, polylineAngle); gl_Position = czm_viewportOrthographic * positionWC * show; v_st.s = texCoord; v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w); v_width = width; v_pickColor = pickColor; v_polylineAngle = polylineAngle; } `,hCe=`uniform sampler2D u_texture; varying vec2 v_textureCoordinates; void main() { gl_FragColor = texture2D(u_texture, v_textureCoordinates); } `,pCe=`attribute vec4 position; attribute float webMercatorT; uniform vec2 u_textureDimensions; varying vec2 v_textureCoordinates; void main() { v_textureCoordinates = vec2(position.x, webMercatorT); gl_Position = czm_viewportOrthographic * (position * vec4(u_textureDimensions, 1.0, 1.0)); } `,qj=`#ifdef GL_EXT_frag_depth #extension GL_EXT_frag_depth : enable #endif #ifdef TEXTURE_COORDINATES #ifdef SPHERICAL varying vec4 v_sphericalExtents; #else // SPHERICAL varying vec2 v_inversePlaneExtents; varying vec4 v_westPlane; varying vec4 v_southPlane; #endif // SPHERICAL varying vec3 v_uvMinAndSphericalLongitudeRotation; varying vec3 v_uMaxAndInverseDistance; varying vec3 v_vMaxAndInverseDistance; #endif // TEXTURE_COORDINATES #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #endif #ifdef NORMAL_EC vec3 getEyeCoordinate3FromWindowCoordinate(vec2 fragCoord, float logDepthOrDepth) { vec4 eyeCoordinate = czm_windowToEyeCoordinates(fragCoord, logDepthOrDepth); return eyeCoordinate.xyz / eyeCoordinate.w; } vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) { vec2 glFragCoordXY = gl_FragCoord.xy; // Sample depths at both offset and negative offset float upOrRightLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw)); float downOrLeftLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY - positiveOffset) / czm_viewport.zw)); // Explicitly evaluate both paths // Necessary for multifrustum and for edges of the screen bvec2 upOrRightInBounds = lessThan(glFragCoordXY + positiveOffset, czm_viewport.zw); float useUpOrRight = float(upOrRightLogDepth > 0.0 && upOrRightInBounds.x && upOrRightInBounds.y); float useDownOrLeft = float(useUpOrRight == 0.0); vec3 upOrRightEC = getEyeCoordinate3FromWindowCoordinate(glFragCoordXY + positiveOffset, upOrRightLogDepth); vec3 downOrLeftEC = getEyeCoordinate3FromWindowCoordinate(glFragCoordXY - positiveOffset, downOrLeftLogDepth); return (upOrRightEC - (eyeCoordinate.xyz / eyeCoordinate.w)) * useUpOrRight + ((eyeCoordinate.xyz / eyeCoordinate.w) - downOrLeftEC) * useDownOrLeft; } #endif // NORMAL_EC void main(void) { #ifdef REQUIRES_EC float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)); vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth); #endif #ifdef REQUIRES_WC vec4 worldCoordinate4 = czm_inverseView * eyeCoordinate; vec3 worldCoordinate = worldCoordinate4.xyz / worldCoordinate4.w; #endif #ifdef TEXTURE_COORDINATES vec2 uv; #ifdef SPHERICAL // Treat world coords as a sphere normal for spherical coordinates vec2 sphericalLatLong = czm_approximateSphericalCoordinates(worldCoordinate); sphericalLatLong.y += v_uvMinAndSphericalLongitudeRotation.z; sphericalLatLong.y = czm_branchFreeTernary(sphericalLatLong.y < czm_pi, sphericalLatLong.y, sphericalLatLong.y - czm_twoPi); uv.x = (sphericalLatLong.y - v_sphericalExtents.y) * v_sphericalExtents.w; uv.y = (sphericalLatLong.x - v_sphericalExtents.x) * v_sphericalExtents.z; #else // SPHERICAL // Unpack planes and transform to eye space uv.x = czm_planeDistance(v_westPlane, eyeCoordinate.xyz / eyeCoordinate.w) * v_inversePlaneExtents.x; uv.y = czm_planeDistance(v_southPlane, eyeCoordinate.xyz / eyeCoordinate.w) * v_inversePlaneExtents.y; #endif // SPHERICAL #endif // TEXTURE_COORDINATES #ifdef PICK #ifdef CULL_FRAGMENTS // When classifying translucent geometry, logDepthOrDepth == 0.0 // indicates a region that should not be classified, possibly due to there // being opaque pixels there in another buffer. // Check for logDepthOrDepth != 0.0 to make sure this should be classified. if (0.0 <= uv.x && uv.x <= 1.0 && 0.0 <= uv.y && uv.y <= 1.0 || logDepthOrDepth != 0.0) { gl_FragColor.a = 1.0; // 0.0 alpha leads to discard from ShaderSource.createPickFragmentShaderSource czm_writeDepthClamp(); } #else // CULL_FRAGMENTS gl_FragColor.a = 1.0; #endif // CULL_FRAGMENTS #else // PICK #ifdef CULL_FRAGMENTS // When classifying translucent geometry, logDepthOrDepth == 0.0 // indicates a region that should not be classified, possibly due to there // being opaque pixels there in another buffer. if (uv.x <= 0.0 || 1.0 <= uv.x || uv.y <= 0.0 || 1.0 <= uv.y || logDepthOrDepth == 0.0) { discard; } #endif #ifdef NORMAL_EC // Compute normal by sampling adjacent pixels in 2x2 block in screen space vec3 downUp = vectorFromOffset(eyeCoordinate, vec2(0.0, 1.0)); vec3 leftRight = vectorFromOffset(eyeCoordinate, vec2(1.0, 0.0)); vec3 normalEC = normalize(cross(leftRight, downUp)); #endif #ifdef PER_INSTANCE_COLOR vec4 color = czm_gammaCorrect(v_color); #ifdef FLAT gl_FragColor = color; #else // FLAT czm_materialInput materialInput; materialInput.normalEC = normalEC; materialInput.positionToEyeEC = -eyeCoordinate.xyz; czm_material material = czm_getDefaultMaterial(materialInput); material.diffuse = color.rgb; material.alpha = color.a; gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC); #endif // FLAT // Premultiply alpha. Required for classification primitives on translucent globe. gl_FragColor.rgb *= gl_FragColor.a; #else // PER_INSTANCE_COLOR // Material support. // USES_ is distinct from REQUIRES_, because some things are dependencies of each other or // dependencies for culling but might not actually be used by the material. czm_materialInput materialInput; #ifdef USES_NORMAL_EC materialInput.normalEC = normalEC; #endif #ifdef USES_POSITION_TO_EYE_EC materialInput.positionToEyeEC = -eyeCoordinate.xyz; #endif #ifdef USES_TANGENT_TO_EYE materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(worldCoordinate, normalEC); #endif #ifdef USES_ST // Remap texture coordinates from computed (approximately aligned with cartographic space) to the desired // texture coordinate system, which typically forms a tight oriented bounding box around the geometry. // Shader is provided a set of reference points for remapping. materialInput.st.x = czm_lineDistance(v_uvMinAndSphericalLongitudeRotation.xy, v_uMaxAndInverseDistance.xy, uv) * v_uMaxAndInverseDistance.z; materialInput.st.y = czm_lineDistance(v_uvMinAndSphericalLongitudeRotation.xy, v_vMaxAndInverseDistance.xy, uv) * v_vMaxAndInverseDistance.z; #endif czm_material material = czm_getMaterial(materialInput); #ifdef FLAT gl_FragColor = vec4(material.diffuse + material.emission, material.alpha); #else // FLAT gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC); #endif // FLAT // Premultiply alpha. Required for classification primitives on translucent globe. gl_FragColor.rgb *= gl_FragColor.a; #endif // PER_INSTANCE_COLOR czm_writeDepthClamp(); #endif // PICK } `,mCe=`attribute vec3 position3DHigh; attribute vec3 position3DLow; attribute float batchId; #ifdef EXTRUDED_GEOMETRY attribute vec3 extrudeDirection; uniform float u_globeMinimumAltitude; #endif // EXTRUDED_GEOMETRY #ifdef PER_INSTANCE_COLOR varying vec4 v_color; #endif // PER_INSTANCE_COLOR #ifdef TEXTURE_COORDINATES #ifdef SPHERICAL varying vec4 v_sphericalExtents; #else // SPHERICAL varying vec2 v_inversePlaneExtents; varying vec4 v_westPlane; varying vec4 v_southPlane; #endif // SPHERICAL varying vec3 v_uvMinAndSphericalLongitudeRotation; varying vec3 v_uMaxAndInverseDistance; varying vec3 v_vMaxAndInverseDistance; #endif // TEXTURE_COORDINATES void main() { vec4 position = czm_computePosition(); #ifdef EXTRUDED_GEOMETRY float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz)); delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0; //extrudeDirection is zero for the top layer position = position + vec4(extrudeDirection * delta, 0.0); #endif #ifdef TEXTURE_COORDINATES #ifdef SPHERICAL v_sphericalExtents = czm_batchTable_sphericalExtents(batchId); v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId); #else // SPHERICAL #ifdef COLUMBUS_VIEW_2D vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId); vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId); // If the primitive is split across the IDL (planes2D_high.x > planes2D_high.w): // - If this vertex is on the east side of the IDL (position3DLow.y > 0.0, comparison with position3DHigh may produce artifacts) // - existing "east" is on the wrong side of the world, far away (planes2D_high/low.w) // - so set "east" as beyond the eastmost extent of the projection (idlSplitNewPlaneHiLow) vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w)); bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0; planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w); planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w); // - else, if this vertex is on the west side of the IDL (position3DLow.y < 0.0) // - existing "west" is on the wrong side of the world, far away (planes2D_high/low.x) // - so set "west" as beyond the westmost extent of the projection (idlSplitNewPlaneHiLow) idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0; idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x)); planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x); planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x); vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz; vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz; vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz; #else // COLUMBUS_VIEW_2D // 3D case has smaller "plane extents," so planes encoded as a 64 bit position and 2 vec3s for distances/direction vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz; vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner; vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner; #endif // COLUMBUS_VIEW_2D vec3 eastWard = southEastCorner - southWestCorner; float eastExtent = length(eastWard); eastWard /= eastExtent; vec3 northWard = northWestCorner - southWestCorner; float northExtent = length(northWard); northWard /= northExtent; v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner)); v_southPlane = vec4(northWard, -dot(northWard, southWestCorner)); v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent); #endif // SPHERICAL vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId); vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId); v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z); v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w); v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy; #endif // TEXTURE_COORDINATES #ifdef PER_INSTANCE_COLOR v_color = czm_batchTable_color(batchId); #endif gl_Position = czm_depthClamp(czm_modelViewProjectionRelativeToEye * position); } `,JL=`#ifdef GL_EXT_frag_depth #extension GL_EXT_frag_depth : enable #endif #ifdef VECTOR_TILE uniform vec4 u_highlightColor; #endif void main(void) { #ifdef VECTOR_TILE gl_FragColor = czm_gammaCorrect(u_highlightColor); #else gl_FragColor = vec4(1.0); #endif czm_writeDepthClamp(); } `,SU=`float interpolateByDistance(vec4 nearFarScalar, float distance) { float startDistance = nearFarScalar.x; float startValue = nearFarScalar.y; float endDistance = nearFarScalar.z; float endValue = nearFarScalar.w; float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0); return mix(startValue, endValue, t); } vec3 getLightDirection(vec3 positionWC) { float lightEnum = u_radiiAndDynamicAtmosphereColor.z; vec3 lightDirection = positionWC * float(lightEnum == 0.0) + czm_lightDirectionWC * float(lightEnum == 1.0) + czm_sunDirectionWC * float(lightEnum == 2.0); return normalize(lightDirection); } void computeAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity, out float underTranslucentGlobe) { float ellipsoidRadiiDifference = czm_ellipsoidRadii.x - czm_ellipsoidRadii.z; // Adjustment to the atmosphere radius applied based on the camera height. float distanceAdjustMin = czm_ellipsoidRadii.x / 4.0; float distanceAdjustMax = czm_ellipsoidRadii.x; float distanceAdjustModifier = ellipsoidRadiiDifference / 2.0; float distanceAdjust = distanceAdjustModifier * clamp((czm_eyeHeight - distanceAdjustMin) / (distanceAdjustMax - distanceAdjustMin), 0.0, 1.0); // Since atmosphere scattering assumes the atmosphere is a spherical shell, we compute an inner radius of the atmosphere best fit // for the position on the ellipsoid. float radiusAdjust = (ellipsoidRadiiDifference / 4.0) + distanceAdjust; float atmosphereInnerRadius = (length(czm_viewerPositionWC) - czm_eyeHeight) - radiusAdjust; // Setup the primary ray: from the camera position to the vertex position. vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC; vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC); czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection); underTranslucentGlobe = 0.0; // Brighten the sky atmosphere under the Earth's atmosphere when translucency is enabled. #if defined(GLOBE_TRANSLUCENT) // Check for intersection with the inner radius of the atmopshere. czm_raySegment primaryRayEarthIntersect = czm_raySphereIntersectionInterval(primaryRay, vec3(0.0), atmosphereInnerRadius + radiusAdjust); if (primaryRayEarthIntersect.start > 0.0 && primaryRayEarthIntersect.stop > 0.0) { // Compute position on globe. vec3 direction = normalize(positionWC); czm_ray ellipsoidRay = czm_ray(positionWC, -direction); czm_raySegment ellipsoidIntersection = czm_rayEllipsoidIntersectionInterval(ellipsoidRay, vec3(0.0), czm_ellipsoidInverseRadii); vec3 onEarth = positionWC - (direction * ellipsoidIntersection.start); // Control the color using the camera angle. float angle = dot(normalize(czm_viewerPositionWC), normalize(onEarth)); // Control the opacity using the distance from Earth. opacity = interpolateByDistance(vec4(0.0, 1.0, czm_ellipsoidRadii.x, 0.0), length(czm_viewerPositionWC - onEarth)); vec3 horizonColor = vec3(0.1, 0.2, 0.3); vec3 nearColor = vec3(0.0); rayleighColor = mix(nearColor, horizonColor, exp(-angle) * opacity); // Set the traslucent flag to avoid alpha adjustment in computeFinalColor funciton. underTranslucentGlobe = 1.0; return; } #endif computeScattering( primaryRay, length(cameraToPositionWC), lightDirection, atmosphereInnerRadius, rayleighColor, mieColor, opacity ); // Alter the opacity based on how close the viewer is to the ground. // (0.0 = At edge of atmosphere, 1.0 = On ground) float cameraHeight = czm_eyeHeight + atmosphereInnerRadius; float atmosphereOuterRadius = atmosphereInnerRadius + ATMOSPHERE_THICKNESS; opacity = clamp((atmosphereOuterRadius - cameraHeight) / (atmosphereOuterRadius - atmosphereInnerRadius), 0.0, 1.0); // Alter alpha based on time of day (0.0 = night , 1.0 = day) float nightAlpha = (u_radiiAndDynamicAtmosphereColor.z != 0.0) ? clamp(dot(normalize(positionWC), lightDirection), 0.0, 1.0) : 1.0; opacity *= pow(nightAlpha, 0.5); } `,_Ce=`varying vec3 v_outerPositionWC; uniform vec3 u_hsbShift; #ifndef PER_FRAGMENT_ATMOSPHERE varying vec3 v_mieColor; varying vec3 v_rayleighColor; varying float v_opacity; varying float v_translucent; #endif void main (void) { vec3 lightDirection = getLightDirection(v_outerPositionWC); vec3 mieColor; vec3 rayleighColor; float opacity; float translucent; #ifdef PER_FRAGMENT_ATMOSPHERE computeAtmosphereScattering( v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity, translucent ); #else mieColor = v_mieColor; rayleighColor = v_rayleighColor; opacity = v_opacity; translucent = v_translucent; #endif vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity); #ifndef HDR color.rgb = czm_acesTonemapping(color.rgb); color.rgb = czm_inverseGamma(color.rgb); #endif #ifdef COLOR_CORRECT // Convert rgb color to hsb vec3 hsb = czm_RGBToHSB(color.rgb); // Perform hsb shift hsb.x += u_hsbShift.x; // hue hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0); // saturation hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0; // brightness // Convert shifted hsb back to rgb color.rgb = czm_HSBToRGB(hsb); #endif // For the parts of the sky atmosphere that are not behind a translucent globe, // we mix in the default opacity so that the sky atmosphere still appears at distance. // This is needed because the opacity in the sky atmosphere is initially adjusted based // on the camera height. if (translucent == 0.0) { color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime); } gl_FragColor = color; } `,gCe=`attribute vec4 position; varying vec3 v_outerPositionWC; #ifndef PER_FRAGMENT_ATMOSPHERE varying vec3 v_mieColor; varying vec3 v_rayleighColor; varying float v_opacity; varying float v_translucent; #endif void main(void) { vec4 positionWC = czm_model * position; vec3 lightDirection = getLightDirection(positionWC.xyz); #ifndef PER_FRAGMENT_ATMOSPHERE computeAtmosphereScattering( positionWC.xyz, lightDirection, v_rayleighColor, v_mieColor, v_opacity, v_translucent ); #endif v_outerPositionWC = positionWC.xyz; gl_Position = czm_modelViewProjection * position; } `,yCe=`uniform samplerCube u_cubeMap; varying vec3 v_texCoord; void main() { vec4 color = textureCube(u_cubeMap, normalize(v_texCoord)); gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime); } `,ACe=`attribute vec3 position; varying vec3 v_texCoord; void main() { vec3 p = czm_viewRotation * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position)); gl_Position = czm_projection * vec4(p, 1.0); v_texCoord = position.xyz; } `,bCe=`uniform sampler2D u_texture; varying vec2 v_textureCoordinates; void main() { vec4 color = texture2D(u_texture, v_textureCoordinates); gl_FragColor = czm_gammaCorrect(color); } `,CCe=`uniform float u_radiusTS; varying vec2 v_textureCoordinates; vec2 rotate(vec2 p, vec2 direction) { return vec2(p.x * direction.x - p.y * direction.y, p.x * direction.y + p.y * direction.x); } vec4 addBurst(vec2 position, vec2 direction, float lengthScalar) { vec2 rotatedPosition = rotate(position, direction) * vec2(25.0, 0.75); float radius = length(rotatedPosition) * lengthScalar; float burst = 1.0 - smoothstep(0.0, 0.55, radius); return vec4(burst); } void main() { float lengthScalar = 2.0 / sqrt(2.0); vec2 position = v_textureCoordinates - vec2(0.5); float radius = length(position) * lengthScalar; float surface = step(radius, u_radiusTS); vec4 color = vec4(vec2(1.0), surface + 0.2, surface); float glow = 1.0 - smoothstep(0.0, 0.55, radius); color.ba += mix(vec2(0.0), vec2(1.0), glow) * 0.75; vec4 burst = vec4(0.0); // The following loop has been manually unrolled for speed, to // avoid sin() and cos(). // //for (float i = 0.4; i < 3.2; i += 1.047) { // vec2 direction = vec2(sin(i), cos(i)); // burst += 0.4 * addBurst(position, direction, lengthScalar); // // direction = vec2(sin(i - 0.08), cos(i - 0.08)); // burst += 0.3 * addBurst(position, direction, lengthScalar); //} burst += 0.4 * addBurst(position, vec2(0.38942, 0.92106), lengthScalar); // angle == 0.4 burst += 0.4 * addBurst(position, vec2(0.99235, 0.12348), lengthScalar); // angle == 0.4 + 1.047 burst += 0.4 * addBurst(position, vec2(0.60327, -0.79754), lengthScalar); // angle == 0.4 + 1.047 * 2.0 burst += 0.3 * addBurst(position, vec2(0.31457, 0.94924), lengthScalar); // angle == 0.4 - 0.08 burst += 0.3 * addBurst(position, vec2(0.97931, 0.20239), lengthScalar); // angle == 0.4 + 1.047 - 0.08 burst += 0.3 * addBurst(position, vec2(0.66507, -0.74678), lengthScalar); // angle == 0.4 + 1.047 * 2.0 - 0.08 // End of manual loop unrolling. color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15; gl_FragColor = clamp(color, vec4(0.0), vec4(1.0)); } `,TCe=`attribute vec2 direction; uniform float u_size; varying vec2 v_textureCoordinates; void main() { vec4 position; if (czm_morphTime == 1.0) { position = vec4(czm_sunPositionWC, 1.0); } else { position = vec4(czm_sunPositionColumbusView.zxy, 1.0); } vec4 positionEC = czm_view * position; vec4 positionWC = czm_eyeToWindowCoordinates(positionEC); vec2 halfSize = vec2(u_size * 0.5); halfSize *= ((direction * 2.0) - 1.0); gl_Position = czm_viewportOrthographic * vec4(positionWC.xy + halfSize, -positionWC.z, 1.0); v_textureCoordinates = direction; } `,ECe=`#ifdef GL_EXT_frag_depth #extension GL_EXT_frag_depth : enable #endif varying vec4 v_startPlaneEC; varying vec4 v_endPlaneEC; varying vec4 v_rightPlaneEC; varying float v_halfWidth; varying vec3 v_volumeUpEC; uniform vec4 u_highlightColor; void main() { float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw))); // Discard for sky if (logDepthOrDepth == 0.0) { #ifdef DEBUG_SHOW_VOLUME gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5); return; #else // DEBUG_SHOW_VOLUME discard; #endif // DEBUG_SHOW_VOLUME } vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth); eyeCoordinate /= eyeCoordinate.w; float halfMaxWidth = v_halfWidth * czm_metersPerPixel(eyeCoordinate); // Expand halfMaxWidth if direction to camera is almost perpendicular with the volume's up direction halfMaxWidth += halfMaxWidth * (1.0 - dot(-normalize(eyeCoordinate.xyz), v_volumeUpEC)); // Check distance of the eye coordinate against the right-facing plane float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz); // Check eye coordinate against the mitering planes float distanceFromStart = czm_planeDistance(v_startPlaneEC, eyeCoordinate.xyz); float distanceFromEnd = czm_planeDistance(v_endPlaneEC, eyeCoordinate.xyz); if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) { #ifdef DEBUG_SHOW_VOLUME gl_FragColor = vec4(logDepthOrDepth, 0.0, 0.0, 0.5); return; #else // DEBUG_SHOW_VOLUME discard; #endif // DEBUG_SHOW_VOLUME } gl_FragColor = u_highlightColor; czm_writeDepthClamp(); } `,xCe=`attribute vec3 startEllipsoidNormal; attribute vec3 endEllipsoidNormal; attribute vec4 startPositionAndHeight; attribute vec4 endPositionAndHeight; attribute vec4 startFaceNormalAndVertexCorner; attribute vec4 endFaceNormalAndHalfWidth; attribute float a_batchId; uniform mat4 u_modifiedModelView; uniform vec2 u_minimumMaximumVectorHeights; varying vec4 v_startPlaneEC; varying vec4 v_endPlaneEC; varying vec4 v_rightPlaneEC; varying float v_halfWidth; varying vec3 v_volumeUpEC; void main() { // vertex corner IDs // 3-----------7 // /| left /| // / | 1 / | // 2-----------6 5 end // | / | / // start |/ right |/ // 0-----------4 // float isEnd = floor(startFaceNormalAndVertexCorner.w * 0.251); // 0 for front, 1 for end float isTop = floor(startFaceNormalAndVertexCorner.w * mix(0.51, 0.19, isEnd)); // 0 for bottom, 1 for top vec3 forward = endPositionAndHeight.xyz - startPositionAndHeight.xyz; vec3 right = normalize(cross(forward, startEllipsoidNormal)); vec4 position = vec4(startPositionAndHeight.xyz, 1.0); position.xyz += forward * isEnd; v_volumeUpEC = czm_normal * normalize(cross(right, forward)); // Push for volume height float offset; vec3 ellipsoidNormal = mix(startEllipsoidNormal, endEllipsoidNormal, isEnd); // offset height to create volume offset = mix(startPositionAndHeight.w, endPositionAndHeight.w, isEnd); offset = mix(u_minimumMaximumVectorHeights.y, u_minimumMaximumVectorHeights.x, isTop) - offset; position.xyz += offset * ellipsoidNormal; // move from RTC to EC position = u_modifiedModelView * position; right = czm_normal * right; // Push for width in a direction that is in the start or end plane and in a plane with right // N = normalEC ("right-facing" direction for push) // R = right // p = angle between N and R // w = distance to push along R if R == N // d = distance to push along N // // N R // { p| } * cos(p) = dot(N, R) = w / d // d | |w * d = w / dot(N, R) // { | } // o---------- polyline segment ----> // vec3 scratchNormal = mix(-startFaceNormalAndVertexCorner.xyz, endFaceNormalAndHalfWidth.xyz, isEnd); scratchNormal = cross(scratchNormal, mix(startEllipsoidNormal, endEllipsoidNormal, isEnd)); vec3 miterPushNormal = czm_normal * normalize(scratchNormal); offset = 2.0 * endFaceNormalAndHalfWidth.w * max(0.0, czm_metersPerPixel(position)); // offset = widthEC offset = offset / dot(miterPushNormal, right); position.xyz += miterPushNormal * (offset * sign(0.5 - mod(startFaceNormalAndVertexCorner.w, 2.0))); gl_Position = czm_depthClamp(czm_projection * position); position = u_modifiedModelView * vec4(startPositionAndHeight.xyz, 1.0); vec3 startNormalEC = czm_normal * startFaceNormalAndVertexCorner.xyz; v_startPlaneEC = vec4(startNormalEC, -dot(startNormalEC, position.xyz)); v_rightPlaneEC = vec4(right, -dot(right, position.xyz)); position = u_modifiedModelView * vec4(endPositionAndHeight.xyz, 1.0); vec3 endNormalEC = czm_normal * endFaceNormalAndHalfWidth.xyz; v_endPlaneEC = vec4(endNormalEC, -dot(endNormalEC, position.xyz)); v_halfWidth = endFaceNormalAndHalfWidth.w; } `,wCe=`attribute vec4 currentPosition; attribute vec4 previousPosition; attribute vec4 nextPosition; attribute vec2 expandAndWidth; attribute float a_batchId; uniform mat4 u_modifiedModelView; void main() { float expandDir = expandAndWidth.x; float width = abs(expandAndWidth.y) + 0.5; bool usePrev = expandAndWidth.y < 0.0; vec4 p = u_modifiedModelView * currentPosition; vec4 prev = u_modifiedModelView * previousPosition; vec4 next = u_modifiedModelView * nextPosition; float angle; vec4 positionWC = getPolylineWindowCoordinatesEC(p, prev, next, expandDir, width, usePrev, angle); gl_Position = czm_viewportOrthographic * positionWC; } `,vU=`attribute vec3 position; attribute float a_batchId; uniform mat4 u_modifiedModelViewProjection; void main() { gl_Position = 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