//This file is automatically rebuilt by the Cesium build process. export default "varying vec2 v_textureCoordinates;\n\ \n\ uniform float originalSize;\n\ uniform sampler2D texture0;\n\ uniform sampler2D texture1;\n\ uniform sampler2D texture2;\n\ uniform sampler2D texture3;\n\ uniform sampler2D texture4;\n\ uniform sampler2D texture5;\n\ \n\ const float yMipLevel1 = 1.0 - (1.0 / pow(2.0, 1.0));\n\ const float yMipLevel2 = 1.0 - (1.0 / pow(2.0, 2.0));\n\ const float yMipLevel3 = 1.0 - (1.0 / pow(2.0, 3.0));\n\ const float yMipLevel4 = 1.0 - (1.0 / pow(2.0, 4.0));\n\ \n\ void main()\n\ {\n\ vec2 uv = v_textureCoordinates;\n\ vec2 textureSize = vec2(originalSize * 1.5 + 2.0, originalSize);\n\ vec2 pixel = 1.0 / textureSize;\n\ \n\ float mipLevel = 0.0;\n\ \n\ if (uv.x - pixel.x > (textureSize.y / textureSize.x))\n\ {\n\ mipLevel = 1.0;\n\ if (uv.y - pixel.y > yMipLevel1)\n\ {\n\ mipLevel = 2.0;\n\ if (uv.y - pixel.y * 3.0 > yMipLevel2)\n\ {\n\ mipLevel = 3.0;\n\ if (uv.y - pixel.y * 5.0 > yMipLevel3)\n\ {\n\ mipLevel = 4.0;\n\ if (uv.y - pixel.y * 7.0 > yMipLevel4)\n\ {\n\ mipLevel = 5.0;\n\ }\n\ }\n\ }\n\ }\n\ }\n\ \n\ if (mipLevel > 0.0)\n\ {\n\ float scale = pow(2.0, mipLevel);\n\ \n\ uv.y -= (pixel.y * (mipLevel - 1.0) * 2.0);\n\ uv.x *= ((textureSize.x - 2.0) / textureSize.y);\n\ \n\ uv.x -= 1.0 + pixel.x;\n\ uv.y -= (1.0 - (1.0 / pow(2.0, mipLevel - 1.0)));\n\ uv *= scale;\n\ }\n\ else\n\ {\n\ uv.x *= (textureSize.x / textureSize.y);\n\ }\n\ \n\ if(mipLevel == 0.0)\n\ {\n\ gl_FragColor = texture2D(texture0, uv);\n\ }\n\ else if(mipLevel == 1.0)\n\ {\n\ gl_FragColor = texture2D(texture1, uv);\n\ }\n\ else if(mipLevel == 2.0)\n\ {\n\ gl_FragColor = texture2D(texture2, uv);\n\ }\n\ else if(mipLevel == 3.0)\n\ {\n\ gl_FragColor = texture2D(texture3, uv);\n\ }\n\ else if(mipLevel == 4.0)\n\ {\n\ gl_FragColor = texture2D(texture4, uv);\n\ }\n\ else if(mipLevel == 5.0)\n\ {\n\ gl_FragColor = texture2D(texture5, uv);\n\ }\n\ else\n\ {\n\ gl_FragColor = vec4(0.0);\n\ }\n\ }\n\ ";