/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.24/esri/copyright.txt for details. */ import{PrecipitationType as e}from"../views/3d/environment/PrecipitationTechniqueConfiguration.js";import{Float3Uniform as t}from"../views/3d/webgl-engine/core/shaderModules/Float3Uniform.js";import{FloatUniform as o}from"../views/3d/webgl-engine/core/shaderModules/FloatUniform.js";import{glsl as i}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{Matrix4Uniform as a}from"../views/3d/webgl-engine/core/shaderModules/Matrix4Uniform.js";import{ShaderBuilder as n}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as s}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function d(d){const c=new n;return c.attributes.add(s.POSITION,"vec3"),c.attributes.add(s.INSTANCEFEATUREATTRIBUTE,"float"),c.vertex.uniforms.add(new t("cameraPosition")),c.vertex.uniforms.add(new t("offset")),c.vertex.uniforms.add(new o("width")),c.vertex.uniforms.add(new r("proj",((e,t)=>t.camera.projectionMatrix))),c.vertex.uniforms.add(new a("view")),c.vertex.uniforms.add(new o("time")),c.varyings.add("vUv","vec2"),c.vertex.code.add(i` vec3 hash31(float p){ vec3 p3 = fract(vec3(p) * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xxy + p3.yzz) * p3.zyx); } float hash11(float p){ p = fract(p * 0.1031); p *= p + 33.33; p *= p + p; return fract(p); } //https://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/ vec3 rotateVectorByQuaternion(vec3 v, vec4 q){ return 2.0 * cross(q.xyz, v * q.w + cross(q.xyz, v)) + v; } void main(void) { vUv = position.xz; vec3 rand = hash31(instanceFeatureAttribute); // Set random position for all particles // The hash function space is not high resolution so offset particles by an additional random value // This creates grids of 1000 particles which are shifted by random hundreths of the tile width // overlaying multiple identical but offset grids vec3 randomPosition = 2.0 * (rand + (0.01 + 0.01 * rand) * floor(0.001 * instanceFeatureAttribute)) - 1.0; // Random orientation of rain drops float angle = 3.1415 * hash11(instanceFeatureAttribute); vec3 up = vec3(0, 0, 1); // Gravity and wind direction vec3 direction = normalize(cameraPosition); vec3 tangent = normalize(cross(direction, up)); // Gravity vec3 animatedPos = randomPosition + direction * -time; // Rain particles fall straight down and are randomly oriented // Snow particles have random sinusoid trajectories and are rotated to face the camera ${d.type===e.Rain?i` // Random rotation for particle vec3 rotationAxis = up; vec4 quat = vec4(rotationAxis * sin(angle), cos(angle)); vec3 transformedPos = rotateVectorByQuaternion(vec3(0.2, 0.2, 4.0) * (position - vec3(0.5, 0.0, 0.5)), quat); // Rotate particle to planetary position rotationAxis = tangent; angle = 0.5 * -acos(dot(direction, up)); quat = vec4(rotationAxis * sin(angle), cos(angle)); transformedPos = rotateVectorByQuaternion(transformedPos, quat); vec4 pos = mat4(mat3(view)) * vec4(transformedPos + (mod(width * animatedPos - offset, width) - 0.5 * width), 1.0); gl_Position = proj * pos; `:i` vec3 rotationAxis = direction; vec4 quat = vec4(rotationAxis * sin(angle), cos(angle)); tangent = rotateVectorByQuaternion(tangent, quat); // Random sinusoid from friction animatedPos += tangent * 0.25 * sin(dot(animatedPos, direction)); vec4 pos = mat4(mat3(view)) * vec4((mod(width * animatedPos - offset, width) - 0.5 * width), 1.0); gl_Position = proj * (0.5 * vec4(position.xzy, 0.0) + pos); `} } `),c.fragment.uniforms.add(new o("opacity")),c.fragment.uniforms.add(new t("particleColor")),c.fragment.code.add(i` void main() { // Cut off corners of the triangle if(vUv.x < 0.0 || vUv.y < 0.0){ discard; } float d = length(vUv - vec2(0.5)); ${d.type===e.Rain?i`d = 0.35 * smoothstep(0.5, 0.0, d);`:i`d = smoothstep(0.5, 0.1, d);`} gl_FragColor = opacity * vec4(particleColor * d, d); } `),c}const c=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));export{c as P,d as b};