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- import Cartesian3 from "../Core/Cartesian3.js";
- import Matrix4 from "../Core/Matrix4.js";
- import WebGLConstants from "../Core/WebGLConstants.js";
- const viewerPositionWCScratch = new Cartesian3();
- function AutomaticUniform(options) {
- this._size = options.size;
- this._datatype = options.datatype;
- this.getValue = options.getValue;
- }
- const datatypeToGlsl = {};
- datatypeToGlsl[WebGLConstants.FLOAT] = "float";
- datatypeToGlsl[WebGLConstants.FLOAT_VEC2] = "vec2";
- datatypeToGlsl[WebGLConstants.FLOAT_VEC3] = "vec3";
- datatypeToGlsl[WebGLConstants.FLOAT_VEC4] = "vec4";
- datatypeToGlsl[WebGLConstants.INT] = "int";
- datatypeToGlsl[WebGLConstants.INT_VEC2] = "ivec2";
- datatypeToGlsl[WebGLConstants.INT_VEC3] = "ivec3";
- datatypeToGlsl[WebGLConstants.INT_VEC4] = "ivec4";
- datatypeToGlsl[WebGLConstants.BOOL] = "bool";
- datatypeToGlsl[WebGLConstants.BOOL_VEC2] = "bvec2";
- datatypeToGlsl[WebGLConstants.BOOL_VEC3] = "bvec3";
- datatypeToGlsl[WebGLConstants.BOOL_VEC4] = "bvec4";
- datatypeToGlsl[WebGLConstants.FLOAT_MAT2] = "mat2";
- datatypeToGlsl[WebGLConstants.FLOAT_MAT3] = "mat3";
- datatypeToGlsl[WebGLConstants.FLOAT_MAT4] = "mat4";
- datatypeToGlsl[WebGLConstants.SAMPLER_2D] = "sampler2D";
- datatypeToGlsl[WebGLConstants.SAMPLER_CUBE] = "samplerCube";
- AutomaticUniform.prototype.getDeclaration = function (name) {
- let declaration = `uniform ${datatypeToGlsl[this._datatype]} ${name}`;
- const size = this._size;
- if (size === 1) {
- declaration += ";";
- } else {
- declaration += `[${size.toString()}];`;
- }
- return declaration;
- };
- /**
- * @private
- */
- const AutomaticUniforms = {
- /**
- * An automatic GLSL uniform containing the viewport's <code>x</code>, <code>y</code>, <code>width</code>,
- * and <code>height</code> properties in an <code>vec4</code>'s <code>x</code>, <code>y</code>, <code>z</code>,
- * and <code>w</code> components, respectively.
- *
- * @example
- * // GLSL declaration
- * uniform vec4 czm_viewport;
- *
- * // Scale the window coordinate components to [0, 1] by dividing
- * // by the viewport's width and height.
- * vec2 v = gl_FragCoord.xy / czm_viewport.zw;
- *
- * @see Context#getViewport
- */
- czm_viewport: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC4,
- getValue: function (uniformState) {
- return uniformState.viewportCartesian4;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 orthographic projection matrix that
- * transforms window coordinates to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- * <br /><br />
- * This transform is useful when a vertex shader inputs or manipulates window coordinates
- * as done by {@link BillboardCollection}.
- * <br /><br />
- * Do not confuse {@link czm_viewportTransformation} with <code>czm_viewportOrthographic</code>.
- * The former transforms from normalized device coordinates to window coordinates; the later transforms
- * from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_viewportOrthographic;
- *
- * // Example
- * gl_Position = czm_viewportOrthographic * vec4(windowPosition, 0.0, 1.0);
- *
- * @see UniformState#viewportOrthographic
- * @see czm_viewport
- * @see czm_viewportTransformation
- * @see BillboardCollection
- */
- czm_viewportOrthographic: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.viewportOrthographic;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 transformation matrix that
- * transforms normalized device coordinates to window coordinates. The context's
- * full viewport is used, and the depth range is assumed to be <code>near = 0</code>
- * and <code>far = 1</code>.
- * <br /><br />
- * This transform is useful when there is a need to manipulate window coordinates
- * in a vertex shader as done by {@link BillboardCollection}. In many cases,
- * this matrix will not be used directly; instead, {@link czm_modelToWindowCoordinates}
- * will be used to transform directly from model to window coordinates.
- * <br /><br />
- * Do not confuse <code>czm_viewportTransformation</code> with {@link czm_viewportOrthographic}.
- * The former transforms from normalized device coordinates to window coordinates; the later transforms
- * from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_viewportTransformation;
- *
- * // Use czm_viewportTransformation as part of the
- * // transform from model to window coordinates.
- * vec4 q = czm_modelViewProjection * positionMC; // model to clip coordinates
- * q.xyz /= q.w; // clip to normalized device coordinates (ndc)
- * q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // ndc to window coordinates
- *
- * @see UniformState#viewportTransformation
- * @see czm_viewport
- * @see czm_viewportOrthographic
- * @see czm_modelToWindowCoordinates
- * @see BillboardCollection
- */
- czm_viewportTransformation: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.viewportTransformation;
- },
- }),
- /**
- * An automatic GLSL uniform representing the depth of the scene
- * after the globe pass and then updated after the 3D Tiles pass.
- * The depth is packed into an RGBA texture.
- *
- * @example
- * // GLSL declaration
- * uniform sampler2D czm_globeDepthTexture;
- *
- * // Get the depth at the current fragment
- * vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
- * float depth = czm_unpackDepth(texture2D(czm_globeDepthTexture, coords));
- */
- czm_globeDepthTexture: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.SAMPLER_2D,
- getValue: function (uniformState) {
- return uniformState.globeDepthTexture;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model transformation matrix that
- * transforms model coordinates to world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_model;
- *
- * // Example
- * vec4 worldPosition = czm_model * modelPosition;
- *
- * @see UniformState#model
- * @see czm_inverseModel
- * @see czm_modelView
- * @see czm_modelViewProjection
- */
- czm_model: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.model;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model transformation matrix that
- * transforms world coordinates to model coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseModel;
- *
- * // Example
- * vec4 modelPosition = czm_inverseModel * worldPosition;
- *
- * @see UniformState#inverseModel
- * @see czm_model
- * @see czm_inverseModelView
- */
- czm_inverseModel: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseModel;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 view transformation matrix that
- * transforms world coordinates to eye coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_view;
- *
- * // Example
- * vec4 eyePosition = czm_view * worldPosition;
- *
- * @see UniformState#view
- * @see czm_viewRotation
- * @see czm_modelView
- * @see czm_viewProjection
- * @see czm_modelViewProjection
- * @see czm_inverseView
- */
- czm_view: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.view;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 view transformation matrix that
- * transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to
- * {@link czm_view}, but in 2D and Columbus View it represents the view matrix
- * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_view3D;
- *
- * // Example
- * vec4 eyePosition3D = czm_view3D * worldPosition3D;
- *
- * @see UniformState#view3D
- * @see czm_view
- */
- czm_view3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.view3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 view rotation matrix that
- * transforms vectors in world coordinates to eye coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_viewRotation;
- *
- * // Example
- * vec3 eyeVector = czm_viewRotation * worldVector;
- *
- * @see UniformState#viewRotation
- * @see czm_view
- * @see czm_inverseView
- * @see czm_inverseViewRotation
- */
- czm_viewRotation: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.viewRotation;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 view rotation matrix that
- * transforms vectors in 3D world coordinates to eye coordinates. In 3D mode, this is identical to
- * {@link czm_viewRotation}, but in 2D and Columbus View it represents the view matrix
- * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_viewRotation3D;
- *
- * // Example
- * vec3 eyeVector = czm_viewRotation3D * worldVector;
- *
- * @see UniformState#viewRotation3D
- * @see czm_viewRotation
- */
- czm_viewRotation3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.viewRotation3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 transformation matrix that
- * transforms from eye coordinates to world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseView;
- *
- * // Example
- * vec4 worldPosition = czm_inverseView * eyePosition;
- *
- * @see UniformState#inverseView
- * @see czm_view
- * @see czm_inverseNormal
- */
- czm_inverseView: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseView;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 transformation matrix that
- * transforms from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
- * {@link czm_inverseView}, but in 2D and Columbus View it represents the inverse view matrix
- * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseView3D;
- *
- * // Example
- * vec4 worldPosition = czm_inverseView3D * eyePosition;
- *
- * @see UniformState#inverseView3D
- * @see czm_inverseView
- */
- czm_inverseView3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseView3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 rotation matrix that
- * transforms vectors from eye coordinates to world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_inverseViewRotation;
- *
- * // Example
- * vec4 worldVector = czm_inverseViewRotation * eyeVector;
- *
- * @see UniformState#inverseView
- * @see czm_view
- * @see czm_viewRotation
- * @see czm_inverseViewRotation
- */
- czm_inverseViewRotation: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.inverseViewRotation;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 rotation matrix that
- * transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
- * {@link czm_inverseViewRotation}, but in 2D and Columbus View it represents the inverse view matrix
- * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_inverseViewRotation3D;
- *
- * // Example
- * vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
- *
- * @see UniformState#inverseView3D
- * @see czm_inverseViewRotation
- */
- czm_inverseViewRotation3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.inverseViewRotation3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 projection transformation matrix that
- * transforms eye coordinates to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_projection;
- *
- * // Example
- * gl_Position = czm_projection * eyePosition;
- *
- * @see UniformState#projection
- * @see czm_viewProjection
- * @see czm_modelViewProjection
- * @see czm_infiniteProjection
- */
- czm_projection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.projection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
- * transforms from clip coordinates to eye coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseProjection;
- *
- * // Example
- * vec4 eyePosition = czm_inverseProjection * clipPosition;
- *
- * @see UniformState#inverseProjection
- * @see czm_projection
- */
- czm_inverseProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseProjection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 projection transformation matrix with the far plane at infinity,
- * that transforms eye coordinates to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output. An infinite far plane is used
- * in algorithms like shadow volumes and GPU ray casting with proxy geometry to ensure that triangles
- * are not clipped by the far plane.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_infiniteProjection;
- *
- * // Example
- * gl_Position = czm_infiniteProjection * eyePosition;
- *
- * @see UniformState#infiniteProjection
- * @see czm_projection
- * @see czm_modelViewInfiniteProjection
- */
- czm_infiniteProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.infiniteProjection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
- * transforms model coordinates to eye coordinates.
- * <br /><br />
- * Positions should be transformed to eye coordinates using <code>czm_modelView</code> and
- * normals should be transformed using {@link czm_normal}.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_modelView;
- *
- * // Example
- * vec4 eyePosition = czm_modelView * modelPosition;
- *
- * // The above is equivalent to, but more efficient than:
- * vec4 eyePosition = czm_view * czm_model * modelPosition;
- *
- * @see UniformState#modelView
- * @see czm_model
- * @see czm_view
- * @see czm_modelViewProjection
- * @see czm_normal
- */
- czm_modelView: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.modelView;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
- * transforms 3D model coordinates to eye coordinates. In 3D mode, this is identical to
- * {@link czm_modelView}, but in 2D and Columbus View it represents the model-view matrix
- * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- * <br /><br />
- * Positions should be transformed to eye coordinates using <code>czm_modelView3D</code> and
- * normals should be transformed using {@link czm_normal3D}.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_modelView3D;
- *
- * // Example
- * vec4 eyePosition = czm_modelView3D * modelPosition;
- *
- * // The above is equivalent to, but more efficient than:
- * vec4 eyePosition = czm_view3D * czm_model * modelPosition;
- *
- * @see UniformState#modelView3D
- * @see czm_modelView
- */
- czm_modelView3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.modelView3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model-view transformation matrix that
- * transforms model coordinates, relative to the eye, to eye coordinates. This is used
- * in conjunction with {@link czm_translateRelativeToEye}.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_modelViewRelativeToEye;
- *
- * // Example
- * attribute vec3 positionHigh;
- * attribute vec3 positionLow;
- *
- * void main()
- * {
- * vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
- * gl_Position = czm_projection * (czm_modelViewRelativeToEye * p);
- * }
- *
- * @see czm_modelViewProjectionRelativeToEye
- * @see czm_translateRelativeToEye
- * @see EncodedCartesian3
- */
- czm_modelViewRelativeToEye: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.modelViewRelativeToEye;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 transformation matrix that
- * transforms from eye coordinates to model coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseModelView;
- *
- * // Example
- * vec4 modelPosition = czm_inverseModelView * eyePosition;
- *
- * @see UniformState#inverseModelView
- * @see czm_modelView
- */
- czm_inverseModelView: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseModelView;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 transformation matrix that
- * transforms from eye coordinates to 3D model coordinates. In 3D mode, this is identical to
- * {@link czm_inverseModelView}, but in 2D and Columbus View it represents the inverse model-view matrix
- * as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseModelView3D;
- *
- * // Example
- * vec4 modelPosition = czm_inverseModelView3D * eyePosition;
- *
- * @see UniformState#inverseModelView
- * @see czm_inverseModelView
- * @see czm_modelView3D
- */
- czm_inverseModelView3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseModelView3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
- * transforms world coordinates to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_viewProjection;
- *
- * // Example
- * vec4 gl_Position = czm_viewProjection * czm_model * modelPosition;
- *
- * // The above is equivalent to, but more efficient than:
- * gl_Position = czm_projection * czm_view * czm_model * modelPosition;
- *
- * @see UniformState#viewProjection
- * @see czm_view
- * @see czm_projection
- * @see czm_modelViewProjection
- * @see czm_inverseViewProjection
- */
- czm_viewProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.viewProjection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 view-projection transformation matrix that
- * transforms clip coordinates to world coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseViewProjection;
- *
- * // Example
- * vec4 worldPosition = czm_inverseViewProjection * clipPosition;
- *
- * @see UniformState#inverseViewProjection
- * @see czm_viewProjection
- */
- czm_inverseViewProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseViewProjection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
- * transforms model coordinates to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_modelViewProjection;
- *
- * // Example
- * vec4 gl_Position = czm_modelViewProjection * modelPosition;
- *
- * // The above is equivalent to, but more efficient than:
- * gl_Position = czm_projection * czm_view * czm_model * modelPosition;
- *
- * @see UniformState#modelViewProjection
- * @see czm_model
- * @see czm_view
- * @see czm_projection
- * @see czm_modelView
- * @see czm_viewProjection
- * @see czm_modelViewInfiniteProjection
- * @see czm_inverseModelViewProjection
- */
- czm_modelViewProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.modelViewProjection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 inverse model-view-projection transformation matrix that
- * transforms clip coordinates to model coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_inverseModelViewProjection;
- *
- * // Example
- * vec4 modelPosition = czm_inverseModelViewProjection * clipPosition;
- *
- * @see UniformState#modelViewProjection
- * @see czm_modelViewProjection
- */
- czm_inverseModelViewProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.inverseModelViewProjection;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
- * transforms model coordinates, relative to the eye, to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output. This is used in
- * conjunction with {@link czm_translateRelativeToEye}.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_modelViewProjectionRelativeToEye;
- *
- * // 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_translateRelativeToEye
- * @see EncodedCartesian3
- */
- czm_modelViewProjectionRelativeToEye: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.modelViewProjectionRelativeToEye;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 4x4 model-view-projection transformation matrix that
- * transforms model coordinates to clip coordinates. Clip coordinates is the
- * coordinate system for a vertex shader's <code>gl_Position</code> output. The projection matrix places
- * the far plane at infinity. This is useful in algorithms like shadow volumes and GPU ray casting with
- * proxy geometry to ensure that triangles are not clipped by the far plane.
- *
- * @example
- * // GLSL declaration
- * uniform mat4 czm_modelViewInfiniteProjection;
- *
- * // Example
- * vec4 gl_Position = czm_modelViewInfiniteProjection * modelPosition;
- *
- * // The above is equivalent to, but more efficient than:
- * gl_Position = czm_infiniteProjection * czm_view * czm_model * modelPosition;
- *
- * @see UniformState#modelViewInfiniteProjection
- * @see czm_model
- * @see czm_view
- * @see czm_infiniteProjection
- * @see czm_modelViewProjection
- */
- czm_modelViewInfiniteProjection: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT4,
- getValue: function (uniformState) {
- return uniformState.modelViewInfiniteProjection;
- },
- }),
- /**
- * An automatic GLSL uniform that indicates if the current camera is orthographic in 3D.
- *
- * @see UniformState#orthographicIn3D
- */
- czm_orthographicIn3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.orthographicIn3D ? 1 : 0;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
- * transforms normal vectors in model coordinates to eye coordinates.
- * <br /><br />
- * Positions should be transformed to eye coordinates using {@link czm_modelView} and
- * normals should be transformed using <code>czm_normal</code>.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_normal;
- *
- * // Example
- * vec3 eyeNormal = czm_normal * normal;
- *
- * @see UniformState#normal
- * @see czm_inverseNormal
- * @see czm_modelView
- */
- czm_normal: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.normal;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
- * transforms normal vectors in 3D model coordinates to eye coordinates.
- * In 3D mode, this is identical to
- * {@link czm_normal}, but in 2D and Columbus View it represents the normal transformation
- * matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- * <br /><br />
- * Positions should be transformed to eye coordinates using {@link czm_modelView3D} and
- * normals should be transformed using <code>czm_normal3D</code>.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_normal3D;
- *
- * // Example
- * vec3 eyeNormal = czm_normal3D * normal;
- *
- * @see UniformState#normal3D
- * @see czm_normal
- */
- czm_normal3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.normal3D;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
- * transforms normal vectors in eye coordinates to model coordinates. This is
- * the opposite of the transform provided by {@link czm_normal}.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_inverseNormal;
- *
- * // Example
- * vec3 normalMC = czm_inverseNormal * normalEC;
- *
- * @see UniformState#inverseNormal
- * @see czm_normal
- * @see czm_modelView
- * @see czm_inverseView
- */
- czm_inverseNormal: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.inverseNormal;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 normal transformation matrix that
- * transforms normal vectors in eye coordinates to 3D model coordinates. This is
- * the opposite of the transform provided by {@link czm_normal}.
- * In 3D mode, this is identical to
- * {@link czm_inverseNormal}, but in 2D and Columbus View it represents the inverse normal transformation
- * matrix as if the camera were at an equivalent location in 3D mode. This is useful for lighting
- * 2D and Columbus View in the same way that 3D is lit.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_inverseNormal3D;
- *
- * // Example
- * vec3 normalMC = czm_inverseNormal3D * normalEC;
- *
- * @see UniformState#inverseNormal3D
- * @see czm_inverseNormal
- */
- czm_inverseNormal3D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.inverseNormal3D;
- },
- }),
- /**
- * An automatic GLSL uniform containing the height in meters of the
- * eye (camera) above or below the ellipsoid.
- *
- * @see UniformState#eyeHeight
- */
- czm_eyeHeight: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.eyeHeight;
- },
- }),
- /**
- * An automatic GLSL uniform containing height (<code>x</code>) and height squared (<code>y</code>)
- * in meters of the eye (camera) above the 2D world plane. This uniform is only valid
- * when the {@link SceneMode} is <code>SCENE2D</code>.
- *
- * @see UniformState#eyeHeight2D
- */
- czm_eyeHeight2D: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC2,
- getValue: function (uniformState) {
- return uniformState.eyeHeight2D;
- },
- }),
- /**
- * An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
- * of the frustum defined by the camera. This is the largest possible frustum, not an individual
- * frustum used for multi-frustum rendering.
- *
- * @example
- * // GLSL declaration
- * uniform vec2 czm_entireFrustum;
- *
- * // Example
- * float frustumLength = czm_entireFrustum.y - czm_entireFrustum.x;
- *
- * @see UniformState#entireFrustum
- * @see czm_currentFrustum
- */
- czm_entireFrustum: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC2,
- getValue: function (uniformState) {
- return uniformState.entireFrustum;
- },
- }),
- /**
- * An automatic GLSL uniform containing the near distance (<code>x</code>) and the far distance (<code>y</code>)
- * of the frustum defined by the camera. This is the individual
- * frustum used for multi-frustum rendering.
- *
- * @example
- * // GLSL declaration
- * uniform vec2 czm_currentFrustum;
- *
- * // Example
- * float frustumLength = czm_currentFrustum.y - czm_currentFrustum.x;
- *
- * @see UniformState#currentFrustum
- * @see czm_entireFrustum
- */
- czm_currentFrustum: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC2,
- getValue: function (uniformState) {
- return uniformState.currentFrustum;
- },
- }),
- /**
- * The distances to the frustum planes. The top, bottom, left and right distances are
- * the x, y, z, and w components, respectively.
- */
- czm_frustumPlanes: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC4,
- getValue: function (uniformState) {
- return uniformState.frustumPlanes;
- },
- }),
- /**
- * Gets the far plane's distance from the near plane, plus 1.0.
- */
- czm_farDepthFromNearPlusOne: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.farDepthFromNearPlusOne;
- },
- }),
- /**
- * Gets the log2 of {@link AutomaticUniforms#czm_farDepthFromNearPlusOne}.
- */
- czm_log2FarDepthFromNearPlusOne: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.log2FarDepthFromNearPlusOne;
- },
- }),
- /**
- * Gets 1.0 divided by {@link AutomaticUniforms#czm_log2FarDepthFromNearPlusOne}.
- */
- czm_oneOverLog2FarDepthFromNearPlusOne: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.oneOverLog2FarDepthFromNearPlusOne;
- },
- }),
- /**
- * An automatic GLSL uniform representing the sun position in world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_sunPositionWC;
- *
- * @see UniformState#sunPositionWC
- * @see czm_sunPositionColumbusView
- * @see czm_sunDirectionWC
- */
- czm_sunPositionWC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.sunPositionWC;
- },
- }),
- /**
- * An automatic GLSL uniform representing the sun position in Columbus view world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_sunPositionColumbusView;
- *
- * @see UniformState#sunPositionColumbusView
- * @see czm_sunPositionWC
- */
- czm_sunPositionColumbusView: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.sunPositionColumbusView;
- },
- }),
- /**
- * An automatic GLSL uniform representing the normalized direction to the sun in eye coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_sunDirectionEC;
- *
- * // Example
- * float diffuse = max(dot(czm_sunDirectionEC, normalEC), 0.0);
- *
- * @see UniformState#sunDirectionEC
- * @see czm_moonDirectionEC
- * @see czm_sunDirectionWC
- */
- czm_sunDirectionEC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.sunDirectionEC;
- },
- }),
- /**
- * An automatic GLSL uniform representing the normalized direction to the sun in world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_sunDirectionWC;
- *
- * // Example
- * float diffuse = max(dot(czm_sunDirectionWC, normalWC), 0.0);
- *
- * @see UniformState#sunDirectionWC
- * @see czm_sunPositionWC
- * @see czm_sunDirectionEC
- */
- czm_sunDirectionWC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.sunDirectionWC;
- },
- }),
- /**
- * An automatic GLSL uniform representing the normalized direction to the moon in eye coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_moonDirectionEC;
- *
- * // Example
- * float diffuse = max(dot(czm_moonDirectionEC, normalEC), 0.0);
- *
- * @see UniformState#moonDirectionEC
- * @see czm_sunDirectionEC
- */
- czm_moonDirectionEC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.moonDirectionEC;
- },
- }),
- /**
- * An automatic GLSL uniform representing the normalized direction to the scene's light source in eye coordinates.
- * This is commonly used for directional lighting computations.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_lightDirectionEC;
- *
- * // Example
- * float diffuse = max(dot(czm_lightDirectionEC, normalEC), 0.0);
- *
- * @see UniformState#lightDirectionEC
- * @see czm_lightDirectionWC
- */
- czm_lightDirectionEC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.lightDirectionEC;
- },
- }),
- /**
- * An automatic GLSL uniform representing the normalized direction to the scene's light source in world coordinates.
- * This is commonly used for directional lighting computations.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_lightDirectionWC;
- *
- * // Example
- * float diffuse = max(dot(czm_lightDirectionWC, normalWC), 0.0);
- *
- * @see UniformState#lightDirectionWC
- * @see czm_lightDirectionEC
- */
- czm_lightDirectionWC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.lightDirectionWC;
- },
- }),
- /**
- * An automatic GLSL uniform that represents the color of light emitted by the scene's light source. This
- * is equivalent to the light color multiplied by the light intensity limited to a maximum luminance of 1.0
- * suitable for non-HDR lighting.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_lightColor;
- *
- * // Example
- * vec3 diffuseColor = czm_lightColor * max(dot(czm_lightDirectionWC, normalWC), 0.0);
- *
- * @see UniformState#lightColor
- * @see czm_lightColorHdr
- */
- czm_lightColor: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.lightColor;
- },
- }),
- /**
- * An automatic GLSL uniform that represents the high dynamic range color of light emitted by the scene's light
- * source. This is equivalent to the light color multiplied by the light intensity suitable for HDR lighting.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_lightColorHdr;
- *
- * // Example
- * vec3 diffuseColor = czm_lightColorHdr * max(dot(czm_lightDirectionWC, normalWC), 0.0);
- *
- * @see UniformState#lightColorHdr
- * @see czm_lightColor
- */
- czm_lightColorHdr: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.lightColorHdr;
- },
- }),
- /**
- * An automatic GLSL uniform representing the high bits of the camera position in model
- * coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
- * as described in {@link http://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_encodedCameraPositionMCHigh;
- *
- * @see czm_encodedCameraPositionMCLow
- * @see czm_modelViewRelativeToEye
- * @see czm_modelViewProjectionRelativeToEye
- */
- czm_encodedCameraPositionMCHigh: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.encodedCameraPositionMCHigh;
- },
- }),
- /**
- * An automatic GLSL uniform representing the low bits of the camera position in model
- * coordinates. This is used for GPU RTE to eliminate jittering artifacts when rendering
- * as described in {@linkhttp://help.agi.com/AGIComponents/html/BlogPrecisionsPrecisions.htm|Precisions, Precisions}.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_encodedCameraPositionMCLow;
- *
- * @see czm_encodedCameraPositionMCHigh
- * @see czm_modelViewRelativeToEye
- * @see czm_modelViewProjectionRelativeToEye
- */
- czm_encodedCameraPositionMCLow: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.encodedCameraPositionMCLow;
- },
- }),
- /**
- * An automatic GLSL uniform representing the position of the viewer (camera) in world coordinates.
- *
- * @example
- * // GLSL declaration
- * uniform vec3 czm_viewerPositionWC;
- */
- czm_viewerPositionWC: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return Matrix4.getTranslation(
- uniformState.inverseView,
- viewerPositionWCScratch
- );
- },
- }),
- /**
- * An automatic GLSL uniform representing the frame number. This uniform is automatically incremented
- * every frame.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_frameNumber;
- */
- czm_frameNumber: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.frameState.frameNumber;
- },
- }),
- /**
- * An automatic GLSL uniform representing the current morph transition time between
- * 2D/Columbus View and 3D, with 0.0 being 2D or Columbus View and 1.0 being 3D.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_morphTime;
- *
- * // Example
- * vec4 p = czm_columbusViewMorph(position2D, position3D, czm_morphTime);
- */
- czm_morphTime: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.frameState.morphTime;
- },
- }),
- /**
- * An automatic GLSL uniform representing the current {@link SceneMode}, expressed
- * as a float.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_sceneMode;
- *
- * // Example
- * if (czm_sceneMode == czm_sceneMode2D)
- * {
- * eyeHeightSq = czm_eyeHeight2D.y;
- * }
- *
- * @see czm_sceneMode2D
- * @see czm_sceneModeColumbusView
- * @see czm_sceneMode3D
- * @see czm_sceneModeMorphing
- */
- czm_sceneMode: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.frameState.mode;
- },
- }),
- /**
- * An automatic GLSL uniform representing the current rendering pass.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_pass;
- *
- * // Example
- * if ((czm_pass == czm_passTranslucent) && isOpaque())
- * {
- * gl_Position *= 0.0; // Cull opaque geometry in the translucent pass
- * }
- */
- czm_pass: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.pass;
- },
- }),
- /**
- * An automatic GLSL uniform representing the current scene background color.
- *
- * @example
- * // GLSL declaration
- * uniform vec4 czm_backgroundColor;
- *
- * // Example: If the given color's RGB matches the background color, invert it.
- * vec4 adjustColorForContrast(vec4 color)
- * {
- * if (czm_backgroundColor.rgb == color.rgb)
- * {
- * color.rgb = vec3(1.0) - color.rgb;
- * }
- *
- * return color;
- * }
- */
- czm_backgroundColor: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC4,
- getValue: function (uniformState) {
- return uniformState.backgroundColor;
- },
- }),
- /**
- * An automatic GLSL uniform containing the BRDF look up texture used for image-based lighting computations.
- *
- * @example
- * // GLSL declaration
- * uniform sampler2D czm_brdfLut;
- *
- * // Example: For a given roughness and NdotV value, find the material's BRDF information in the red and green channels
- * float roughness = 0.5;
- * float NdotV = dot(normal, view);
- * vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, 1.0 - roughness)).rg;
- */
- czm_brdfLut: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.SAMPLER_2D,
- getValue: function (uniformState) {
- return uniformState.brdfLut;
- },
- }),
- /**
- * An automatic GLSL uniform containing the environment map used within the scene.
- *
- * @example
- * // GLSL declaration
- * uniform samplerCube czm_environmentMap;
- *
- * // Example: Create a perfect reflection of the environment map on a model
- * float reflected = reflect(view, normal);
- * vec4 reflectedColor = textureCube(czm_environmentMap, reflected);
- */
- czm_environmentMap: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.SAMPLER_CUBE,
- getValue: function (uniformState) {
- return uniformState.environmentMap;
- },
- }),
- /**
- * An automatic GLSL uniform containing the specular environment map atlas used within the scene.
- *
- * @example
- * // GLSL declaration
- * uniform sampler2D czm_specularEnvironmentMaps;
- */
- czm_specularEnvironmentMaps: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.SAMPLER_2D,
- getValue: function (uniformState) {
- return uniformState.specularEnvironmentMaps;
- },
- }),
- /**
- * An automatic GLSL uniform containing the size of the specular environment map atlas used within the scene.
- *
- * @example
- * // GLSL declaration
- * uniform vec2 czm_specularEnvironmentMapSize;
- */
- czm_specularEnvironmentMapSize: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC2,
- getValue: function (uniformState) {
- return uniformState.specularEnvironmentMapsDimensions;
- },
- }),
- /**
- * An automatic GLSL uniform containing the maximum level-of-detail of the specular environment map atlas used within the scene.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_specularEnvironmentMapsMaximumLOD;
- */
- czm_specularEnvironmentMapsMaximumLOD: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.specularEnvironmentMapsMaximumLOD;
- },
- }),
- /**
- * An automatic GLSL uniform containing the spherical harmonic coefficients used within the scene.
- *
- * @example
- * // GLSL declaration
- * uniform vec3[9] czm_sphericalHarmonicCoefficients;
- */
- czm_sphericalHarmonicCoefficients: new AutomaticUniform({
- size: 9,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.sphericalHarmonicCoefficients;
- },
- }),
- /**
- * An automatic GLSL uniform representing a 3x3 rotation matrix that transforms
- * from True Equator Mean Equinox (TEME) axes to the pseudo-fixed axes at the current scene time.
- *
- * @example
- * // GLSL declaration
- * uniform mat3 czm_temeToPseudoFixed;
- *
- * // Example
- * vec3 pseudoFixed = czm_temeToPseudoFixed * teme;
- *
- * @see UniformState#temeToPseudoFixedMatrix
- * @see Transforms.computeTemeToPseudoFixedMatrix
- */
- czm_temeToPseudoFixed: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_MAT3,
- getValue: function (uniformState) {
- return uniformState.temeToPseudoFixedMatrix;
- },
- }),
- /**
- * An automatic GLSL uniform representing the ratio of canvas coordinate space to canvas pixel space.
- *
- * @example
- * uniform float czm_pixelRatio;
- */
- czm_pixelRatio: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.pixelRatio;
- },
- }),
- /**
- * An automatic GLSL uniform scalar used to mix a color with the fog color based on the distance to the camera.
- *
- * @see czm_fog
- */
- czm_fogDensity: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.fogDensity;
- },
- }),
- /**
- * An automatic GLSL uniform representing the splitter position to use when rendering with a splitter.
- * This will be in pixel coordinates relative to the canvas.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_splitPosition;
- */
- czm_splitPosition: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.splitPosition;
- },
- }),
- /**
- * An automatic GLSL uniform representing the splitter position to use when rendering imagery layers with a splitter.
- * This will be in pixel coordinates relative to the canvas.
- *
- * @deprecated Use czm_splitPosition instead.
- *
- * @example
- * // GLSL declaration
- * uniform float czm_imagerySplitPosition;
- */
- czm_imagerySplitPosition: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.imagerySplitPosition;
- },
- }),
- /**
- * An automatic GLSL uniform scalar representing the geometric tolerance per meter
- */
- czm_geometricToleranceOverMeter: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.geometricToleranceOverMeter;
- },
- }),
- /**
- * An automatic GLSL uniform representing the distance from the camera at which to disable the depth test of billboards, labels and points
- * to, for example, prevent clipping against terrain. When set to zero, the depth test should always be applied. When less than zero,
- * the depth test should never be applied.
- */
- czm_minimumDisableDepthTestDistance: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.minimumDisableDepthTestDistance;
- },
- }),
- /**
- * An automatic GLSL uniform that will be the highlight color of unclassified 3D Tiles.
- */
- czm_invertClassificationColor: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC4,
- getValue: function (uniformState) {
- return uniformState.invertClassificationColor;
- },
- }),
- /**
- * An automatic GLSL uniform that is used for gamma correction.
- */
- czm_gamma: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT,
- getValue: function (uniformState) {
- return uniformState.gamma;
- },
- }),
- /**
- * An automatic GLSL uniform that stores the ellipsoid radii.
- */
- czm_ellipsoidRadii: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.ellipsoid.radii;
- },
- }),
- /**
- * An automatic GLSL uniform that stores the ellipsoid inverse radii.
- */
- czm_ellipsoidInverseRadii: new AutomaticUniform({
- size: 1,
- datatype: WebGLConstants.FLOAT_VEC3,
- getValue: function (uniformState) {
- return uniformState.ellipsoid.oneOverRadii;
- },
- }),
- };
- export default AutomaticUniforms;
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