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							- //This file is automatically rebuilt by the Cesium build process.
 
- export default "precision highp float;\n\
 
- \n\
 
- czm_modelVertexOutput defaultVertexOutput(vec3 positionMC) {\n\
 
-     czm_modelVertexOutput vsOutput;\n\
 
-     vsOutput.positionMC = positionMC;\n\
 
-     vsOutput.pointSize = 1.0;\n\
 
-     return vsOutput;\n\
 
- }\n\
 
- \n\
 
- void main() \n\
 
- {\n\
 
-     // Initialize the attributes struct with all\n\
 
-     // attributes except quantized ones.\n\
 
-     ProcessedAttributes attributes;\n\
 
-     initializeAttributes(attributes);\n\
 
- \n\
 
-     // Dequantize the quantized ones and add them to the\n\
 
-     // attributes struct.\n\
 
-     #ifdef USE_DEQUANTIZATION\n\
 
-     dequantizationStage(attributes);\n\
 
-     #endif\n\
 
- \n\
 
-     #ifdef HAS_MORPH_TARGETS\n\
 
-     morphTargetsStage(attributes);\n\
 
-     #endif\n\
 
- \n\
 
-     #ifdef HAS_SKINNING\n\
 
-     skinningStage(attributes);\n\
 
-     #endif\n\
 
- \n\
 
-     // Compute the bitangent according to the formula in the glTF spec.\n\
 
-     // Normal and tangents can be affected by morphing and skinning, so\n\
 
-     // the bitangent should not be computed until their values are finalized.\n\
 
-     #ifdef HAS_BITANGENTS\n\
 
-     attributes.bitangentMC = normalize(cross(attributes.normalMC, attributes.tangentMC) * attributes.tangentSignMC);\n\
 
-     #endif\n\
 
- \n\
 
-     FeatureIds featureIds;\n\
 
-     featureIdStage(featureIds, attributes);\n\
 
- \n\
 
-     #ifdef HAS_SELECTED_FEATURE_ID\n\
 
-     SelectedFeature feature;\n\
 
-     selectedFeatureIdStage(feature, featureIds);\n\
 
-     cpuStylingStage(attributes.positionMC, feature);\n\
 
-     #endif\n\
 
- \n\
 
-     mat4 modelView = czm_modelView;\n\
 
-     mat3 normal = czm_normal;\n\
 
- \n\
 
-     // Update the position for this instance in place\n\
 
-     #ifdef HAS_INSTANCING\n\
 
- \n\
 
-         // The legacy instance stage  is used when rendering I3DM models that \n\
 
-         // encode instances transforms in world space, as opposed to glTF models\n\
 
-         // that use EXT_mesh_gpu_instancing, where instance transforms are encoded\n\
 
-         // in object space.\n\
 
-         #ifdef USE_LEGACY_INSTANCING\n\
 
-         mat4 instanceModelView;\n\
 
-         mat3 instanceModelViewInverseTranspose;\n\
 
-         \n\
 
-         legacyInstancingStage(attributes.positionMC, instanceModelView, instanceModelViewInverseTranspose);\n\
 
- \n\
 
-         modelView = instanceModelView;\n\
 
-         normal = instanceModelViewInverseTranspose;\n\
 
-         #else\n\
 
-         instancingStage(attributes.positionMC);\n\
 
-         #endif\n\
 
- \n\
 
-         #ifdef USE_PICKING\n\
 
-         v_pickColor = a_pickColor;\n\
 
-         #endif\n\
 
- \n\
 
-     #endif\n\
 
- \n\
 
-     Metadata metadata;\n\
 
-     metadataStage(metadata, attributes);\n\
 
- \n\
 
-     #ifdef HAS_CUSTOM_VERTEX_SHADER\n\
 
-     czm_modelVertexOutput vsOutput = defaultVertexOutput(attributes.positionMC);\n\
 
-     customShaderStage(vsOutput, attributes, featureIds, metadata);\n\
 
-     #endif\n\
 
- \n\
 
-     // Compute the final position in each coordinate system needed.\n\
 
-     // This also sets gl_Position.\n\
 
-     geometryStage(attributes, modelView, normal);    \n\
 
- \n\
 
-     #ifdef PRIMITIVE_TYPE_POINTS\n\
 
-         #ifdef HAS_CUSTOM_VERTEX_SHADER\n\
 
-         gl_PointSize = vsOutput.pointSize;\n\
 
-         #elif defined(USE_POINT_CLOUD_ATTENUATION)\n\
 
-         gl_PointSize = pointCloudAttenuationStage(v_positionEC);\n\
 
-         #else\n\
 
-         gl_PointSize = 1.0;\n\
 
-         #endif\n\
 
-     #endif\n\
 
- }\n\
 
- ";
 
 
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