| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 | /*All material copyright ESRI, All Rights Reserved, unless otherwise specified.See https://js.arcgis.com/4.25/esri/copyright.txt for details.*/import{v as e}from"./mat4.js";import{c as r}from"./mat4f64.js";import{n as o,s as a}from"./vec3.js";import{c as i}from"./vec3f64.js";import{OverlayIndex as l}from"../views/3d/terrain/interfaces.js";import{addLinearDepth as t,addNearFar as n,ForwardLinearDepth as s}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as d}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{SliceDraw as c}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as v}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{NormalAttribute as m}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{PositionAttribute as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/PositionAttribute.glsl.js";import{TextureCoordinateAttribute as p}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexTangent as w}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexTangent.glsl.js";import{OutputDepth as h}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as u}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{EvaluateAmbientOcclusion as b}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientOcclusion.glsl.js";import{EvaluateSceneLighting as f,addAmbientBoostFactor as y,addLightingGlobalFactor as C}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{addMainLightDirection as x,addMainLightIntensity as S}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MainLighting.glsl.js";import{NormalUtils as L}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{PBRMode as j}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadShadowMapDraw as z}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{OverlayMode as O}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{OverlayTerrainPassParameters as _,OverlayTerrain as F,TerrainTexture as T}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/TerrainTexture.glsl.js";import{addProjViewLocalOrigin as P,addViewNormal as N,addCameraPosition as D}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{textureSize as M,texelFetch as $}from"../views/3d/webgl-engine/core/shaderLibrary/util/WebGL2Utils.js";import{Float3PassUniform as W}from"../views/3d/webgl-engine/core/shaderModules/Float3PassUniform.js";import{glsl as U}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4DrawUniform as V}from"../views/3d/webgl-engine/core/shaderModules/Matrix4DrawUniform.js";import{ShaderBuilder as A}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as k}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";class B extends _{}function E(r){const i=new A,{vertex:_,fragment:B,varyings:E}=i;i.include(g),i.include(m,r),i.include(p,r);const I=()=>{i.include(L,r),_.code.add(U`  vec3 decodeNormalTerrain(vec2 e) {    float z = 1.0 - abs(e.x) - abs(e.y);    vec3 n = vec3(e + vec2(e.x >= 0.0 ? 1.0 : -1.0, e.y >= 0.0 ? 1.0 : -1.0) * min(z,0.0),z);    return normalize(n);  }  vec3 getNormal() {    return  ${r.shading?U`normalize(decodeNormalTerrain(normalCompressed))`:U`getLocalUp(position, localOrigin)`};  }  `)};P(_,r),i.include(v,r);const q=r.overlayMode!==O.Disabled;switch(r.output){case d.Color:{i.include(T,r),i.include(f,r);const t=r.overlayMode===O.EnabledWithWater;q&&i.include(F,{...r,pbrMode:j.Water}),t&&i.include(w,r),E.add("vnormal","vec3"),E.add("vpos","vec3"),I(),(r.atmosphere||r.screenSizePerspective)&&N(_);const n=r.receiveShadows&&!r.renderOccluded;n&&i.include(s,r),r.atmosphere&&E.add("wnormal","vec3"),r.screenSizePerspective&&(E.add("screenSizeDistanceToCamera","float"),E.add("screenSizeCosAngle","float")),_.code.add(U`        void main(void) {          //Position          vpos = position;          vec3 positionWorld = position + localOrigin;          gl_Position = transformPosition(proj, view, vpos);          //Normal          vnormal = getNormal();          ${t?U`forwardVertexTangent(vnormal);`:U``}          ${r.atmosphere?U`          wnormal = normalize((viewNormal * vec4(normalize(positionWorld), 1.0)).xyz);`:""}          //Texture UV          vec2 uv = getUV0();          forwardTextureCoordinatesWithTransform(uv);          ${q?U`setOverlayVTC(uv);`:""}          ${r.tileBorders?U`forwardTextureCoordinates();`:""}          ${r.screenSizePerspective?U`          vec3 viewPos = (view * vec4(vpos, 1.0)).xyz;          screenSizeDistanceToCamera = length(viewPos);          vec3 viewSpaceNormal = (viewNormal * vec4(normalize(positionWorld), 1.0)).xyz;          screenSizeCosAngle = abs(viewSpaceNormal.z);`:""}          ${n?U`forwardLinearDepth();`:""}        }      `),i.extensions.add("GL_OES_standard_derivatives"),i.extensions.add("GL_EXT_shader_texture_lod"),i.include(c,r),i.include(f,r),i.include(b,r),i.include(z,r),t&&D(B,r),y(B),C(B),B.uniforms.add([_.uniforms.get("localOrigin"),new W("viewDirection",((e,r)=>o(H,a(H,r.camera.viewMatrix[12],r.camera.viewMatrix[13],r.camera.viewMatrix[14]))))]),t&&B.uniforms.add([new k("ovWaterTex",((e,r)=>0===r.overlays.length?null:r.overlays[l.INNER].getNormalTexture(e.overlaySource))),new V("view",((r,o)=>e(G,o.camera.viewMatrix,r.origin)))]),B.code.add(U`const float sliceOpacity = 0.2;float lum(vec3 c) {return (min(min(c.r, c.g), c.b) + max(max(c.r, c.g), c.b)) * 0.5;}`),x(B),S(B),B.code.add(U`        void main() {          vec3 normal = normalize(vnormal);          float vndl = dot(normal, mainLightDirection);          float additionalAmbientScale = smoothstep(0.0, 1.0, clamp(vndl*2.5, 0.0, 1.0));          float shadow = ${r.receiveShadows&&!r.renderOccluded?"readShadowMap(vpos, linearDepth)":r.spherical&&r.shading?"lightingGlobalFactor * (1.0 - additionalAmbientScale)":"0.0"};          float ssao = evaluateAmbientOcclusionInverse();          vec4 tileColor = getTileColor();          ${q?U`              vec4 overlayColorOpaque = getOverlayColor(ovColorTex, vtcOverlay);              vec4 overlayColor = overlayOpacity * overlayColorOpaque;              ${r.transparent?U`if (overlayColor.a == 0.0) { discard; }`:""}              vec4 groundColor = tileColor;              tileColor = tileColor * (1.0 - overlayColor.a) + overlayColor;`:""}          if (rejectBySlice(vpos)) {            tileColor *= sliceOpacity;          }          ${r.atmosphere?U`              float ndotl = clamp(vndl, 0.0, 1.0);              vec3 atm = vec3(clamp(1.0 - dot(-viewDirection, wnormal), 0.0, 1.0));              atm *= clamp(1.0 - lum(tileColor.rgb) * 1.5, 0.0, 1.0); // avoid atmosphere on bright base maps              atm *= clamp(ndotl * 2.0, 0.0, 1.0); // avoid atmosphere on dark side of the globe              atm *= tileColor.a; // premultiply with tile alpha`:""}          vec3 albedo = ${r.atmosphere?U`atm + tileColor.rgb;`:U`tileColor.rgb;`}          // heuristic shading function used in the old terrain, now used to add ambient lighting          vec3 additionalLight = ssao * mainLightIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;          gl_FragColor = vec4(evaluateSceneLighting(normal, albedo, shadow, 1.0 - ssao, additionalLight), tileColor.a);          ${t?U`              vec4 overlayWaterMask = getOverlayColor(ovWaterTex, vtcOverlay);              float waterNormalLength = length(overlayWaterMask);              if (waterNormalLength > 0.95) {                mat3 tbnMatrix = mat3(tbnTangent, tbnBiTangent, vnormal);                vec4 waterOverlayColor = vec4(overlayColor.w > 0.0 ? overlayColorOpaque.xyz/overlayColor.w : vec3(1.0), overlayColor.w);                vec4 viewPosition = view*vec4(vpos, 1.0);                vec4 waterColorLinear = getOverlayWaterColor(overlayWaterMask, waterOverlayColor, -normalize(vpos - cameraPosition), shadow, vnormal, tbnMatrix, viewPosition.xyz,  vpos + localOrigin);                vec4 waterColorNonLinear = delinearizeGamma(vec4(waterColorLinear.xyz, 1.0));                // un-gamma the ground color to mix in linear space                gl_FragColor = mix(groundColor, waterColorNonLinear, waterColorLinear.w);              }`:""}          ${r.screenSizePerspective?U`            float perspectiveScale = screenSizePerspectiveScaleFloat(1.0, screenSizeCosAngle, screenSizeDistanceToCamera, vec4(0.0, 0.0, 0.0, 0.0));            if (perspectiveScale <= 0.25) {              gl_FragColor = mix(gl_FragColor, vec4(1.0, 0.0, 0.0, 1.0), perspectiveScale * 4.0);            }            else if (perspectiveScale <= 0.5) {              gl_FragColor = mix(gl_FragColor, vec4(0.0, 0.0, 1.0, 1.0), (perspectiveScale - 0.25) * 4.0);            }            else if (perspectiveScale >= 0.99) {              gl_FragColor = mix(gl_FragColor, vec4(0.0, 1.0, 0.0, 1.0), 0.2);            }            else {              gl_FragColor = mix(gl_FragColor, vec4(1.0, 0.0, 1.0, 1.0), (perspectiveScale - 0.5) * 2.0);            }`:""}          ${r.visualizeNormals?r.spherical?U`              vec3 localUp = normalize(vpos + localOrigin);              vec3 right = normalize(cross(vec3(0.0,0.0,1.0),localUp));              vec3 forward = normalize(cross(localUp,right));              mat3 tbn = mat3(right, forward, localUp);              vec3 tNormal = normalize(normal* tbn);              gl_FragColor = vec4(vec3(0.5) + 0.5 * tNormal, 0.0);          `:U`          vec3 tNormal = normalize(normal);          gl_FragColor = vec4(vec3(0.5) + 0.5 * tNormal, 0.0);      `:""}          ${r.tileBorders?U`              vec2 dVuv = fwidth(vuv0);              vec2 edgeFactors = smoothstep(vec2(0.0), 1.5 * dVuv, min(vuv0, 1.0 - vuv0));              float edgeFactor = 1.0 - min(edgeFactors.x, edgeFactors.y);              gl_FragColor = mix(gl_FragColor, vec4(1.0, 0.0, 0.0, 1.0), edgeFactor);`:""}          gl_FragColor = highlightSlice(gl_FragColor, vpos);        }      `)}break;case d.Depth:i.include(F,r),i.include(h,r),t(i),n(i),_.code.add(U`              void main(void) {                ${q?U`setOverlayVTC(getUV0());`:""}                gl_Position = transformPositionWithDepth(proj, view, position, nearFar, linearDepth);              }          `),B.code.add(U`              void main() {                ${q?U`                  vec4 overlayColor = getCombinedOverlayColor();                  ${r.transparent?U`if (overlayColor.a == 0.0) { discard; }`:""}`:""}                outputDepth(linearDepth);              }          `);break;case d.Shadow:case d.ShadowHighlight:case d.ShadowExludeHighlight:i.include(h,r),t(i),n(i),_.code.add(U`void main(void) {gl_Position = transformPositionWithDepth(proj, view, position, nearFar, linearDepth);}`),B.code.add(U`void main() {outputDepth(linearDepth);}`);break;case d.Normal:E.add("vnormal","vec3"),N(_),I(),_.code.add(U`void main(void) {vec3 normal = getNormal();gl_Position = transformPosition(proj, view, position);vnormal = normalize((viewNormal * vec4(normal, 1.0)).xyz);}`),B.code.add(U`void main() {vec3 normal = normalize(vnormal);if (gl_FrontFacing == false) {normal = -normal;}gl_FragColor = vec4(vec3(0.5) + 0.5 * normal, 0.0);}`);break;case d.Highlight:i.include(F,r),_.code.add(U`void main() {setOverlayVTC(getUV0());gl_Position = transformPosition(proj, view, position);}`),i.include(u,r),B.code.add(U`void main() {vec4 overlayColor = getCombinedOverlayColor();if (overlayColor.a == 0.0) {discard;}outputHighlight();}`)}return r.output===d.ObjectAndLayerIdColor&&(i.include(F,{...r,pbrMode:j.Disabled}),_.code.add(U`void main(void) {gl_Position = transformPosition(proj, view, position);setOverlayVTC(getUV0());}`),B.code.add(U`        void main() {          vec2 texDim =  ${M(r,"ovColorTex")};          gl_FragColor =  ${$(r,"ovColorTex","vec2(vtcOverlay.x * 0.5, vtcOverlay.y)*texDim")};        }    `)),i}const G=r(),H=i(),I=Object.freeze(Object.defineProperty({__proto__:null,TerrainPassParameters:B,build:E},Symbol.toStringTag,{value:"Module"}));export{B as T,I as a,E as b};
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