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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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