| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 | //This file is automatically rebuilt by the Cesium build process.export default "varying vec2 v_textureCoordinates;\n\\n\uniform float originalSize;\n\uniform sampler2D texture0;\n\uniform sampler2D texture1;\n\uniform sampler2D texture2;\n\uniform sampler2D texture3;\n\uniform sampler2D texture4;\n\uniform sampler2D texture5;\n\\n\const float yMipLevel1 = 1.0 - (1.0 / pow(2.0, 1.0));\n\const float yMipLevel2 = 1.0 - (1.0 / pow(2.0, 2.0));\n\const float yMipLevel3 = 1.0 - (1.0 / pow(2.0, 3.0));\n\const float yMipLevel4 = 1.0 - (1.0 / pow(2.0, 4.0));\n\\n\void main()\n\{\n\    vec2 uv = v_textureCoordinates;\n\    vec2 textureSize = vec2(originalSize * 1.5 + 2.0, originalSize);\n\    vec2 pixel = 1.0 / textureSize;\n\\n\    float mipLevel = 0.0;\n\\n\    if (uv.x - pixel.x > (textureSize.y / textureSize.x))\n\    {\n\        mipLevel = 1.0;\n\        if (uv.y - pixel.y > yMipLevel1)\n\        {\n\            mipLevel = 2.0;\n\            if (uv.y - pixel.y * 3.0 > yMipLevel2)\n\            {\n\                mipLevel = 3.0;\n\                if (uv.y - pixel.y * 5.0 > yMipLevel3)\n\                {\n\                    mipLevel = 4.0;\n\                    if (uv.y - pixel.y * 7.0 > yMipLevel4)\n\                    {\n\                        mipLevel = 5.0;\n\                    }\n\                }\n\            }\n\        }\n\    }\n\\n\    if (mipLevel > 0.0)\n\    {\n\        float scale = pow(2.0, mipLevel);\n\\n\        uv.y -= (pixel.y * (mipLevel - 1.0) * 2.0);\n\        uv.x *= ((textureSize.x - 2.0) / textureSize.y);\n\\n\        uv.x -= 1.0 + pixel.x;\n\        uv.y -= (1.0 - (1.0 / pow(2.0, mipLevel - 1.0)));\n\        uv *= scale;\n\    }\n\    else\n\    {\n\        uv.x *= (textureSize.x / textureSize.y);\n\    }\n\\n\    if(mipLevel == 0.0)\n\    {\n\        gl_FragColor = texture2D(texture0, uv);\n\    }\n\    else if(mipLevel == 1.0)\n\    {\n\        gl_FragColor = texture2D(texture1, uv);\n\    }\n\    else if(mipLevel == 2.0)\n\    {\n\        gl_FragColor = texture2D(texture2, uv);\n\    }\n\    else if(mipLevel == 3.0)\n\    {\n\        gl_FragColor = texture2D(texture3, uv);\n\    }\n\    else if(mipLevel == 4.0)\n\    {\n\        gl_FragColor = texture2D(texture4, uv);\n\    }\n\    else if(mipLevel == 5.0)\n\    {\n\        gl_FragColor = texture2D(texture5, uv);\n\    }\n\    else\n\    {\n\        gl_FragColor = vec4(0.0);\n\    }\n\}\n\";
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