| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 | //This file is automatically rebuilt by the Cesium build process.export default "attribute vec3 position3DHigh;\n\attribute vec3 position3DLow;\n\attribute float batchId;\n\\n\#ifdef EXTRUDED_GEOMETRY\n\attribute vec3 extrudeDirection;\n\\n\uniform float u_globeMinimumAltitude;\n\#endif // EXTRUDED_GEOMETRY\n\\n\#ifdef PER_INSTANCE_COLOR\n\varying vec4 v_color;\n\#endif // PER_INSTANCE_COLOR\n\\n\#ifdef TEXTURE_COORDINATES\n\#ifdef SPHERICAL\n\varying vec4 v_sphericalExtents;\n\#else // SPHERICAL\n\varying vec2 v_inversePlaneExtents;\n\varying vec4 v_westPlane;\n\varying vec4 v_southPlane;\n\#endif // SPHERICAL\n\varying vec3 v_uvMinAndSphericalLongitudeRotation;\n\varying vec3 v_uMaxAndInverseDistance;\n\varying vec3 v_vMaxAndInverseDistance;\n\#endif // TEXTURE_COORDINATES\n\\n\void main()\n\{\n\    vec4 position = czm_computePosition();\n\\n\#ifdef EXTRUDED_GEOMETRY\n\    float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz));\n\    delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0;\n\\n\    //extrudeDirection is zero for the top layer\n\    position = position + vec4(extrudeDirection * delta, 0.0);\n\#endif\n\\n\#ifdef TEXTURE_COORDINATES\n\#ifdef SPHERICAL\n\    v_sphericalExtents = czm_batchTable_sphericalExtents(batchId);\n\    v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId);\n\#else // SPHERICAL\n\#ifdef COLUMBUS_VIEW_2D\n\    vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId);\n\    vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId);\n\\n\    // If the primitive is split across the IDL (planes2D_high.x > planes2D_high.w):\n\    // - If this vertex is on the east side of the IDL (position3DLow.y > 0.0, comparison with position3DHigh may produce artifacts)\n\    // - existing \"east\" is on the wrong side of the world, far away (planes2D_high/low.w)\n\    // - so set \"east\" as beyond the eastmost extent of the projection (idlSplitNewPlaneHiLow)\n\    vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w));\n\    bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0;\n\    planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w);\n\    planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w);\n\\n\    // - else, if this vertex is on the west side of the IDL (position3DLow.y < 0.0)\n\    // - existing \"west\" is on the wrong side of the world, far away (planes2D_high/low.x)\n\    // - so set \"west\" as beyond the westmost extent of the projection (idlSplitNewPlaneHiLow)\n\    idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0;\n\    idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x));\n\    planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x);\n\    planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x);\n\\n\    vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz;\n\    vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz;\n\    vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz;\n\#else // COLUMBUS_VIEW_2D\n\    // 3D case has smaller \"plane extents,\" so planes encoded as a 64 bit position and 2 vec3s for distances/direction\n\    vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz;\n\    vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner;\n\    vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner;\n\#endif // COLUMBUS_VIEW_2D\n\\n\    vec3 eastWard = southEastCorner - southWestCorner;\n\    float eastExtent = length(eastWard);\n\    eastWard /= eastExtent;\n\\n\    vec3 northWard = northWestCorner - southWestCorner;\n\    float northExtent = length(northWard);\n\    northWard /= northExtent;\n\\n\    v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner));\n\    v_southPlane = vec4(northWard, -dot(northWard, southWestCorner));\n\    v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent);\n\#endif // SPHERICAL\n\    vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId);\n\    vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId);\n\\n\    v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z);\n\    v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w);\n\    v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy;\n\#endif // TEXTURE_COORDINATES\n\\n\#ifdef PER_INSTANCE_COLOR\n\    v_color = czm_batchTable_color(batchId);\n\#endif\n\\n\    gl_Position = czm_depthClamp(czm_modelViewProjectionRelativeToEye * position);\n\}\n\";
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