1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889 |
- /*
- All material copyright ESRI, All Rights Reserved, unless otherwise specified.
- See https://js.arcgis.com/4.24/esri/copyright.txt for details.
- */
- import{PrecipitationType as e}from"../views/3d/environment/PrecipitationTechniqueConfiguration.js";import{Float3Uniform as t}from"../views/3d/webgl-engine/core/shaderModules/Float3Uniform.js";import{FloatUniform as o}from"../views/3d/webgl-engine/core/shaderModules/FloatUniform.js";import{glsl as i}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as r}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{Matrix4Uniform as a}from"../views/3d/webgl-engine/core/shaderModules/Matrix4Uniform.js";import{ShaderBuilder as n}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{VertexAttribute as s}from"../views/3d/webgl-engine/lib/VertexAttribute.js";function d(d){const c=new n;return c.attributes.add(s.POSITION,"vec3"),c.attributes.add(s.INSTANCEFEATUREATTRIBUTE,"float"),c.vertex.uniforms.add(new t("cameraPosition")),c.vertex.uniforms.add(new t("offset")),c.vertex.uniforms.add(new o("width")),c.vertex.uniforms.add(new r("proj",((e,t)=>t.camera.projectionMatrix))),c.vertex.uniforms.add(new a("view")),c.vertex.uniforms.add(new o("time")),c.varyings.add("vUv","vec2"),c.vertex.code.add(i`
- vec3 hash31(float p){
- vec3 p3 = fract(vec3(p) * vec3(0.1031, 0.1030, 0.0973));
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.xxy + p3.yzz) * p3.zyx);
- }
- float hash11(float p){
- p = fract(p * 0.1031);
- p *= p + 33.33;
- p *= p + p;
- return fract(p);
- }
- //https://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/
- vec3 rotateVectorByQuaternion(vec3 v, vec4 q){
- return 2.0 * cross(q.xyz, v * q.w + cross(q.xyz, v)) + v;
- }
- void main(void) {
- vUv = position.xz;
- vec3 rand = hash31(instanceFeatureAttribute);
- // Set random position for all particles
- // The hash function space is not high resolution so offset particles by an additional random value
- // This creates grids of 1000 particles which are shifted by random hundreths of the tile width
- // overlaying multiple identical but offset grids
- vec3 randomPosition = 2.0 * (rand + (0.01 + 0.01 * rand) * floor(0.001 * instanceFeatureAttribute)) - 1.0;
- // Random orientation of rain drops
- float angle = 3.1415 * hash11(instanceFeatureAttribute);
- vec3 up = vec3(0, 0, 1);
- // Gravity and wind direction
- vec3 direction = normalize(cameraPosition);
- vec3 tangent = normalize(cross(direction, up));
- // Gravity
- vec3 animatedPos = randomPosition + direction * -time;
- // Rain particles fall straight down and are randomly oriented
- // Snow particles have random sinusoid trajectories and are rotated to face the camera
- ${d.type===e.Rain?i`
- // Random rotation for particle
- vec3 rotationAxis = up;
- vec4 quat = vec4(rotationAxis * sin(angle), cos(angle));
- vec3 transformedPos = rotateVectorByQuaternion(vec3(0.2, 0.2, 4.0) * (position - vec3(0.5, 0.0, 0.5)), quat);
- // Rotate particle to planetary position
- rotationAxis = tangent;
- angle = 0.5 * -acos(dot(direction, up));
- quat = vec4(rotationAxis * sin(angle), cos(angle));
- transformedPos = rotateVectorByQuaternion(transformedPos, quat);
- vec4 pos = mat4(mat3(view)) * vec4(transformedPos + (mod(width * animatedPos - offset, width) - 0.5 * width), 1.0);
- gl_Position = proj * pos;
- `:i`
- vec3 rotationAxis = direction;
- vec4 quat = vec4(rotationAxis * sin(angle), cos(angle));
- tangent = rotateVectorByQuaternion(tangent, quat);
- // Random sinusoid from friction
- animatedPos += tangent * 0.25 * sin(dot(animatedPos, direction));
- vec4 pos = mat4(mat3(view)) * vec4((mod(width * animatedPos - offset, width) - 0.5 * width), 1.0);
- gl_Position = proj * (0.5 * vec4(position.xzy, 0.0) + pos);
- `}
- }
- `),c.fragment.uniforms.add(new o("opacity")),c.fragment.uniforms.add(new t("particleColor")),c.fragment.code.add(i`
- void main() {
- // Cut off corners of the triangle
- if(vUv.x < 0.0 || vUv.y < 0.0){
- discard;
- }
- float d = length(vUv - vec2(0.5));
- ${d.type===e.Rain?i`d = 0.35 * smoothstep(0.5, 0.0, d);`:i`d = smoothstep(0.5, 0.1, d);`}
- gl_FragColor = opacity * vec4(particleColor * d, d);
- }
- `),c}const c=Object.freeze(Object.defineProperty({__proto__:null,build:d},Symbol.toStringTag,{value:"Module"}));export{c as P,d as b};
|