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@arcgis/core

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ArcGIS Maps SDK for JavaScript: A complete 2D and 3D mapping and data visualization API

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/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.33/esri/copyright.txt for details. */ import{create as r}from"../../../../../../core/libs/gl-matrix-2/factories/mat3f64.js";import{create as o}from"../../../../../../core/libs/gl-matrix-2/factories/mat4f64.js";import{create as e}from"../../../../../../core/libs/gl-matrix-2/factories/vec3f64.js";import{DoublePrecision as t}from"../util/DoublePrecision.glsl.js";import{Float3DrawUniform as a}from"../../shaderModules/Float3DrawUniform.js";import{Float3PassUniform as i}from"../../shaderModules/Float3PassUniform.js";import{glsl as m}from"../../shaderModules/glsl.js";import{Matrix3DrawUniform as s}from"../../shaderModules/Matrix3DrawUniform.js";import{Matrix3PassUniform as d}from"../../shaderModules/Matrix3PassUniform.js";import{Matrix4PassUniform as l}from"../../shaderModules/Matrix4PassUniform.js";import{VertexAttribute as n}from"../../../lib/VertexAttribute.js";import{NoParameters as f}from"../../../../../webgl/NoParameters.js";function v(r,o){const{attributes:e,vertex:f,varyings:v,fragment:F}=r;f.include(t,o),e.add(n.POSITION,"vec3"),v.add("vPositionWorldCameraRelative","vec3"),v.add("vPosition_view","vec3",{invariant:!0}),f.uniforms.add(new i("transformWorldFromViewTH",(r=>r.transformWorldFromViewTH)),new i("transformWorldFromViewTL",(r=>r.transformWorldFromViewTL)),new d("transformViewFromCameraRelativeRS",(r=>r.transformViewFromCameraRelativeRS)),new l("transformProjFromView",(r=>r.transformProjFromView)),new s("transformWorldFromModelRS",(r=>r.transformWorldFromModelRS)),new a("transformWorldFromModelTH",(r=>r.transformWorldFromModelTH)),new a("transformWorldFromModelTL",(r=>r.transformWorldFromModelTL))),f.code.add(m`vec3 positionWorldCameraRelative() { vec3 rotatedModelPosition = transformWorldFromModelRS * position; vec3 transform_CameraRelativeFromModel = dpAdd( transformWorldFromModelTL, transformWorldFromModelTH, -transformWorldFromViewTL, -transformWorldFromViewTH ); return transform_CameraRelativeFromModel + rotatedModelPosition; }`),f.code.add(m` void forwardPosition(float fOffset) { vPositionWorldCameraRelative = positionWorldCameraRelative(); if (fOffset != 0.0) { vPositionWorldCameraRelative += fOffset * ${o.spherical?m`normalize(transformWorldFromViewTL + vPositionWorldCameraRelative)`:m`vec3(0.0, 0.0, 1.0)`}; } vPosition_view = transformViewFromCameraRelativeRS * vPositionWorldCameraRelative; gl_Position = transformProjFromView * vec4(vPosition_view, 1.0); } `),F.uniforms.add(new i("transformWorldFromViewTL",(r=>r.transformWorldFromViewTL))),f.code.add(m`vec3 positionWorld() { return transformWorldFromViewTL + vPositionWorldCameraRelative; }`),F.code.add(m`vec3 positionWorld() { return transformWorldFromViewTL + vPositionWorldCameraRelative; }`)}class F extends f{constructor(){super(...arguments),this.transformWorldFromViewTH=e(),this.transformWorldFromViewTL=e(),this.transformViewFromCameraRelativeRS=r(),this.transformProjFromView=o()}}class w extends f{constructor(){super(...arguments),this.transformWorldFromModelRS=r(),this.transformWorldFromModelTH=e(),this.transformWorldFromModelTL=e()}}export{v as VertexPosition,w as VertexPositionDrawParameters,F as VertexPositionPassParameters};