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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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/* COPYRIGHT Esri - https://js.arcgis.com/5.0.8/LICENSE.txt */ import{normalize as e,transformMat4 as i}from"../core/libs/gl-matrix-2/math/vec3.js";import{create as o}from"../core/libs/gl-matrix-2/factories/vec3f64.js";import{NormalFromDepth as r}from"../views/3d/webgl-engine/core/shaderLibrary/NormalFromDepth.glsl.js";import{ScreenSpacePass as t}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl.js";import{calculateUVZShadowFromDepthPass as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/calculateUVZShadowFromDepth.glsl.js";import{ShadowmapFiltering as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ShadowmapFiltering.glsl.js";import{Float3BindUniform as h}from"../views/3d/webgl-engine/core/shaderModules/Float3BindUniform.js";import{Float4PassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as g}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as n}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Texture2DBindUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Texture2DBindUniform.js";import{Texture2DShadowBindUniform as c}from"../views/3d/webgl-engine/core/shaderModules/Texture2DShadowBindUniform.js";import{Texture2DUintPassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Texture2DUintPassUniform.js";import{ShaderBuilder as w}from"../views/webgl/ShaderBuilder.js";const m=.025;function p(){const o=new w;o.include(a),o.include(l),o.include(t),o.include(r);const p=o.fragment;return p.uniforms.add(new c("shadowMapExcludingHighlight",e=>e.shadowMap.getSnapshot(1)),new c("shadowMapHighlight",e=>e.shadowMap.getSnapshot(0)),new s("depthMap",e=>e.depth?.attachment),new u("highlightTexture",e=>e.highlightTexture),new d("uColor",e=>e.shadowColor),new g("opacity",e=>e.shadowOpacity),new g("occludedOpacity",e=>e.occludedShadowOpacity),new g("terminationFactor",e=>e.opacityElevation*e.dayNightTerminator),new h("lightingMainDirectionView",({lighting:o,camera:r})=>e(f,i(f,o.mainLight.direction,r.viewInverseTransposeMatrix)))),p.main.add(n` ivec2 highlightTextureSize = textureSize(highlightTexture, 0); ivec2 highlightIUV = ivec2(uv * vec2(highlightTextureSize)); uvec2 highlightInfo = texelFetch(highlightTexture, highlightIUV, 0).rg; fragColor = vec4(0.0); // Calculate bit mask to check if pixel is highlit unoccluded at any level uint ored = (highlightInfo.r << 0) | (highlightInfo.g << 8); bool visiblyHighlighted = ((ored & ~(ored >> 1)) & (1u+4u+16u+64u)) != 0u; if (visiblyHighlighted) { return; } vec4 currentPixelPos; vec3 uvzShadow = calculateUVZShadowAndPixelPosFromDepth(uv, textureSize(shadowMapHighlight,0), depthMap, currentPixelPos); if (uvzShadow.z < 0.0) { return; } float shadowHighlightFactor = readShadowMapUVZ(uvzShadow, shadowMapHighlight); if (shadowHighlightFactor == 0.0) { return; } float shadowExcludingHighlightFactor = readShadowMapUVZ(uvzShadow, shadowMapExcludingHighlight); vec3 normal = normalFromDepth(depthMap, currentPixelPos.xyz, gl_FragCoord.xy, uv); bool shaded = dot(normal, lightingMainDirectionView) < ${n.float(m)}; float occludedFactor = max(shadowExcludingHighlightFactor, shaded ? 1.0 : 0.0); float fragOpacity = mix(opacity, occludedOpacity, occludedFactor); fragColor = vec4(uColor.rgb, uColor.a * fragOpacity * terminationFactor); `),o}const f=o(),v=Object.freeze(Object.defineProperty({__proto__:null,build:p},Symbol.toStringTag,{value:"Module"}));export{v as S,p as b};