@arcgis/core
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ArcGIS Maps SDK for JavaScript: A complete 2D and 3D mapping and data visualization API
73 lines (62 loc) • 6.01 kB
JavaScript
/* COPYRIGHT Esri - https://js.arcgis.com/5.0.8/LICENSE.txt */
import{isColor as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{SliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as i}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{ObjectAndLayerIdColor as o}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{OutputHighlight as a}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{EvaluateAmbientLighting as t}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateAmbientLighting.glsl.js";import{addMainLightDirection as n,addMainLightIntensity as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MainLighting.glsl.js";import{NormalUtils as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/NormalUtils.glsl.js";import{ReadShadowMapDraw as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{terrainDepthTest as g}from"../views/3d/webgl-engine/core/shaderLibrary/shading/TerrainDepthTest.glsl.js";import{WaterColor as m}from"../views/3d/webgl-engine/core/shaderLibrary/shading/WaterColor.glsl.js";import{WaterDistortion as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/WaterDistortion.glsl.js";import{ColorConversion as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as p,addCameraPosition as w}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as h}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{outputColorHighlightOLID as b}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as y}from"../views/webgl/ShaderBuilder.js";import{alphaCutoff as j}from"../webscene/support/AlphaCutoff.js";function L(L){const C=new y,{vertex:P,fragment:x,varyings:S}=C,{output:O,draped:D,receiveShadows:M}=L;p(P,L),C.include(i),C.attributes.add("position","vec3"),C.attributes.add("uv0","vec2");const _=new u("waterColor",e=>e.color);if(S.add("vpos","vec3",{invariant:!0}),P.uniforms.add(_),e(O)){if(D)return P.main.add(h`
if (waterColor.a < ${h.float(j)}) {
// Discard this vertex
gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
return;
}
vpos = position;
gl_Position = transformPosition(proj, view, vpos);`),x.uniforms.add(_),x.main.add(h`fragColor = waterColor;`),C;C.include(l,L),S.add("vuv","vec2"),S.add("vnormal","vec3"),S.add("vtbnMatrix","mat3"),P.main.add(h`
if (waterColor.a < ${h.float(j)}) {
// Discard this vertex
gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
return;
}
vuv = uv0;
vpos = position;
vnormal = getLocalUp(vpos, localOrigin);
vtbnMatrix = getTBNMatrix(vnormal);
forwardViewPosDepth((view * vec4(vpos, 1.0)).xyz);
gl_Position = transformPosition(proj, view, vpos);
forwardLinearDepthToReadShadowMap();`)}switch(C.include(d,L),C.include(g,L),O){case 0:x.include(t,{pbrMode:0,lightingSphericalHarmonicsOrder:2}),C.include(c),C.include(m,L),x.include(r,L),C.include(b,L),x.include(v),w(x,L),n(x),s(x),x.uniforms.add(_,new f("timeElapsed",({timeElapsed:e})=>e),P.uniforms.get("view"),P.uniforms.get("localOrigin")).main.add(h`
discardBySlice(vpos);
discardByTerrainDepth();
vec3 localUp = vnormal;
// the created normal is in tangent space
vec4 tangentNormalFoam = getSurfaceNormalAndFoam(vuv, timeElapsed);
// we rotate the normal according to the tangent-bitangent-normal-Matrix
vec3 n = normalize(vtbnMatrix * tangentNormalFoam.xyz);
vec3 v = -normalize(vpos - cameraPosition);
float shadow = ${M?h`1.0 - readShadowMap(vpos, linearDepth)`:"1.0"};
vec4 vPosView = view * vec4(vpos, 1.0);
vec4 final = vec4(getWaterColor(n, v, mainLightDirection, waterColor.rgb, mainLightIntensity, localUp, shadow, tangentNormalFoam.w, vPosView.xyz, vpos + localOrigin), waterColor.w);
fragColor = delinearizeGamma(final);
outputColorHighlightOLID(applySlice(fragColor, vpos), final.rgb);`);break;case 2:C.include(l,L),C.include(c,L),x.include(r,L),S.add("vuv","vec2"),P.main.add(h`
if (waterColor.a < ${h.float(j)}) {
// Discard this vertex
gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
return;
}
vuv = uv0;
vpos = position;
gl_Position = transformPosition(proj, view, vpos);`),x.uniforms.add(new f("timeElapsed",({timeElapsed:e})=>e)).main.add(h`discardBySlice(vpos);
vec4 tangentNormalFoam = getSurfaceNormalAndFoam(vuv, timeElapsed);
tangentNormalFoam.xyz = normalize(tangentNormalFoam.xyz);
fragColor = vec4((tangentNormalFoam.xyz + vec3(1.0)) * 0.5, tangentNormalFoam.w);`);break;case 8:C.include(a,L),P.main.add(h`
if (waterColor.a < ${h.float(j)}) {
// Discard this vertex
gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
return;
}
vpos = position;
gl_Position = transformPosition(proj, view, vpos);`),x.include(r,L),x.main.add(h`discardBySlice(vpos);
calculateOcclusionAndOutputHighlight();`);break;case 9:C.include(o,L),P.main.add(h`
if (waterColor.a < ${h.float(j)}) {
// Discard this vertex
gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
return;
}
vpos = position;
gl_Position = transformPosition(proj, view, vpos);
forwardObjectAndLayerIdColor();`),x.include(r,L),x.main.add(h`discardBySlice(vpos);
outputObjectAndLayerIdColor();`)}return C}const C=Object.freeze(Object.defineProperty({__proto__:null,build:L},Symbol.toStringTag,{value:"Module"}));export{C as W,L as b};