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@cesium/engine

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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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//This file is automatically rebuilt by the Cesium build process. export default "// If the style color is white, it implies the feature has not been styled.\n\ bool isDefaultStyleColor(vec3 color)\n\ {\n\ return all(greaterThan(color, vec3(1.0 - czm_epsilon3)));\n\ }\n\ \n\ vec3 blend(vec3 sourceColor, vec3 styleColor, float styleColorBlend)\n\ {\n\ vec3 blendColor = mix(sourceColor, styleColor, styleColorBlend);\n\ vec3 color = isDefaultStyleColor(styleColor.rgb) ? sourceColor : blendColor;\n\ return color;\n\ }\n\ \n\ vec2 computeTextureTransform(vec2 texCoord, mat3 textureTransform)\n\ {\n\ return vec2(textureTransform * vec3(texCoord, 1.0));\n\ }\n\ \n\ #ifdef HAS_NORMAL_TEXTURE\n\ vec2 getNormalTexCoords()\n\ {\n\ vec2 texCoord = TEXCOORD_NORMAL;\n\ #ifdef HAS_NORMAL_TEXTURE_TRANSFORM\n\ texCoord = vec2(u_normalTextureTransform * vec3(texCoord, 1.0));\n\ #endif\n\ return texCoord;\n\ }\n\ #endif\n\ \n\ #if defined(HAS_NORMAL_TEXTURE) || defined(HAS_CLEARCOAT_NORMAL_TEXTURE)\n\ vec3 computeTangent(in vec3 position, in vec2 normalTexCoords)\n\ {\n\ vec2 tex_dx = dFdx(normalTexCoords);\n\ vec2 tex_dy = dFdy(normalTexCoords);\n\ float determinant = tex_dx.x * tex_dy.y - tex_dy.x * tex_dx.y;\n\ vec3 tangent = tex_dy.t * dFdx(position) - tex_dx.t * dFdy(position);\n\ return tangent / determinant;\n\ }\n\ #endif\n\ \n\ #ifdef USE_ANISOTROPY\n\ struct NormalInfo {\n\ vec3 tangent;\n\ vec3 bitangent;\n\ vec3 normal;\n\ vec3 geometryNormal;\n\ };\n\ \n\ NormalInfo getNormalInfo(ProcessedAttributes attributes)\n\ {\n\ vec3 geometryNormal = attributes.normalEC;\n\ #ifdef HAS_NORMAL_TEXTURE\n\ vec2 normalTexCoords = getNormalTexCoords();\n\ #endif\n\ \n\ #ifdef HAS_BITANGENTS\n\ vec3 tangent = attributes.tangentEC;\n\ vec3 bitangent = attributes.bitangentEC;\n\ #else // Assume HAS_NORMAL_TEXTURE\n\ vec3 tangent = computeTangent(attributes.positionEC, normalTexCoords);\n\ tangent = normalize(tangent - geometryNormal * dot(geometryNormal, tangent));\n\ vec3 bitangent = normalize(cross(geometryNormal, tangent));\n\ #endif\n\ \n\ #ifdef HAS_NORMAL_TEXTURE\n\ mat3 tbn = mat3(tangent, bitangent, geometryNormal);\n\ vec3 normalSample = texture(u_normalTexture, normalTexCoords).rgb;\n\ normalSample = 2.0 * normalSample - 1.0;\n\ #ifdef HAS_NORMAL_TEXTURE_SCALE\n\ normalSample.xy *= u_normalTextureScale;\n\ #endif\n\ vec3 normal = normalize(tbn * normalSample);\n\ #else\n\ vec3 normal = geometryNormal;\n\ #endif\n\ \n\ #ifdef HAS_DOUBLE_SIDED_MATERIAL\n\ if (czm_backFacing()) {\n\ tangent *= -1.0;\n\ bitangent *= -1.0;\n\ normal *= -1.0;\n\ geometryNormal *= -1.0;\n\ }\n\ #endif\n\ \n\ NormalInfo normalInfo;\n\ normalInfo.tangent = tangent;\n\ normalInfo.bitangent = bitangent;\n\ normalInfo.normal = normal;\n\ normalInfo.geometryNormal = geometryNormal;\n\ \n\ return normalInfo;\n\ }\n\ #endif\n\ \n\ #if defined(HAS_NORMAL_TEXTURE) && !defined(HAS_WIREFRAME)\n\ vec3 getNormalFromTexture(ProcessedAttributes attributes, vec3 geometryNormal)\n\ {\n\ vec2 normalTexCoords = getNormalTexCoords();\n\ \n\ // If HAS_BITANGENTS is set, then HAS_TANGENTS is also set\n\ #ifdef HAS_BITANGENTS\n\ vec3 t = attributes.tangentEC;\n\ vec3 b = attributes.bitangentEC;\n\ #else\n\ vec3 t = computeTangent(attributes.positionEC, normalTexCoords);\n\ t = normalize(t - geometryNormal * dot(geometryNormal, t));\n\ vec3 b = normalize(cross(geometryNormal, t));\n\ #endif\n\ \n\ mat3 tbn = mat3(t, b, geometryNormal);\n\ vec3 normalSample = texture(u_normalTexture, normalTexCoords).rgb;\n\ normalSample = 2.0 * normalSample - 1.0;\n\ #ifdef HAS_NORMAL_TEXTURE_SCALE\n\ normalSample.xy *= u_normalTextureScale;\n\ #endif\n\ return normalize(tbn * normalSample);\n\ }\n\ #endif\n\ \n\ #ifdef HAS_CLEARCOAT_NORMAL_TEXTURE\n\ vec3 getClearcoatNormalFromTexture(ProcessedAttributes attributes, vec3 geometryNormal)\n\ {\n\ vec2 normalTexCoords = TEXCOORD_CLEARCOAT_NORMAL;\n\ #ifdef HAS_CLEARCOAT_NORMAL_TEXTURE_TRANSFORM\n\ normalTexCoords = vec2(u_clearcoatNormalTextureTransform * vec3(normalTexCoords, 1.0));\n\ #endif\n\ \n\ // If HAS_BITANGENTS is set, then HAS_TANGENTS is also set\n\ #ifdef HAS_BITANGENTS\n\ vec3 t = attributes.tangentEC;\n\ vec3 b = attributes.bitangentEC;\n\ #else\n\ vec3 t = computeTangent(attributes.positionEC, normalTexCoords);\n\ t = normalize(t - geometryNormal * dot(geometryNormal, t));\n\ vec3 b = normalize(cross(geometryNormal, t));\n\ #endif\n\ \n\ mat3 tbn = mat3(t, b, geometryNormal);\n\ vec3 normalSample = texture(u_clearcoatNormalTexture, normalTexCoords).rgb;\n\ normalSample = 2.0 * normalSample - 1.0;\n\ #ifdef HAS_CLEARCOAT_NORMAL_TEXTURE_SCALE\n\ normalSample.xy *= u_clearcoatNormalTextureScale;\n\ #endif\n\ return normalize(tbn * normalSample);\n\ }\n\ #endif\n\ \n\ #ifdef HAS_NORMALS\n\ vec3 computeNormal(ProcessedAttributes attributes)\n\ {\n\ // Geometry normal. This is already normalized \n\ vec3 normal = attributes.normalEC;\n\ \n\ #if defined(HAS_NORMAL_TEXTURE) && !defined(HAS_WIREFRAME)\n\ normal = getNormalFromTexture(attributes, normal);\n\ #endif\n\ \n\ #ifdef HAS_DOUBLE_SIDED_MATERIAL\n\ if (czm_backFacing()) {\n\ normal = -normal;\n\ }\n\ #endif\n\ \n\ return normal;\n\ }\n\ #endif\n\ \n\ #ifdef HAS_BASE_COLOR_TEXTURE\n\ vec4 getBaseColorFromTexture()\n\ {\n\ vec2 baseColorTexCoords = TEXCOORD_BASE_COLOR;\n\ #ifdef HAS_BASE_COLOR_TEXTURE_TRANSFORM\n\ baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);\n\ #endif\n\ \n\ vec4 baseColorWithAlpha = czm_srgbToLinear(texture(u_baseColorTexture, baseColorTexCoords));\n\ \n\ #ifdef HAS_BASE_COLOR_FACTOR\n\ baseColorWithAlpha *= u_baseColorFactor;\n\ #endif\n\ \n\ return baseColorWithAlpha;\n\ }\n\ #endif\n\ \n\ #ifdef HAS_EMISSIVE_TEXTURE\n\ vec3 getEmissiveFromTexture()\n\ {\n\ vec2 emissiveTexCoords = TEXCOORD_EMISSIVE;\n\ #ifdef HAS_EMISSIVE_TEXTURE_TRANSFORM\n\ emissiveTexCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);\n\ #endif\n\ \n\ vec3 emissive = czm_srgbToLinear(texture(u_emissiveTexture, emissiveTexCoords).rgb);\n\ #ifdef HAS_EMISSIVE_FACTOR\n\ emissive *= u_emissiveFactor;\n\ #endif\n\ \n\ return emissive;\n\ }\n\ #endif\n\ \n\ #if defined(LIGHTING_PBR) && defined(USE_SPECULAR_GLOSSINESS)\n\ void setSpecularGlossiness(inout czm_modelMaterial material)\n\ {\n\ #ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE\n\ vec2 specularGlossinessTexCoords = TEXCOORD_SPECULAR_GLOSSINESS;\n\ #ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE_TRANSFORM\n\ specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);\n\ #endif\n\ \n\ vec4 specularGlossiness = czm_srgbToLinear(texture(u_specularGlossinessTexture, specularGlossinessTexCoords));\n\ vec3 specular = specularGlossiness.rgb;\n\ float glossiness = specularGlossiness.a;\n\ #ifdef HAS_LEGACY_SPECULAR_FACTOR\n\ specular *= u_legacySpecularFactor;\n\ #endif\n\ \n\ #ifdef HAS_GLOSSINESS_FACTOR\n\ glossiness *= u_glossinessFactor;\n\ #endif\n\ #else\n\ #ifdef HAS_LEGACY_SPECULAR_FACTOR\n\ vec3 specular = clamp(u_legacySpecularFactor, vec3(0.0), vec3(1.0));\n\ #else\n\ vec3 specular = vec3(1.0);\n\ #endif\n\ \n\ #ifdef HAS_GLOSSINESS_FACTOR\n\ float glossiness = clamp(u_glossinessFactor, 0.0, 1.0);\n\ #else\n\ float glossiness = 1.0;\n\ #endif\n\ #endif\n\ \n\ #ifdef HAS_DIFFUSE_TEXTURE\n\ vec2 diffuseTexCoords = TEXCOORD_DIFFUSE;\n\ #ifdef HAS_DIFFUSE_TEXTURE_TRANSFORM\n\ diffuseTexCoords = computeTextureTransform(diffuseTexCoords, u_diffuseTextureTransform);\n\ #endif\n\ \n\ vec4 diffuse = czm_srgbToLinear(texture(u_diffuseTexture, diffuseTexCoords));\n\ #ifdef HAS_DIFFUSE_FACTOR\n\ diffuse *= u_diffuseFactor;\n\ #endif\n\ #elif defined(HAS_DIFFUSE_FACTOR)\n\ vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));\n\ #else\n\ vec4 diffuse = vec4(1.0);\n\ #endif\n\ \n\ material.diffuse = diffuse.rgb * (1.0 - czm_maximumComponent(specular));\n\ // the specular glossiness extension's alpha overrides anything set\n\ // by the base material.\n\ material.alpha = diffuse.a;\n\ \n\ material.specular = specular;\n\ \n\ // glossiness is the opposite of roughness, but easier for artists to use.\n\ material.roughness = 1.0 - glossiness;\n\ }\n\ #elif defined(LIGHTING_PBR)\n\ float setMetallicRoughness(inout czm_modelMaterial material)\n\ {\n\ #ifdef HAS_METALLIC_ROUGHNESS_TEXTURE\n\ vec2 metallicRoughnessTexCoords = TEXCOORD_METALLIC_ROUGHNESS;\n\ #ifdef HAS_METALLIC_ROUGHNESS_TEXTURE_TRANSFORM\n\ metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);\n\ #endif\n\ \n\ vec3 metallicRoughness = texture(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;\n\ float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n\ float roughness = clamp(metallicRoughness.g, 0.0, 1.0);\n\ #ifdef HAS_METALLIC_FACTOR\n\ metalness = clamp(metalness * u_metallicFactor, 0.0, 1.0);\n\ #endif\n\ \n\ #ifdef HAS_ROUGHNESS_FACTOR\n\ roughness = clamp(roughness * u_roughnessFactor, 0.0, 1.0);\n\ #endif\n\ #else\n\ #ifdef HAS_METALLIC_FACTOR\n\ float metalness = clamp(u_metallicFactor, 0.0, 1.0);\n\ #else\n\ float metalness = 1.0;\n\ #endif\n\ \n\ #ifdef HAS_ROUGHNESS_FACTOR\n\ float roughness = clamp(u_roughnessFactor, 0.0, 1.0);\n\ #else\n\ float roughness = 1.0;\n\ #endif\n\ #endif\n\ \n\ // dielectrics use f0 = 0.04, metals use albedo as f0\n\ const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);\n\ vec3 f0 = mix(REFLECTANCE_DIELECTRIC, material.baseColor.rgb, metalness);\n\ \n\ material.specular = f0;\n\ \n\ // diffuse only applies to dielectrics.\n\ material.diffuse = mix(material.baseColor.rgb, vec3(0.0), metalness);\n\ \n\ // This is perceptual roughness. The square of this value is used for direct lighting\n\ material.roughness = roughness;\n\ \n\ return metalness;\n\ }\n\ #ifdef USE_SPECULAR\n\ void setSpecular(inout czm_modelMaterial material, in float metalness)\n\ {\n\ #ifdef HAS_SPECULAR_TEXTURE\n\ vec2 specularTexCoords = TEXCOORD_SPECULAR;\n\ #ifdef HAS_SPECULAR_TEXTURE_TRANSFORM\n\ specularTexCoords = computeTextureTransform(specularTexCoords, u_specularTextureTransform);\n\ #endif\n\ float specularWeight = texture(u_specularTexture, specularTexCoords).a;\n\ #ifdef HAS_SPECULAR_FACTOR\n\ specularWeight *= u_specularFactor;\n\ #endif\n\ #else\n\ #ifdef HAS_SPECULAR_FACTOR\n\ float specularWeight = u_specularFactor;\n\ #else\n\ float specularWeight = 1.0;\n\ #endif\n\ #endif\n\ \n\ #ifdef HAS_SPECULAR_COLOR_TEXTURE\n\ vec2 specularColorTexCoords = TEXCOORD_SPECULAR_COLOR;\n\ #ifdef HAS_SPECULAR_COLOR_TEXTURE_TRANSFORM\n\ specularColorTexCoords = computeTextureTransform(specularColorTexCoords, u_specularColorTextureTransform);\n\ #endif\n\ vec3 specularColorSample = texture(u_specularColorTexture, specularColorTexCoords).rgb;\n\ vec3 specularColorFactor = czm_srgbToLinear(specularColorSample);\n\ #ifdef HAS_SPECULAR_COLOR_FACTOR\n\ specularColorFactor *= u_specularColorFactor;\n\ #endif\n\ #else\n\ #ifdef HAS_SPECULAR_COLOR_FACTOR\n\ vec3 specularColorFactor = u_specularColorFactor;\n\ #else\n\ vec3 specularColorFactor = vec3(1.0);\n\ #endif\n\ #endif\n\ material.specularWeight = specularWeight;\n\ vec3 f0 = material.specular;\n\ vec3 dielectricSpecularF0 = min(f0 * specularColorFactor, vec3(1.0));\n\ material.specular = mix(dielectricSpecularF0, material.baseColor.rgb, metalness);\n\ }\n\ #endif\n\ #ifdef USE_ANISOTROPY\n\ void setAnisotropy(inout czm_modelMaterial material, in NormalInfo normalInfo)\n\ {\n\ mat2 rotation = mat2(u_anisotropy.xy, -u_anisotropy.y, u_anisotropy.x);\n\ float anisotropyStrength = u_anisotropy.z;\n\ \n\ vec2 direction = vec2(1.0, 0.0);\n\ #ifdef HAS_ANISOTROPY_TEXTURE\n\ vec2 anisotropyTexCoords = TEXCOORD_ANISOTROPY;\n\ #ifdef HAS_ANISOTROPY_TEXTURE_TRANSFORM\n\ anisotropyTexCoords = computeTextureTransform(anisotropyTexCoords, u_anisotropyTextureTransform);\n\ #endif\n\ vec3 anisotropySample = texture(u_anisotropyTexture, anisotropyTexCoords).rgb;\n\ direction = anisotropySample.rg * 2.0 - vec2(1.0);\n\ anisotropyStrength *= anisotropySample.b;\n\ #endif\n\ \n\ direction = rotation * direction;\n\ mat3 tbn = mat3(normalInfo.tangent, normalInfo.bitangent, normalInfo.normal);\n\ vec3 anisotropicT = tbn * normalize(vec3(direction, 0.0));\n\ vec3 anisotropicB = cross(normalInfo.geometryNormal, anisotropicT);\n\ \n\ material.anisotropicT = anisotropicT;\n\ material.anisotropicB = anisotropicB;\n\ material.anisotropyStrength = anisotropyStrength;\n\ }\n\ #endif\n\ #ifdef USE_CLEARCOAT\n\ void setClearcoat(inout czm_modelMaterial material, in ProcessedAttributes attributes)\n\ {\n\ #ifdef HAS_CLEARCOAT_TEXTURE\n\ vec2 clearcoatTexCoords = TEXCOORD_CLEARCOAT;\n\ #ifdef HAS_CLEARCOAT_TEXTURE_TRANSFORM\n\ clearcoatTexCoords = computeTextureTransform(clearcoatTexCoords, u_clearcoatTextureTransform);\n\ #endif\n\ float clearcoatFactor = texture(u_clearcoatTexture, clearcoatTexCoords).r;\n\ #ifdef HAS_CLEARCOAT_FACTOR\n\ clearcoatFactor *= u_clearcoatFactor;\n\ #endif\n\ #else\n\ #ifdef HAS_CLEARCOAT_FACTOR\n\ float clearcoatFactor = u_clearcoatFactor;\n\ #else\n\ // PERFORMANCE_IDEA: this case should turn the whole extension off\n\ float clearcoatFactor = 0.0;\n\ #endif\n\ #endif\n\ \n\ #ifdef HAS_CLEARCOAT_ROUGHNESS_TEXTURE\n\ vec2 clearcoatRoughnessTexCoords = TEXCOORD_CLEARCOAT_ROUGHNESS;\n\ #ifdef HAS_CLEARCOAT_ROUGHNESS_TEXTURE_TRANSFORM\n\ clearcoatRoughnessTexCoords = computeTextureTransform(clearcoatRoughnessTexCoords, u_clearcoatRoughnessTextureTransform);\n\ #endif\n\ float clearcoatRoughness = texture(u_clearcoatRoughnessTexture, clearcoatRoughnessTexCoords).g;\n\ #ifdef HAS_CLEARCOAT_ROUGHNESS_FACTOR\n\ clearcoatRoughness *= u_clearcoatRoughnessFactor;\n\ #endif\n\ #else\n\ #ifdef HAS_CLEARCOAT_ROUGHNESS_FACTOR\n\ float clearcoatRoughness = u_clearcoatRoughnessFactor;\n\ #else\n\ float clearcoatRoughness = 0.0;\n\ #endif\n\ #endif\n\ \n\ material.clearcoatFactor = clearcoatFactor;\n\ // This is perceptual roughness. The square of this value is used for direct lighting\n\ material.clearcoatRoughness = clearcoatRoughness;\n\ #ifdef HAS_CLEARCOAT_NORMAL_TEXTURE\n\ material.clearcoatNormal = getClearcoatNormalFromTexture(attributes, attributes.normalEC);\n\ #else\n\ material.clearcoatNormal = attributes.normalEC;\n\ #endif\n\ }\n\ #endif\n\ #endif\n\ \n\ void materialStage(inout czm_modelMaterial material, ProcessedAttributes attributes, SelectedFeature feature)\n\ {\n\ #ifdef USE_ANISOTROPY\n\ NormalInfo normalInfo = getNormalInfo(attributes);\n\ material.normalEC = normalInfo.normal;\n\ #elif defined(HAS_NORMALS)\n\ material.normalEC = computeNormal(attributes);\n\ #endif\n\ \n\ vec4 baseColorWithAlpha = vec4(1.0);\n\ // Regardless of whether we use PBR, set a base color\n\ #ifdef HAS_BASE_COLOR_TEXTURE\n\ baseColorWithAlpha = getBaseColorFromTexture();\n\ #elif defined(HAS_BASE_COLOR_FACTOR)\n\ baseColorWithAlpha = u_baseColorFactor;\n\ #endif\n\ \n\ #ifdef HAS_IMAGERY\n\ baseColorWithAlpha = blendBaseColorWithImagery(baseColorWithAlpha);\n\ #endif // HAS_IMAGERY\n\ \n\ #ifdef HAS_POINT_CLOUD_COLOR_STYLE\n\ baseColorWithAlpha = v_pointCloudColor;\n\ #elif defined(HAS_COLOR_0)\n\ vec4 color = attributes.color_0;\n\ // .pnts files store colors in the sRGB color space\n\ #ifdef HAS_SRGB_COLOR\n\ color = czm_srgbToLinear(color);\n\ #endif\n\ baseColorWithAlpha *= color;\n\ #endif\n\ \n\ #ifdef USE_CPU_STYLING\n\ baseColorWithAlpha.rgb = blend(baseColorWithAlpha.rgb, feature.color.rgb, model_colorBlend);\n\ #endif\n\ material.baseColor = baseColorWithAlpha;\n\ material.diffuse = baseColorWithAlpha.rgb;\n\ material.alpha = baseColorWithAlpha.a;\n\ \n\ #ifdef HAS_OCCLUSION_TEXTURE\n\ vec2 occlusionTexCoords = TEXCOORD_OCCLUSION;\n\ #ifdef HAS_OCCLUSION_TEXTURE_TRANSFORM\n\ occlusionTexCoords = computeTextureTransform(occlusionTexCoords, u_occlusionTextureTransform);\n\ #endif\n\ material.occlusion = texture(u_occlusionTexture, occlusionTexCoords).r;\n\ #endif\n\ \n\ #ifdef HAS_EMISSIVE_TEXTURE\n\ material.emissive = getEmissiveFromTexture();\n\ #elif defined(HAS_EMISSIVE_FACTOR)\n\ material.emissive = u_emissiveFactor;\n\ #endif\n\ \n\ #if defined(LIGHTING_PBR) && defined(USE_SPECULAR_GLOSSINESS)\n\ setSpecularGlossiness(material);\n\ #elif defined(LIGHTING_PBR)\n\ float metalness = setMetallicRoughness(material);\n\ #ifdef USE_SPECULAR\n\ setSpecular(material, metalness);\n\ #endif\n\ #ifdef USE_ANISOTROPY\n\ setAnisotropy(material, normalInfo);\n\ #endif\n\ #ifdef USE_CLEARCOAT\n\ setClearcoat(material, attributes);\n\ #endif\n\ #endif\n\ }\n\ ";