cesium
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
//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_NORMALS\n\
vec3 computeNormal(ProcessedAttributes attributes)\n\
{\n\
// Geometry normal. This is already normalized \n\
vec3 ng = attributes.normalEC;\n\
\n\
vec3 normal = ng;\n\
#if defined(HAS_NORMAL_TEXTURE) && !defined(USE_WIREFRAME)\n\
vec2 normalTexCoords = TEXCOORD_NORMAL;\n\
#ifdef HAS_NORMAL_TEXTURE_TRANSFORM\n\
normalTexCoords = computeTextureTransform(normalTexCoords, u_normalTextureTransform);\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\
mat3 tbn = mat3(t, b, ng);\n\
vec3 n = texture2D(u_normalTexture, normalTexCoords).rgb;\n\
normal = normalize(tbn * (2.0 * n - 1.0));\n\
#elif defined(GL_OES_standard_derivatives)\n\
// Compute tangents\n\
vec3 positionEC = attributes.positionEC;\n\
vec3 pos_dx = dFdx(positionEC);\n\
vec3 pos_dy = dFdy(positionEC);\n\
vec3 tex_dx = dFdx(vec3(normalTexCoords,0.0));\n\
vec3 tex_dy = dFdy(vec3(normalTexCoords,0.0));\n\
vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);\n\
t = normalize(t - ng * dot(ng, t));\n\
vec3 b = normalize(cross(ng, t));\n\
mat3 tbn = mat3(t, b, ng);\n\
vec3 n = texture2D(u_normalTexture, normalTexCoords).rgb;\n\
normal = normalize(tbn * (2.0 * n - 1.0));\n\
#endif\n\
#endif\n\
\n\
return normal;\n\
}\n\
#endif\n\
\n\
void materialStage(inout czm_modelMaterial material, ProcessedAttributes attributes, SelectedFeature feature)\n\
{\n\
\n\
#ifdef 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\
vec2 baseColorTexCoords = TEXCOORD_BASE_COLOR;\n\
\n\
#ifdef HAS_BASE_COLOR_TEXTURE_TRANSFORM\n\
baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);\n\
#endif\n\
\n\
baseColorWithAlpha = czm_srgbToLinear(texture2D(u_baseColorTexture, baseColorTexCoords));\n\
\n\
#ifdef HAS_BASE_COLOR_FACTOR\n\
baseColorWithAlpha *= u_baseColorFactor;\n\
#endif\n\
#elif defined(HAS_BASE_COLOR_FACTOR)\n\
baseColorWithAlpha = u_baseColorFactor;\n\
#endif\n\
\n\
#ifdef 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\
material.diffuse = baseColorWithAlpha.rgb;\n\
material.alpha = baseColorWithAlpha.a;\n\
\n\
#ifdef USE_CPU_STYLING\n\
material.diffuse = blend(material.diffuse, feature.color.rgb, model_colorBlend);\n\
#endif\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 = texture2D(u_occlusionTexture, occlusionTexCoords).r;\n\
#endif\n\
\n\
#ifdef HAS_EMISSIVE_TEXTURE\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(texture2D(u_emissiveTexture, emissiveTexCoords).rgb);\n\
#ifdef HAS_EMISSIVE_FACTOR\n\
emissive *= u_emissiveFactor;\n\
#endif\n\
material.emissive = emissive;\n\
#elif defined(HAS_EMISSIVE_FACTOR)\n\
material.emissive = u_emissiveFactor;\n\
#endif\n\
\n\
#if defined(LIGHTING_PBR) && defined(USE_SPECULAR_GLOSSINESS)\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(texture2D(u_specularGlossinessTexture, specularGlossinessTexCoords));\n\
vec3 specular = specularGlossiness.rgb;\n\
float glossiness = specularGlossiness.a;\n\
#ifdef HAS_SPECULAR_FACTOR\n\
specular *= u_specularFactor;\n\
#endif\n\
\n\
#ifdef HAS_GLOSSINESS_FACTOR\n\
glossiness *= u_glossinessFactor;\n\
#endif\n\
#else\n\
#ifdef HAS_SPECULAR_FACTOR\n\
vec3 specular = clamp(u_specularFactor, 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(texture2D(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\
czm_pbrParameters parameters = czm_pbrSpecularGlossinessMaterial(\n\
diffuse.rgb,\n\
specular,\n\
glossiness\n\
);\n\
material.diffuse = parameters.diffuseColor;\n\
// the specular glossiness extension's alpha overrides anything set\n\
// by the base material.\n\
material.alpha = diffuse.a;\n\
material.specular = parameters.f0;\n\
material.roughness = parameters.roughness;\n\
#elif defined(LIGHTING_PBR)\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 = texture2D(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;\n\
float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n\
float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n\
#ifdef HAS_METALLIC_FACTOR\n\
metalness *= u_metallicFactor;\n\
#endif\n\
\n\
#ifdef HAS_ROUGHNESS_FACTOR\n\
roughness *= u_roughnessFactor;\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, 0.04, 1.0);\n\
#else\n\
float roughness = 1.0;\n\
#endif\n\
#endif\n\
czm_pbrParameters parameters = czm_pbrMetallicRoughnessMaterial(\n\
material.diffuse,\n\
metalness,\n\
roughness\n\
);\n\
material.diffuse = parameters.diffuseColor;\n\
material.specular = parameters.f0;\n\
material.roughness = parameters.roughness;\n\
#endif\n\
}\n\
";