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td_official/public/sdk/Cesium/index.cjs

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/**
* @license
* Cesium - https://github.com/CesiumGS/cesium
* Version 1.98
*
* Copyright 2011-2022 Cesium Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Columbus View (Pat. Pend.)
*
* Portions licensed separately.
* See https://github.com/CesiumGS/cesium/blob/main/LICENSE.md for full licensing details.
*/
var Jye=Object.create;var sP=Object.defineProperty;var Zye=Object.getOwnPropertyDescriptor;var Qye=Object.getOwnPropertyNames;var $ye=Object.getPrototypeOf,eAe=Object.prototype.hasOwnProperty;var Mn=(e,t)=>()=>(t||e((t={exports:{}}).exports,t),t.exports),tAe=(e,t)=>{for(var n in t)sP(e,n,{get:t[n],enumerable:!0})},sY=(e,t,n,i)=>{if(t&&typeof t=="object"||typeof t=="function")for(let o of Qye(t))!eAe.call(e,o)&&o!==n&&sP(e,o,{get:()=>t[o],enumerable:!(i=Zye(t,o))||i.enumerable});return e};var Ii=(e,t,n)=>(n=e!=null?Jye($ye(e)):{},sY(t||!e||!e.__esModule?sP(n,"default",{value:e,enumerable:!0}):n,e)),nAe=e=>sY(sP({},"__esModule",{value:!0}),e);var aP=Mn((fgt,cY)=>{var Zh=function(e){e==null&&(e=new Date().getTime()),this.N=624,this.M=397,this.MATRIX_A=2567483615,this.UPPER_MASK=2147483648,this.LOWER_MASK=2147483647,this.mt=new Array(this.N),this.mti=this.N+1,e.constructor==Array?this.init_by_array(e,e.length):this.init_seed(e)};Zh.prototype.init_seed=function(e){for(this.mt[0]=e>>>0,this.mti=1;this.mti<this.N;this.mti++){var e=this.mt[this.mti-1]^this.mt[this.mti-1]>>>30;this.mt[this.mti]=(((e&4294901760)>>>16)*1812433253<<16)+(e&65535)*1812433253+this.mti,this.mt[this.mti]>>>=0}};Zh.prototype.init_by_array=function(e,t){var n,i,o;for(this.init_seed(19650218),n=1,i=0,o=this.N>t?this.N:t;o;o--){var r=this.mt[n-1]^this.mt[n-1]>>>30;this.mt[n]=(this.mt[n]^(((r&4294901760)>>>16)*1664525<<16)+(r&65535)*1664525)+e[i]+i,this.mt[n]>>>=0,n++,i++,n>=this.N&&(this.mt[0]=this.mt[this.N-1],n=1),i>=t&&(i=0)}for(o=this.N-1;o;o--){var r=this.mt[n-1]^this.mt[n-1]>>>30;this.mt[n]=(this.mt[n]^(((r&4294901760)>>>16)*1566083941<<16)+(r&65535)*1566083941)-n,this.mt[n]>>>=0,n++,n>=this.N&&(this.mt[0]=this.mt[this.N-1],n=1)}this.mt[0]=2147483648};Zh.prototype.random_int=function(){var e,t=new Array(0,this.MATRIX_A);if(this.mti>=this.N){var n;for(this.mti==this.N+1&&this.init_seed(5489),n=0;n<this.N-this.M;n++)e=this.mt[n]&this.UPPER_MASK|this.mt[n+1]&this.LOWER_MASK,this.mt[n]=this.mt[n+this.M]^e>>>1^t[e&1];for(;n<this.N-1;n++)e=this.mt[n]&this.UPPER_MASK|this.mt[n+1]&this.LOWER_MASK,this.mt[n]=this.mt[n+(this.M-this.N)]^e>>>1^t[e&1];e=this.mt[this.N-1]&this.UPPER_MASK|this.mt[0]&this.LOWER_MASK,this.mt[this.N-1]=this.mt[this.M-1]^e>>>1^t[e&1],this.mti=0}return e=this.mt[this.mti++],e^=e>>>11,e^=e<<7&2636928640,e^=e<<15&4022730752,e^=e>>>18,e>>>0};Zh.prototype.random_int31=function(){return this.random_int()>>>1};Zh.prototype.random_incl=function(){return this.random_int()*(1/4294967295)};Zh.prototype.random=function(){return this.random_int()*(1/4294967296)};Zh.prototype.random_excl=function(){return(this.random_int()+.5)*(1/4294967296)};Zh.prototype.random_long=function(){var e=this.random_int()>>>5,t=this.random_int()>>>6;return(e*67108864+t)*(1/9007199254740992)};cY.exports=Zh});var GY=Mn((ZA,QA)=>{/*! https://mths.be/punycode v1.4.0 by @mathias */(function(e){var t=typeof ZA=="object"&&ZA&&!ZA.nodeType&&ZA,n=typeof QA=="object"&&QA&&!QA.nodeType&&QA,i=typeof global=="object"&&global;(i.global===i||i.window===i||i.self===i)&&(e=i);var o,r=2147483647,s=36,a=1,c=26,u=38,f=700,d=72,p=128,g="-",m=/^xn--/,A=/[^\x20-\x7E]/,C=/[\x2E\u3002\uFF0E\uFF61]/g,x={overflow:"Overflow: input needs wider integers to process","not-basic":"Illegal input >= 0x80 (not a basic code point)","invalid-input":"Invalid input"},b=s-a,E=Math.floor,S=String.fromCharCode,D;function v(V){throw new RangeError(x[V])}function O(V,G){for(var k=V.length,X=[];k--;)X[k]=G(V[k]);return X}function R(V,G){var k=V.split("@"),X="";k.length>1&&(X=k[0]+"@",V=k[1]),V=V.replace(C,".");var q=V.split("."),Y=O(q,G).join(".");return X+Y}function M(V){for(var G=[],k=0,X=V.length,q,Y;k<X;)q=V.charCodeAt(k++),q>=55296&&q<=56319&&k<X?(Y=V.charCodeAt(k++),(Y&64512)==56320?G.push(((q&1023)<<10)+(Y&1023)+65536):(G.push(q),k--)):G.push(q);return G}function L(V){return O(V,function(G){var k="";return G>65535&&(G-=65536,k+=S(G>>>10&1023|55296),G=56320|G&1023),k+=S(G),k}).join("")}function _(V){return V-48<10?V-22:V-65<26?V-65:V-97<26?V-97:s}function T(V,G){return V+22+75*(V<26)-((G!=0)<<5)}function w(V,G
* URI.js - Mutating URLs
* IPv6 Support
*
* Version: 1.19.11
*
* Author: Rodney Rehm
* Web: http://medialize.github.io/URI.js/
*
* Licensed under
* MIT License http://www.opensource.org/licenses/mit-license
*
*/(function(e,t){"use strict";typeof PP=="object"&&PP.exports?PP.exports=t():typeof define=="function"&&define.amd?define(t):e.IPv6=t(e)})(WY,function(e){"use strict";var t=e&&e.IPv6;function n(o){var r=o.toLowerCase(),s=r.split(":"),a=s.length,c=8;s[0]===""&&s[1]===""&&s[2]===""?(s.shift(),s.shift()):s[0]===""&&s[1]===""?s.shift():s[a-1]===""&&s[a-2]===""&&s.pop(),a=s.length,s[a-1].indexOf(".")!==-1&&(c=7);var u;for(u=0;u<a&&s[u]!=="";u++);if(u<c)for(s.splice(u,1,"0000");s.length<c;)s.splice(u,0,"0000");for(var f,d=0;d<c;d++){f=s[d].split("");for(var p=0;p<3&&(f[0]==="0"&&f.length>1);p++)f.splice(0,1);s[d]=f.join("")}var g=-1,m=0,A=0,C=-1,x=!1;for(d=0;d<c;d++)x?s[d]==="0"?A+=1:(x=!1,A>m&&(g=C,m=A)):s[d]==="0"&&(x=!0,C=d,A=1);A>m&&(g=C,m=A),m>1&&s.splice(g,m,""),a=s.length;var b="";for(s[0]===""&&(b=":"),d=0;d<a&&(b+=s[d],d!==a-1);d++)b+=":";return s[a-1]===""&&(b+=":"),b}function i(){return e.IPv6===this&&(e.IPv6=t),this}return{best:n,noConflict:i}})});var YY=Mn((qY,IP)=>{/*!
* URI.js - Mutating URLs
* Second Level Domain (SLD) Support
*
* Version: 1.19.11
*
* Author: Rodney Rehm
* Web: http://medialize.github.io/URI.js/
*
* Licensed under
* MIT License http://www.opensource.org/licenses/mit-license
*
*/(function(e,t){"use strict";typeof IP=="object"&&IP.exports?IP.exports=t():typeof define=="function"&&define.amd?define(t):e.SecondLevelDomains=t(e)})(qY,function(e){"use strict";var t=e&&e.SecondLevelDomains,n={list:{ac:" com gov mil net org ",ae:" ac co gov mil name net org pro sch ",af:" com edu gov net org ",al:" com edu gov mil net org ",ao:" co ed gv it og pb ",ar:" com edu gob gov int mil net org tur ",at:" ac co gv or ",au:" asn com csiro edu gov id net org ",ba:" co com edu gov mil net org rs unbi unmo unsa untz unze ",bb:" biz co com edu gov info net org store tv ",bh:" biz cc com edu gov info net org ",bn:" com edu gov net org ",bo:" com edu gob gov int mil net org tv ",br:" adm adv agr am arq art ato b bio blog bmd cim cng cnt com coop ecn edu eng esp etc eti far flog fm fnd fot fst g12 ggf gov imb ind inf jor jus lel mat med mil mus net nom not ntr odo org ppg pro psc psi qsl rec slg srv tmp trd tur tv vet vlog wiki zlg ",bs:" com edu gov net org ",bz:" du et om ov rg ",ca:" ab bc mb nb nf nl ns nt nu on pe qc sk yk ",ck:" biz co edu gen gov info net org ",cn:" ac ah bj com cq edu fj gd gov gs gx gz ha hb he hi hl hn jl js jx ln mil net nm nx org qh sc sd sh sn sx tj tw xj xz yn zj ",co:" com edu gov mil net nom org ",cr:" ac c co ed fi go or sa ",cy:" ac biz com ekloges gov ltd name net org parliament press pro tm ",do:" art com edu gob gov mil net org sld web ",dz:" art asso com edu gov net org pol ",ec:" com edu fin gov info med mil net org pro ",eg:" com edu eun gov mil name net org sci ",er:" com edu gov ind mil net org rochest w ",es:" com edu gob nom org ",et:" biz com edu gov info name net org ",fj:" ac biz com info mil name net org pro ",fk:" ac co gov net nom org ",fr:" asso com f gouv nom prd presse tm ",gg:" co net org ",gh:" com edu gov mil org ",gn:" ac com gov net org ",gr:" com edu gov mil net org ",gt:" com edu gob ind mil net org ",gu:" com edu gov net org ",hk:" com edu gov idv net org ",hu:" 2000 agrar bolt casino city co erotica erotika film forum games hotel info ingatlan jogasz konyvelo lakas media news org priv reklam sex shop sport suli szex tm tozsde utazas video ",id:" ac co go mil net or sch web ",il:" ac co gov idf k12 muni net org ",in:" ac co edu ernet firm gen gov i ind mil net nic org res ",iq:" com edu gov i mil net org ",ir:" ac co dnssec gov i id net org sch ",it:" edu gov ",je:" co net org ",jo:" com edu gov mil name net org sch ",jp:" ac ad co ed go gr lg ne or ",ke:" ac co go info me mobi ne or sc ",kh:" com edu gov mil net org per ",ki:" biz com de edu gov info mob net org tel ",km:" asso com coop edu gouv k medecin mil nom notaires pharmaciens presse tm veterinaire ",kn:" edu gov net org ",kr:" ac busan chungbuk chungnam co daegu daejeon es gangwon go gwangju gyeongbuk gyeonggi gyeongnam hs incheon jeju jeonbuk jeonnam k kg mil ms ne or pe re sc seoul ulsan ",kw:" com edu gov net org ",ky:" com edu gov net org ",kz:" com edu gov mil net org ",lb:" com edu gov net org ",lk:" assn com edu gov grp hotel int ltd net ngo org sch soc web ",lr:" com edu gov net org ",lv:" asn com conf edu gov id mil net org ",ly:" com edu gov id med net org plc sch ",ma:" ac co gov m net org press ",mc:" asso tm ",me:" ac co edu gov its net org priv ",mg:" com edu gov mil nom org prd tm ",mk:" com edu gov inf name net org pro ",ml:" com edu gov net org presse ",mn:" edu gov org ",mo:" com edu gov net org ",mt:" com edu gov net org ",mv:" aero biz com coop edu gov info int mil museum name net org pro ",mw:" ac co com coop edu gov int museum net org ",mx:" com edu gob net org ",my:" com edu gov mil name net org sch ",nf:" arts com firm info net other per rec store web ",ng:" biz com edu gov mil mobi name net org sch ",ni:" ac co com edu gob mil net nom org ",np:" com edu gov mil net org ",nr:" biz com edu gov info net org ",om:" ac biz co com edu gov med mil museum net org pro sch ",pe:" com edu gob mil net nom org sld ",ph:" com edu gov i mil net ngo org ",pk:" biz com edu fam gob gok gon gop gos gov net org web ",pl:" art bialystok biz com edu gda gdansk gorzow gov info katowice krakow l
* URI.js - Mutating URLs
*
* Version: 1.19.11
*
* Author: Rodney Rehm
* Web: http://medialize.github.io/URI.js/
*
* Licensed under
* MIT License http://www.opensource.org/licenses/mit-license
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* licensed under the bsd-3-clause license
* see: https://github.com/dcodeio/protobuf.js for details
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(${this[1]}, ${this[3]})`};var Ji=Ht;var zs={POINTS:te.POINTS,LINES:te.LINES,LINE_LOOP:te.LINE_LOOP,LINE_STRIP:te.LINE_STRIP,TRIANGLES:te.TRIANGLES,TRIANGLE_STRIP:te.TRIANGLE_STRIP,TRIANGLE_FAN:te.TRIANGLE_FAN};zs.isLines=function(e){return e===zs.LINES||e===zs.LINE_LOOP||e===zs.LINE_STRIP};zs.isTriangles=function(e){return e===zs.TRIANGLES||e===zs.TRIANGLE_STRIP||e===zs.TRIANGLE_FAN};zs.validate=function(e){return e===zs.POINTS||e===zs.LINES||e===zs.LINE_LOOP||e===zs.LINE_STRIP||e===zs.TRIANGLES||e===zs.TRIANGLE_STRIP||e===zs.TRIANGLE_FAN};var Oe=Object.freeze(zs);function Je(e,t,n,i){this.x=y(e,0),this.y=y(t,0),this.z=y(n,0),this.w=y(i,0)}var mb=new h;Je.fromAxisAngle=function(e,t,n){let i=t/2,o=Math.sin(i);mb=h.normalize(e,mb);let r=mb.x*o,s=mb.y*o,a=mb.z*o,c=Math.cos(i);return l(n)?(n.x=r,n.y=s,n.z=a,n.w=c,n):new Je(r,s,a,c)};var hxe=[1,2,0],mxe=new Array(3);Je.fromRotationMatrix=function(e,t){let n,i,o,r,s,a=e[Q.COLUMN0ROW0],c=e[Q.COLUMN1ROW1],u=e[Q.COLUMN2ROW2],f=a+c+u;if(f>0)n=Math.sqrt(f+1),s=.5*n,n=.5/n,i=(e[Q.COLUMN1ROW2]-e[Q.COLUMN2ROW1])*n,o=(e[Q.COLUMN2ROW0]-e[Q.COLUMN0ROW2])*n,r=(e[Q.COLUMN0ROW1]-e[Q.COLUMN1ROW0])*n;else{let d=hxe,p=0;c>a&&(p=1),u>a&&u>c&&(p=2);let g=d[p],m=d[g];n=Math.sqrt(e[Q.getElementIndex(p,p)]-e[Q.getElementIndex(g,g)]-e[Q.getElementIndex(m,m)]+1);let A=mxe;A[p]=.5*n,n=.5/n,s=(e[Q.getElementIndex(m,g)]-e[Q.getElementIndex(g,m)])*n,A[g]=(e[Q.getElementIndex(g,p)]+e[Q.getElementIndex(p,g)])*n,A[m]=(e[Q.getElementIndex(m,p)]+e[Q.getElementIndex(p,m)])*n,i=-A[0],o=-A[1],r=-A[2]}return l(t)?(t.x=i,t.y=o,t.z=r,t.w=s,t):new Je(i,o,r,s)};var LY=new Je,FY=new Je,PH=new Je,NY=new Je;Je.fromHeadingPitchRoll=function(e,t){return NY=Je.fromAxisAngle(h.UNIT_X,e.roll,LY),PH=Je.fromAxisAngle(h.UNIT_Y,-e.pitch,t),t=Je.multiply(PH,NY,PH),FY=Je.fromAxisAngle(h.UNIT_Z,-e.heading,LY),Je.multiply(FY,t,t)};var EP=new h,IH=new h,hf=new Je,kY=new Je,bP=new Je;Je.packedLength=4;Je.pack=function(e,t,n){return n=y(n,0),t[n++]=e.x,t[n++]=e.y,t[n++]=e.z,t[n]=e.w,t};Je.unpack=function(e,t,n){return t=y(t,0),l(n)||(n=new Je),n.x=e[t],n.y=e[t+1],n.z=e[t+2],n.w=e[t+3],n};Je.packedInterpolationLength=3;Je.convertPackedArrayForInterpolation=function(e,t,n,i){Je.unpack(e,n*4,bP),Je.conjugate(bP,bP);for(let o=0,r=n-t+1;o<r;o++){let s=o*3;Je.unpack(e,(t+o)*4,hf),Je.multiply(hf,bP,hf),hf.w<0&&Je.negate(hf,hf),Je.computeAxis(hf,EP);let a=Je.computeAngle(hf);l(i)||(i=[]),i[s]=EP.x*a,i[s+1]=EP.y*a,i[s+2]=EP.z*a}};Je.unpackInterpolationResult=function(e,t,n,i,o){l(o)||(o=new Je),h.fromArray(e,0,IH);let r=h.magnitude(IH);return Je.unpack(t,i*4,kY),r===0?Je.clone(Je.IDENTITY,hf):Je.fromAxisAngle(IH,r,hf),Je.multiply(hf,kY,o)};Je.clone=function(e,t){if(!!l(e))return l(t)?(t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w,t):new Je(e.x,e.y,e.z,e.w)};Je.conjugate=function(e,t){return t.x=-e.x,t.y=-e.y,t.z=-e.z,t.w=e.w,t};Je.magnitudeSquared=function(e){return e.x*e.x+e.y*e.y+e.z*e.z+e.w*e.w};Je.magnitude=function(e){return Math.sqrt(Je.magnitudeSquared(e))};Je.normalize=function(e,t){let n=1/Je.magnitude(e),i=e.x*n,o=e.y*n,r=e.z*n,s=e.w*n;return t.x=i,t.y=o,t.z=r,t.w=s,t};Je.inverse=function(e,t){let n=Je.magnitudeSquared(e);return t=Je.conjugate(e,t),Je.multiplyByScalar(t,1/n,t)};Je.add=function(e,t,n){return n.x=e.x+t.x,n.y=e.y+t.y,n.z=e.z+t.z,n.w=e.w+t.w,n};Je.subtract=function(e,t,n){return n.x=e.x-t.x,n.y=e.y-t.y,n.z=e.z-t.z,n.w=e.w-t.w,n};Je.negate=function(e,t){return t.x=-e.x,t.y=-e.y,t.z=-e.z,t.w=-e.w,t};Je.dot=function(e,t){return e.x*t.x+e.y*t.y+e.z*t.z+e.w*t.w};Je.multiply=function(e,t,n){let i=e.x,o=e.y,r=e.z,s=e.w,a=t.x,c=t.y,u=t.z,f=t.w,d=s*a+i*f+o*u-r*c,p=s*c-i*u+o*f+r*a,g=s*u+i*c-o*a+r*f,m=s*f-i*a-o*c-r*u;return n.x=d,n.y=p,n.z=g,n.w=m,n};Je.multiplyByScalar=function(e,t,n){return n.x=e.x*t,n.y=e.y*t,n.z=e.z*t,n.w=e.w*t,n};Je.divideByScalar=function(e,t,n){return n.x=e.x/t,n.y=e.y/t,n.z=e.z/t,n.w=e.w/t,n};Je.computeAxis=function(e,t){let n=e.w;if(Math.abs(n-1)<I.EPSILON6)return t.x=t.y=t.z=0,t;let i=1/Math.sqrt(1-n*n);return t.x=e.x*i,t.y=e.y*i,t.z=e.z*i,t};Je.computeAngle=function(e){return Math.abs(e.w-1)<I.EPSILON6?0:2*Math.acos(
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varying vec3 v_normalEC;
varying vec3 v_tangentEC;
varying vec3 v_bitangentEC;
varying vec2 v_st;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
mat3 tangentToEyeMatrix = czm_tangentToEyeSpaceMatrix(v_normalEC, v_tangentEC, v_bitangentEC);
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.tangentToEyeMatrix = tangentToEyeMatrix;
materialInput.positionToEyeEC = positionToEyeEC;
materialInput.st = v_st;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
`;var YP=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec3 bitangent;
attribute vec2 st;
attribute float batchId;
varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec3 v_tangentEC;
varying vec3 v_bitangentEC;
varying vec2 v_st;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
v_normalEC = czm_normal * normal;
v_tangentEC = czm_normal * tangent;
v_bitangentEC = czm_normal * bitangent;
v_st = st;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`;var XP=`varying vec3 v_positionEC;
varying vec3 v_normalEC;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
`;var KP=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 normal;
attribute float batchId;
varying vec3 v_positionEC;
varying vec3 v_normalEC;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
v_normalEC = czm_normal * normal;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`;var JP=`varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec2 v_st;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
materialInput.st = v_st;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
`;var ZP=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 normal;
attribute vec2 st;
attribute float batchId;
varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec2 v_st;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
v_normalEC = czm_normal * normal;
v_st = st;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`;var eEe={ADD:te.FUNC_ADD,SUBTRACT:te.FUNC_SUBTRACT,REVERSE_SUBTRACT:te.FUNC_REVERSE_SUBTRACT,MIN:te.MIN,MAX:te.MAX},fa=Object.freeze(eEe);var tEe={ZERO:te.ZERO,ONE:te.ONE,SOURCE_COLOR:te.SRC_COLOR,ONE_MINUS_SOURCE_COLOR:te.ONE_MINUS_SRC_COLOR,DESTINATION_COLOR:te.DST_COLOR,ONE_MINUS_DESTINATION_COLOR:te.ONE_MINUS_DST_COLOR,SOURCE_ALPHA:te.SRC_ALPHA,ONE_MINUS_SOURCE_ALPHA:te.ONE_MINUS_SRC_ALPHA,DESTINATION_ALPHA:te.DST_ALPHA,ONE_MINUS_DESTINATION_ALPHA:te.ONE_MINUS_DST_ALPHA,CONSTANT_COLOR:te.CONSTANT_COLOR,ONE_MINUS_CONSTANT_COLOR:te.ONE_MINUS_CONSTANT_COLOR,CONSTANT_ALPHA:te.CONSTANT_ALPHA,ONE_MINUS_CONSTANT_ALPHA:te.ONE_MINUS_CONSTANT_ALPHA,SOURCE_ALPHA_SATURATE:te.SRC_ALPHA_SATURATE},xo=Object.freeze(tEe);var nEe={DISABLED:Object.freeze({enabled:!1}),ALPHA_BLEND:Object.freeze({enabled:!0,equationRgb:fa.ADD,equationAlpha:fa.ADD,functionSourceRgb:xo.SOURCE_ALPHA,functionSourceAlpha:xo.ONE,functionDestinationRgb:xo.ONE_MINUS_SOURCE_ALPHA,functionDestinationAlpha:xo.ONE_MINUS_SOURCE_ALPHA}),PRE_MULTIPLIED_ALPHA_BLEND:Object.freeze({enabled:!0,equationRgb:fa.ADD,equationAlpha:fa.ADD,functionSourceRgb:xo.ONE,functionSourceAlpha:xo.ONE,functionDestinationRgb:xo.ONE_MINUS_SOURCE_ALPHA,functionDestinationAlpha:xo.ONE_MINUS_SOURCE_ALPHA}),ADDITIVE_BLEND:Object.freeze({enabled:!0,equationRgb:fa.ADD,equationAlpha:fa.ADD,functionSourceRgb:xo.SOURCE_ALPHA,functionSourceAlpha:xo.ONE,functionDestinationRgb:xo.ONE,functionDestinationAlpha:xo.ONE})},an=Object.freeze(nEe);var iEe={FRONT:te.FRONT,BACK:te.BACK,FRONT_AND_BACK:te.FRONT_AND_BACK},Ci=Object.freeze(iEe);function hC(e){e=y(e,y.EMPTY_OBJECT),this.material=e.material,this.translucent=y(e.translucent,!0),this._vertexShaderSource=e.vertexShaderSource,this._fragmentShaderSource=e.fragmentShaderSource,this._renderState=e.renderState,this._closed=y(e.closed,!1)}Object.defineProperties(hC.prototype,{vertexShaderSource:{get:function(){return this._vertexShaderSource}},fragmentShaderSource:{get:function(){return this._fragmentShaderSource}},renderState:{get:function(){return this._renderState}},closed:{get:function(){return this._closed}}});hC.prototype.getFragmentShaderSource=function(){let e=[];return this.flat&&e.push("#define FLAT"),this.faceForward&&e.push("#define FACE_FORWARD"),l(this.material)&&e.push(this.material.shaderSource),e.push(this.fragmentShaderSource),e.join(`
`)};hC.prototype.isTranslucent=function(){return l(this.material)&&this.material.isTranslucent()||!l(this.material)&&this.translucent};hC.prototype.getRenderState=function(){let e=this.isTranslucent(),t=$e(this.renderState,!1);return e?(t.depthMask=!1,t.blending=an.ALPHA_BLEND):t.depthMask=!0,t};hC.getDefaultRenderState=function(e,t,n){let i={depthTest:{enabled:!0}};return e&&(i.depthMask=!1,i.blending=an.ALPHA_BLEND),t&&(i.cull={enabled:!0,face:Ci.BACK}),l(n)&&(i=pt(n,i,!0)),i};var Zi=hC;function oEe(){return"xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx".replace(/[xy]/g,function(e){let t=Math.random()*16|0;return(e==="x"?t:t&3|8).toString(16)})}var kn=oEe;function mC(e,t,n,i,o){this._format=e,this._datatype=t,this._width=n,this._height=i,this._buffer=o}Object.defineProperties(mC.prototype,{internalFormat:{get:function(){return this._format}},pixelDatatype:{get:function(){return this._datatype}},width:{get:function(){return this._width}},height:{get:function(){return this._height}},bufferView:{get:function(){return this._buffer}}});mC.clone=function(e){if(!!l(e))return new mC(e._format,e._datatype,e._width,e._height,e._buffer)};mC.prototype.clone=function(){return mC.clone(this)};var QP=mC;var OX=Ii(pl(),1);function BX(){if(!l(Gs._canTransferArrayBuffer)){let e=new Worker(MX("Workers/transferTypedArrayTest.js"));e.postMessage=y(e.webkitPostMessage,e.postMessage);let t=99,n=new Int8Array([t]);try{e.postMessage({array:n},[n.buffer])}catch{return Gs._canTransferArrayBuffer=!1,Gs._canTransferArrayBuffer}let i=Hs();e.onmessage=function(o){let r=o.data.array,s=l(r)&&r[0]===t;i.resolve(s),e.terminate(),Gs._canTransferArrayBuffer=s},Gs._canTransferArrayBuffer=i.promise}return Gs._canTransferArrayBuffer}var iG=new _e;function RX(e,t){--e._activeTasks;let n=t.id;if(!l(n))return;let i=e._deferreds,o=i[n];if(l(t.error)){let r=t.error;r.name==="RuntimeError"?(r=new de(t.error.message),r.stack=t.error.stack):r.name==="DeveloperError"&&(r=new ye(t.error.message),r.stack=t.error.stack),iG.raiseEvent(r),o.reject(r)}else iG.raiseEvent(),o.resolve(t.result);delete i[n]}function MX(e){let t=Kt(e);if(tC(t)){let n=`importScripts("${t}");`,i;try{i=new Blob([n],{type:"application/javascript"})}catch{let s=window.BlobBuilder||window.WebKitBlobBuilder||window.MozBlobBuilder||window.MSBlobBuilder,a=new s;a.append(n),i=a.getBlob("application/javascript")}t=(window.URL||window.webkitURL).createObjectURL(i)}return t}var nG;function rEe(){return l(nG)||(nG=MX("Workers/cesiumWorkerBootstrapper.js")),nG}function LX(e){let t=new Worker(rEe());t.postMessage=y(t.webkitPostMessage,t.postMessage);let n={loaderConfig:{paths:{Workers:Kt("Workers")},baseUrl:Kt.getCesiumBaseUrl().url},workerModule:e._workerPath};return t.postMessage(n),t.onmessage=function(i){RX(e,i.data)},t}function sEe(e,t){let n={modulePath:void 0,wasmBinaryFile:void 0,wasmBinary:void 0};if(!Lt.supportsWebAssembly()){if(!l(t.fallbackModulePath))throw new de(`This browser does not support Web Assembly, and no backup module was provided for ${e._workerPath}`);return n.modulePath=Kt(t.fallbackModulePath),Promise.resolve(n)}return n.modulePath=Kt(t.modulePath),n.wasmBinaryFile=Kt(t.wasmBinaryFile),Pe.fetchArrayBuffer({url:n.wasmBinaryFile}).then(function(i){return n.wasmBinary=i,n})}function Gs(e,t){let n=new OX.default(e);this._workerPath=n.scheme().length!==0&&n.fragment().length===0?e:Gs._workerModulePrefix+e,this._maximumActiveTasks=y(t,Number.POSITIVE_INFINITY),this._activeTasks=0,this._deferreds={},this._nextID=0}var aEe=[];Gs.prototype.scheduleTask=function(e,t){if(l(this._worker)||(this._worker=LX(this)),this._activeTasks>=this._maximumActiveTasks)return;++this._activeTasks;let n=this;return Promise.resolve(BX()).then(function(i){l(t)?i||(t.length=0):t=aEe;let o=n._nextID++,r=Hs();return n._deferreds[o]=r,n._worker.postMessage({id:o,parameters:e,canTransferArrayBuffer:i},t),r.promise})};Gs.prototype.initWebAssemblyModule=function(e){l(this._worker)||(this._worker=LX(this));let t=Hs(),n=this,i=this._worker;return sEe(this,e).then(function(o){return Promise.resolve(BX()).then(function(r){let s,a=o
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec4 rampColor = texture2D(image, vec2(materialInput.aspect / (2.0 * czm_pi), 0.5));
rampColor = czm_gammaCorrect(rampColor);
material.diffuse = rampColor.rgb;
material.alpha = rampColor.a;
return material;
}
`;var r1=`uniform sampler2D image;
uniform float strength;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
vec2 centerPixel = fract(repeat * st);
float centerBump = texture2D(image, centerPixel).channel;
float imageWidth = float(imageDimensions.x);
vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));
float rightBump = texture2D(image, rightPixel).channel;
float imageHeight = float(imageDimensions.y);
vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));
float topBump = texture2D(image, leftPixel).channel;
vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));
vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;
material.normal = normalEC;
material.diffuse = vec3(0.01);
return material;
}
`;var s1=`uniform vec4 lightColor;
uniform vec4 darkColor;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float b = mod(floor(repeat.s * st.s) + floor(repeat.t * st.t), 2.0);
float scaledWidth = fract(repeat.s * st.s);
scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));
float scaledHeight = fract(repeat.t * st.t);
scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));
float value = min(scaledWidth, scaledHeight);
vec4 currentColor = mix(lightColor, darkColor, b);
vec4 color = czm_antialias(lightColor, darkColor, currentColor, value, 0.03);
color = czm_gammaCorrect(color);
material.diffuse = color.rgb;
material.alpha = color.a;
return material;
}
`;var a1=`uniform vec4 lightColor;
uniform vec4 darkColor;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float b = smoothstep(0.3, 0.32, length(fract(repeat * materialInput.st) - 0.5));
vec4 color = mix(lightColor, darkColor, b);
color = czm_gammaCorrect(color);
material.diffuse = color.rgb;
material.alpha = color.a;
return material;
}
`;var c1=`uniform sampler2D heights;
uniform sampler2D colors;
float getHeight(int idx, float invTexSize)
{
vec2 uv = vec2((float(idx) + 0.5) * invTexSize, 0.5);
#ifdef OES_texture_float
return texture2D(heights, uv).x;
#else
return czm_unpackFloat(texture2D(heights, uv));
#endif
}
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float height = materialInput.height;
float invTexSize = 1.0 / float(heightsDimensions.x);
float minHeight = getHeight(0, invTexSize);
float maxHeight = getHeight(heightsDimensions.x - 1, invTexSize);
if (height < minHeight || height > maxHeight) {
material.diffuse = vec3(0.0);
material.alpha = 0.0;
return material;
}
int idxBelow = 0;
int idxAbove = heightsDimensions.x;
float heightBelow = minHeight;
float heightAbove = maxHeight;
const int maxIterations = 16;
for (int i = 0; i < maxIterations; i++) {
if (idxBelow >= idxAbove - 1) {
break;
}
int idxMid = (idxBelow + idxAbove) / 2;
float heightTex = getHeight(idxMid, invTexSize);
if (height > heightTex) {
idxBelow = idxMid;
heightBelow = heightTex;
} else {
idxAbove = idxMid;
heightAbove = heightTex;
}
}
float lerper = heightBelow == heightAbove ? 1.0 : (height - heightBelow) / (heightAbove - heightBelow);
vec2 colorUv = vec2(invTexSize * (float(idxBelow) + 0.5 + lerper), 0.5);
vec4 color = texture2D(colors, colorUv);
if (color.a > 0.0)
{
color.rgb /= color.a;
}
color.rgb = czm_gammaCorrect(color.rgb);
material.diffuse = color.rgb;
material.alpha = color.a;
return material;
}
`;var l1=`#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
uniform vec4 color;
uniform float spacing;
uniform float width;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float distanceToContour = mod(materialInput.height, spacing);
#ifdef GL_OES_standard_derivatives
float dxc = abs(dFdx(materialInput.height));
float dyc = abs(dFdy(materialInput.height));
float dF = max(dxc, dyc) * czm_pixelRatio * width;
float alpha = (distanceToContour < dF) ? 1.0 : 0.0;
#else
float alpha = (distanceToContour < (czm_pixelRatio * width)) ? 1.0 : 0.0;
#endif
vec4 outColor = czm_gammaCorrect(vec4(color.rgb, alpha * color.a));
material.diffuse = outColor.rgb;
material.alpha = outColor.a;
return material;
}
`;var u1=`uniform sampler2D image;
uniform float minimumHeight;
uniform float maximumHeight;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float scaledHeight = clamp((materialInput.height - minimumHeight) / (maximumHeight - minimumHeight), 0.0, 1.0);
vec4 rampColor = texture2D(image, vec2(scaledHeight, 0.5));
rampColor = czm_gammaCorrect(rampColor);
material.diffuse = rampColor.rgb;
material.alpha = rampColor.a;
return material;
}
`;var f1=`uniform vec4 fadeInColor;
uniform vec4 fadeOutColor;
uniform float maximumDistance;
uniform bool repeat;
uniform vec2 fadeDirection;
uniform vec2 time;
float getTime(float t, float coord)
{
float scalar = 1.0 / maximumDistance;
float q = distance(t, coord) * scalar;
if (repeat)
{
float r = distance(t, coord + 1.0) * scalar;
float s = distance(t, coord - 1.0) * scalar;
q = min(min(r, s), q);
}
return clamp(q, 0.0, 1.0);
}
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float s = getTime(time.x, st.s) * fadeDirection.s;
float t = getTime(time.y, st.t) * fadeDirection.t;
float u = length(vec2(s, t));
vec4 color = mix(fadeInColor, fadeOutColor, u);
color = czm_gammaCorrect(color);
material.emission = color.rgb;
material.alpha = color.a;
return material;
}
`;var d1=`#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
uniform vec4 color;
uniform float cellAlpha;
uniform vec2 lineCount;
uniform vec2 lineThickness;
uniform vec2 lineOffset;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float scaledWidth = fract(lineCount.s * st.s - lineOffset.s);
scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));
float scaledHeight = fract(lineCount.t * st.t - lineOffset.t);
scaledHeight = abs(scaledHeight - floor(scaledHeight + 0.5));
float value;
#ifdef GL_OES_standard_derivatives
const float fuzz = 1.2;
vec2 thickness = (lineThickness * czm_pixelRatio) - 1.0;
vec2 dx = abs(dFdx(st));
vec2 dy = abs(dFdy(st));
vec2 dF = vec2(max(dx.s, dy.s), max(dx.t, dy.t)) * lineCount;
value = min(
smoothstep(dF.s * thickness.s, dF.s * (fuzz + thickness.s), scaledWidth),
smoothstep(dF.t * thickness.t, dF.t * (fuzz + thickness.t), scaledHeight));
#else
const float fuzz = 0.05;
vec2 range = 0.5 - (lineThickness * 0.05);
value = min(
1.0 - smoothstep(range.s, range.s + fuzz, scaledWidth),
1.0 - smoothstep(range.t, range.t + fuzz, scaledHeight));
#endif
float dRim = 1.0 - abs(dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC)));
float sRim = smoothstep(0.8, 1.0, dRim);
value *= (1.0 - sRim);
vec4 halfColor;
halfColor.rgb = color.rgb * 0.5;
halfColor.a = color.a * (1.0 - ((1.0 - cellAlpha) * value));
halfColor = czm_gammaCorrect(halfColor);
material.diffuse = halfColor.rgb;
material.emission = halfColor.rgb;
material.alpha = halfColor.a;
return material;
}
`;var h1=`uniform sampler2D image;
uniform float strength;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec4 textureValue = texture2D(image, fract(repeat * materialInput.st));
vec3 normalTangentSpace = textureValue.channels;
normalTangentSpace.xy = normalTangentSpace.xy * 2.0 - 1.0;
normalTangentSpace.z = clamp(1.0 - strength, 0.1, 1.0);
normalTangentSpace = normalize(normalTangentSpace);
vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;
material.normal = normalEC;
return material;
}
`;var m1=`#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
uniform vec4 color;
float getPointOnLine(vec2 p0, vec2 p1, float x)
{
float slope = (p0.y - p1.y) / (p0.x - p1.x);
return slope * (x - p0.x) + p0.y;
}
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
#ifdef GL_OES_standard_derivatives
float base = 1.0 - abs(fwidth(st.s)) * 10.0 * czm_pixelRatio;
#else
float base = 0.975;
#endif
vec2 center = vec2(1.0, 0.5);
float ptOnUpperLine = getPointOnLine(vec2(base, 1.0), center, st.s);
float ptOnLowerLine = getPointOnLine(vec2(base, 0.0), center, st.s);
float halfWidth = 0.15;
float s = step(0.5 - halfWidth, st.t);
s *= 1.0 - step(0.5 + halfWidth, st.t);
s *= 1.0 - step(base, st.s);
float t = step(base, materialInput.st.s);
t *= 1.0 - step(ptOnUpperLine, st.t);
t *= step(ptOnLowerLine, st.t);
float dist;
if (st.s < base)
{
float d1 = abs(st.t - (0.5 - halfWidth));
float d2 = abs(st.t - (0.5 + halfWidth));
dist = min(d1, d2);
}
else
{
float d1 = czm_infinity;
if (st.t < 0.5 - halfWidth && st.t > 0.5 + halfWidth)
{
d1 = abs(st.s - base);
}
float d2 = abs(st.t - ptOnUpperLine);
float d3 = abs(st.t - ptOnLowerLine);
dist = min(min(d1, d2), d3);
}
vec4 outsideColor = vec4(0.0);
vec4 currentColor = mix(outsideColor, color, clamp(s + t, 0.0, 1.0));
vec4 outColor = czm_antialias(outsideColor, color, currentColor, dist);
outColor = czm_gammaCorrect(outColor);
material.diffuse = outColor.rgb;
material.alpha = outColor.a;
return material;
}
`;var p1=`uniform vec4 color;
uniform vec4 gapColor;
uniform float dashLength;
uniform float dashPattern;
varying float v_polylineAngle;
const float maskLength = 16.0;
mat2 rotate(float rad) {
float c = cos(rad);
float s = sin(rad);
return mat2(
c, s,
-s, c
);
}
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 pos = rotate(v_polylineAngle) * gl_FragCoord.xy;
float dashPosition = fract(pos.x / (dashLength * czm_pixelRatio));
float maskIndex = floor(dashPosition * maskLength);
float maskTest = floor(dashPattern / pow(2.0, maskIndex));
vec4 fragColor = (mod(maskTest, 2.0) < 1.0) ? gapColor : color;
if (fragColor.a < 0.005) {
discard;
}
fragColor = czm_gammaCorrect(fragColor);
material.emission = fragColor.rgb;
material.alpha = fragColor.a;
return material;
}
`;var _1=`uniform vec4 color;
uniform float glowPower;
uniform float taperPower;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float glow = glowPower / abs(st.t - 0.5) - (glowPower / 0.5);
if (taperPower <= 0.99999) {
glow *= min(1.0, taperPower / (0.5 - st.s * 0.5) - (taperPower / 0.5));
}
vec4 fragColor;
fragColor.rgb = max(vec3(glow - 1.0 + color.rgb), color.rgb);
fragColor.a = clamp(0.0, 1.0, glow) * color.a;
fragColor = czm_gammaCorrect(fragColor);
material.emission = fragColor.rgb;
material.alpha = fragColor.a;
return material;
}
`;var g1=`uniform vec4 color;
uniform vec4 outlineColor;
uniform float outlineWidth;
varying float v_width;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
float halfInteriorWidth = 0.5 * (v_width - outlineWidth) / v_width;
float b = step(0.5 - halfInteriorWidth, st.t);
b *= 1.0 - step(0.5 + halfInteriorWidth, st.t);
float d1 = abs(st.t - (0.5 - halfInteriorWidth));
float d2 = abs(st.t - (0.5 + halfInteriorWidth));
float dist = min(d1, d2);
vec4 currentColor = mix(outlineColor, color, b);
vec4 outColor = czm_antialias(outlineColor, color, currentColor, dist);
outColor = czm_gammaCorrect(outColor);
material.diffuse = outColor.rgb;
material.alpha = outColor.a;
return material;
}
`;var y1=`uniform vec4 color;
uniform vec4 rimColor;
uniform float width;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float d = 1.0 - dot(materialInput.normalEC, normalize(materialInput.positionToEyeEC));
float s = smoothstep(1.0 - width, 1.0, d);
vec4 outColor = czm_gammaCorrect(color);
vec4 outRimColor = czm_gammaCorrect(rimColor);
material.diffuse = outColor.rgb;
material.emission = outRimColor.rgb * s;
material.alpha = mix(outColor.a, outRimColor.a, s);
return material;
}
`;var A1=`uniform sampler2D image;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec4 rampColor = texture2D(image, vec2(materialInput.slope / (czm_pi / 2.0), 0.5));
rampColor = czm_gammaCorrect(rampColor);
material.diffuse = rampColor.rgb;
material.alpha = rampColor.a;
return material;
}
`;var C1=`uniform vec4 evenColor;
uniform vec4 oddColor;
uniform float offset;
uniform float repeat;
uniform bool horizontal;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float coord = mix(materialInput.st.s, materialInput.st.t, float(horizontal));
float value = fract((coord - offset) * (repeat * 0.5));
float dist = min(value, min(abs(value - 0.5), 1.0 - value));
vec4 currentColor = mix(evenColor, oddColor, step(0.5, value));
vec4 color = czm_antialias(evenColor, oddColor, currentColor, dist);
color = czm_gammaCorrect(color);
material.diffuse = color.rgb;
material.alpha = color.a;
return material;
}
`;var x1=`uniform sampler2D specularMap;
uniform sampler2D normalMap;
uniform vec4 baseWaterColor;
uniform vec4 blendColor;
uniform float frequency;
uniform float animationSpeed;
uniform float amplitude;
uniform float specularIntensity;
uniform float fadeFactor;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
float time = czm_frameNumber * animationSpeed;
float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);
float specularMapValue = texture2D(specularMap, materialInput.st).r;
vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);
vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude));
normalTangentSpace.xy /= fade;
normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue);
normalTangentSpace = normalize(normalTangentSpace);
float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0);
material.alpha = mix(blendColor.a, baseWaterColor.a, specularMapValue) * specularMapValue;
material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue);
material.diffuse += (0.1 * tsPerturbationRatio);
material.diffuse = material.diffuse;
material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace);
material.specular = specularIntensity;
material.shininess = 10.0;
return material;
}
`;function ze(e){this.type=void 0,this.shaderSource=void 0,this.materials=void 0,this.uniforms=void 0,this._uniforms=void 0,this.translucent=void 0,this._minificationFilter=y(e.minificationFilter,cn.LINEAR),this._magnificationFilter=y(e.magnificationFilter,Qi.LINEAR),this._strict=void 0,this._template=void 0,this._count=void 0,this._texturePaths={},this._loadedImages=[],this._loadedCubeMaps=[],this._textures={},this._updateFunctions=[],this._defaultTexture=void 0,lEe(e,this),Object.defineProperties(this,{type:{value:this.type,writable:!1}}),l(ze._uniformList[this.type])||(ze._uniformList[this.type]=Object.keys(this._uniforms))}ze._uniformList={};ze.fromType=function(e,t){let n=new ze({fabric:{type:e}});if(l(t))for(let i in t)t.hasOwnProperty(i)&&(n.uniforms[i]=t[i]);return n};ze.prototype.isTranslucent=function(){if(l(this.translucent))return typeof this.translucent=="function"?this.translucent():this.translucent;let e=!0,t=this._translucentFunctions,n=t.length;for(let i=0;i<n;++i){let o=t[i];if(typeof o=="function"?e=e&&o():e=e&&o,!e)break}return e};ze.prototype.update=function(e){this._defaultTexture=e.defaultTexture;let t,n,i=this._loadedImages,o=i.length;for(t=0;t<o;++t){let c=i[t];n=c.id;let u=c.image,f;Array.isArray(u)&&(f=u.slice(1,u.length).map(function(A){return A.bufferView}),u=u[0]);let d=new dn({minificationFilter:this._minificationFilter,magnificationFilter:this._magnificationFilter}),p;l(u.internalFormat)?p=new Rt({context:e,pixelFormat:u.internalFormat,width:u.width,height:u.height,source:{arrayBufferView:u.bufferView,mipLevels:f},sampler:d}):p=new Rt({context:e,source:u,sampler:d});let g=this._textures[n];l(g)&&g!==this._defaultTexture&&g.destroy(),this._textures[n]=p;let m=`${n}Dimensions`;if(this.uniforms.hasOwnProperty(m)){let A=this.uniforms[m];A.x=p._width,A.y=p._height}}i.length=0;let r=this._loadedCubeMaps;for(o=r.length,t=0;t<o;++t){let c=r[t];n=c.id;let u=c.images,f=new Xa({context:e,source:{positiveX:u[0],negativeX:u[1],positiveY:u[2],negativeY:u[3],positiveZ:u[4],negativeZ:u[5]},sampler:new dn({minificationFilter:this._minificationFilter,magnificationFilter:this._magnificationFilter})});this._textures[n]=f}r.length=0;let s=this._updateFunctions;for(o=s.length,t=0;t<o;++t)s[t](this,e);let a=this.materials;for(let c in a)a.hasOwnProperty(c)&&a[c].update(e)};ze.prototype.isDestroyed=function(){return!1};ze.prototype.destroy=function(){let e=this._textures;for(let n in e)if(e.hasOwnProperty(n)){let i=e[n];i!==this._defaultTexture&&i.destroy()}let t=this.materials;for(let n in t)t.hasOwnProperty(n)&&t[n].destroy();return le(this)};function lEe(e,t){e=y(e,y.EMPTY_OBJECT),t._strict=y(e.strict,!1),t._count=y(e.count,0),t._template=$e(y(e.fabric,y.EMPTY_OBJECT)),t._template.uniforms=$e(y(t._template.uniforms,y.EMPTY_OBJECT)),t._template.materials=$e(y(t._template.materials,y.EMPTY_OBJECT)),t.type=l(t._template.type)?t._template.type:kn(),t.shaderSource="",t.materials={},t.uniforms={},t._uniforms={},t._translucentFunctions=[];let n,i=ze._materialCache.getMaterial(t.type);if(l(i)){let r=$e(i.fabric,!0);t._template=pt(t._template,r,!0),n=i.translucent}hEe(t),l(i)||ze._materialCache.addMaterial(t.type,t),pEe(t),AEe(t),xEe(t);let o=t._translucentFunctions.length===0?!0:void 0;if(n=y(n,o),n=y(e.translucent,n),l(n))if(typeof n=="function"){let r=function(){return n(t)};t._translucentFunctions.push(r)}else t._translucentFunctions.push(n)}function oG(e,t,n,i){if(l(e)){for(let o in e)if(e.hasOwnProperty(o)){let r=t.indexOf(o)!==-1;(i&&!r||!i&&r)&&n(o,t)}}}function kX(e,t){}function uEe(e,t){}var fEe=["type","materials","uniforms","components","source"],dEe=["diffuse","specular","shininess","normal","emission","alpha"];function hEe(e){let t=e._template,n=t.uniforms,i=t.materials,o=t.components;oG(t,fEe,kX,!0),oG(o,dEe,kX,!0);let r=[];for(let s in i)i.hasOwnProperty(s)&&r.push(s);oG(n,r,uEe,!1)}function mEe(e,t){let n=t._template.materials;for(let i in n)if(n.hasOwnProperty(i)&&e.indexOf(i)>-1)return!0;return!1}function pEe(e){let t=e._template.components,n=e._template.source;if(l(n))e.shaderSource+=`${n}
`;else{if(e.shaderSource+=`czm_material czm_getMaterial(czm_materialInput materialInput)
{
`,e.shaderSource+=`czm_material material = czm_getDefaultMaterial(materialInput);
`,l(t)){let i=Object.keys(e._template.materials).length>0;for(let o in t)if(t.hasOwnProperty(o))if(o==="diffuse"||o==="emission"){let s=i&&mEe(t[o],e)?t[o]:`czm_gammaCorrect(${t[o]})`;e.shaderSource+=`material.${o} = ${s};
`}else o==="alpha"?e.shaderSource+=`material.alpha = ${t.alpha};
`:e.shaderSource+=`material.${o} = ${t[o]};
`}e.shaderSource+=`return material;
}
`}}var VX={mat2:Ji,mat3:Q,mat4:F},_Ee=/\.ktx2$/i;function gEe(e){let t;return function(n,i){let o=n.uniforms,r=o[e],s=t!==r,a=!l(r)||r===ze.DefaultImageId;t=r;let c=n._textures[e],u,f;if(r instanceof HTMLVideoElement){if(r.readyState>=2){if(s&&l(c)&&(c!==i.defaultTexture&&c.destroy(),c=void 0),!l(c)||c===i.defaultTexture){let p=new dn({minificationFilter:n._minificationFilter,magnificationFilter:n._magnificationFilter});c=new Rt({context:i,source:r,sampler:p}),n._textures[e]=c;return}c.copyFrom({source:r})}else l(c)||(n._textures[e]=i.defaultTexture);return}if(r instanceof Rt&&r!==c){n._texturePaths[e]=void 0;let p=n._textures[e];l(p)&&p!==n._defaultTexture&&p.destroy(),n._textures[e]=r,u=`${e}Dimensions`,o.hasOwnProperty(u)&&(f=o[u],f.x=r._width,f.y=r._height);return}if(s&&l(c)&&a&&(c!==n._defaultTexture&&c.destroy(),c=void 0),l(c)||(n._texturePaths[e]=void 0,c=n._textures[e]=n._defaultTexture,u=`${e}Dimensions`,o.hasOwnProperty(u)&&(f=o[u],f.x=c._width,f.y=c._height)),a)return;let d=r instanceof Pe;if(!l(n._texturePaths[e])||d&&r.url!==n._texturePaths[e].url||!d&&r!==n._texturePaths[e]){if(typeof r=="string"||d){let p=d?r:Pe.createIfNeeded(r),g;_Ee.test(p.url)?g=yl(p.url):g=p.fetchImage(),Promise.resolve(g).then(function(m){n._loadedImages.push({id:e,image:m})}).catch(function(){l(c)&&c!==n._defaultTexture&&c.destroy(),n._textures[e]=n._defaultTexture})}else(r instanceof HTMLCanvasElement||r instanceof HTMLImageElement)&&n._loadedImages.push({id:e,image:r});n._texturePaths[e]=r}}}function yEe(e){return function(t,n){let i=t.uniforms[e];if(i instanceof Xa){let r=t._textures[e];r!==t._defaultTexture&&r.destroy(),t._texturePaths[e]=void 0,t._textures[e]=i;return}if(l(t._textures[e])||(t._texturePaths[e]=void 0,t._textures[e]=n.defaultCubeMap),i===ze.DefaultCubeMapId)return;let o=i.positiveX+i.negativeX+i.positiveY+i.negativeY+i.positiveZ+i.negativeZ;if(o!==t._texturePaths[e]){let r=[Pe.createIfNeeded(i.positiveX).fetchImage(),Pe.createIfNeeded(i.negativeX).fetchImage(),Pe.createIfNeeded(i.positiveY).fetchImage(),Pe.createIfNeeded(i.negativeY).fetchImage(),Pe.createIfNeeded(i.positiveZ).fetchImage(),Pe.createIfNeeded(i.negativeZ).fetchImage()];Promise.all(r).then(function(s){t._loadedCubeMaps.push({id:e,images:s})}),t._texturePaths[e]=o}}}function AEe(e){let t=e._template.uniforms;for(let n in t)t.hasOwnProperty(n)&&UX(e,n)}function UX(e,t){let n=e._strict,i=e._template.uniforms,o=i[t],r=CEe(o),s;if(r==="channels")s=bb(e,t,o,!1);else{if(r==="sampler2D"){let u=`${t}Dimensions`;TEe(e,u)>0&&(i[u]={type:"ivec3",x:1,y:1},UX(e,u))}if(!new RegExp(`uniform\\s+${r}\\s+${t}\\s*;`).test(e.shaderSource)){let u=`uniform ${r} ${t};`;e.shaderSource=u+e.shaderSource}let c=`${t}_${e._count++}`;if(s=bb(e,t,c),e.uniforms[t]=o,r==="sampler2D")e._uniforms[c]=function(){return e._textures[t]},e._updateFunctions.push(gEe(t));else if(r==="samplerCube")e._uniforms[c]=function(){return e._textures[t]},e._updateFunctions.push(yEe(t));else if(r.indexOf("mat")!==-1){let u=new VX[r];e._uniforms[c]=function(){return VX[r].fromColumnMajorArray(e.uniforms[t],u)}}else e._uniforms[c]=function(){return e.uniforms[t]}}}function CEe(e){let t=e.type;if(!l(t)){let n=typeof e;if(n==="number")t="float";else if(n==="boolean")t="bool";else if(n==="string"||e instanceof Pe||e instanceof HTMLCanvasElement||e instanceof HTMLImageElement)/^([rgba]){1,4}$/i.test(e)?t="channels":e===ze.DefaultCubeMapId?t="samplerCube":t="sampler2D";else if(n==="object")if(Array.isArray(e))(e.length===4||e.length===9||e.length===16)&&(t=`mat${Math.sqrt(e.length)}`);else{let i=0;for(let o in e)e.hasOwnProperty(o)&&(i+=1);i>=2&&i<=4?t=`vec${i}`:i===6&&(t="samplerCube")}}return t}function xEe(e){let t=e._strict,n=e._template.materials;for(let i in n)if(n.hasOwnProperty(i)){let o=new ze({strict:t,fabric:n[i],count:e._count});e._count=o._count,e._uniforms=pt(e._uniforms,o._uniforms,!0),e.materials[i]=o,e._translucentFunctions=e._translucentFunctions.concat(o._translucentFunctions);let r="czm_getMaterial",s=`${r}_${e._count++}`;bb(o,r,s),e.shaderSource=o.shaderSource+e.shaderSource;let a=`${s}(
varying vec3 v_normalEC;
varying vec4 v_color;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
vec4 color = czm_gammaCorrect(v_color);
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getDefaultMaterial(materialInput);
material.diffuse = color.rgb;
material.alpha = color.a;
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
}
`;var E1=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 normal;
attribute vec4 color;
attribute float batchId;
varying vec3 v_positionEC;
varying vec3 v_normalEC;
varying vec4 v_color;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
v_normalEC = czm_normal * normal;
v_color = color;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`;var pC=`varying vec4 v_color;
void main()
{
gl_FragColor = czm_gammaCorrect(v_color);
}
`;var b1=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec4 color;
attribute float batchId;
varying vec4 v_color;
void main()
{
vec4 p = czm_computePosition();
v_color = color;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`;function sm(e){e=y(e,y.EMPTY_OBJECT);let t=y(e.translucent,!0),n=y(e.closed,!1),i=y(e.flat,!1),o=i?b1:E1,r=i?pC:T1,s=i?sm.FLAT_VERTEX_FORMAT:sm.VERTEX_FORMAT;this.material=void 0,this.translucent=t,this._vertexShaderSource=y(e.vertexShaderSource,o),this._fragmentShaderSource=y(e.fragmentShaderSource,r),this._renderState=Zi.getDefaultRenderState(t,n,e.renderState),this._closed=n,this._vertexFormat=s,this._flat=i,this._faceForward=y(e.faceForward,!n)}Object.defineProperties(sm.prototype,{vertexShaderSource:{get:function(){return this._vertexShaderSource}},fragmentShaderSource:{get:function(){return this._fragmentShaderSource}},renderState:{get:function(){return this._renderState}},closed:{get:function(){return this._closed}},vertexFormat:{get:function(){return this._vertexFormat}},flat:{get:function(){return this._flat}},faceForward:{get:function(){return this._faceForward}}});sm.VERTEX_FORMAT=we.POSITION_AND_NORMAL;sm.FLAT_VERTEX_FORMAT=we.POSITION_ONLY;sm.prototype.getFragmentShaderSource=Zi.prototype.getFragmentShaderSource;sm.prototype.isTranslucent=Zi.prototype.isTranslucent;sm.prototype.getRenderState=Zi.prototype.getRenderState;var Qt=sm;function _C(e){this._definitionChanged=new _e,this._color=void 0,this._colorSubscription=void 0,this.color=e}Object.defineProperties(_C.prototype,{isConstant:{get:function(){return j.isConstant(this._color)}},definitionChanged:{get:function(){return this._definitionChanged}},color:ae("color")});_C.prototype.getType=function(e){return"Color"};_C.prototype.getValue=function(e,t){return l(t)||(t={}),t.color=j.getValueOrClonedDefault(this._color,e,U.WHITE,t.color),t};_C.prototype.equals=function(e){return this===e||e instanceof _C&&j.equals(this._color,e._color)};var Pt=_C;function Vp(e){e=y(e,y.EMPTY_OBJECT),l(e.tileInfo)&&l(e.tileInfo.spatialReference)&&l(e.tileInfo.spatialReference.wkid)&&e.tileInfo.spatialReference.wkid==4490?(this._tileInfo=e.tileInfo,this._ellipsoid=y(e.ellipsoid,ie.CGCS2000),this._rectangle=y(e.rectangle,ce.fromDegrees(-180,-90,180,90)),this._numberOfLevelZeroTilesX=y(e.numberOfLevelZeroTilesX,4),this._numberOfLevelZeroTilesY=y(e.numberOfLevelZeroTilesY,2)):(this._ellipsoid=y(e.ellipsoid,ie.WGS84),this._rectangle=y(e.rectangle,ce.MAX_VALUE),this._numberOfLevelZeroTilesX=y(e.numberOfLevelZeroTilesX,2),this._numberOfLevelZeroTilesY=y(e.numberOfLevelZeroTilesY,1)),this._projection=new Ai(this._ellipsoid)}Object.defineProperties(Vp.prototype,{ellipsoid:{get:function(){return this._ellipsoid}},rectangle:{get:function(){return this._rectangle}},projection:{get:function(){return this._projection}}});Vp.prototype.getNumberOfXTilesAtLevel=function(e){if(l(this._tileInfo)){var t=this._tileInfo.lods.filter(function(i){return i.level===e}),n=t[0].resolution;return Math.round(I.toDegrees(I.TWO_PI)/(this._tileInfo.rows*n))}else return this._numberOfLevelZeroTilesX<<e};Vp.prototype.getNumberOfYTilesAtLevel=function(e){if(l(this._tileInfo)){var t=this._tileInfo.lods.filter(function(i){return i.level===e}),n=t[0].resolution;return Math.round(I.toDegrees(I.TWO_PI/2)/(this._tileInfo.cols*n))}else return this._numberOfLevelZeroTilesY<<e};Vp.prototype.rectangleToNativeRectangle=function(e,t){let n=I.toDegrees(e.west),i=I.toDegrees(e.south),o=I.toDegrees(e.east),r=I.toDegrees(e.north);return l(t)?(t.west=n,t.south=i,t.east=o,t.north=r,t):new ce(n,i,o,r)};Vp.prototype.tileXYToNativeRectangle=function(e,t,n,i){let o=this.tileXYToRectangle(e,t,n,i);return o.west=I.toDegrees(o.west),o.south=I.toDegrees(o.south),o.east=I.toDegrees(o.east),o.north=I.toDegrees(o.north),o};Vp.prototype.tileXYToRectangle=function(e,t,n,i){let o=this._rectangle,r=this.getNumberOfXTilesAtLevel(n),s=this.getNumberOfYTilesAtLevel(n),a=o.width/r,c=e*a+o.west,u=(e+1)*a+o.west,f=o.height/s,d=o.north-t*f,p=o.north-(t+1)*f;return l(i)||(i=new ce(c,p,u,d)),i.west=c,i.south=p,i.east=u,i.north=d,i};Vp.prototype.positionToTileXY=function(e,t,n){let i=this._rectangle;if(!ce.contains(i,e))return;let o=this.getNumberOfXTilesAtLevel(t),r=this.getNumberOfYTilesAtLevel(t),s=i.width/o,a=i.height/r,c=e.longitude;i.east<i.west&&
${n}`),u=`Vertex shader failed to compile. Compile log: ${c}`):(c=e.getShaderInfoLog(r),console.error(`${Fd}Fragment shader compile log: ${c}`),console.error(`${Fd} Fragment shader source:
${i}`),u=`Fragment shader failed to compile. Compile log: ${c}`),e.deleteShader(o),e.deleteShader(r),e.deleteProgram(s),new de(u);function d(p,g){if(!l(f))return;let m=f.getTranslatedShaderSource(p);if(m===""){console.error(`${Fd}${g} shader translation failed.`);return}console.error(`${Fd}Translated ${g} shaderSource:
${m}`)}}function $be(e,t,n){let i={};for(let o=0;o<n;++o){let r=e.getActiveAttrib(t,o),s=e.getAttribLocation(t,r.name);i[r.name]={name:r.name,type:r.type,index:s}}return i}function eSe(e,t){let n={},i=[],o=[],r=e.getProgramParameter(t,e.ACTIVE_UNIFORMS);for(let s=0;s<r;++s){let a=e.getActiveUniform(t,s),c="[0]",u=a.name.indexOf(c,a.name.length-c.length)!==-1?a.name.slice(0,a.name.length-3):a.name;if(u.indexOf("gl_")!==0)if(a.name.indexOf("[")<0){let f=e.getUniformLocation(t,u);if(f!==null){let d=B1(e,a,u,f);n[u]=d,i.push(d),d._setSampler&&o.push(d)}}else{let f,d,p,g,m=u.indexOf("[");if(m>=0){if(f=n[u.slice(0,m)],!l(f))continue;d=f._locations,d.length<=1&&(p=f.value,g=e.getUniformLocation(t,u),g!==null&&(d.push(g),p.push(e.getUniform(t,g))))}else{d=[];for(let A=0;A<a.size;++A)g=e.getUniformLocation(t,`${u}[${A}]`),g!==null&&d.push(g);f=R1(e,a,u,d),n[u]=f,i.push(f),f._setSampler&&o.push(f)}}}return{uniformsByName:n,uniforms:i,samplerUniforms:o}}function tSe(e,t){let n=[],i=[];for(let o in t)if(t.hasOwnProperty(o)){let r=t[o],s=o,a=e._duplicateUniformNames[s];l(a)&&(r.name=a,s=a);let c=zp[s];l(c)?n.push({uniform:r,automaticUniform:c}):i.push(r)}return{automaticUniforms:n,manualUniforms:i}}function nSe(e,t,n){e.useProgram(t);let i=0,o=n.length;for(let r=0;r<o;++r)i=n[r]._setSampler(i);return e.useProgram(null),i}function M1(e){l(e._program)||ZK(e)}function ZK(e){let t=e._program,n=e._gl,i=Qbe(n,e,e._debugShaders),o=n.getProgramParameter(i,n.ACTIVE_ATTRIBUTES),r=eSe(n,i),s=tSe(e,r.uniformsByName);e._program=i,e._numberOfVertexAttributes=o,e._vertexAttributes=$be(n,i,o),e._uniformsByName=r.uniformsByName,e._uniforms=r.uniforms,e._automaticUniforms=s.automaticUniforms,e._manualUniforms=s.manualUniforms,e.maximumTextureUnitIndex=nSe(n,i,r.samplerUniforms),t&&e._gl.deleteProgram(t),typeof spector<"u"&&(e._program.__SPECTOR_rebuildProgram=function(a,c,u,f){let d=e._vertexShaderText,p=e._fragmentShaderText,g=/ ! = /g;e._vertexShaderText=a.replace(g," != "),e._fragmentShaderText=c.replace(g," != ");try{ZK(e),u(e._program)}catch(m){e._vertexShaderText=d,e._fragmentShaderText=p;let C=/(?:Compile|Link) error: ([^]*)/.exec(m.message);f(C?C[1]:m.message)}})}am.prototype._bind=function(){M1(this),this._gl.useProgram(this._program)};am.prototype._setUniforms=function(e,t,n){let i,o;if(l(e)){let a=this._manualUniforms;for(i=a.length,o=0;o<i;++o){let c=a[o];c.value=e[c.name]()}}let r=this._automaticUniforms;for(i=r.length,o=0;o<i;++o){let a=r[o];a.uniform.value=a.automaticUniform.getValue(t)}let s=this._uniforms;for(i=s.length,o=0;o<i;++o)s[o].set();if(n){let a=this._gl,c=this._program;a.validateProgram(c)}};am.prototype.isDestroyed=function(){return!1};am.prototype.destroy=function(){this._cachedShader.cache.releaseShaderProgram(this)};am.prototype.finalDestroy=function(){return this._gl.deleteProgram(this._program),le(this)};var jt=am;function iSe(e,t){let n=/#define OUTPUT_DECLARATION/,i=e.split(`
`);if(/#version 300 es/g.test(e))return e;let o=-1,r,s;for(r=0;r<i.length;++r)if(s=i[r],n.test(s)){o=r;break}if(o===-1)throw new ye("Could not find a #define OUTPUT_DECLARATION!");let a=[];for(r=0;r<10;r++){let A=`gl_FragData\\[${r}\\]`,C=`czm_out${r}`;new RegExp(A,"g").test(e)&&(QK(C,a),Nd(A,C,i),i.splice(o,0,`layout(location = ${r}) out vec4 ${C};`),o+=1)}let c="czm_fragColor";rSe("gl_FragColor",i)&&(QK(c,a),Nd("gl_FragColor",c,i),i.splice(o,0,"layout(location = 0) out vec4 czm_fragColor;"),o+=1);let u=aSe(a,i),f={};for(r=0;r<i.length;r++){s=i[r];for(let A in u)u.hasOwnProperty(A)&&new RegExp(`(layout)[^]+(out)[^]+(${A})[^]+`,"g").test(s)&&(f[s]=A)}for(let A in f)if(f.hasOwnProperty(A)){let C=f[A],x=i.indexOf(A),b=u[C],E=b.length;for(let S=0;S<E;S++)i.splice(x,0,b[S]);x+=E+1;for(let S=E-1;S>=0;S--)i.splice(x,0,`#endif //${b[S]}`)}let d="WEBGL_2",p=`#define ${d}`,g="#version 300 es",m=!1;for(r=0;r<i.length;r++)if(/#version/.test(i[r])){i[r]=g,m=!0;break}return m||i.splice(0,0,g),i.splice(1,0,p),mG("EXT_draw_buffers",d,i),mG("EXT_frag_depth",d,i),mG("OES_standard_derivatives",d,i),Nd("texture2D","texture",i),Nd("texture3D","texture",i),Nd("textureCube","texture",i),Nd("gl_FragDepthEXT","gl_FragDepth",i),t?Nd("varying","in",i):(Nd("attribute","in",i),Nd("varying","out",i)),sSe(i)}function Nd(e,t,n){let i=`(^|[^\\w])(${e})($|[^\\w])`,o=new RegExp(i,"g"),r=n.length;for(let s=0;s<r;++s){let a=n[s];n[s]=a.replace(o,`$1${t}$3`)}}function oSe(e,t,n){let i=n.length;for(let o=0;o<i;++o){let r=n[o];n[o]=r.replace(e,t)}}function rSe(e,t){let n=`(^|[^\\w])(${e})($|[^\\w])`,i=new RegExp(n,"g"),o=t.length;for(let r=0;r<o;++r){let s=t[r];if(i.test(s))return!0}return!1}function sSe(e){let t="",n=e.length;for(let i=0;i<n;++i)t+=`${e[i]}
`;return t}function QK(e,t){t.indexOf(e)===-1&&t.push(e)}function aSe(e,t){let n={},i=e.length,o=[];for(let r=0;r<t.length;++r){let s=t[r],a=/(#ifdef|#if)/g.test(s),c=/#else/g.test(s),u=/#endif/g.test(s);if(a)o.push(s);else if(c){let d=o[o.length-1].replace("ifdef","ifndef");/if/g.test(d)&&(d=d.replace(/(#if\s+)(\S*)([^]*)/,"$1!($2)$3")),o.pop(),o.push(d)}else if(u)o.pop();else if(!/layout/g.test(s))for(let f=0;f<i;++f){let d=e[f];s.indexOf(d)!==-1&&(l(n[d])?n[d]=n[d].filter(function(p){return o.indexOf(p)>=0}):n[d]=o.slice())}}return n}function mG(e,t,n){let i=`#extension\\s+GL_${e}\\s+:\\s+[a-zA-Z0-9]+\\s*$`;oSe(new RegExp(i,"g"),"",n),Nd(`GL_${e}`,t,n)}var L1=iSe;var F1=`const float czm_degreesPerRadian = 57.29577951308232;
`;var N1=`const czm_depthRangeStruct czm_depthRange = czm_depthRangeStruct(0.0, 1.0);
`;var k1=`const float czm_epsilon1 = 0.1;
`;var V1=`const float czm_epsilon2 = 0.01;
`;var U1=`const float czm_epsilon3 = 0.001;
`;var z1=`const float czm_epsilon4 = 0.0001;
`;var H1=`const float czm_epsilon5 = 0.00001;
`;var G1=`const float czm_epsilon6 = 0.000001;
`;var W1=`const float czm_epsilon7 = 0.0000001;
`;var j1=`const float czm_infinity = 5906376272000.0;
`;var q1=`const float czm_oneOverPi = 0.3183098861837907;
`;var Y1=`const float czm_oneOverTwoPi = 0.15915494309189535;
`;var X1=`const float czm_passCesium3DTile = 4.0;
`;var K1=`const float czm_passCesium3DTileClassification = 5.0;
`;var J1=`const float czm_passCesium3DTileClassificationIgnoreShow = 6.0;
`;var Z1=`const float czm_passClassification = 7.0;
`;var Q1=`const float czm_passCompute = 1.0;
`;var $1=`const float czm_passEnvironment = 0.0;
`;var eI=`const float czm_passGlobe = 2.0;
`;var tI=`const float czm_passOpaque = 7.0;
`;var nI=`const float czm_passOverlay = 9.0;
`;var iI=`const float czm_passTerrainClassification = 3.0;
`;var oI=`const float czm_passTranslucent = 8.0;
`;var rI=`const float czm_pi = 3.141592653589793;
`;var sI=`const float czm_piOverFour = 0.7853981633974483;
`;var aI=`const float czm_piOverSix = 0.5235987755982988;
`;var cI=`const float czm_piOverThree = 1.0471975511965976;
`;var lI=`const float czm_piOverTwo = 1.5707963267948966;
`;var uI=`const float czm_radiansPerDegree = 0.017453292519943295;
`;var fI=`const float czm_sceneMode2D = 2.0;
`;var dI=`const float czm_sceneMode3D = 3.0;
`;var hI=`const float czm_sceneModeColumbusView = 1.0;
`;var mI=`const float czm_sceneModeMorphing = 0.0;
`;var pI=`const float czm_solarRadius = 695500000.0;
`;var _I=`const float czm_threePiOver2 = 4.71238898038469;
`;var gI=`const float czm_twoPi = 6.283185307179586;
`;var yI=`const float czm_webMercatorMaxLatitude = 1.4844222297453324;
`;var AI=`struct czm_depthRangeStruct
{
float near;
float far;
};
`;var CI=`struct czm_material
{
vec3 diffuse;
float specular;
float shininess;
vec3 normal;
vec3 emission;
float alpha;
};
`;var xI=`struct czm_materialInput
{
float s;
vec2 st;
vec3 str;
vec3 normalEC;
mat3 tangentToEyeMatrix;
vec3 positionToEyeEC;
float height;
float slope;
float aspect;
};
`;var TI=`struct czm_modelMaterial {
vec3 diffuse;
float alpha;
vec3 specular;
float roughness;
vec3 normalEC;
float occlusion;
vec3 emissive;
};
`;var EI=`struct czm_modelVertexOutput {
vec3 positionMC;
float pointSize;
};
`;var bI=`struct czm_pbrParameters
{
vec3 diffuseColor;
float roughness;
vec3 f0;
};
`;var SI=`struct czm_ray
{
vec3 origin;
vec3 direction;
};
`;var wI=`struct czm_raySegment
{
float start;
float stop;
};
const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);
const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);
`;var DI=`struct czm_shadowParameters
{
#ifdef USE_CUBE_MAP_SHADOW
vec3 texCoords;
#else
vec2 texCoords;
#endif
float depthBias;
float depth;
float nDotL;
vec2 texelStepSize;
float normalShadingSmooth;
float darkness;
};
`;var vI=`vec3 czm_acesTonemapping(vec3 color) {
float g = 0.985;
float a = 0.065;
float b = 0.0001;
float c = 0.433;
float d = 0.238;
color = (color * (color + a) - b) / (color * (g * color + c) + d);
color = clamp(color, 0.0, 1.0);
return color;
}
`;var PI=`float czm_alphaWeight(float a)
{
float z = (gl_FragCoord.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];
return pow(a + 0.01, 4.0) + max(1e-2, min(3.0 * 1e3, 0.003 / (1e-5 + pow(abs(z) / 200.0, 4.0))));
}
`;var II=`vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist, float fuzzFactor)
{
float val1 = clamp(dist / fuzzFactor, 0.0, 1.0);
float val2 = clamp((dist - 0.5) / fuzzFactor, 0.0, 1.0);
val1 = val1 * (1.0 - val2);
val1 = val1 * val1 * (3.0 - (2.0 * val1));
val1 = pow(val1, 0.5);
vec4 midColor = (color1 + color2) * 0.5;
return mix(midColor, currentColor, val1);
}
vec4 czm_antialias(vec4 color1, vec4 color2, vec4 currentColor, float dist)
{
return czm_antialias(color1, color2, currentColor, dist, 0.1);
}
`;var OI=`vec2 czm_approximateSphericalCoordinates(vec3 normal) {
float latitudeApproximation = czm_fastApproximateAtan(sqrt(normal.x * normal.x + normal.y * normal.y), normal.z);
float longitudeApproximation = czm_fastApproximateAtan(normal.x, normal.y);
return vec2(latitudeApproximation, longitudeApproximation);
}
`;var BI=`bool czm_backFacing()
{
return gl_FrontFacing == false;
}
`;var RI=`float czm_branchFreeTernary(bool comparison, float a, float b) {
float useA = float(comparison);
return a * useA + b * (1.0 - useA);
}
vec2 czm_branchFreeTernary(bool comparison, vec2 a, vec2 b) {
float useA = float(comparison);
return a * useA + b * (1.0 - useA);
}
vec3 czm_branchFreeTernary(bool comparison, vec3 a, vec3 b) {
float useA = float(comparison);
return a * useA + b * (1.0 - useA);
}
vec4 czm_branchFreeTernary(bool comparison, vec4 a, vec4 b) {
float useA = float(comparison);
return a * useA + b * (1.0 - useA);
}
`;var MI=`vec4 czm_cascadeColor(vec4 weights)
{
return vec4(1.0, 0.0, 0.0, 1.0) * weights.x +
vec4(0.0, 1.0, 0.0, 1.0) * weights.y +
vec4(0.0, 0.0, 1.0, 1.0) * weights.z +
vec4(1.0, 0.0, 1.0, 1.0) * weights.w;
}
`;var LI=`uniform vec4 shadowMap_cascadeDistances;
float czm_cascadeDistance(vec4 weights)
{
return dot(shadowMap_cascadeDistances, weights);
}
`;var FI=`uniform mat4 shadowMap_cascadeMatrices[4];
mat4 czm_cascadeMatrix(vec4 weights)
{
return shadowMap_cascadeMatrices[0] * weights.x +
shadowMap_cascadeMatrices[1] * weights.y +
shadowMap_cascadeMatrices[2] * weights.z +
shadowMap_cascadeMatrices[3] * weights.w;
}
`;var NI=`uniform vec4 shadowMap_cascadeSplits[2];
vec4 czm_cascadeWeights(float depthEye)
{
vec4 near = step(shadowMap_cascadeSplits[0], vec4(depthEye));
vec4 far = step(depthEye, shadowMap_cascadeSplits[1]);
return near * far;
}
`;var kI=`vec4 czm_columbusViewMorph(vec4 position2D, vec4 position3D, float time)
{
vec3 p = mix(position2D.xyz, position3D.xyz, time);
return vec4(p, 1.0);
}
`;var VI=`vec4 czm_computePosition();
`;var UI=`vec2 cordic(float angle)
{
vec2 vector = vec2(6.0725293500888267e-1, 0.0);
float sense = (angle < 0.0) ? -1.0 : 1.0;
mat2 rotation = mat2(1.0, sense, -sense, 1.0);
vector = rotation * vector;
angle -= sense * 7.8539816339744828e-1;
sense = (angle < 0.0) ? -1.0 : 1.0;
float factor = sense * 5.0e-1;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 4.6364760900080609e-1;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 2.5e-1;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 2.4497866312686414e-1;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.25e-1;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.2435499454676144e-1;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 6.25e-2;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 6.2418809995957350e-2;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.125e-2;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.1239833430268277e-2;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.5625e-2;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.5623728620476831e-2;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 7.8125e-3;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 7.8123410601011111e-3;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.90625e-3;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.9062301319669718e-3;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.953125e-3;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.9531225164788188e-3;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 9.765625e-4;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 9.7656218955931946e-4;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 4.8828125e-4;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 4.8828121119489829e-4;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 2.44140625e-4;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 2.4414062014936177e-4;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.220703125e-4;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.2207031189367021e-4;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 6.103515625e-5;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 6.1035156174208773e-5;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.0517578125e-5;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.0517578115526096e-5;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.52587890625e-5;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.5258789061315762e-5;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 7.62939453125e-6;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 7.6293945311019700e-6;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 3.814697265625e-6;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 3.8146972656064961e-6;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.9073486328125e-6;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 1.9073486328101870e-6;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 9.5367431640625e-7;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 9.5367431640596084e-7;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 4.76837158203125e-7;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 4.7683715820308884e-7;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 2.384185791015625e-7;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
angle -= sense * 2.3841857910155797e-7;
sense = (angle < 0.0) ? -1.0 : 1.0;
factor = sense * 1.1920928955078125e-7;
rotation[0][1] = factor;
rotation[1][0] = -factor;
vector = rotation * vector;
return vector;
}
vec2 czm_cosineAndSine(float angle)
{
if (angle < -czm_piOverTwo || angle > czm_piOverTwo)
{
if (angle < 0.0)
{
return -cordic(angle + czm_pi);
}
else
{
return -cordic(angle - czm_pi);
}
}
else
{
return cordic(angle);
}
}
`;var zI=`vec2 czm_decompressTextureCoordinates(float encoded)
{
float temp = encoded / 4096.0;
float xZeroTo4095 = floor(temp);
float stx = xZeroTo4095 / 4095.0;
float sty = (encoded - xZeroTo4095 * 4096.0) / 4095.0;
return vec2(stx, sty);
}
`;var HI=`czm_pbrParameters czm_defaultPbrMaterial()
{
czm_pbrParameters results;
results.diffuseColor = vec3(1.0);
results.roughness = 1.0;
const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);
results.f0 = REFLECTANCE_DIELECTRIC;
return results;
}
`;var GI=`#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
varying float v_WindowZ;
#endif
vec4 czm_depthClamp(vec4 coords)
{
#ifndef LOG_DEPTH
#ifdef GL_EXT_frag_depth
v_WindowZ = (0.5 * (coords.z / coords.w) + 0.5) * coords.w;
coords.z = 0.0;
#else
coords.z = min(coords.z, coords.w);
#endif
#endif
return coords;
}
`;var WI=`mat3 czm_eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC)
{
vec3 tangentMC = normalize(vec3(-positionMC.y, positionMC.x, 0.0));
vec3 tangentEC = normalize(czm_normal3D * tangentMC);
vec3 bitangentEC = normalize(cross(normalEC, tangentEC));
return mat3(
tangentEC.x, tangentEC.y, tangentEC.z,
bitangentEC.x, bitangentEC.y, bitangentEC.z,
normalEC.x, normalEC.y, normalEC.z);
}
`;var jI=`bool czm_ellipsoidContainsPoint(vec3 ellipsoid_inverseRadii, vec3 point)
{
vec3 scaled = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(point, 1.0)).xyz;
return (dot(scaled, scaled) <= 1.0);
}
`;var qI=`vec2 czm_ellipsoidWgs84TextureCoordinates(vec3 normal)
{
return vec2(atan(normal.y, normal.x) * czm_oneOverTwoPi + 0.5, asin(normal.z) * czm_oneOverPi + 0.5);
}
`;var YI=`bool czm_equalsEpsilon(vec4 left, vec4 right, float epsilon) {
return all(lessThanEqual(abs(left - right), vec4(epsilon)));
}
bool czm_equalsEpsilon(vec3 left, vec3 right, float epsilon) {
return all(lessThanEqual(abs(left - right), vec3(epsilon)));
}
bool czm_equalsEpsilon(vec2 left, vec2 right, float epsilon) {
return all(lessThanEqual(abs(left - right), vec2(epsilon)));
}
bool czm_equalsEpsilon(float left, float right, float epsilon) {
return (abs(left - right) <= epsilon);
}
`;var XI=`vec4 czm_eyeOffset(vec4 positionEC, vec3 eyeOffset)
{
vec4 p = positionEC;
vec4 zEyeOffset = normalize(p) * eyeOffset.z;
p.xy += eyeOffset.xy + zEyeOffset.xy;
p.z += zEyeOffset.z;
return p;
}
`;var KI=`vec4 czm_eyeToWindowCoordinates(vec4 positionEC)
{
vec4 q = czm_projection * positionEC;
q.xyz /= q.w;
q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz;
return q;
}
`;var JI=`float czm_fastApproximateAtan(float x) {
return x * (-0.1784 * x - 0.0663 * x * x + 1.0301);
}
float czm_fastApproximateAtan(float x, float y) {
float t = abs(x);
float opposite = abs(y);
float adjacent = max(t, opposite);
opposite = min(t, opposite);
t = czm_fastApproximateAtan(opposite / adjacent);
t = czm_branchFreeTernary(abs(y) > abs(x), czm_piOverTwo - t, t);
t = czm_branchFreeTernary(x < 0.0, czm_pi - t, t);
t = czm_branchFreeTernary(y < 0.0, -t, t);
return t;
}
`;var ZI=`vec3 czm_fog(float distanceToCamera, vec3 color, vec3 fogColor)
{
float scalar = distanceToCamera * czm_fogDensity;
float fog = 1.0 - exp(-(scalar * scalar));
return mix(color, fogColor, fog);
}
vec3 czm_fog(float distanceToCamera, vec3 color, vec3 fogColor, float fogModifierConstant)
{
float scalar = distanceToCamera * czm_fogDensity;
float fog = 1.0 - exp(-((fogModifierConstant * scalar + fogModifierConstant) * (scalar * (1.0 + fogModifierConstant))));
return mix(color, fogColor, fog);
}
`;var QI=`vec3 czm_gammaCorrect(vec3 color) {
#ifdef HDR
color = pow(color, vec3(czm_gamma));
#endif
return color;
}
vec4 czm_gammaCorrect(vec4 color) {
#ifdef HDR
color.rgb = pow(color.rgb, vec3(czm_gamma));
#endif
return color;
}
`;var $I=`vec3 czm_geodeticSurfaceNormal(vec3 positionOnEllipsoid, vec3 ellipsoidCenter, vec3 oneOverEllipsoidRadiiSquared)
{
return normalize((positionOnEllipsoid - ellipsoidCenter) * oneOverEllipsoidRadiiSquared);
}
`;var eO=`czm_material czm_getDefaultMaterial(czm_materialInput materialInput)
{
czm_material material;
material.diffuse = vec3(0.0);
material.specular = 0.0;
material.shininess = 1.0;
material.normal = materialInput.normalEC;
material.emission = vec3(0.0);
material.alpha = 1.0;
return material;
}
`;var tO=`float czm_getLambertDiffuse(vec3 lightDirectionEC, vec3 normalEC)
{
return max(dot(lightDirectionEC, normalEC), 0.0);
}
`;var nO=`float czm_getSpecular(vec3 lightDirectionEC, vec3 toEyeEC, vec3 normalEC, float shininess)
{
vec3 toReflectedLight = reflect(-lightDirectionEC, normalEC);
float specular = max(dot(toReflectedLight, toEyeEC), 0.0);
return pow(specular, max(shininess, czm_epsilon2));
}
`;var iO=`vec4 czm_getWaterNoise(sampler2D normalMap, vec2 uv, float time, float angleInRadians)
{
float cosAngle = cos(angleInRadians);
float sinAngle = sin(angleInRadians);
vec2 s0 = vec2(1.0/17.0, 0.0);
vec2 s1 = vec2(-1.0/29.0, 0.0);
vec2 s2 = vec2(1.0/101.0, 1.0/59.0);
vec2 s3 = vec2(-1.0/109.0, -1.0/57.0);
s0 = vec2((cosAngle * s0.x) - (sinAngle * s0.y), (sinAngle * s0.x) + (cosAngle * s0.y));
s1 = vec2((cosAngle * s1.x) - (sinAngle * s1.y), (sinAngle * s1.x) + (cosAngle * s1.y));
s2 = vec2((cosAngle * s2.x) - (sinAngle * s2.y), (sinAngle * s2.x) + (cosAngle * s2.y));
s3 = vec2((cosAngle * s3.x) - (sinAngle * s3.y), (sinAngle * s3.x) + (cosAngle * s3.y));
vec2 uv0 = (uv/103.0) + (time * s0);
vec2 uv1 = uv/107.0 + (time * s1) + vec2(0.23);
vec2 uv2 = uv/vec2(897.0, 983.0) + (time * s2) + vec2(0.51);
vec2 uv3 = uv/vec2(991.0, 877.0) + (time * s3) + vec2(0.71);
uv0 = fract(uv0);
uv1 = fract(uv1);
uv2 = fract(uv2);
uv3 = fract(uv3);
vec4 noise = (texture2D(normalMap, uv0)) +
(texture2D(normalMap, uv1)) +
(texture2D(normalMap, uv2)) +
(texture2D(normalMap, uv3));
return ((noise / 4.0) - 0.5) * 2.0;
}
`;var oO=`const vec4 K_HSB2RGB = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 czm_HSBToRGB(vec3 hsb)
{
vec3 p = abs(fract(hsb.xxx + K_HSB2RGB.xyz) * 6.0 - K_HSB2RGB.www);
return hsb.z * mix(K_HSB2RGB.xxx, clamp(p - K_HSB2RGB.xxx, 0.0, 1.0), hsb.y);
}
`;var rO=`vec3 hueToRGB(float hue)
{
float r = abs(hue * 6.0 - 3.0) - 1.0;
float g = 2.0 - abs(hue * 6.0 - 2.0);
float b = 2.0 - abs(hue * 6.0 - 4.0);
return clamp(vec3(r, g, b), 0.0, 1.0);
}
vec3 czm_HSLToRGB(vec3 hsl)
{
vec3 rgb = hueToRGB(hsl.x);
float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
return (rgb - 0.5) * c + hsl.z;
}
`;var sO=`vec3 czm_hue(vec3 rgb, float adjustment)
{
const mat3 toYIQ = mat3(0.299, 0.587, 0.114,
0.595716, -0.274453, -0.321263,
0.211456, -0.522591, 0.311135);
const mat3 toRGB = mat3(1.0, 0.9563, 0.6210,
1.0, -0.2721, -0.6474,
1.0, -1.107, 1.7046);
vec3 yiq = toYIQ * rgb;
float hue = atan(yiq.z, yiq.y) + adjustment;
float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);
vec3 color = vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));
return toRGB * color;
}
`;var aO=`vec3 czm_inverseGamma(vec3 color) {
return pow(color, vec3(1.0 / czm_gamma));
}
`;var cO=`bool czm_isEmpty(czm_raySegment interval)
{
return (interval.stop < 0.0);
}
`;var lO=`bool czm_isFull(czm_raySegment interval)
{
return (interval.start == 0.0 && interval.stop == czm_infinity);
}
`;var uO=`float czm_latitudeToWebMercatorFraction(float latitude, float southMercatorY, float oneOverMercatorHeight)
{
float sinLatitude = sin(latitude);
float mercatorY = 0.5 * log((1.0 + sinLatitude) / (1.0 - sinLatitude));
return (mercatorY - southMercatorY) * oneOverMercatorHeight;
}
`;var fO=`vec3 czm_linearToSrgb(vec3 linearIn)
{
return pow(linearIn, vec3(1.0/2.2));
}
vec4 czm_linearToSrgb(vec4 linearIn)
{
vec3 srgbOut = pow(linearIn.rgb, vec3(1.0/2.2));
return vec4(srgbOut, linearIn.a);
}
`;var dO=`float czm_lineDistance(vec2 point1, vec2 point2, vec2 point) {
return abs((point2.y - point1.y) * point.x - (point2.x - point1.x) * point.y + point2.x * point1.y - point2.y * point1.x) / distance(point2, point1);
}
`;var hO=`float czm_luminance(vec3 rgb)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
return dot(rgb, W);
}
`;var mO=`float czm_metersPerPixel(vec4 positionEC, float pixelRatio)
{
float width = czm_viewport.z;
float height = czm_viewport.w;
float pixelWidth;
float pixelHeight;
float top = czm_frustumPlanes.x;
float bottom = czm_frustumPlanes.y;
float left = czm_frustumPlanes.z;
float right = czm_frustumPlanes.w;
if (czm_sceneMode == czm_sceneMode2D || czm_orthographicIn3D == 1.0)
{
float frustumWidth = right - left;
float frustumHeight = top - bottom;
pixelWidth = frustumWidth / width;
pixelHeight = frustumHeight / height;
}
else
{
float distanceToPixel = -positionEC.z;
float inverseNear = 1.0 / czm_currentFrustum.x;
float tanTheta = top * inverseNear;
pixelHeight = 2.0 * distanceToPixel * tanTheta / height;
tanTheta = right * inverseNear;
pixelWidth = 2.0 * distanceToPixel * tanTheta / width;
}
return max(pixelWidth, pixelHeight) * pixelRatio;
}
float czm_metersPerPixel(vec4 positionEC)
{
return czm_metersPerPixel(positionEC, czm_pixelRatio);
}
`;var pO=`vec4 czm_modelToWindowCoordinates(vec4 position)
{
vec4 q = czm_modelViewProjection * position;
q.xyz /= q.w;
q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz;
return q;
}
`;var _O=`vec3 czm_multiplyWithColorBalance(vec3 left, vec3 right)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 target = left * right;
float leftLuminance = dot(left, W);
float rightLuminance = dot(right, W);
float targetLuminance = dot(target, W);
return ((leftLuminance + rightLuminance) / (2.0 * targetLuminance)) * target;
}
`;var gO=`float czm_nearFarScalar(vec4 nearFarScalar, float cameraDistSq)
{
float valueAtMin = nearFarScalar.y;
float valueAtMax = nearFarScalar.w;
float nearDistanceSq = nearFarScalar.x * nearFarScalar.x;
float farDistanceSq = nearFarScalar.z * nearFarScalar.z;
float t = (cameraDistSq - nearDistanceSq) / (farDistanceSq - nearDistanceSq);
t = pow(clamp(t, 0.0, 1.0), 0.2);
return mix(valueAtMin, valueAtMax, t);
}
`;var yO=`vec3 czm_octDecode(vec2 encoded, float range)
{
if (encoded.x == 0.0 && encoded.y == 0.0) {
return vec3(0.0, 0.0, 0.0);
}
encoded = encoded / range * 2.0 - 1.0;
vec3 v = vec3(encoded.x, encoded.y, 1.0 - abs(encoded.x) - abs(encoded.y));
if (v.z < 0.0)
{
v.xy = (1.0 - abs(v.yx)) * czm_signNotZero(v.xy);
}
return normalize(v);
}
vec3 czm_octDecode(vec2 encoded)
{
return czm_octDecode(encoded, 255.0);
}
vec3 czm_octDecode(float encoded)
{
float temp = encoded / 256.0;
float x = floor(temp);
float y = (temp - x) * 256.0;
return czm_octDecode(vec2(x, y));
}
void czm_octDecode(vec2 encoded, out vec3 vector1, out vec3 vector2, out vec3 vector3)
{
float temp = encoded.x / 65536.0;
float x = floor(temp);
float encodedFloat1 = (temp - x) * 65536.0;
temp = encoded.y / 65536.0;
float y = floor(temp);
float encodedFloat2 = (temp - y) * 65536.0;
vector1 = czm_octDecode(encodedFloat1);
vector2 = czm_octDecode(encodedFloat2);
vector3 = czm_octDecode(vec2(x, y));
}
`;var AO=`vec4 czm_packDepth(float depth)
{
vec4 enc = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;
enc = fract(enc);
enc -= enc.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);
return enc;
}
`;var CO=`vec3 lambertianDiffuse(vec3 diffuseColor)
{
return diffuseColor / czm_pi;
}
vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH)
{
return f0 + (f90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);
}
float smithVisibilityG1(float NdotV, float roughness)
{
float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
float smithVisibilityGGX(float roughness, float NdotL, float NdotV)
{
return (
smithVisibilityG1(NdotL, roughness) *
smithVisibilityG1(NdotV, roughness)
);
}
float GGX(float roughness, float NdotH)
{
float roughnessSquared = roughness * roughness;
float f = (NdotH * roughnessSquared - NdotH) * NdotH + 1.0;
return roughnessSquared / (czm_pi * f * f);
}
vec3 czm_pbrLighting(
vec3 positionEC,
vec3 normalEC,
vec3 lightDirectionEC,
vec3 lightColorHdr,
czm_pbrParameters pbrParameters
)
{
vec3 v = -normalize(positionEC);
vec3 l = normalize(lightDirectionEC);
vec3 h = normalize(v + l);
vec3 n = normalEC;
float NdotL = clamp(dot(n, l), 0.001, 1.0);
float NdotV = abs(dot(n, v)) + 0.001;
float NdotH = clamp(dot(n, h), 0.0, 1.0);
float LdotH = clamp(dot(l, h), 0.0, 1.0);
float VdotH = clamp(dot(v, h), 0.0, 1.0);
vec3 f0 = pbrParameters.f0;
float reflectance = max(max(f0.r, f0.g), f0.b);
vec3 f90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));
vec3 F = fresnelSchlick2(f0, f90, VdotH);
float alpha = pbrParameters.roughness;
float G = smithVisibilityGGX(alpha, NdotL, NdotV);
float D = GGX(alpha, NdotH);
vec3 specularContribution = F * G * D / (4.0 * NdotL * NdotV);
vec3 diffuseColor = pbrParameters.diffuseColor;
vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor);
return (diffuseContribution + specularContribution) * NdotL * lightColorHdr;
}
`;var xO=`czm_pbrParameters czm_pbrMetallicRoughnessMaterial(
vec3 baseColor,
float metallic,
float roughness
)
{
czm_pbrParameters results;
roughness = clamp(roughness, 0.0, 1.0);
results.roughness = roughness * roughness;
metallic = clamp(metallic, 0.0, 1.0);
const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);
vec3 f0 = mix(REFLECTANCE_DIELECTRIC, baseColor, metallic);
results.f0 = f0;
results.diffuseColor = baseColor * (1.0 - f0) * (1.0 - metallic);
return results;
}
`;var TO=`czm_pbrParameters czm_pbrSpecularGlossinessMaterial(
vec3 diffuse,
vec3 specular,
float glossiness
)
{
czm_pbrParameters results;
float roughness = 1.0 - glossiness;
results.roughness = roughness * roughness;
results.diffuseColor = diffuse * (1.0 - max(max(specular.r, specular.g), specular.b));
results.f0 = specular;
return results;
}
`;var EO=`float czm_private_getLambertDiffuseOfMaterial(vec3 lightDirectionEC, czm_material material)
{
return czm_getLambertDiffuse(lightDirectionEC, material.normal);
}
float czm_private_getSpecularOfMaterial(vec3 lightDirectionEC, vec3 toEyeEC, czm_material material)
{
return czm_getSpecular(lightDirectionEC, toEyeEC, material.normal, material.shininess);
}
vec4 czm_phong(vec3 toEye, czm_material material, vec3 lightDirectionEC)
{
float diffuse = czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 0.0, 1.0), material);
if (czm_sceneMode == czm_sceneMode3D) {
diffuse += czm_private_getLambertDiffuseOfMaterial(vec3(0.0, 1.0, 0.0), material);
}
float specular = czm_private_getSpecularOfMaterial(lightDirectionEC, toEye, material);
vec3 materialDiffuse = material.diffuse * 0.5;
vec3 ambient = materialDiffuse;
vec3 color = ambient + material.emission;
color += materialDiffuse * diffuse * czm_lightColor;
color += material.specular * specular * czm_lightColor;
return vec4(color, material.alpha);
}
vec4 czm_private_phong(vec3 toEye, czm_material material, vec3 lightDirectionEC)
{
float diffuse = czm_private_getLambertDiffuseOfMaterial(lightDirectionEC, material);
float specular = czm_private_getSpecularOfMaterial(lightDirectionEC, toEye, material);
vec3 ambient = vec3(0.0);
vec3 color = ambient + material.emission;
color += material.diffuse * diffuse * czm_lightColor;
color += material.specular * specular * czm_lightColor;
return vec4(color, material.alpha);
}
`;var bO=`float czm_planeDistance(vec4 plane, vec3 point) {
return (dot(plane.xyz, point) + plane.w);
}
float czm_planeDistance(vec3 planeNormal, float planeDistance, vec3 point) {
return (dot(planeNormal, point) + planeDistance);
}
`;var SO=`vec3 czm_pointAlongRay(czm_ray ray, float time)
{
return ray.origin + (time * ray.direction);
}
`;var wO=`czm_raySegment czm_rayEllipsoidIntersectionInterval(czm_ray ray, vec3 ellipsoid_center, vec3 ellipsoid_inverseRadii)
{
vec3 q = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ray.origin, 1.0)).xyz;
vec3 w = ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ray.direction, 0.0)).xyz;
q = q - ellipsoid_inverseRadii * (czm_inverseModelView * vec4(ellipsoid_center, 1.0)).xyz;
float q2 = dot(q, q);
float qw = dot(q, w);
if (q2 > 1.0)
{
if (qw >= 0.0)
{
return czm_emptyRaySegment;
}
else
{
float qw2 = qw * qw;
float difference = q2 - 1.0;
float w2 = dot(w, w);
float product = w2 * difference;
if (qw2 < product)
{
return czm_emptyRaySegment;
}
else if (qw2 > product)
{
float discriminant = qw * qw - product;
float temp = -qw + sqrt(discriminant);
float root0 = temp / w2;
float root1 = difference / temp;
if (root0 < root1)
{
czm_raySegment i = czm_raySegment(root0, root1);
return i;
}
else
{
czm_raySegment i = czm_raySegment(root1, root0);
return i;
}
}
else
{
float root = sqrt(difference / w2);
czm_raySegment i = czm_raySegment(root, root);
return i;
}
}
}
else if (q2 < 1.0)
{
float difference = q2 - 1.0;
float w2 = dot(w, w);
float product = w2 * difference;
float discriminant = qw * qw - product;
float temp = -qw + sqrt(discriminant);
czm_raySegment i = czm_raySegment(0.0, temp / w2);
return i;
}
else
{
if (qw < 0.0)
{
float w2 = dot(w, w);
czm_raySegment i = czm_raySegment(0.0, -qw / w2);
return i;
}
else
{
return czm_emptyRaySegment;
}
}
}
`;var DO=`czm_raySegment czm_raySphereIntersectionInterval(czm_ray ray, vec3 center, float radius)
{
vec3 o = ray.origin;
vec3 d = ray.direction;
vec3 oc = o - center;
float a = dot(d, d);
float b = 2.0 * dot(d, oc);
float c = dot(oc, oc) - (radius * radius);
float det = (b * b) - (4.0 * a * c);
if (det < 0.0) {
return czm_emptyRaySegment;
}
float sqrtDet = sqrt(det);
float t0 = (-b - sqrtDet) / (2.0 * a);
float t1 = (-b + sqrtDet) / (2.0 * a);
czm_raySegment result = czm_raySegment(t0, t1);
return result;
}
`;var vO=`float czm_readDepth(sampler2D depthTexture, vec2 texCoords)
{
return czm_reverseLogDepth(texture2D(depthTexture, texCoords).r);
}
`;var PO=`float czm_readNonPerspective(float value, float oneOverW) {
return value * oneOverW;
}
vec2 czm_readNonPerspective(vec2 value, float oneOverW) {
return value * oneOverW;
}
vec3 czm_readNonPerspective(vec3 value, float oneOverW) {
return value * oneOverW;
}
vec4 czm_readNonPerspective(vec4 value, float oneOverW) {
return value * oneOverW;
}
`;var IO=`float czm_reverseLogDepth(float logZ)
{
#ifdef LOG_DEPTH
float near = czm_currentFrustum.x;
float far = czm_currentFrustum.y;
float log2Depth = logZ * czm_log2FarDepthFromNearPlusOne;
float depthFromNear = pow(2.0, log2Depth) - 1.0;
return far * (1.0 - near / (depthFromNear + near)) / (far - near);
#endif
return logZ;
}
`;var OO=`const vec4 K_RGB2HSB = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec3 czm_RGBToHSB(vec3 rgb)
{
vec4 p = mix(vec4(rgb.bg, K_RGB2HSB.wz), vec4(rgb.gb, K_RGB2HSB.xy), step(rgb.b, rgb.g));
vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));
float d = q.x - min(q.w, q.y);
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + czm_epsilon7)), d / (q.x + czm_epsilon7), q.x);
}
`;var BO=`vec3 RGBtoHCV(vec3 rgb)
{
vec4 p = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0 / 3.0) : vec4(rgb.gb, 0.0, -1.0 / 3.0);
vec4 q = (rgb.r < p.x) ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx);
float c = q.x - min(q.w, q.y);
float h = abs((q.w - q.y) / (6.0 * c + czm_epsilon7) + q.z);
return vec3(h, c, q.x);
}
vec3 czm_RGBToHSL(vec3 rgb)
{
vec3 hcv = RGBtoHCV(rgb);
float l = hcv.z - hcv.y * 0.5;
float s = hcv.y / (1.0 - abs(l * 2.0 - 1.0) + czm_epsilon7);
return vec3(hcv.x, s, l);
}
`;var RO=`vec3 czm_RGBToXYZ(vec3 rgb)
{
const mat3 RGB2XYZ = mat3(0.4124, 0.2126, 0.0193,
0.3576, 0.7152, 0.1192,
0.1805, 0.0722, 0.9505);
vec3 xyz = RGB2XYZ * rgb;
vec3 Yxy;
Yxy.r = xyz.g;
float temp = dot(vec3(1.0), xyz);
Yxy.gb = xyz.rg / temp;
return Yxy;
}
`;var MO=`float czm_round(float value) {
return floor(value + 0.5);
}
vec2 czm_round(vec2 value) {
return floor(value + 0.5);
}
vec3 czm_round(vec3 value) {
return floor(value + 0.5);
}
vec4 czm_round(vec4 value) {
return floor(value + 0.5);
}
`;var LO=`vec3 czm_sampleOctahedralProjectionWithFiltering(sampler2D projectedMap, vec2 textureSize, vec3 direction, float lod)
{
direction /= dot(vec3(1.0), abs(direction));
vec2 rev = abs(direction.zx) - vec2(1.0);
vec2 neg = vec2(direction.x < 0.0 ? rev.x : -rev.x,
direction.z < 0.0 ? rev.y : -rev.y);
vec2 uv = direction.y < 0.0 ? neg : direction.xz;
vec2 coord = 0.5 * uv + vec2(0.5);
vec2 pixel = 1.0 / textureSize;
if (lod > 0.0)
{
float scale = 1.0 / pow(2.0, lod);
float offset = ((textureSize.y + 1.0) / textureSize.x);
coord.x *= offset;
coord *= scale;
coord.x += offset + pixel.x;
coord.y += (1.0 - (1.0 / pow(2.0, lod - 1.0))) + pixel.y * (lod - 1.0) * 2.0;
}
else
{
coord.x *= (textureSize.y / textureSize.x);
}
#ifndef OES_texture_float_linear
vec3 color1 = texture2D(projectedMap, coord + vec2(0.0, pixel.y)).rgb;
vec3 color2 = texture2D(projectedMap, coord + vec2(pixel.x, 0.0)).rgb;
vec3 color3 = texture2D(projectedMap, coord + pixel).rgb;
vec3 color4 = texture2D(projectedMap, coord).rgb;
vec2 texturePosition = coord * textureSize;
float fu = fract(texturePosition.x);
float fv = fract(texturePosition.y);
vec3 average1 = mix(color4, color2, fu);
vec3 average2 = mix(color1, color3, fu);
vec3 color = mix(average1, average2, fv);
#else
vec3 color = texture2D(projectedMap, coord).rgb;
#endif
return color;
}
vec3 czm_sampleOctahedralProjection(sampler2D projectedMap, vec2 textureSize, vec3 direction, float lod, float maxLod) {
float currentLod = floor(lod + 0.5);
float nextLod = min(currentLod + 1.0, maxLod);
vec3 colorCurrentLod = czm_sampleOctahedralProjectionWithFiltering(projectedMap, textureSize, direction, currentLod);
vec3 colorNextLod = czm_sampleOctahedralProjectionWithFiltering(projectedMap, textureSize, direction, nextLod);
return mix(colorNextLod, colorCurrentLod, nextLod - lod);
}
`;var FO=`vec3 czm_saturation(vec3 rgb, float adjustment)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
vec3 intensity = vec3(dot(rgb, W));
return mix(intensity, rgb, adjustment);
}
`;var NO=`float czm_sampleShadowMap(highp samplerCube shadowMap, vec3 d)
{
return czm_unpackDepth(textureCube(shadowMap, d));
}
float czm_sampleShadowMap(highp sampler2D shadowMap, vec2 uv)
{
#ifdef USE_SHADOW_DEPTH_TEXTURE
return texture2D(shadowMap, uv).r;
#else
return czm_unpackDepth(texture2D(shadowMap, uv));
#endif
}
float czm_shadowDepthCompare(samplerCube shadowMap, vec3 uv, float depth)
{
return step(depth, czm_sampleShadowMap(shadowMap, uv));
}
float czm_shadowDepthCompare(sampler2D shadowMap, vec2 uv, float depth)
{
return step(depth, czm_sampleShadowMap(shadowMap, uv));
}
`;var kO=`float czm_private_shadowVisibility(float visibility, float nDotL, float normalShadingSmooth, float darkness)
{
#ifdef USE_NORMAL_SHADING
#ifdef USE_NORMAL_SHADING_SMOOTH
float strength = clamp(nDotL / normalShadingSmooth, 0.0, 1.0);
#else
float strength = step(0.0, nDotL);
#endif
visibility *= strength;
#endif
visibility = max(visibility, darkness);
return visibility;
}
#ifdef USE_CUBE_MAP_SHADOW
float czm_shadowVisibility(samplerCube shadowMap, czm_shadowParameters shadowParameters)
{
float depthBias = shadowParameters.depthBias;
float depth = shadowParameters.depth;
float nDotL = shadowParameters.nDotL;
float normalShadingSmooth = shadowParameters.normalShadingSmooth;
float darkness = shadowParameters.darkness;
vec3 uvw = shadowParameters.texCoords;
depth -= depthBias;
float visibility = czm_shadowDepthCompare(shadowMap, uvw, depth);
return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness);
}
#else
float czm_shadowVisibility(sampler2D shadowMap, czm_shadowParameters shadowParameters)
{
float depthBias = shadowParameters.depthBias;
float depth = shadowParameters.depth;
float nDotL = shadowParameters.nDotL;
float normalShadingSmooth = shadowParameters.normalShadingSmooth;
float darkness = shadowParameters.darkness;
vec2 uv = shadowParameters.texCoords;
depth -= depthBias;
#ifdef USE_SOFT_SHADOWS
vec2 texelStepSize = shadowParameters.texelStepSize;
float radius = 1.0;
float dx0 = -texelStepSize.x * radius;
float dy0 = -texelStepSize.y * radius;
float dx1 = texelStepSize.x * radius;
float dy1 = texelStepSize.y * radius;
float visibility = (
czm_shadowDepthCompare(shadowMap, uv, depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy0), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy0), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy0), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, 0.0), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, 0.0), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(dx0, dy1), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(0.0, dy1), depth) +
czm_shadowDepthCompare(shadowMap, uv + vec2(dx1, dy1), depth)
) * (1.0 / 9.0);
#else
float visibility = czm_shadowDepthCompare(shadowMap, uv, depth);
#endif
return czm_private_shadowVisibility(visibility, nDotL, normalShadingSmooth, darkness);
}
#endif
`;var VO=`float czm_signNotZero(float value)
{
return value >= 0.0 ? 1.0 : -1.0;
}
vec2 czm_signNotZero(vec2 value)
{
return vec2(czm_signNotZero(value.x), czm_signNotZero(value.y));
}
vec3 czm_signNotZero(vec3 value)
{
return vec3(czm_signNotZero(value.x), czm_signNotZero(value.y), czm_signNotZero(value.z));
}
vec4 czm_signNotZero(vec4 value)
{
return vec4(czm_signNotZero(value.x), czm_signNotZero(value.y), czm_signNotZero(value.z), czm_signNotZero(value.w));
}
`;var UO=`vec3 czm_sphericalHarmonics(vec3 normal, vec3 coefficients[9])
{
vec3 L00 = coefficients[0];
vec3 L1_1 = coefficients[1];
vec3 L10 = coefficients[2];
vec3 L11 = coefficients[3];
vec3 L2_2 = coefficients[4];
vec3 L2_1 = coefficients[5];
vec3 L20 = coefficients[6];
vec3 L21 = coefficients[7];
vec3 L22 = coefficients[8];
float x = normal.x;
float y = normal.y;
float z = normal.z;
return
L00
+ L1_1 * y
+ L10 * z
+ L11 * x
+ L2_2 * (y * x)
+ L2_1 * (y * z)
+ L20 * (3.0 * z * z - 1.0)
+ L21 * (z * x)
+ L22 * (x * x - y * y);
}
`;var zO=`vec3 czm_srgbToLinear(vec3 srgbIn)
{
return pow(srgbIn, vec3(2.2));
}
vec4 czm_srgbToLinear(vec4 srgbIn)
{
vec3 linearOut = pow(srgbIn.rgb, vec3(2.2));
return vec4(linearOut, srgbIn.a);
}
`;var HO=`mat3 czm_tangentToEyeSpaceMatrix(vec3 normalEC, vec3 tangentEC, vec3 bitangentEC)
{
vec3 normal = normalize(normalEC);
vec3 tangent = normalize(tangentEC);
vec3 bitangent = normalize(bitangentEC);
return mat3(tangent.x , tangent.y , tangent.z,
bitangent.x, bitangent.y, bitangent.z,
normal.x , normal.y , normal.z);
}
`;var GO=`vec4 czm_transformPlane(vec4 plane, mat4 transform) {
vec4 transformedPlane = transform * plane;
float normalMagnitude = length(transformedPlane.xyz);
return transformedPlane / normalMagnitude;
}
`;var WO=`vec4 czm_translateRelativeToEye(vec3 high, vec3 low)
{
vec3 highDifference = high - czm_encodedCameraPositionMCHigh;
vec3 lowDifference = low - czm_encodedCameraPositionMCLow;
return vec4(highDifference + lowDifference, 1.0);
}
`;var jO=`vec4 czm_translucentPhong(vec3 toEye, czm_material material, vec3 lightDirectionEC)
{
float diffuse = czm_getLambertDiffuse(vec3(0.0, 0.0, 1.0), material.normal);
if (czm_sceneMode == czm_sceneMode3D) {
diffuse += czm_getLambertDiffuse(vec3(0.0, 1.0, 0.0), material.normal);
}
diffuse = clamp(diffuse, 0.0, 1.0);
float specular = czm_getSpecular(lightDirectionEC, toEye, material.normal, material.shininess);
vec3 materialDiffuse = material.diffuse * 0.5;
vec3 ambient = materialDiffuse;
vec3 color = ambient + material.emission;
color += materialDiffuse * diffuse * czm_lightColor;
color += material.specular * specular * czm_lightColor;
return vec4(color, material.alpha);
}
`;var qO=`mat2 czm_transpose(mat2 matrix)
{
return mat2(
matrix[0][0], matrix[1][0],
matrix[0][1], matrix[1][1]);
}
mat3 czm_transpose(mat3 matrix)
{
return mat3(
matrix[0][0], matrix[1][0], matrix[2][0],
matrix[0][1], matrix[1][1], matrix[2][1],
matrix[0][2], matrix[1][2], matrix[2][2]);
}
mat4 czm_transpose(mat4 matrix)
{
return mat4(
matrix[0][0], matrix[1][0], matrix[2][0], matrix[3][0],
matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1],
matrix[0][2], matrix[1][2], matrix[2][2], matrix[3][2],
matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]);
}
`;var YO=`float czm_unpackDepth(vec4 packedDepth)
{
return dot(packedDepth, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0));
}
`;var XO=`float czm_unpackFloat(vec4 packedFloat)
{
packedFloat = floor(packedFloat * 255.0 + 0.5);
float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;
float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
if (exponent == -127.0)
{
return 0.0;
}
float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);
float result = sign * exp2(exponent - 23.0) * mantissa;
return result;
}
`;var KO=`int czm_unpackUint(float packedValue) {
float rounded = czm_round(packedValue * 255.0);
return int(rounded);
}
int czm_unpackUint(vec2 packedValue) {
vec2 rounded = czm_round(packedValue * 255.0);
return int(dot(rounded, vec2(1.0, 256.0)));
}
int czm_unpackUint(vec3 packedValue) {
vec3 rounded = czm_round(packedValue * 255.0);
return int(dot(rounded, vec3(1.0, 256.0, 65536.0)));
}
int czm_unpackUint(vec4 packedValue) {
vec4 rounded = czm_round(packedValue * 255.0);
return int(dot(rounded, vec4(1.0, 256.0, 65536.0, 16777216.0)));
}
`;var JO=`float czm_valueTransform(float offset, float scale, float value) {
return scale * value + offset;
}
vec2 czm_valueTransform(vec2 offset, vec2 scale, vec2 value) {
return scale * value + offset;
}
vec3 czm_valueTransform(vec3 offset, vec3 scale, vec3 value) {
return scale * value + offset;
}
vec4 czm_valueTransform(vec4 offset, vec4 scale, vec4 value) {
return scale * value + offset;
}
mat2 czm_valueTransform(mat2 offset, mat2 scale, mat2 value) {
return matrixCompMult(scale, value) + offset;
}
mat3 czm_valueTransform(mat3 offset, mat3 scale, mat3 value) {
return matrixCompMult(scale, value) + offset;
}
mat4 czm_valueTransform(mat4 offset, mat4 scale, mat4 value) {
return matrixCompMult(scale, value) + offset;
}
`;var ZO=`#ifdef LOG_DEPTH
varying float v_depthFromNearPlusOne;
#ifdef SHADOW_MAP
varying vec3 v_logPositionEC;
#endif
#endif
vec4 czm_updatePositionDepth(vec4 coords) {
#if defined(LOG_DEPTH)
#ifdef SHADOW_MAP
vec3 logPositionEC = (czm_inverseProjection * coords).xyz;
v_logPositionEC = logPositionEC;
#endif
coords.z = clamp(coords.z / coords.w, -1.0, 1.0) * coords.w;
#endif
return coords;
}
void czm_vertexLogDepth()
{
#ifdef LOG_DEPTH
v_depthFromNearPlusOne = (gl_Position.w - czm_currentFrustum.x) + 1.0;
gl_Position = czm_updatePositionDepth(gl_Position);
#endif
}
void czm_vertexLogDepth(vec4 clipCoords)
{
#ifdef LOG_DEPTH
v_depthFromNearPlusOne = (clipCoords.w - czm_currentFrustum.x) + 1.0;
czm_updatePositionDepth(clipCoords);
#endif
}
`;var QO=`vec4 czm_windowToEyeCoordinates(vec4 fragmentCoordinate)
{
float x = 2.0 * (fragmentCoordinate.x - czm_viewport.x) / czm_viewport.z - 1.0;
float y = 2.0 * (fragmentCoordinate.y - czm_viewport.y) / czm_viewport.w - 1.0;
float z = (fragmentCoordinate.z - czm_viewportTransformation[3][2]) / czm_viewportTransformation[2][2];
vec4 q = vec4(x, y, z, 1.0);
q /= fragmentCoordinate.w;
if (!(czm_inverseProjection == mat4(0.0)))
{
q = czm_inverseProjection * q;
}
else
{
float top = czm_frustumPlanes.x;
float bottom = czm_frustumPlanes.y;
float left = czm_frustumPlanes.z;
float right = czm_frustumPlanes.w;
float near = czm_currentFrustum.x;
float far = czm_currentFrustum.y;
q.x = (q.x * (right - left) + left + right) * 0.5;
q.y = (q.y * (top - bottom) + bottom + top) * 0.5;
q.z = (q.z * (near - far) - near - far) * 0.5;
q.w = 1.0;
}
return q;
}
vec4 czm_windowToEyeCoordinates(vec2 fragmentCoordinateXY, float depthOrLogDepth)
{
#ifdef LOG_DEPTH
float near = czm_currentFrustum.x;
float far = czm_currentFrustum.y;
float log2Depth = depthOrLogDepth * czm_log2FarDepthFromNearPlusOne;
float depthFromNear = pow(2.0, log2Depth) - 1.0;
float depthFromCamera = depthFromNear + near;
vec4 windowCoord = vec4(fragmentCoordinateXY, far * (1.0 - near / depthFromCamera) / (far - near), 1.0);
vec4 eyeCoordinate = czm_windowToEyeCoordinates(windowCoord);
eyeCoordinate.w = 1.0 / depthFromCamera;
return eyeCoordinate;
#else
vec4 windowCoord = vec4(fragmentCoordinateXY, depthOrLogDepth, 1.0);
vec4 eyeCoordinate = czm_windowToEyeCoordinates(windowCoord);
#endif
return eyeCoordinate;
}
`;var $O=`#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
varying float v_WindowZ;
#endif
void czm_writeDepthClamp()
{
#if defined(GL_EXT_frag_depth) && !defined(LOG_DEPTH)
gl_FragDepthEXT = clamp(v_WindowZ * gl_FragCoord.w, 0.0, 1.0);
#endif
}
`;var eB=`#ifdef LOG_DEPTH
varying float v_depthFromNearPlusOne;
#ifdef POLYGON_OFFSET
uniform vec2 u_polygonOffset;
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#endif
#endif
void czm_writeLogDepth(float depth)
{
#if defined(GL_EXT_frag_depth) && defined(LOG_DEPTH)
if (depth <= 0.9999999 || depth > czm_farDepthFromNearPlusOne) {
discard;
}
#ifdef POLYGON_OFFSET
float factor = u_polygonOffset[0];
float units = u_polygonOffset[1];
#ifdef GL_OES_standard_derivatives
if (factor != 0.0) {
float x = dFdx(depth);
float y = dFdy(depth);
float m = sqrt(x * x + y * y);
depth += m * factor;
}
#endif
#endif
gl_FragDepthEXT = log2(depth) * czm_oneOverLog2FarDepthFromNearPlusOne;
#ifdef POLYGON_OFFSET
gl_FragDepthEXT += czm_epsilon7 * units;
#endif
#endif
}
void czm_writeLogDepth() {
#ifdef LOG_DEPTH
czm_writeLogDepth(v_depthFromNearPlusOne);
#endif
}
`;var tB=`float czm_writeNonPerspective(float value, float w) {
return value * w;
}
vec2 czm_writeNonPerspective(vec2 value, float w) {
return value * w;
}
vec3 czm_writeNonPerspective(vec3 value, float w) {
return value * w;
}
vec4 czm_writeNonPerspective(vec4 value, float w) {
return value * w;
}
`;var nB=`vec3 czm_XYZToRGB(vec3 Yxy)
{
const mat3 XYZ2RGB = mat3( 3.2405, -0.9693, 0.0556,
-1.5371, 1.8760, -0.2040,
-0.4985, 0.0416, 1.0572);
vec3 xyz;
xyz.r = Yxy.r * Yxy.g / Yxy.b;
xyz.g = Yxy.r;
xyz.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b;
return XYZ2RGB * xyz;
}
`;var yC={czm_degreesPerRadian:F1,czm_depthRange:N1,czm_epsilon1:k1,czm_epsilon2:V1,czm_epsilon3:U1,czm_epsilon4:z1,czm_epsilon5:H1,czm_epsilon6:G1,czm_epsilon7:W1,czm_infinity:j1,czm_oneOverPi:q1,czm_oneOverTwoPi:Y1,czm_passCesium3DTile:X1,czm_passCesium3DTileClassification:K1,czm_passCesium3DTileClassificationIgnoreShow:J1,czm_passClassification:Z1,czm_passCompute:Q1,czm_passEnvironment:$1,czm_passGlobe:eI,czm_passOpaque:tI,czm_passOverlay:nI,czm_passTerrainClassification:iI,czm_passTranslucent:oI,czm_pi:rI,czm_piOverFour:sI,czm_piOverSix:aI,czm_piOverThree:cI,czm_piOverTwo:lI,czm_radiansPerDegree:uI,czm_sceneMode2D:fI,czm_sceneMode3D:dI,czm_sceneModeColumbusView:hI,czm_sceneModeMorphing:mI,czm_solarRadius:pI,czm_threePiOver2:_I,czm_twoPi:gI,czm_webMercatorMaxLatitude:yI,czm_depthRangeStruct:AI,czm_material:CI,czm_materialInput:xI,czm_modelMaterial:TI,czm_modelVertexOutput:EI,czm_pbrParameters:bI,czm_ray:SI,czm_raySegment:wI,czm_shadowParameters:DI,czm_acesTonemapping:vI,czm_alphaWeight:PI,czm_antialias:II,czm_approximateSphericalCoordinates:OI,czm_backFacing:BI,czm_branchFreeTernary:RI,czm_cascadeColor:MI,czm_cascadeDistance:LI,czm_cascadeMatrix:FI,czm_cascadeWeights:NI,czm_columbusViewMorph:kI,czm_computePosition:VI,czm_cosineAndSine:UI,czm_decompressTextureCoordinates:zI,czm_defaultPbrMaterial:HI,czm_depthClamp:GI,czm_eastNorthUpToEyeCoordinates:WI,czm_ellipsoidContainsPoint:jI,czm_ellipsoidWgs84TextureCoordinates:qI,czm_equalsEpsilon:YI,czm_eyeOffset:XI,czm_eyeToWindowCoordinates:KI,czm_fastApproximateAtan:JI,czm_fog:ZI,czm_gammaCorrect:QI,czm_geodeticSurfaceNormal:$I,czm_getDefaultMaterial:eO,czm_getLambertDiffuse:tO,czm_getSpecular:nO,czm_getWaterNoise:iO,czm_HSBToRGB:oO,czm_HSLToRGB:rO,czm_hue:sO,czm_inverseGamma:aO,czm_isEmpty:cO,czm_isFull:lO,czm_latitudeToWebMercatorFraction:uO,czm_linearToSrgb:fO,czm_lineDistance:dO,czm_luminance:hO,czm_metersPerPixel:mO,czm_modelToWindowCoordinates:pO,czm_multiplyWithColorBalance:_O,czm_nearFarScalar:gO,czm_octDecode:yO,czm_packDepth:AO,czm_pbrLighting:CO,czm_pbrMetallicRoughnessMaterial:xO,czm_pbrSpecularGlossinessMaterial:TO,czm_phong:EO,czm_planeDistance:bO,czm_pointAlongRay:SO,czm_rayEllipsoidIntersectionInterval:wO,czm_raySphereIntersectionInterval:DO,czm_readDepth:vO,czm_readNonPerspective:PO,czm_reverseLogDepth:IO,czm_RGBToHSB:OO,czm_RGBToHSL:BO,czm_RGBToXYZ:RO,czm_round:MO,czm_sampleOctahedralProjection:LO,czm_saturation:FO,czm_shadowDepthCompare:NO,czm_shadowVisibility:kO,czm_signNotZero:VO,czm_sphericalHarmonics:UO,czm_srgbToLinear:zO,czm_tangentToEyeSpaceMatrix:HO,czm_transformPlane:GO,czm_translateRelativeToEye:WO,czm_translucentPhong:jO,czm_transpose:qO,czm_unpackDepth:YO,czm_unpackFloat:XO,czm_unpackUint:KO,czm_valueTransform:JO,czm_vertexLogDepth:ZO,czm_windowToEyeCoordinates:QO,czm_writeDepthClamp:$O,czm_writeLogDepth:eB,czm_writeNonPerspective:tB,czm_XYZToRGB:nB};function $K(e){return e=e.replace(/\/\/.*/g,""),e.replace(/\/\*\*[\s\S]*?\*\//gm,function(t){let n=t.match(/\n/gm).length,i="";for(let o=0;o<n;++o)i+=`
`;return i})}function eJ(e,t,n){let i;for(let o=0;o<n.length;++o)n[o].name===e&&(i=n[o]);return l(i)||(t=$K(t),i={name:e,glslSource:t,dependsOn:[],requiredBy:[],evaluated:!1},n.push(i)),i}function tJ(e,t){if(e.evaluated)return;e.evaluated=!0;let n=e.glslSource.match(/\bczm_[a-zA-Z0-9_]*/g);l(n)&&n!==null&&(n=n.filter(function(i,o){return n.indexOf(i)===o}),n.forEach(function(i){if(i!==e.name&&rs._czmBuiltinsAndUniforms.hasOwnProperty(i)){let o=eJ(i,rs._czmBuiltinsAndUniforms[i],t);e.dependsOn.push(o),o.requiredBy.push(e),tJ(o,t)}}))}function cSe(e){let t=[],n=[];for(;e.length>0;){let o=e.pop();n.push(o),o.requiredBy.length===0&&t.push(o)}for(;t.length>0;){let o=t.shift();e.push(o);for(let r=0;r<o.dependsOn.length;++r){let s=o.dependsOn[r],a=s.requiredBy.indexOf(o);s.requiredBy.splice(a,1),s.requiredBy.length===0&&t.push(s)}}let i=[];for(let o=0;o<n.length;++o)n[o].requiredBy.length!==0&&i.push(n[o])}function lSe(e){let t=[],n=eJ("main",e,t);tJ(n,t),cSe(t);let i="";for(let o=t.length-1;o>=0;--o)i=`${i+t[o].glslSource}
`;return i.replace(n.glslSource,"")}function nJ(e,t,n){let i,o,r="",s=e.sources;if(l(s))for(i=0,o=s.length;i<o;++i)r+=`
#line 0
${s[i]}`;r=$K(r);let a;r=r.replace(/#version\s+(.*?)\n/gm,function(g,m){return a=m,`
`});let c=[];r=r.replace(/#extension.*\n/gm,function(g){return c.push(g),`
`}),r=r.replace(/precision\s(lowp|mediump|highp)\s(float|int);/,"");let u=e.pickColorQualifier;l(u)&&(r=rs.createPickFragmentShaderSource(r,u));let f="";l(a)&&(f=`#version ${a}
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precision highp float;
precision highp int;
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precision mediump float;
precision mediump int;
#define highp mediump
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varying vec4 czm_pickColor;
void main()
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czm_old_main();
czm_pickColor = pickColor;
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void main()
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czm_old_main();
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discard;
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attribute vec3 position3DLow;
attribute float batchId;
#ifdef EXTRUDED_GEOMETRY
attribute vec3 extrudeDirection;
uniform float u_globeMinimumAltitude;
#endif // EXTRUDED_GEOMETRY
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#endif // PER_INSTANCE_COLOR
#ifdef TEXTURE_COORDINATES
#ifdef SPHERICAL
varying vec4 v_sphericalExtents;
#else // SPHERICAL
varying vec2 v_inversePlaneExtents;
varying vec4 v_westPlane;
varying vec4 v_southPlane;
#endif // SPHERICAL
varying vec3 v_uvMinAndSphericalLongitudeRotation;
varying vec3 v_uMaxAndInverseDistance;
varying vec3 v_vMaxAndInverseDistance;
#endif // TEXTURE_COORDINATES
void main()
{
vec4 position = czm_computePosition();
#ifdef EXTRUDED_GEOMETRY
float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz));
delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0;
position = position + vec4(extrudeDirection * delta, 0.0);
#endif
#ifdef TEXTURE_COORDINATES
#ifdef SPHERICAL
v_sphericalExtents = czm_batchTable_sphericalExtents(batchId);
v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId);
#else // SPHERICAL
#ifdef COLUMBUS_VIEW_2D
vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId);
vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId);
vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w));
bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0;
planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w);
planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w);
idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0;
idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x));
planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x);
planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x);
vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz;
vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz;
vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz;
#else // COLUMBUS_VIEW_2D
vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz;
vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner;
vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner;
#endif // COLUMBUS_VIEW_2D
vec3 eastWard = southEastCorner - southWestCorner;
float eastExtent = length(eastWard);
eastWard /= eastExtent;
vec3 northWard = northWestCorner - southWestCorner;
float northExtent = length(northWard);
northWard /= northExtent;
v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner));
v_southPlane = vec4(northWard, -dot(northWard, southWestCorner));
v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent);
#endif // SPHERICAL
vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId);
vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId);
v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z);
v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w);
v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy;
#endif // TEXTURE_COORDINATES
#ifdef PER_INSTANCE_COLOR
v_color = czm_batchTable_color(batchId);
#endif
gl_Position = czm_depthClamp(czm_modelViewProjectionRelativeToEye * position);
}
`;var w0=`#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
#ifdef VECTOR_TILE
uniform vec4 u_highlightColor;
#endif
void main(void)
{
#ifdef VECTOR_TILE
gl_FragColor = czm_gammaCorrect(u_highlightColor);
#else
gl_FragColor = vec4(1.0);
#endif
czm_writeDepthClamp();
}
`;var rJ={TERRAIN:0,CESIUM_3D_TILE:1,BOTH:2};rJ.NUMBER_OF_CLASSIFICATION_TYPES=3;var Fn=Object.freeze(rJ);var hSe={NEVER:te.NEVER,LESS:te.LESS,EQUAL:te.EQUAL,LESS_OR_EQUAL:te.LEQUAL,GREATER:te.GREATER,NOT_EQUAL:te.NOTEQUAL,GREATER_OR_EQUAL:te.GEQUAL,ALWAYS:te.ALWAYS},Ja=Object.freeze(hSe);function kd(){this.high=h.clone(h.ZERO),this.low=h.clone(h.ZERO)}kd.encode=function(e,t){l(t)||(t={high:0,low:0});let n;return e>=0?(n=Math.floor(e/65536)*65536,t.high=n,t.low=e-n):(n=Math.floor(-e/65536)*65536,t.high=-n,t.low=e+n),t};var cm={high:0,low:0};kd.fromCartesian=function(e,t){l(t)||(t=new kd);let n=t.high,i=t.low;return kd.encode(e.x,cm),n.x=cm.high,i.x=cm.low,kd.encode(e.y,cm),n.y=cm.high,i.y=cm.low,kd.encode(e.z,cm),n.z=cm.high,i.z=cm.low,t};var pG=new kd;kd.writeElements=function(e,t,n){kd.fromCartesian(e,pG);let i=pG.high,o=pG.low;t[n]=i.x,t[n+1]=i.y,t[n+2]=i.z,t[n+3]=o.x,t[n+4]=o.y,t[n+5]=o.z};var Vn=kd;function mSe(e,t){let n=[],i=e.length,o=0;for(;o<i;){let r=Math.ceil((i-o)/t--);n.push(e.slice(o,o+r)),o+=r}return n}var oB=mSe;var rB={STREAM_DRAW:te.STREAM_DRAW,STATIC_DRAW:te.STATIC_DRAW,DYNAMIC_DRAW:te.DYNAMIC_DRAW,validate:function(e){return e===rB.STREAM_DRAW||e===rB.STATIC_DRAW||e===rB.DYNAMIC_DRAW}},Le=Object.freeze(rB);var ss={UNSIGNED_BYTE:te.UNSIGNED_BYTE,UNSIGNED_SHORT:te.UNSIGNED_SHORT,UNSIGNED_INT:te.UNSIGNED_INT};ss.getSizeInBytes=function(e){switch(e){case ss.UNSIGNED_BYTE:return Uint8Array.BYTES_PER_ELEMENT;case ss.UNSIGNED_SHORT:return Uint16Array.BYTES_PER_ELEMENT;case ss.UNSIGNED_INT:return Uint32Array.BYTES_PER_ELEMENT}};ss.fromSizeInBytes=function(e){switch(e){case 2:return ss.UNSIGNED_SHORT;case 4:return ss.UNSIGNED_INT;case 1:return ss.UNSIGNED_BYTE}};ss.validate=function(e){return l(e)&&(e===ss.UNSIGNED_BYTE||e===ss.UNSIGNED_SHORT||e===ss.UNSIGNED_INT)};ss.createTypedArray=function(e,t){return e>=I.SIXTY_FOUR_KILOBYTES?new Uint32Array(t):new Uint16Array(t)};ss.createTypedArrayFromArrayBuffer=function(e,t,n,i){return e>=I.SIXTY_FOUR_KILOBYTES?new Uint32Array(t,n,i):new Uint16Array(t,n,i)};ss.fromTypedArray=function(e){if(e instanceof Uint8Array)return ss.UNSIGNED_BYTE;if(e instanceof Uint16Array)return ss.UNSIGNED_SHORT;if(e instanceof Uint32Array)return ss.UNSIGNED_INT};var Fe=Object.freeze(ss);function ru(e){e=y(e,y.EMPTY_OBJECT);let t=e.context._gl,n=e.bufferTarget,i=e.typedArray,o=e.sizeInBytes,r=e.usage,s=l(i);s&&(o=i.byteLength);let a=t.createBuffer();t.bindBuffer(n,a),t.bufferData(n,s?i:o,r),t.bindBuffer(n,null),this._id=kn(),this._gl=t,this._webgl2=e.context._webgl2,this._bufferTarget=n,this._sizeInBytes=o,this._usage=r,this._buffer=a,this.vertexArrayDestroyable=!0}ru.createVertexBuffer=function(e){return new ru({context:e.context,bufferTarget:te.ARRAY_BUFFER,typedArray:e.typedArray,sizeInBytes:e.sizeInBytes,usage:e.usage})};ru.createIndexBuffer=function(e){let t=e.context,n=e.indexDatatype,i=Fe.getSizeInBytes(n),o=new ru({context:t,bufferTarget:te.ELEMENT_ARRAY_BUFFER,typedArray:e.typedArray,sizeInBytes:e.sizeInBytes,usage:e.usage}),r=o.sizeInBytes/i;return Object.defineProperties(o,{indexDatatype:{get:function(){return n}},bytesPerIndex:{get:function(){return i}},numberOfIndices:{get:function(){return r}}}),o};Object.defineProperties(ru.prototype,{sizeInBytes:{get:function(){return this._sizeInBytes}},usage:{get:function(){return this._usage}}});ru.prototype._getBuffer=function(){return this._buffer};ru.prototype.copyFromArrayView=function(e,t){t=y(t,0);let n=this._gl,i=this._bufferTarget;n.bindBuffer(i,this._buffer),n.bufferSubData(i,t,e),n.bindBuffer(i,null)};ru.prototype.copyFromBuffer=function(e,t,n,i){let o=te.COPY_READ_BUFFER,r=te.COPY_WRITE_BUFFER,s=this._gl;s.bindBuffer(r,this._buffer),s.bindBuffer(o,e._buffer),s.copyBufferSubData(o,r,t,n,i),s.bindBuffer(r,null),s.bindBuffer(o,null)};ru.prototype.getBufferData=function(e,t,n,i){t=y(t,0),n=y(n,0);let o=this._gl,r=te.COPY_READ_BUFFER;o.bindBuffer(r,this._buffer),o.getBufferSubData(r,t,e,n,i),o.bindBuffer(r,null)};ru.prototype.isDestroyed=function(){return!1};ru.prototype.destroy=function(){return this._gl.deleteBuffer(this._buffer)
vec2 computeSt(float batchId)
{
float stepX = batchTextureStep.x;
float centerX = batchTextureStep.y;
float numberOfAttributes = float(${t});
return vec2(centerX + (batchId * numberOfAttributes * stepX), 0.5);
}
`:`uniform vec4 batchTextureStep;
uniform vec2 batchTextureDimensions;
vec2 computeSt(float batchId)
{
float stepX = batchTextureStep.x;
float centerX = batchTextureStep.y;
float stepY = batchTextureStep.z;
float centerY = batchTextureStep.w;
float numberOfAttributes = float(${t});
float xId = mod(batchId * numberOfAttributes, batchTextureDimensions.x);
float yId = floor(batchId * numberOfAttributes / batchTextureDimensions.x);
return vec2(centerX + (xId * stepX), centerY + (yId * stepY));
}
`}function ISe(e){return e===1?"float":`vec${e}`}function OSe(e){return e===1?".x":e===2?".xy":e===3?".xyz":""}function BSe(e,t){let i=e._attributes[t],o=i.componentsPerAttribute,r=i.functionName,s=ISe(o),a=OSe(o),c=e._offsets[t],u=`${s} ${r}(float batchId)
{
vec2 st = computeSt(batchId);
st.x += batchTextureStep.x * float(${c});
`;return e._packFloats&&i.componentDatatype!==qe.UNSIGNED_BYTE?u+=`vec4 textureValue;
textureValue.x = czm_unpackFloat(texture2D(batchTexture, st));
textureValue.y = czm_unpackFloat(texture2D(batchTexture, st + vec2(batchTextureStep.x, 0.0)));
textureValue.z = czm_unpackFloat(texture2D(batchTexture, st + vec2(batchTextureStep.x * 2.0, 0.0)));
textureValue.w = czm_unpackFloat(texture2D(batchTexture, st + vec2(batchTextureStep.x * 3.0, 0.0)));
`:u+=` vec4 textureValue = texture2D(batchTexture, st);
`,u+=` ${s} value = textureValue${a};
`,e._pixelDatatype===qe.UNSIGNED_BYTE&&i.componentDatatype===K.UNSIGNED_BYTE&&!i.normalize?u+=`value *= 255.0;
`:e._pixelDatatype===qe.FLOAT&&i.componentDatatype===K.UNSIGNED_BYTE&&i.normalize&&(u+=`value /= 255.0;
`),u+=` return value;
}
`,u}um.prototype.getVertexShaderCallback=function(){let e=this._attributes;if(e.length===0)return function(i){return i};let t=`uniform highp sampler2D batchTexture;
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`;let n=e.length;for(let i=0;i<n;++i)t+=BSe(this,i);return function(i){let o=i.indexOf("void main"),r=i.substring(0,o),s=i.substring(o);return`${r}
${t}
${s}`}};um.prototype.isDestroyed=function(){return!1};um.prototype.destroy=function(){return this._texture=this._texture&&this._texture.destroy(),le(this)};var AC=um;var Yi={SCALAR:"SCALAR",VEC2:"VEC2",VEC3:"VEC3",VEC4:"VEC4",MAT2:"MAT2",MAT3:"MAT3",MAT4:"MAT4"};Yi.getMathType=function(e){switch(e){case Yi.SCALAR:return Number;case Yi.VEC2:return H;case Yi.VEC3:return h;case Yi.VEC4:return se;case Yi.MAT2:return Ji;case Yi.MAT3:return Q;case Yi.MAT4:return F}};Yi.getNumberOfComponents=function(e){switch(e){case Yi.SCALAR:return 1;case Yi.VEC2:return 2;case Yi.VEC3:return 3;case Yi.VEC4:case Yi.MAT2:return 4;case Yi.MAT3:return 9;case Yi.MAT4:return 16}};Yi.getAttributeLocationCount=function(e){switch(e){case Yi.SCALAR:case Yi.VEC2:case Yi.VEC3:case Yi.VEC4:return 1;case Yi.MAT2:return 2;case Yi.MAT3:return 3;case Yi.MAT4:return 4}};Yi.getGlslType=function(e){switch(e){case Yi.SCALAR:return"float";case Yi.VEC2:return"vec2";case Yi.VEC3:return"vec3";case Yi.VEC4:return"vec4";case Yi.MAT2:return"mat2";case Yi.MAT3:return"mat3";case Yi.MAT4:return"mat4"}};var $t=Object.freeze(Yi);var uJ=1/256,fJ=256,uo={};uo.octEncodeInRange=function(e,t,n){if(n.x=e.x/(Math.abs(e.x)+Math.abs(e.y)+Math.abs(e.z)),n.y=e.y/(Math.abs(e.x)+Math.abs(e.y)+Math.abs(e.z)),e.z<0){let i=n.x,o=n.y;n.x=(1-Math.abs(o))*I.signNotZero(i),n.y=(1-Math.abs(i))*I.signNotZero(o)}return n.x=I.toSNorm(n.x,t),n.y=I.toSNorm(n.y,t),n};uo.octEncode=function(e,t){return uo.octEncodeInRange(e,255,t)};var Ib=new H,dJ=new Uint8Array(1);function sB(e){return dJ[0]=e,dJ[0]}uo.octEncodeToCartesian4=function(e,t){return uo.octEncodeInRange(e,65535,Ib),t.x=sB(Ib.x*uJ),t.y=sB(Ib.x),t.z=sB(Ib.y*uJ),t.w=sB(Ib.y),t};uo.octDecodeInRange=function(e,t,n,i){if(i.x=I.fromSNorm(e,n),i.y=I.fromSNorm(t,n),i.z=1-(Math.abs(i.x)+Math.abs(i.y)),i.z<0){let o=i.x;i.x=(1-Math.abs(i.y))*I.signNotZero(o),i.y=(1-Math.abs(o))*I.signNotZero(i.y)}return h.normalize(i,i)};uo.octDecode=function(e,t,n){return uo.octDecodeInRange(e,t,255,n)};uo.octDecodeFromCartesian4=function(e,t){let n=e.x,i=e.y,o=e.z,r=e.w,s=n*fJ+i,a=o*fJ+r;return uo.octDecodeInRange(s,a,65535,t)};uo.octPackFloat=function(e){return 256*e.x+e.y};var gG=new H;uo.octEncodeFloat=function(e){return uo.octEncode(e,gG),uo.octPackFloat(gG)};uo.octDecodeFloat=function(e,t){let n=e/256,i=Math.floor(n),o=(n-i)*256;return uo.octDecode(i,o,t)};uo.octPack=function(e,t,n,i){let o=uo.octEncodeFloat(e),r=uo.octEncodeFloat(t),s=uo.octEncode(n,gG);return i.x=65536*s.x+o,i.y=65536*s.y+r,i};uo.octUnpack=function(e,t,n,i){let o=e.x/65536,r=Math.floor(o),s=(o-r)*65536;o=e.y/65536;let a=Math.floor(o),c=(o-a)*65536;uo.octDecodeFloat(s,t),uo.octDecodeFloat(c,n),uo.octDecode(r,a,i)};uo.compressTextureCoordinates=function(e){let t=e.x*4095|0,n=e.y*4095|0;return 4096*t+n};uo.decompressTextureCoordinates=function(e,t){let n=e/4096,i=Math.floor(n);return t.x=i/4095,t.y=(e-i*4096)/4095,t};function _G(e){return e>>1^-(e&1)}uo.zigZagDeltaDecode=function(e,t,n){let i=e.length,o=0,r=0,s=0;for(let a=0;a<i;++a)o+=_G(e[a]),r+=_G(t[a]),e[a]=o,t[a]=r,l(n)&&(s+=_G(n[a]),n[a]=s)};uo.dequantize=function(e,t,n,i){let o=$t.getNumberOfComponents(n),r;switch(t){case K.BYTE:r=127;break;case K.UNSIGNED_BYTE:r=255;break;case K.SHORT:r=32767;break;case K.UNSIGNED_SHORT:r=65535;break;case K.INT:r=2147483647;break;case K.UNSIGNED_INT:r=4294967295;break}let s=new Float32Array(i*o);for(let a=0;a<i;a++)for(let c=0;c<o;c++){let u=a*o+c;s[u]=Math.max(e[u]/r,-1)}return s};uo.decodeRGB565=function(e,t){let n=e.length;l(t)||(t=new Float32Array(n*3));let i=(1<<5)-1,o=(1<<6)-1,r=1/31,s=1/63;for(let a=0;a<n;a++){let c=e[a],u=c>>11,f=c>>5&o,d=c&i,p=3*a;t[p]=u*r,t[p+1]=f*s,t[p+2]=d*r}return t};var Un=uo;var hJ=new h,mJ=new h,pJ=new h;function RSe(e,t,n,i,o){l(o)||(o=new h);let r,s,a,c,u,f,d,p;if(l(t.z)){if(h.equalsEpsilon(e,t,I.EPSILON14))return h.clone(h.UNIT_X,o);if(h.equalsEpsilon(e,n,I.EPSILON14))return h.clone(h.UNIT_Y,o);if(h.equalsEpsilon(e,i,I.EPSILON14))return h.clone(h.UNIT_Z,o);r=h.subtract(n,t,hJ),s=h.subtract(i,t,mJ),a=h.subtract(e,t,pJ),c=h.dot(r,r),u=h.dot(r,s),f=h.dot(r,a),d=h.dot(s,s)
`),l(e.rtcCenter)?(t=t.replace(/attribute\s+vec(?:3|4)\s+position3DHigh;/g,""),t=t.replace(/attribute\s+vec(?:3|4)\s+position3DLow;/g,""),o+=`uniform mat4 u_modifiedModelView;
`,r+=`attribute vec4 position;
`,s+=`${c}
{
return u_modifiedModelView * position;
}
`,t=t.replace(/czm_modelViewRelativeToEye\s+\*\s+/g,""),t=t.replace(/czm_modelViewProjectionRelativeToEye/g,"czm_projection")):n?s+=`${c}
{
return czm_translateRelativeToEye(${a}3DHigh, ${a}3DLow);
}
`:(r+=`attribute vec3 ${a}2DHigh;
attribute vec3 ${a}2DLow;
`,s+=`${c}
{
vec4 p;
if (czm_morphTime == 1.0)
{
p = czm_translateRelativeToEye(${a}3DHigh, ${a}3DLow);
}
else if (czm_morphTime == 0.0)
{
p = czm_translateRelativeToEye(${a}2DHigh.zxy, ${a}2DLow.zxy);
}
else
{
p = czm_columbusViewMorph(
czm_translateRelativeToEye(${a}2DHigh.zxy, ${a}2DLow.zxy),
czm_translateRelativeToEye(${a}3DHigh, ${a}3DLow),
czm_morphTime);
}
return p;
}
`)}return[o,r,t,s].join(`
`)};sr._appendShowToShader=function(e,t){return l(e._batchTableAttributeIndices.show)?`${Ve.replaceMain(t,"czm_non_show_main")}
void main()
{
czm_non_show_main();
gl_Position *= czm_batchTable_show(batchId);
}`:t};sr._updateColorAttribute=function(e,t,n){if(!l(e._batchTableAttributeIndices.color)&&!l(e._batchTableAttributeIndices.depthFailColor)||t.search(/attribute\s+vec4\s+color;/g)===-1)return t;let i=t;return i=i.replace(/attribute\s+vec4\s+color;/g,""),n?i=i.replace(/(\b)color(\b)/g,"$1czm_batchTable_depthFailColor(batchId)$2"):i=i.replace(/(\b)color(\b)/g,"$1czm_batchTable_color(batchId)$2"),i};function MJ(e){return`${Ve.replaceMain(e,"czm_non_pick_main")}
varying vec4 v_pickColor;
void main()
{
czm_non_pick_main();
v_pickColor = czm_batchTable_pickColor(batchId);
}`}function LJ(e){return`varying vec4 v_pickColor;
${e}`}sr._updatePickColorAttribute=function(e){let t=e.replace(/attribute\s+vec4\s+pickColor;/g,"");return t=t.replace(/(\b)pickColor(\b)/g,"$1czm_batchTable_pickColor(batchId)$2"),t};sr._appendOffsetToShader=function(e,t){if(!l(e._batchTableAttributeIndices.offset))return t;let n=`attribute float batchId;
`;n+="attribute float applyOffset;";let i=t.replace(/attribute\s+float\s+batchId;/g,n),o=`vec4 $1 = czm_computePosition();
`;return o+=` if (czm_sceneMode == czm_sceneMode3D)
`,o+=` {
`,o+=" $1 = $1 + vec4(czm_batchTable_offset(batchId) * applyOffset, 0.0);",o+=` }
`,o+=` else
`,o+=` {
`,o+=" $1 = $1 + vec4(czm_batchTable_offset2D(batchId) * applyOffset, 0.0);",o+=` }
`,i=i.replace(/vec4\s+([A-Za-z0-9_]+)\s+=\s+czm_computePosition\(\);/g,o),i};sr._appendDistanceDisplayConditionToShader=function(e,t,n){if(!l(e._batchTableAttributeIndices.distanceDisplayCondition))return t;let i=Ve.replaceMain(t,"czm_non_distanceDisplayCondition_main"),o=`void main()
{
czm_non_distanceDisplayCondition_main();
vec2 distanceDisplayCondition = czm_batchTable_distanceDisplayCondition(batchId);
vec3 boundingSphereCenter3DHigh = czm_batchTable_boundingSphereCenter3DHigh(batchId);
vec3 boundingSphereCenter3DLow = czm_batchTable_boundingSphereCenter3DLow(batchId);
float boundingSphereRadius = czm_batchTable_boundingSphereRadius(batchId);
`;return n?o+=` vec4 centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);
`:o+=` vec3 boundingSphereCenter2DHigh = czm_batchTable_boundingSphereCenter2DHigh(batchId);
vec3 boundingSphereCenter2DLow = czm_batchTable_boundingSphereCenter2DLow(batchId);
vec4 centerRTE;
if (czm_morphTime == 1.0)
{
centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);
}
else if (czm_morphTime == 0.0)
{
centerRTE = czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy);
}
else
{
centerRTE = czm_columbusViewMorph(
czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy),
czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow),
czm_morphTime);
}
`,o+=` float radiusSq = boundingSphereRadius * boundingSphereRadius;
float distanceSq;
if (czm_sceneMode == czm_sceneMode2D)
{
distanceSq = czm_eyeHeight2D.y - radiusSq;
}
else
{
distanceSq = dot(centerRTE.xyz, centerRTE.xyz) - radiusSq;
}
distanceSq = max(distanceSq, 0.0);
float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x;
float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y;
float show = (distanceSq >= nearSq && distanceSq <= farSq) ? 1.0 : 0.0;
gl_Position *= show;
}`,`${i}
${o}`};function FJ(e,t){if(!e.compressVertices)return t;let n=t.search(/attribute\s+vec3\s+normal;/g)!==-1,i=t.search(/attribute\s+vec2\s+st;/g)!==-1;if(!n&&!i)return t;let o=t.search(/attribute\s+vec3\s+tangent;/g)!==-1,r=t.search(/attribute\s+vec3\s+bitangent;/g)!==-1,s=i&&n?2:1;s+=o||r?1:0;let a=s>1?`vec${s}`:"float",c="compressedAttributes",u=`attribute ${a} ${c};`,f="",d="";if(i){f+=`vec2 st;
`;let m=s>1?`${c}.x`:c;d+=` st = czm_decompressTextureCoordinates(${m});
`}n&&o&&r?(f+=`vec3 normal;
vec3 tangent;
vec3 bitangent;
`,d+=` czm_octDecode(${c}.${i?"yz":"xy"}, normal, tangent, bitangent);
`):(n&&(f+=`vec3 normal;
`,d+=` normal = czm_octDecode(${c}${s>1?`.${i?"y":"x"}`:""});
`),o&&(f+=`vec3 tangent;
`,d+=` tangent = czm_octDecode(${c}.${i&&n?"z":"y"});
`),r&&(f+=`vec3 bitangent;
`,d+=` bitangent = czm_octDecode(${c}.${i&&n?"z":"y"});
`));let p=t;p=p.replace(/attribute\s+vec3\s+normal;/g,""),p=p.replace(/attribute\s+vec2\s+st;/g,""),p=p.replace(/attribute\s+vec3\s+tangent;/g,""),p=p.replace(/attribute\s+vec3\s+bitangent;/g,""),p=Ve.replaceMain(p,"czm_non_compressed_main");let g=`void main()
{
${d} czm_non_compressed_main();
}`;return[u,f,p,g].join(`
`)}function Pwe(e){let t=Ve.replaceMain(e,"czm_non_depth_clamp_main");return t+=`void main() {
czm_non_depth_clamp_main();
gl_Position = czm_depthClamp(gl_Position);}
`,t}function Iwe(e){let t=Ve.replaceMain(e,"czm_non_depth_clamp_main");return t+=`void main() {
czm_non_depth_clamp_main();
#if defined(GL_EXT_frag_depth)
#if defined(LOG_DEPTH)
czm_writeLogDepth();
#else
czm_writeDepthClamp();
#endif
#endif
}
`,t=`#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
${t}`,t}function NJ(e,t){let n=e.vertexAttributes}function Owe(e,t){return function(){return e[t]}}var OG=Math.max(Lt.hardwareConcurrency-1,1),_B,Bwe=new xi("combineGeometry");function Rwe(e,t){let n,i,o,r,s=e._instanceIds;if(e._state===mr.READY){n=Array.isArray(e.geometryInstances)?e.geometryInstances:[e.geometryInstances];let a=e._numberOfInstances=n.length,c=[],u=[];for(o=0;o<a;++o)i=n[o].geometry,s.push(n[o].id),u.push({moduleName:i._workerName,geometry:i});if(!l(_B))for(_B=new Array(OG),o=0;o<OG;o++)_B[o]=new xi("createGeometry");let f;for(u=oB(u,OG),o=0;o<u.length;o++){let d=0,p=u[o],g=p.length;for(r=0;r<g;++r)f=p[r],i=f.geometry,l(i.constructor.pack)&&(f.offset=d,d+=y(i.constructor.packedLength,i.packedLength));let m;if(d>0){let A=new Float64Array(d);for(m=[A.buffer],r=0;r<g;++r)f=p[r],i=f.geometry,l(i.constructor.pack)&&(i.constructor.pack(i,A,f.offset),f.geometry=A)}c.push(_B[o].scheduleTask({subTasks:u[o]},m))}e._state=mr.CREATING,Promise.all(c).then(function(d){e._createGeometryResults=d,e._state=mr.CREATED}).catch(function(d){Lb(e,t,mr.FAILED,d)})}else if(e._state===mr.CREATED){let a=[];n=Array.isArray(e.geometryInstances)?e.geometryInstances:[e.geometryInstances];let c=t.scene3DOnly,u=t.mapProjection,f=Bwe.scheduleTask(SC.packCombineGeometryParameters({createGeometryResults:e._createGeometryResults,instances:n,ellipsoid:u.ellipsoid,projection:u,elementIndexUintSupported:t.context.elementIndexUint,scene3DOnly:c,vertexCacheOptimize:e.vertexCacheOptimize,compressVertices:e.compressVertices,modelMatrix:e.modelMatrix,createPickOffsets:e._createPickOffsets},a),a);e._createGeometryResults=void 0,e._state=mr.COMBINING,Promise.resolve(f).then(function(d){let p=SC.unpackCombineGeometryResults(d);e._geometries=p.geometries,e._attributeLocations=p.attributeLocations,e.modelMatrix=F.clone(p.modelMatrix,e.modelMatrix),e._pickOffsets=p.pickOffsets,e._offsetInstanceExtend=p.offsetInstanceExtend,e._instanceBoundingSpheres=p.boundingSpheres,e._instanceBoundingSpheresCV=p.boundingSpheresCV,l(e._geometries)&&e._geometries.length>0?(e._recomputeBoundingSpheres=!0,e._state=mr.COMBINED):Lb(e,t,mr.FAILED,void 0)}).catch(function(d){Lb(e,t,mr.FAILED,d)})}}function Mwe(e,t){let n=Array.isArray(e.geometryInstances)?e.geometryInstances:[e.geometryInstances],i=e._numberOfInstances=n.length,o=new Array(i),r=e._instanceIds,s,a,c=0;for(a=0;a<i;a++){s=n[a];let p=s.geometry,g;l(p.attributes)&&l(p.primitiveType)?g=wwe(p):g=p.constructor.createGeometry(p),o[c++]=Dwe(s,g),r.push(s.id)}o.length=c;let u=t.scene3DOnly,f=t.mapProjection,d=SC.combineGeometry({instances:o,ellipsoid:f.ellipsoid,projection:f,elementIndexUintSupported:t.context.elementIndexUint,scene3DOnly:u,vertexCacheOptimize:e.vertexCacheOptimize,compressVertices:e.compressVertices,modelMatrix:e.modelMatrix,createPickOffsets:e._createPickOffsets});e._geometries=d.geometries,e._attributeLocations=d.attributeLocations,e.modelMatrix=F.clone(d.modelMatrix,e.modelMatrix),e._pickOffsets=d.pickOffsets,e._offsetInstanceExtend=d.offsetInstanceExtend,e._instanceBoundingSpheres=d.boundingSpheres,e._instanceBoundingSpheresCV=d.boundingSpheresCV,l(e._geometries)&&e._geometries.length>0?(e._recomputeBoundingSpheres=!0,e._state=mr.COMBINED):Lb(e,t,mr.FAILED,void 0)}function Lwe(e,t){let n=e._batchTableAttributeIndices.offset;if(!e._recomputeBoundingSpheres||!l(n)){e._recomputeBoundingSpheres=!1;return}let i,o=e._offsetInstanceExtend,r=e._instanceBoundingSpheres,s=r.length,a=e._tempBoundingSpheres;if(!l(a)){for(a=new Array(s),i=0;i<s;i++)a[i]=new re;e._tempBoundingSpheres=a}for(i=0;i<s;++i){let A=a[i],C=e._batchTable.getBatchedAttribute(i,n,new h);A=r[i].clone(A),YJ(A,C,o[i])}let c=[],u=[],f=[];for(i=0;i<s;++i){let A=a[i];A.center.x-A.radius>0||re.intersectPlane(A,tn.ORIGIN_ZX_PLANE)!==Xt.INTERSECTING?c.push(A):(u.push(A),f.push(A))}let d=c[0],p=f[0],g=u[0];for(i=1;i<c.length;i++)d=re.union(d,c[i]);for(i=1;i<f.length;i++)p=re.union(p,f[i]);for(i=1;i<u.length;i++)g=re.union(g,u[i]);let m=[];for(l(d)&&m.push(d),l(p)&&m.push(p),l(g)&&m.push(g),i=0;i<m.length;i++){let A=m[i].clone(e._boundingSpheres[i]
#extension GL_EXT_frag_depth : enable
#endif
#ifdef TEXTURE_COORDINATES
#ifdef SPHERICAL
varying vec4 v_sphericalExtents;
#else // SPHERICAL
varying vec2 v_inversePlaneExtents;
varying vec4 v_westPlane;
varying vec4 v_southPlane;
#endif // SPHERICAL
varying vec3 v_uvMinAndSphericalLongitudeRotation;
varying vec3 v_uMaxAndInverseDistance;
varying vec3 v_vMaxAndInverseDistance;
#endif // TEXTURE_COORDINATES
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#endif
#ifdef NORMAL_EC
vec3 getEyeCoordinate3FromWindowCoordinate(vec2 fragCoord, float logDepthOrDepth) {
vec4 eyeCoordinate = czm_windowToEyeCoordinates(fragCoord, logDepthOrDepth);
return eyeCoordinate.xyz / eyeCoordinate.w;
}
vec3 vectorFromOffset(vec4 eyeCoordinate, vec2 positiveOffset) {
vec2 glFragCoordXY = gl_FragCoord.xy;
float upOrRightLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY + positiveOffset) / czm_viewport.zw));
float downOrLeftLogDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, (glFragCoordXY - positiveOffset) / czm_viewport.zw));
bvec2 upOrRightInBounds = lessThan(glFragCoordXY + positiveOffset, czm_viewport.zw);
float useUpOrRight = float(upOrRightLogDepth > 0.0 && upOrRightInBounds.x && upOrRightInBounds.y);
float useDownOrLeft = float(useUpOrRight == 0.0);
vec3 upOrRightEC = getEyeCoordinate3FromWindowCoordinate(glFragCoordXY + positiveOffset, upOrRightLogDepth);
vec3 downOrLeftEC = getEyeCoordinate3FromWindowCoordinate(glFragCoordXY - positiveOffset, downOrLeftLogDepth);
return (upOrRightEC - (eyeCoordinate.xyz / eyeCoordinate.w)) * useUpOrRight + ((eyeCoordinate.xyz / eyeCoordinate.w) - downOrLeftEC) * useDownOrLeft;
}
#endif // NORMAL_EC
void main(void)
{
#ifdef REQUIRES_EC
float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw));
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
#endif
#ifdef REQUIRES_WC
vec4 worldCoordinate4 = czm_inverseView * eyeCoordinate;
vec3 worldCoordinate = worldCoordinate4.xyz / worldCoordinate4.w;
#endif
#ifdef TEXTURE_COORDINATES
vec2 uv;
#ifdef SPHERICAL
vec2 sphericalLatLong = czm_approximateSphericalCoordinates(worldCoordinate);
sphericalLatLong.y += v_uvMinAndSphericalLongitudeRotation.z;
sphericalLatLong.y = czm_branchFreeTernary(sphericalLatLong.y < czm_pi, sphericalLatLong.y, sphericalLatLong.y - czm_twoPi);
uv.x = (sphericalLatLong.y - v_sphericalExtents.y) * v_sphericalExtents.w;
uv.y = (sphericalLatLong.x - v_sphericalExtents.x) * v_sphericalExtents.z;
#else // SPHERICAL
uv.x = czm_planeDistance(v_westPlane, eyeCoordinate.xyz / eyeCoordinate.w) * v_inversePlaneExtents.x;
uv.y = czm_planeDistance(v_southPlane, eyeCoordinate.xyz / eyeCoordinate.w) * v_inversePlaneExtents.y;
#endif // SPHERICAL
#endif // TEXTURE_COORDINATES
#ifdef PICK
#ifdef CULL_FRAGMENTS
if (0.0 <= uv.x && uv.x <= 1.0 && 0.0 <= uv.y && uv.y <= 1.0 || logDepthOrDepth != 0.0) {
gl_FragColor.a = 1.0;
czm_writeDepthClamp();
}
#else // CULL_FRAGMENTS
gl_FragColor.a = 1.0;
#endif // CULL_FRAGMENTS
#else // PICK
#ifdef CULL_FRAGMENTS
if (uv.x <= 0.0 || 1.0 <= uv.x || uv.y <= 0.0 || 1.0 <= uv.y || logDepthOrDepth == 0.0) {
discard;
}
#endif
#ifdef NORMAL_EC
vec3 downUp = vectorFromOffset(eyeCoordinate, vec2(0.0, 1.0));
vec3 leftRight = vectorFromOffset(eyeCoordinate, vec2(1.0, 0.0));
vec3 normalEC = normalize(cross(leftRight, downUp));
#endif
#ifdef PER_INSTANCE_COLOR
vec4 color = czm_gammaCorrect(v_color);
#ifdef FLAT
gl_FragColor = color;
#else // FLAT
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = -eyeCoordinate.xyz;
czm_material material = czm_getDefaultMaterial(materialInput);
material.diffuse = color.rgb;
material.alpha = color.a;
gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);
#endif // FLAT
gl_FragColor.rgb *= gl_FragColor.a;
#else // PER_INSTANCE_COLOR
czm_materialInput materialInput;
#ifdef USES_NORMAL_EC
materialInput.normalEC = normalEC;
#endif
#ifdef USES_POSITION_TO_EYE_EC
materialInput.positionToEyeEC = -eyeCoordinate.xyz;
#endif
#ifdef USES_TANGENT_TO_EYE
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(worldCoordinate, normalEC);
#endif
#ifdef USES_ST
materialInput.st.x = czm_lineDistance(v_uvMinAndSphericalLongitudeRotation.xy, v_uMaxAndInverseDistance.xy, uv) * v_uMaxAndInverseDistance.z;
materialInput.st.y = czm_lineDistance(v_uvMinAndSphericalLongitudeRotation.xy, v_vMaxAndInverseDistance.xy, uv) * v_vMaxAndInverseDistance.z;
#endif
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else // FLAT
gl_FragColor = czm_phong(normalize(-eyeCoordinate.xyz), material, czm_lightDirectionEC);
#endif // FLAT
gl_FragColor.rgb *= gl_FragColor.a;
#endif // PER_INSTANCE_COLOR
czm_writeDepthClamp();
#endif // PICK
}
`;function cu(e,t,n){this._projectionExtentDefines={eastMostYhighDefine:"",eastMostYlowDefine:"",westMostYhighDefine:"",westMostYlowDefine:""};let i=new RG;i.requiresTextureCoordinates=e,i.requiresEC=!n.flat;let o=new RG;if(o.requiresTextureCoordinates=e,n instanceof Qt)i.requiresNormalEC=!n.flat;else{let r=`${n.material.shaderSource}
${n.fragmentShaderSource}`;i.normalEC=r.indexOf("materialInput.normalEC")!==-1||r.indexOf("czm_getDefaultMaterial")!==-1,i.positionToEyeEC=r.indexOf("materialInput.positionToEyeEC")!==-1,i.tangentToEyeMatrix=r.indexOf("materialInput.tangentToEyeMatrix")!==-1,i.st=r.indexOf("materialInput.st")!==-1}this._colorShaderDependencies=i,this._pickShaderDependencies=o,this._appearance=n,this._extentsCulling=e,this._planarExtents=t}cu.prototype.createFragmentShader=function(e){let t=this._appearance,n=this._colorShaderDependencies,i=[];!e&&!this._planarExtents&&i.push("SPHERICAL"),n.requiresEC&&i.push("REQUIRES_EC"),n.requiresWC&&i.push("REQUIRES_WC"),n.requiresTextureCoordinates&&i.push("TEXTURE_COORDINATES"),this._extentsCulling&&i.push("CULL_FRAGMENTS"),n.requiresNormalEC&&i.push("NORMAL_EC"),t instanceof Qt&&i.push("PER_INSTANCE_COLOR"),n.normalEC&&i.push("USES_NORMAL_EC"),n.positionToEyeEC&&i.push("USES_POSITION_TO_EYE_EC"),n.tangentToEyeMatrix&&i.push("USES_TANGENT_TO_EYE"),n.st&&i.push("USES_ST"),t.flat&&i.push("FLAT");let o="";return t instanceof Qt||(o=t.material.shaderSource),new Ve({defines:i,sources:[o,Fb]})};cu.prototype.createPickFragmentShader=function(e){let t=this._pickShaderDependencies,n=["PICK"];return!e&&!this._planarExtents&&n.push("SPHERICAL"),t.requiresEC&&n.push("REQUIRES_EC"),t.requiresWC&&n.push("REQUIRES_WC"),t.requiresTextureCoordinates&&n.push("TEXTURE_COORDINATES"),this._extentsCulling&&n.push("CULL_FRAGMENTS"),new Ve({defines:n,sources:[Fb],pickColorQualifier:"varying"})};cu.prototype.createVertexShader=function(e,t,n,i){return tZ(this._colorShaderDependencies,this._planarExtents,n,e,t,this._appearance,i,this._projectionExtentDefines)};cu.prototype.createPickVertexShader=function(e,t,n,i){return tZ(this._pickShaderDependencies,this._planarExtents,n,e,t,void 0,i,this._projectionExtentDefines)};var XJ=new h,KJ=new he,JJ={high:0,low:0};function tZ(e,t,n,i,o,r,s,a){let c=i.slice();if(a.eastMostYhighDefine===""){let u=KJ;u.longitude=I.PI,u.latitude=0,u.height=0;let f=s.project(u,XJ),d=Vn.encode(f.x,JJ);a.eastMostYhighDefine=`EAST_MOST_X_HIGH ${d.high.toFixed(`${d.high}`.length+1)}`,a.eastMostYlowDefine=`EAST_MOST_X_LOW ${d.low.toFixed(`${d.low}`.length+1)}`;let p=KJ;p.longitude=-I.PI,p.latitude=0,p.height=0;let g=s.project(p,XJ);d=Vn.encode(g.x,JJ),a.westMostYhighDefine=`WEST_MOST_X_HIGH ${d.high.toFixed(`${d.high}`.length+1)}`,a.westMostYlowDefine=`WEST_MOST_X_LOW ${d.low.toFixed(`${d.low}`.length+1)}`}return n&&(c.push(a.eastMostYhighDefine),c.push(a.eastMostYlowDefine),c.push(a.westMostYhighDefine),c.push(a.westMostYlowDefine)),l(r)&&r instanceof Qt&&c.push("PER_INSTANCE_COLOR"),e.requiresTextureCoordinates&&(c.push("TEXTURE_COORDINATES"),t||n||c.push("SPHERICAL"),n&&c.push("COLUMBUS_VIEW_2D")),new Ve({defines:c,sources:[o]})}function RG(){this._requiresEC=!1,this._requiresWC=!1,this._requiresNormalEC=!1,this._requiresTextureCoordinates=!1,this._usesNormalEC=!1,this._usesPositionToEyeEC=!1,this._usesTangentToEyeMat=!1,this._usesSt=!1}Object.defineProperties(RG.prototype,{requiresEC:{get:function(){return this._requiresEC},set:function(e){this._requiresEC=e||this._requiresEC}},requiresWC:{get:function(){return this._requiresWC},set:function(e){this._requiresWC=e||this._requiresWC,this.requiresEC=this._requiresWC}},requiresNormalEC:{get:function(){return this._requiresNormalEC},set:function(e){this._requiresNormalEC=e||this._requiresNormalEC,this.requiresEC=this._requiresNormalEC}},requiresTextureCoordinates:{get:function(){return this._requiresTextureCoordinates},set:function(e){this._requiresTextureCoordinates=e||this._requiresTextureCoordinates,this.requiresWC=this._requiresTextureCoordinates}},normalEC:{set:function(e){this.requiresNormalEC=e,this._usesNormalEC=e},get:function(){return this._usesNormalEC}},tangentToEyeMatrix:{set:function(e){this.requiresWC=e,this.requiresNormalEC=e,this._usesTangentToEyeMat=e},get:function(){return this._usesTangentToEyeMat}},positionToEyeEC:{set:function(e){this.requiresEC=e,this._usesPositionToEyeEC=e},get:function(){return this._usesPositionToEyeEC}},st:{set:fu
`,r=` extrudeDirection = czm_octDecode(${n}, 65535.0);
`,s=t;s=s.replace(/attribute\s+vec3\s+extrudeDirection;/g,""),s=Ve.replaceMain(s,"czm_non_compressed_main");let a=`void main()
{
${r} czm_non_compressed_main();
}`;return[i,o,s,a].join(`
`)}}function pDe(e,t){let n=t.context,i=e._primitive,o=iB;o=e._primitive._batchTable.getVertexShaderCallback()(o),o=Cn._appendDistanceDisplayConditionToShader(i,o),o=Cn._modifyShaderPosition(e,o,t.scene3DOnly),o=Cn._updateColorAttribute(i,o);let r=e._hasPlanarExtentsAttributes,s=r||e._hasSphericalExtentsAttribute;e._extruded&&(o=mDe(i,o));let a=e._extruded?"EXTRUDED_GEOMETRY":"",c=new Ve({defines:[a],sources:[o]}),u=new Ve({sources:[w0]}),f=e._primitive._attributeLocations,d=new lu(s,r,e.appearance);if(e._spStencil=jt.replaceCache({context:n,shaderProgram:e._spStencil,vertexShaderSource:c,fragmentShaderSource:u,attributeLocations:f}),e._primitive.allowPicking){let m=Ve.createPickVertexShaderSource(o);m=Cn._appendShowToShader(i,m),m=Cn._updatePickColorAttribute(m);let A=d.createPickFragmentShader(!1),C=d.createPickVertexShader([a],m,!1,t.mapProjection);if(e._spPick=jt.replaceCache({context:n,shaderProgram:e._spPick,vertexShaderSource:C,fragmentShaderSource:A,attributeLocations:f}),s){let x=n.shaderCache.getDerivedShaderProgram(e._spPick,"2dPick");if(!l(x)){let b=d.createPickFragmentShader(!0),E=d.createPickVertexShader([a],m,!0,t.mapProjection);x=n.shaderCache.createDerivedShaderProgram(e._spPick,"2dPick",{vertexShaderSource:E,fragmentShaderSource:b,attributeLocations:f})}e._spPick2D=x}}else e._spPick=jt.fromCache({context:n,vertexShaderSource:c,fragmentShaderSource:u,attributeLocations:f});o=Cn._appendShowToShader(i,o),c=new Ve({defines:[a],sources:[o]}),e._sp=jt.replaceCache({context:n,shaderProgram:e._sp,vertexShaderSource:c,fragmentShaderSource:u,attributeLocations:f});let p=d.createFragmentShader(!1),g=d.createVertexShader([a],o,!1,t.mapProjection);if(e._spColor=jt.replaceCache({context:n,shaderProgram:e._spColor,vertexShaderSource:g,fragmentShaderSource:p,attributeLocations:f}),s){let m=n.shaderCache.getDerivedShaderProgram(e._spColor,"2dColor");if(!l(m)){let A=d.createFragmentShader(!0),C=d.createVertexShader([a],o,!0,t.mapProjection);m=n.shaderCache.createDerivedShaderProgram(e._spColor,"2dColor",{vertexShaderSource:C,fragmentShaderSource:A,attributeLocations:f})}e._spColor2D=m}}function _De(e,t){let n=e._primitive,i=n._va.length*2;t.length=i;let o,r,s,a=0,c=n._batchTable.getUniformMapCallback()(e._uniformMap),u=e._needs2DShader;for(o=0;o<i;o+=2){let g=n._va[a++];r=t[o],l(r)||(r=t[o]=new Ze({owner:e,primitiveType:n._primitiveType})),r.vertexArray=g,r.renderState=e._rsStencilDepthPass,r.shaderProgram=e._sp,r.uniformMap=c,r.pass=xe.TERRAIN_CLASSIFICATION,s=Ze.shallowClone(r,r.derivedCommands.tileset),s.renderState=e._rsStencilDepthPass3DTiles,s.pass=xe.CESIUM_3D_TILE_CLASSIFICATION,r.derivedCommands.tileset=s,r=t[o+1],l(r)||(r=t[o+1]=new Ze({owner:e,primitiveType:n._primitiveType})),r.vertexArray=g,r.renderState=e._rsColorPass,r.shaderProgram=e._spColor,r.pass=xe.TERRAIN_CLASSIFICATION;let A=e.appearance.material;if(l(A)&&(c=pt(c,A._uniforms)),r.uniformMap=c,s=Ze.shallowClone(r,r.derivedCommands.tileset),s.pass=xe.CESIUM_3D_TILE_CLASSIFICATION,r.derivedCommands.tileset=s,u){let C=Ze.shallowClone(r,r.derivedCommands.appearance2D);C.shaderProgram=e._spColor2D,r.derivedCommands.appearance2D=C,C=Ze.shallowClone(s,s.derivedCommands.appearance2D),C.shaderProgram=e._spColor2D,s.derivedCommands.appearance2D=C}}let f=e._commandsIgnoreShow,d=e._spStencil,p=0;i=f.length=i/2;for(let g=0;g<i;++g){let m=f[g]=Ze.shallowClone(t[p],f[g]);m.shaderProgram=d,m.pass=xe.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW,p+=2}}function gDe(e,t){let n=e._usePickOffsets,i=e._primitive,o=i._va.length*2,r,s=0,a;n&&(r=i._pickOffsets,o=r.length*2),t.length=o;let c,u,f,d=0,p=i._batchTable.getUniformMapCallback()(e._uniformMap),g=e._needs2DShader;for(c=0;c<o;c+=2){let m=i._va[d++];if(n&&(a=r[s++],m=i._va[a.index]),u=t[c],l(u)||(u=t[c]=new Ze({owner:e,primitiveType:i._primitiveType,pickOnly:!0})),u.vertexArray=m,u.renderState=e._rsStencilDepthPass,u.shaderProgram=e._sp,u.uniformMap=p,u.pass=xe.TERRAIN_CLASSIFICATION,n&&(u.offset=a.offset,u.count=a.count),f=Ze.shallowClone(u,u.derivedCommands.tileset),f.renderState=e._rsStencilDepthPass3DTiles,f.pass=xe.CE
#extension GL_EXT_frag_depth : enable
#endif
varying vec4 v_startPlaneNormalEcAndHalfWidth;
varying vec4 v_endPlaneNormalEcAndBatchId;
varying vec4 v_rightPlaneEC;
varying vec4 v_endEcAndStartEcX;
varying vec4 v_texcoordNormalizationAndStartEcYZ;
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#endif
void main(void)
{
float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));
vec3 ecStart = vec3(v_endEcAndStartEcX.w, v_texcoordNormalizationAndStartEcYZ.zw);
if (logDepthOrDepth == 0.0) {
#ifdef DEBUG_SHOW_VOLUME
gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
return;
#else // DEBUG_SHOW_VOLUME
discard;
#endif // DEBUG_SHOW_VOLUME
}
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
eyeCoordinate /= eyeCoordinate.w;
float halfMaxWidth = v_startPlaneNormalEcAndHalfWidth.w * czm_metersPerPixel(eyeCoordinate);
float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);
float distanceFromStart = czm_planeDistance(v_startPlaneNormalEcAndHalfWidth.xyz, -dot(ecStart, v_startPlaneNormalEcAndHalfWidth.xyz), eyeCoordinate.xyz);
float distanceFromEnd = czm_planeDistance(v_endPlaneNormalEcAndBatchId.xyz, -dot(v_endEcAndStartEcX.xyz, v_endPlaneNormalEcAndBatchId.xyz), eyeCoordinate.xyz);
if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {
#ifdef DEBUG_SHOW_VOLUME
gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);
return;
#else // DEBUG_SHOW_VOLUME
discard;
#endif // DEBUG_SHOW_VOLUME
}
vec3 alignedPlaneNormal;
alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_startPlaneNormalEcAndHalfWidth.xyz);
alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));
distanceFromStart = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, ecStart), eyeCoordinate.xyz);
alignedPlaneNormal = cross(v_rightPlaneEC.xyz, v_endPlaneNormalEcAndBatchId.xyz);
alignedPlaneNormal = normalize(cross(alignedPlaneNormal, v_rightPlaneEC.xyz));
distanceFromEnd = czm_planeDistance(alignedPlaneNormal, -dot(alignedPlaneNormal, v_endEcAndStartEcX.xyz), eyeCoordinate.xyz);
#ifdef PER_INSTANCE_COLOR
gl_FragColor = czm_gammaCorrect(v_color);
#else // PER_INSTANCE_COLOR
float s = clamp(distanceFromStart / (distanceFromStart + distanceFromEnd), 0.0, 1.0);
s = (s * v_texcoordNormalizationAndStartEcYZ.x) + v_texcoordNormalizationAndStartEcYZ.y;
float t = (widthwiseDistance + halfMaxWidth) / (2.0 * halfMaxWidth);
czm_materialInput materialInput;
materialInput.s = s;
materialInput.st = vec2(s, t);
materialInput.str = vec3(s, t, 0.0);
czm_material material = czm_getMaterial(materialInput);
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#endif // PER_INSTANCE_COLOR
gl_FragColor.rgb *= gl_FragColor.a;
czm_writeDepthClamp();
}
`;var SB=`varying vec3 v_forwardDirectionEC;
varying vec3 v_texcoordNormalizationAndHalfWidth;
varying float v_batchId;
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#else
varying vec2 v_alignedPlaneDistances;
varying float v_texcoordT;
#endif
float rayPlaneDistanceUnsafe(vec3 origin, vec3 direction, vec3 planeNormal, float planeDistance) {
return (-planeDistance - dot(planeNormal, origin)) / dot(planeNormal, direction);
}
void main(void)
{
vec4 eyeCoordinate = gl_FragCoord;
eyeCoordinate /= eyeCoordinate.w;
#ifdef PER_INSTANCE_COLOR
gl_FragColor = czm_gammaCorrect(v_color);
#else // PER_INSTANCE_COLOR
float distanceFromStart = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, -v_forwardDirectionEC, v_forwardDirectionEC.xyz, v_alignedPlaneDistances.x);
float distanceFromEnd = rayPlaneDistanceUnsafe(eyeCoordinate.xyz, v_forwardDirectionEC, -v_forwardDirectionEC.xyz, v_alignedPlaneDistances.y);
distanceFromStart = max(0.0, distanceFromStart);
distanceFromEnd = max(0.0, distanceFromEnd);
float s = distanceFromStart / (distanceFromStart + distanceFromEnd);
s = (s * v_texcoordNormalizationAndHalfWidth.x) + v_texcoordNormalizationAndHalfWidth.y;
czm_materialInput materialInput;
materialInput.s = s;
materialInput.st = vec2(s, v_texcoordT);
materialInput.str = vec3(s, v_texcoordT, 0.0);
czm_material material = czm_getMaterial(materialInput);
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#endif // PER_INSTANCE_COLOR
}
`;var wB=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec4 startHiAndForwardOffsetX;
attribute vec4 startLoAndForwardOffsetY;
attribute vec4 startNormalAndForwardOffsetZ;
attribute vec4 endNormalAndTextureCoordinateNormalizationX;
attribute vec4 rightNormalAndTextureCoordinateNormalizationY;
attribute vec4 startHiLo2D;
attribute vec4 offsetAndRight2D;
attribute vec4 startEndNormals2D;
attribute vec2 texcoordNormalization2D;
attribute float batchId;
varying vec3 v_forwardDirectionEC;
varying vec3 v_texcoordNormalizationAndHalfWidth;
varying float v_batchId;
#ifdef WIDTH_VARYING
varying float v_width;
#endif
#ifdef ANGLE_VARYING
varying float v_polylineAngle;
#endif
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#else
varying vec2 v_alignedPlaneDistances;
varying float v_texcoordT;
#endif
void main()
{
v_batchId = batchId;
vec4 posRelativeToEye2D = czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw));
vec4 posRelativeToEye3D = czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz);
vec4 posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime);
vec3 posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz;
vec3 posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz;
vec3 startEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz;
vec4 startPlane2D;
vec4 startPlane3D;
startPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);
startPlane3D.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;
startPlane2D.w = -dot(startPlane2D.xyz, posEc2D);
startPlane3D.w = -dot(startPlane3D.xyz, posEc3D);
vec4 rightPlane2D;
vec4 rightPlane3D;
rightPlane2D.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);
rightPlane3D.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;
rightPlane2D.w = -dot(rightPlane2D.xyz, posEc2D);
rightPlane3D.w = -dot(rightPlane3D.xyz, posEc3D);
posRelativeToEye2D = posRelativeToEye2D + vec4(0.0, offsetAndRight2D.xy, 0.0);
posRelativeToEye3D = posRelativeToEye3D + vec4(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w, 0.0);
posRelativeToEye = czm_columbusViewMorph(posRelativeToEye2D, posRelativeToEye3D, czm_morphTime);
posEc2D = (czm_modelViewRelativeToEye * posRelativeToEye2D).xyz;
posEc3D = (czm_modelViewRelativeToEye * posRelativeToEye3D).xyz;
vec3 endEC = (czm_modelViewRelativeToEye * posRelativeToEye).xyz;
vec3 forwardEc3D = czm_normal * normalize(vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w));
vec3 forwardEc2D = czm_normal * normalize(vec3(0.0, offsetAndRight2D.xy));
vec4 endPlane2D;
vec4 endPlane3D;
endPlane2D.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);
endPlane3D.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;
endPlane2D.w = -dot(endPlane2D.xyz, posEc2D);
endPlane3D.w = -dot(endPlane3D.xyz, posEc3D);
v_forwardDirectionEC = normalize(endEC - startEC);
vec2 cleanTexcoordNormalization2D;
cleanTexcoordNormalization2D.x = abs(texcoordNormalization2D.x);
cleanTexcoordNormalization2D.y = czm_branchFreeTernary(texcoordNormalization2D.y > 1.0, 0.0, abs(texcoordNormalization2D.y));
vec2 cleanTexcoordNormalization3D;
cleanTexcoordNormalization3D.x = abs(endNormalAndTextureCoordinateNormalizationX.w);
cleanTexcoordNormalization3D.y = rightNormalAndTextureCoordinateNormalizationY.w;
cleanTexcoordNormalization3D.y = czm_branchFreeTernary(cleanTexcoordNormalization3D.y > 1.0, 0.0, abs(cleanTexcoordNormalization3D.y));
v_texcoordNormalizationAndHalfWidth.xy = mix(cleanTexcoordNormalization2D, cleanTexcoordNormalization3D, czm_morphTime);
#ifdef PER_INSTANCE_COLOR
v_color = czm_batchTable_color(batchId);
#else // PER_INSTANCE_COLOR
v_alignedPlaneDistances.x = -dot(v_forwardDirectionEC, startEC);
v_alignedPlaneDistances.y = -dot(-v_forwardDirectionEC, endEC);
#endif // PER_INSTANCE_COLOR
#ifdef WIDTH_VARYING
float width = czm_batchTable_width(batchId);
float halfWidth = width * 0.5;
v_width = width;
v_texcoordNormalizationAndHalfWidth.z = halfWidth;
#else
float halfWidth = 0.5 * czm_batchTable_width(batchId);
v_texcoordNormalizationAndHalfWidth.z = halfWidth;
#endif
vec4 positionEc3D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position3DHigh, position3DLow);
float absStartPlaneDistance = abs(czm_planeDistance(startPlane3D, positionEc3D.xyz));
float absEndPlaneDistance = abs(czm_planeDistance(endPlane3D, positionEc3D.xyz));
vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane3D.xyz, endPlane3D.xyz);
vec3 upOrDown = normalize(cross(rightPlane3D.xyz, planeDirection));
vec3 normalEC = normalize(cross(planeDirection, upOrDown));
vec3 geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc3D));
geodeticSurfaceNormal *= float(0.0 <= rightNormalAndTextureCoordinateNormalizationY.w && rightNormalAndTextureCoordinateNormalizationY.w <= 1.0);
geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT;
positionEc3D.xyz += geodeticSurfaceNormal;
normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);
positionEc3D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc3D)) * normalEC;
vec4 positionEc2D = czm_modelViewRelativeToEye * czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy);
absStartPlaneDistance = abs(czm_planeDistance(startPlane2D, positionEc2D.xyz));
absEndPlaneDistance = abs(czm_planeDistance(endPlane2D, positionEc2D.xyz));
planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlane2D.xyz, endPlane2D.xyz);
upOrDown = normalize(cross(rightPlane2D.xyz, planeDirection));
normalEC = normalize(cross(planeDirection, upOrDown));
geodeticSurfaceNormal = normalize(cross(normalEC, forwardEc2D));
geodeticSurfaceNormal *= float(0.0 <= texcoordNormalization2D.y && texcoordNormalization2D.y <= 1.0);
geodeticSurfaceNormal *= MAX_TERRAIN_HEIGHT;
positionEc2D.xyz += geodeticSurfaceNormal;
normalEC *= sign(texcoordNormalization2D.x);
#ifndef PER_INSTANCE_COLOR
v_texcoordT = clamp(sign(texcoordNormalization2D.x), 0.0, 1.0);
#endif
positionEc2D.xyz += halfWidth * max(0.0, czm_metersPerPixel(positionEc2D)) * normalEC;
gl_Position = czm_projection * mix(positionEc2D, positionEc3D, czm_morphTime);
#ifdef ANGLE_VARYING
vec2 approxLineDirection = normalize(vec2(v_forwardDirectionEC.x, -v_forwardDirectionEC.y));
approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);
v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);
#endif
}
`;var DB=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
#ifndef COLUMBUS_VIEW_2D
attribute vec4 startHiAndForwardOffsetX;
attribute vec4 startLoAndForwardOffsetY;
attribute vec4 startNormalAndForwardOffsetZ;
attribute vec4 endNormalAndTextureCoordinateNormalizationX;
attribute vec4 rightNormalAndTextureCoordinateNormalizationY;
#else
attribute vec4 startHiLo2D;
attribute vec4 offsetAndRight2D;
attribute vec4 startEndNormals2D;
attribute vec2 texcoordNormalization2D;
#endif
attribute float batchId;
varying vec4 v_startPlaneNormalEcAndHalfWidth;
varying vec4 v_endPlaneNormalEcAndBatchId;
varying vec4 v_rightPlaneEC;
varying vec4 v_endEcAndStartEcX;
varying vec4 v_texcoordNormalizationAndStartEcYZ;
#ifdef WIDTH_VARYING
varying float v_width;
#endif
#ifdef ANGLE_VARYING
varying float v_polylineAngle;
#endif
#ifdef PER_INSTANCE_COLOR
varying vec4 v_color;
#endif
void main()
{
#ifdef COLUMBUS_VIEW_2D
vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz;
vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy);
vec3 ecEnd = forwardDirectionEC + ecStart;
forwardDirectionEC = normalize(forwardDirectionEC);
v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);
v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);
vec4 startPlaneEC;
startPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);
startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);
vec4 endPlaneEC;
endPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);
endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);
v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x);
v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y;
#else // COLUMBUS_VIEW_2D
vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz;
vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w);
vec3 ecEnd = ecStart + offset;
vec3 forwardDirectionEC = normalize(offset);
vec4 startPlaneEC;
startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;
startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);
vec4 endPlaneEC;
endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;
endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);
v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;
v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);
v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w);
v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w;
#endif // COLUMBUS_VIEW_2D
v_endEcAndStartEcX.xyz = ecEnd;
v_endEcAndStartEcX.w = ecStart.x;
v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz;
#ifdef PER_INSTANCE_COLOR
v_color = czm_batchTable_color(batchId);
#endif // PER_INSTANCE_COLOR
vec4 positionRelativeToEye = czm_computePosition();
vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye;
float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz));
float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz));
vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz);
vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection));
vec3 normalEC = normalize(cross(planeDirection, upOrDown));
upOrDown = cross(forwardDirectionEC, normalEC);
upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown;
upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown;
upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown;
positionEC.xyz += upOrDown;
v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y));
float width = czm_batchTable_width(batchId);
#ifdef WIDTH_VARYING
v_width = width;
#endif
v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz;
v_startPlaneNormalEcAndHalfWidth.w = width * 0.5;
v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz;
v_endPlaneNormalEcAndBatchId.w = batchId;
width = width * max(0.0, czm_metersPerPixel(positionEC));
width = width / dot(normalEC, v_rightPlaneEC.xyz);
#ifdef COLUMBUS_VIEW_2D
normalEC *= sign(texcoordNormalization2D.x);
#else
normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);
#endif
positionEC.xyz += width * normalEC;
gl_Position = czm_depthClamp(czm_projection * positionEC);
#ifdef ANGLE_VARYING
vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y));
approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);
v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);
#endif
}
`;var vB=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 prevPosition3DHigh;
attribute vec3 prevPosition3DLow;
attribute vec3 nextPosition3DHigh;
attribute vec3 nextPosition3DLow;
attribute vec2 expandAndWidth;
attribute vec4 color;
attribute float batchId;
varying vec4 v_color;
void main()
{
float expandDir = expandAndWidth.x;
float width = abs(expandAndWidth.y) + 0.5;
bool usePrev = expandAndWidth.y < 0.0;
vec4 p = czm_computePosition();
vec4 prev = czm_computePrevPosition();
vec4 next = czm_computeNextPosition();
float angle;
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);
gl_Position = czm_viewportOrthographic * positionWC;
v_color = color;
}
`;var uu=`void clipLineSegmentToNearPlane(
vec3 p0,
vec3 p1,
out vec4 positionWC,
out bool clipped,
out bool culledByNearPlane,
out vec4 clippedPositionEC)
{
culledByNearPlane = false;
clipped = false;
vec3 p0ToP1 = p1 - p0;
float magnitude = length(p0ToP1);
vec3 direction = normalize(p0ToP1);
float endPoint0Distance = czm_currentFrustum.x + p0.z;
float denominator = -direction.z;
if (endPoint0Distance > 0.0 && abs(denominator) < czm_epsilon7)
{
culledByNearPlane = true;
}
else if (endPoint0Distance > 0.0)
{
float t = endPoint0Distance / denominator;
if (t < 0.0 || t > magnitude)
{
culledByNearPlane = true;
}
else
{
p0 = p0 + t * direction;
p0.z = min(p0.z, -czm_currentFrustum.x);
clipped = true;
}
}
clippedPositionEC = vec4(p0, 1.0);
positionWC = czm_eyeToWindowCoordinates(clippedPositionEC);
}
vec4 getPolylineWindowCoordinatesEC(vec4 positionEC, vec4 prevEC, vec4 nextEC, float expandDirection, float width, bool usePrevious, out float angle)
{
#ifdef POLYLINE_DASH
vec4 positionWindow = czm_eyeToWindowCoordinates(positionEC);
vec4 previousWindow = czm_eyeToWindowCoordinates(prevEC);
vec4 nextWindow = czm_eyeToWindowCoordinates(nextEC);
vec2 lineDir;
if (usePrevious) {
lineDir = normalize(positionWindow.xy - previousWindow.xy);
}
else {
lineDir = normalize(nextWindow.xy - positionWindow.xy);
}
angle = atan(lineDir.x, lineDir.y) - 1.570796327;
angle = floor(angle / czm_piOverFour + 0.5) * czm_piOverFour;
#endif
vec4 clippedPrevWC, clippedPrevEC;
bool prevSegmentClipped, prevSegmentCulled;
clipLineSegmentToNearPlane(prevEC.xyz, positionEC.xyz, clippedPrevWC, prevSegmentClipped, prevSegmentCulled, clippedPrevEC);
vec4 clippedNextWC, clippedNextEC;
bool nextSegmentClipped, nextSegmentCulled;
clipLineSegmentToNearPlane(nextEC.xyz, positionEC.xyz, clippedNextWC, nextSegmentClipped, nextSegmentCulled, clippedNextEC);
bool segmentClipped, segmentCulled;
vec4 clippedPositionWC, clippedPositionEC;
clipLineSegmentToNearPlane(positionEC.xyz, usePrevious ? prevEC.xyz : nextEC.xyz, clippedPositionWC, segmentClipped, segmentCulled, clippedPositionEC);
if (segmentCulled)
{
return vec4(0.0, 0.0, 0.0, 1.0);
}
vec2 directionToPrevWC = normalize(clippedPrevWC.xy - clippedPositionWC.xy);
vec2 directionToNextWC = normalize(clippedNextWC.xy - clippedPositionWC.xy);
if (prevSegmentCulled)
{
directionToPrevWC = -directionToNextWC;
}
else if (nextSegmentCulled)
{
directionToNextWC = -directionToPrevWC;
}
vec2 thisSegmentForwardWC, otherSegmentForwardWC;
if (usePrevious)
{
thisSegmentForwardWC = -directionToPrevWC;
otherSegmentForwardWC = directionToNextWC;
}
else
{
thisSegmentForwardWC = directionToNextWC;
otherSegmentForwardWC = -directionToPrevWC;
}
vec2 thisSegmentLeftWC = vec2(-thisSegmentForwardWC.y, thisSegmentForwardWC.x);
vec2 leftWC = thisSegmentLeftWC;
float expandWidth = width * 0.5;
if (!czm_equalsEpsilon(prevEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1) && !czm_equalsEpsilon(nextEC.xyz - positionEC.xyz, vec3(0.0), czm_epsilon1))
{
vec2 otherSegmentLeftWC = vec2(-otherSegmentForwardWC.y, otherSegmentForwardWC.x);
vec2 leftSumWC = thisSegmentLeftWC + otherSegmentLeftWC;
float leftSumLength = length(leftSumWC);
leftWC = leftSumLength < czm_epsilon6 ? thisSegmentLeftWC : (leftSumWC / leftSumLength);
vec2 u = -thisSegmentForwardWC;
vec2 v = leftWC;
float sinAngle = abs(u.x * v.y - u.y * v.x);
expandWidth = clamp(expandWidth / sinAngle, 0.0, width * 2.0);
}
vec2 offset = leftWC * expandDirection * expandWidth * czm_pixelRatio;
return vec4(clippedPositionWC.xy + offset, -clippedPositionWC.z, 1.0) * (czm_projection * clippedPositionEC).w;
}
vec4 getPolylineWindowCoordinates(vec4 position, vec4 previous, vec4 next, float expandDirection, float width, bool usePrevious, out float angle)
{
vec4 positionEC = czm_modelViewRelativeToEye * position;
vec4 prevEC = czm_modelViewRelativeToEye * previous;
vec4 nextEC = czm_modelViewRelativeToEye * next;
return getPolylineWindowCoordinatesEC(positionEC, prevEC, nextEC, expandDirection, width, usePrevious, angle);
}
`;var KG=`${uu}
${vB}`,Dve=pC;Lt.isInternetExplorer()||(KG=`#define CLIP_POLYLINE
${KG}`);function R0(e){e=y(e,y.EMPTY_OBJECT);let t=y(e.translucent,!0),n=!1,i=R0.VERTEX_FORMAT;this.material=void 0,this.translucent=t,this._vertexShaderSource=y(e.vertexShaderSource,KG),this._fragmentShaderSource=y(e.fragmentShaderSource,Dve),this._renderState=Zi.getDefaultRenderState(t,n,e.renderState),this._closed=n,this._vertexFormat=i}Object.defineProperties(R0.prototype,{vertexShaderSource:{get:function(){return this._vertexShaderSource}},fragmentShaderSource:{get:function(){return this._fragmentShaderSource}},renderState:{get:function(){return this._renderState}},closed:{get:function(){return this._closed}},vertexFormat:{get:function(){return this._vertexFormat}}});R0.VERTEX_FORMAT=we.POSITION_ONLY;R0.prototype.getFragmentShaderSource=Zi.prototype.getFragmentShaderSource;R0.prototype.isTranslucent=Zi.prototype.isTranslucent;R0.prototype.getRenderState=Zi.prototype.getRenderState;var kr=R0;var PB=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 prevPosition3DHigh;
attribute vec3 prevPosition3DLow;
attribute vec3 nextPosition3DHigh;
attribute vec3 nextPosition3DLow;
attribute vec2 expandAndWidth;
attribute vec2 st;
attribute float batchId;
varying float v_width;
varying vec2 v_st;
varying float v_polylineAngle;
void main()
{
float expandDir = expandAndWidth.x;
float width = abs(expandAndWidth.y) + 0.5;
bool usePrev = expandAndWidth.y < 0.0;
vec4 p = czm_computePosition();
vec4 prev = czm_computePrevPosition();
vec4 next = czm_computeNextPosition();
float angle;
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);
gl_Position = czm_viewportOrthographic * positionWC;
v_width = width;
v_st.s = st.s;
v_st.t = czm_writeNonPerspective(st.t, gl_Position.w);
v_polylineAngle = angle;
}
`;var IC=`#ifdef VECTOR_TILE
uniform vec4 u_highlightColor;
#endif
varying vec2 v_st;
void main()
{
czm_materialInput materialInput;
vec2 st = v_st;
st.t = czm_readNonPerspective(st.t, gl_FragCoord.w);
materialInput.s = st.s;
materialInput.st = st;
materialInput.str = vec3(st, 0.0);
czm_material material = czm_getMaterial(materialInput);
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#ifdef VECTOR_TILE
gl_FragColor *= u_highlightColor;
#endif
czm_writeLogDepth();
}
`;var JG=`${uu}
${PB}`,vve=IC;Lt.isInternetExplorer()||(JG=`#define CLIP_POLYLINE
${JG}`);function M0(e){e=y(e,y.EMPTY_OBJECT);let t=y(e.translucent,!0),n=!1,i=M0.VERTEX_FORMAT;this.material=l(e.material)?e.material:$i.fromType($i.ColorType),this.translucent=t,this._vertexShaderSource=y(e.vertexShaderSource,JG),this._fragmentShaderSource=y(e.fragmentShaderSource,vve),this._renderState=Zi.getDefaultRenderState(t,n,e.renderState),this._closed=n,this._vertexFormat=i}Object.defineProperties(M0.prototype,{vertexShaderSource:{get:function(){let e=this._vertexShaderSource;return this.material.shaderSource.search(/varying\s+float\s+v_polylineAngle;/g)!==-1&&(e=`#define POLYLINE_DASH
${e}`),e}},fragmentShaderSource:{get:function(){return this._fragmentShaderSource}},renderState:{get:function(){return this._renderState}},closed:{get:function(){return this._closed}},vertexFormat:{get:function(){return this._vertexFormat}}});M0.VERTEX_FORMAT=we.POSITION_AND_ST;M0.prototype.getFragmentShaderSource=Zi.prototype.getFragmentShaderSource;M0.prototype.isTranslucent=Zi.prototype.isTranslucent;M0.prototype.getRenderState=Zi.prototype.getRenderState;var Ws=M0;function mm(e){e=y(e,y.EMPTY_OBJECT),this.geometryInstances=e.geometryInstances,this._hasPerInstanceColors=!0;let t=e.appearance;l(t)||(t=new Ws),this.appearance=t,this.show=y(e.show,!0),this.classificationType=y(e.classificationType,Fn.BOTH),this.debugShowBoundingVolume=y(e.debugShowBoundingVolume,!1),this._debugShowShadowVolume=y(e.debugShowShadowVolume,!1),this._primitiveOptions={geometryInstances:void 0,appearance:void 0,vertexCacheOptimize:!1,interleave:y(e.interleave,!1),releaseGeometryInstances:y(e.releaseGeometryInstances,!0),allowPicking:y(e.allowPicking,!0),asynchronous:y(e.asynchronous,!0),compressVertices:!1,_createShaderProgramFunction:void 0,_createCommandsFunction:void 0,_updateAndQueueCommandsFunction:void 0},this._zIndex=void 0,this._ready=!1;let n=this;this._readyPromise=new Promise((i,o)=>{n._completeLoad=()=>{this._ready=!0,this.releaseGeometryInstances&&(this.geometryInstances=void 0);let r=this._error;l(r)?o(r):i(this)}}),this._primitive=void 0,this._sp=void 0,this._sp2D=void 0,this._spMorph=void 0,this._renderState=GZ(!1),this._renderState3DTiles=GZ(!0),this._renderStateMorph=Ne.fromCache({cull:{enabled:!0,face:Ci.FRONT},depthTest:{enabled:!0},blending:an.PRE_MULTIPLIED_ALPHA_BLEND,depthMask:!1})}Object.defineProperties(mm.prototype,{interleave:{get:function(){return this._primitiveOptions.interleave}},releaseGeometryInstances:{get:function(){return this._primitiveOptions.releaseGeometryInstances}},allowPicking:{get:function(){return this._primitiveOptions.allowPicking}},asynchronous:{get:function(){return this._primitiveOptions.asynchronous}},ready:{get:function(){return this._ready}},readyPromise:{get:function(){return this._readyPromise}},debugShowShadowVolume:{get:function(){return this._debugShowShadowVolume}}});mm.initializeTerrainHeights=function(){return oi.initialize()};function Pve(e,t,n){let i=t.context,o=e._primitive,r=o._attributeLocations,s=o._batchTable.getVertexShaderCallback()(DB);s=Cn._appendShowToShader(o,s),s=Cn._appendDistanceDisplayConditionToShader(o,s),s=Cn._modifyShaderPosition(e,s,t.scene3DOnly);let a=o._batchTable.getVertexShaderCallback()(wB);a=Cn._appendShowToShader(o,a),a=Cn._appendDistanceDisplayConditionToShader(o,a),a=Cn._modifyShaderPosition(e,a,t.scene3DOnly);let c=o._batchTable.getVertexShaderCallback()(bB),u=[`GLOBE_MINIMUM_ALTITUDE ${t.mapProjection.ellipsoid.minimumRadius.toFixed(1)}`],f="",d="";l(n.material)?(d=l(n.material)?n.material.shaderSource:"",d.search(/varying\s+float\s+v_polylineAngle;/g)!==-1&&u.push("ANGLE_VARYING"),d.search(/varying\s+float\s+v_width;/g)!==-1&&u.push("WIDTH_VARYING")):f="PER_INSTANCE_COLOR",u.push(f);let p=e.debugShowShadowVolume?["DEBUG_SHOW_VOLUME",f]:[f],g=new Ve({defines:u,sources:[s]}),m=new Ve({defines:p,sources:[d,c]});e._sp=jt.replaceCache({context:i,shaderProgram:o._sp,vertexShaderSource:g,fragmentShaderSource:m,attributeLocations:r});let A=i.shaderCache.getDerivedShaderProgram(e._sp,"2dColor");if(!l(A)){let x=new Ve({defines:u.concat(["COLUMBUS_VIEW_2D"]),sources:[s]});A=i.shaderCache.createDerivedShaderProgram(e._sp,"2dColor",{context:i,shaderProgram:e._sp2D,vertexShaderSource:x,fragmentShaderSource:m,attributeLocations:r})}e._sp2D=A;let C=i.shaderCache.getDerivedShaderProgram(e._sp,"MorphColor");if(!l(C)){let x=new Ve({defines:u.concat([`MAX_TERRAIN_HEIGHT ${oi._defaultMaxTerrainHeight.toFixed(1)}`]),sources:[a]});c=o._batchTable.getVertexShaderCallback()(SB);let b=new Ve({defines:p,sources:[d,c]});C=i.shaderCache.createDerivedShaderProgram(e._sp,"MorphColor",{context:i,shaderProgram:e._spMorph,vertexShaderSource:x,fragmentShaderSource:b,attributeLocati
uniform float originalSize;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
const float yMipLevel1 = 1.0 - (1.0 / pow(2.0, 1.0));
const float yMipLevel2 = 1.0 - (1.0 / pow(2.0, 2.0));
const float yMipLevel3 = 1.0 - (1.0 / pow(2.0, 3.0));
const float yMipLevel4 = 1.0 - (1.0 / pow(2.0, 4.0));
void main()
{
vec2 uv = v_textureCoordinates;
vec2 textureSize = vec2(originalSize * 1.5 + 2.0, originalSize);
vec2 pixel = 1.0 / textureSize;
float mipLevel = 0.0;
if (uv.x - pixel.x > (textureSize.y / textureSize.x))
{
mipLevel = 1.0;
if (uv.y - pixel.y > yMipLevel1)
{
mipLevel = 2.0;
if (uv.y - pixel.y * 3.0 > yMipLevel2)
{
mipLevel = 3.0;
if (uv.y - pixel.y * 5.0 > yMipLevel3)
{
mipLevel = 4.0;
if (uv.y - pixel.y * 7.0 > yMipLevel4)
{
mipLevel = 5.0;
}
}
}
}
}
if (mipLevel > 0.0)
{
float scale = pow(2.0, mipLevel);
uv.y -= (pixel.y * (mipLevel - 1.0) * 2.0);
uv.x *= ((textureSize.x - 2.0) / textureSize.y);
uv.x -= 1.0 + pixel.x;
uv.y -= (1.0 - (1.0 / pow(2.0, mipLevel - 1.0)));
uv *= scale;
}
else
{
uv.x *= (textureSize.x / textureSize.y);
}
if(mipLevel == 0.0)
{
gl_FragColor = texture2D(texture0, uv);
}
else if(mipLevel == 1.0)
{
gl_FragColor = texture2D(texture1, uv);
}
else if(mipLevel == 2.0)
{
gl_FragColor = texture2D(texture2, uv);
}
else if(mipLevel == 3.0)
{
gl_FragColor = texture2D(texture3, uv);
}
else if(mipLevel == 4.0)
{
gl_FragColor = texture2D(texture4, uv);
}
else if(mipLevel == 5.0)
{
gl_FragColor = texture2D(texture5, uv);
}
else
{
gl_FragColor = vec4(0.0);
}
}
`;var kB=`varying vec3 v_cubeMapCoordinates;
uniform samplerCube cubeMap;
void main()
{
vec4 rgba = textureCube(cubeMap, v_cubeMapCoordinates);
#ifdef RGBA_NORMALIZED
gl_FragColor = vec4(rgba.rgb, 1.0);
#else
float m = rgba.a * 16.0;
vec3 r = rgba.rgb * m;
gl_FragColor = vec4(r * r, 1.0);
#endif
}
`;var VB=`attribute vec4 position;
attribute vec3 cubeMapCoordinates;
varying vec3 v_cubeMapCoordinates;
void main()
{
gl_Position = position;
v_cubeMapCoordinates = cubeMapCoordinates;
}
`;function V0(e){this._url=e,this._cubeMapBuffers=void 0,this._cubeMaps=void 0,this._texture=void 0,this._mipTextures=void 0,this._va=void 0,this._sp=void 0,this._maximumMipmapLevel=void 0,this._loading=!1,this._ready=!1;let t=this;this._readyPromise=new Promise((n,i)=>{t._completeLoadFromCache=o=>{u8(this),this._texture=o,this._maximumMipmapLevel=this._texture.maximumMipmapLevel,this._ready=!0,n()},t._failLoad=o=>{i(o)},t._completeLoad=()=>{this._ready=!0,n()}})}Object.defineProperties(V0.prototype,{url:{get:function(){return this._url}},texture:{get:function(){return this._texture}},maximumMipmapLevel:{get:function(){return this._maximumMipmapLevel}},ready:{get:function(){return this._ready}},readyPromise:{get:function(){return this._readyPromise}}});V0.isSupported=function(e){return e.colorBufferHalfFloat&&e.halfFloatingPointTexture||e.floatingPointTexture&&e.colorBufferFloat};var zPe=new h(1,0,0),HPe=new h(0,0,1),GPe=new h(-1,0,0),WPe=new h(0,0,-1),UB=new h(0,1,0),jPe=new h(0,-1,0),pQ=[UB,GPe,HPe,jPe,zPe,UB,WPe,UB,UB],_Q=pQ.length,gQ=new Float32Array(_Q*3),hQ=0;for(let e=0;e<_Q;++e,hQ+=3)h.pack(pQ[e],gQ,hQ);var qPe=new Float32Array([-1,1,-1,0,0,1,0,0,1,0,1,1,0,-1,-1,-1,1,-1]),YPe=new Uint16Array([0,1,2,2,3,1,7,6,1,3,6,1,2,5,4,3,4,2,4,8,6,3,4,6]);function XPe(e){let t=rt.createVertexBuffer({context:e,typedArray:qPe,usage:Le.STATIC_DRAW}),n=rt.createVertexBuffer({context:e,typedArray:gQ,usage:Le.STATIC_DRAW}),i=rt.createIndexBuffer({context:e,typedArray:YPe,usage:Le.STATIC_DRAW,indexDatatype:Fe.UNSIGNED_SHORT}),o=[{index:0,vertexBuffer:t,componentsPerAttribute:2,componentDatatype:K.FLOAT},{index:1,vertexBuffer:n,componentsPerAttribute:3,componentDatatype:K.FLOAT}];return new Zn({context:e,attributes:o,indexBuffer:i})}function mQ(e){return function(){return e}}function u8(e){e._va=e._va&&e._va.destroy(),e._sp=e._sp&&e._sp.destroy();let t,n,i=e._cubeMaps;if(l(i))for(n=i.length,t=0;t<n;++t)i[t].destroy();let o=e._mipTextures;if(l(o))for(n=o.length,t=0;t<n;++t)o[t].destroy();e._va=void 0,e._sp=void 0,e._cubeMaps=void 0,e._cubeMapBuffers=void 0,e._mipTextures=void 0}V0.prototype.update=function(e){let t=e.context;if(!V0.isSupported(t)||(l(this._texture)&&l(this._va)&&u8(this),l(this._texture)))return;if(!l(this._texture)&&!this._loading){let g=e.context.textureCache.getTexture(this._url);l(g)&&this._completeLoadFromCache(g)}let n=this._cubeMapBuffers;if(!l(n)&&!this._loading){let g=this;yl(this._url).then(function(m){g._cubeMapBuffers=m,g._loading=!1}).catch(function(m){g._failLoad(m)}),this._loading=!0}if(!l(this._cubeMapBuffers))return;let i=[],o=n[0].positiveX.pixelDatatype;l(o)?i.push("RGBA_NORMALIZED"):o=t.halfFloatingPointTexture?qe.HALF_FLOAT:qe.FLOAT;let r=ft.RGBA,s=new Ve({defines:i,sources:[kB]});this._va=XPe(t),this._sp=jt.fromCache({context:t,vertexShaderSource:VB,fragmentShaderSource:s,attributeLocations:{position:0,cubeMapCoordinates:1}});let a=Math.min(n.length,6);this._maximumMipmapLevel=a-1;let c=this._cubeMaps=new Array(a),u=this._mipTextures=new Array(a),f=n[0].positiveX.width*2,d={originalSize:function(){return f}};for(let g=0;g<a;++g){let m=n[g].positiveY;n[g].positiveY=n[g].negativeY,n[g].negativeY=m;let A=c[g]=new Xa({context:t,source:n[g],pixelDatatype:o}),C=c[g].width*2,x=u[g]=new Rt({context:t,width:C,height:C,pixelDatatype:o,pixelFormat:r}),b=new Tf({vertexArray:this._va,shaderProgram:this._sp,uniformMap:{cubeMap:mQ(A)},outputTexture:x,persists:!0,owner:this});e.commandList.push(b),d[`texture${g}`]=mQ(x)}this._texture=new Rt({context:t,width:f*1.5+2,height:f,pixelDatatype:o,pixelFormat:r}),this._texture.maximumMipmapLevel=this._maximumMipmapLevel,t.textureCache.addTexture(this._url,this._texture);let p=new Tf({fragmentShaderSource:NB,uniformMap:d,outputTexture:this._texture,persists:!1,owner:this});e.commandList.push(p),this._completeLoad()};V0.prototype.isDestroyed=function(){return!1};V0.prototype.destroy=function(){return u8(this),this._texture=this._texture&&this._texture.destroy(),le(this)};var qd=V0;function rS(e){e=y(e,y.EMPTY_OBJECT);let t=l(e.imageBasedLightingFactor)?H.clone(e.imageBase
vec2 computeSt(float batchId)
{
float stepX = tile_textureStep.x;
float centerX = tile_textureStep.y;
return vec2(centerX + (batchId * stepX), 0.5);
}
`:`uniform vec4 tile_textureStep;
uniform vec2 tile_textureDimensions;
vec2 computeSt(float batchId)
{
float stepX = tile_textureStep.x;
float centerX = tile_textureStep.y;
float stepY = tile_textureStep.z;
float centerY = tile_textureStep.w;
float xId = mod(batchId, tile_textureDimensions.x);
float yId = floor(batchId / tile_textureDimensions.x);
return vec2(centerX + (xId * stepX), centerY + (yId * stepY));
}
`}so.prototype.getVertexShaderCallback=function(e,t,n){if(this.featuresLength===0)return;let i=this;return function(o){let r=DQ(o,n,!1),s;return Vt.maximumVertexTextureImageUnits>0?(s="",e&&(s+=`uniform bool tile_translucentCommand;
`),s+=`uniform sampler2D tile_batchTexture;
varying vec4 tile_featureColor;
varying vec2 tile_featureSt;
void main()
{
vec2 st = computeSt(${t});
vec4 featureProperties = texture2D(tile_batchTexture, st);
tile_color(featureProperties);
float show = ceil(featureProperties.a);
gl_Position *= show;
`,e&&(s+=` bool isStyleTranslucent = (featureProperties.a != 1.0);
if (czm_pass == czm_passTranslucent)
{
if (!isStyleTranslucent && !tile_translucentCommand)
{
gl_Position *= 0.0;
}
}
else
{
if (isStyleTranslucent)
{
gl_Position *= 0.0;
}
}
`),s+=` tile_featureColor = featureProperties;
tile_featureSt = st;
}`):s=`varying vec2 tile_featureSt;
void main()
{
tile_color(vec4(1.0));
tile_featureSt = computeSt(${t});
}`,`${r}
${D1e(i)}${s}`}};function SQ(e,t){return e=Ve.replaceMain(e,"tile_main"),t?`${e}uniform float tile_colorBlend;
void tile_color(vec4 tile_featureColor)
{
tile_main();
tile_featureColor = czm_gammaCorrect(tile_featureColor);
gl_FragColor.a *= tile_featureColor.a;
float highlight = ceil(tile_colorBlend);
gl_FragColor.rgb *= mix(tile_featureColor.rgb, vec3(1.0), highlight);
}
`:`${e}void tile_color(vec4 tile_featureColor)
{
tile_main();
}
`}function v1e(e,t){let n=`texture2D(${t}`,i=0,o=e.indexOf(n,i),r;for(;o>-1;){let s=0;for(let u=o;u<e.length;++u){let f=e.charAt(u);if(f==="(")++s;else if(f===")"&&(--s,s===0)){r=u+1;break}}let c=`tile_diffuse_final(${e.slice(o,r)}, tile_diffuse)`;e=e.slice(0,o)+c+e.slice(r),i=o+c.length,o=e.indexOf(n,i)}return e}function DQ(e,t,n){if(!l(t))return SQ(e,n);let i=new RegExp(`(uniform|attribute|in)\\s+(vec[34]|sampler2D)\\s+${t};`),o=e.match(i);if(!l(o))return SQ(e,n);let r=o[0],s=o[2];e=Ve.replaceMain(e,"tile_main"),e=e.replace(r,"");let a=`bool isWhite(vec3 color)
{
return all(greaterThan(color, vec3(1.0 - czm_epsilon3)));
}
vec4 tile_diffuse_final(vec4 sourceDiffuse, vec4 tileDiffuse)
{
vec4 blendDiffuse = mix(sourceDiffuse, tileDiffuse, tile_colorBlend);
vec4 diffuse = isWhite(tileDiffuse.rgb) ? sourceDiffuse : blendDiffuse;
return vec4(diffuse.rgb, sourceDiffuse.a);
}
`,c=` tile_featureColor = czm_gammaCorrect(tile_featureColor);
gl_FragColor.a *= tile_featureColor.a;
float highlight = ceil(tile_colorBlend);
gl_FragColor.rgb *= mix(tile_featureColor.rgb, vec3(1.0), highlight);
`,u;if(s==="vec3"||s==="vec4"){let f=s==="vec3"?`vec4(${t}, 1.0)`:t,d=s==="vec3"?"tile_diffuse.xyz":"tile_diffuse";i=new RegExp(t,"g"),e=e.replace(i,d),u=` vec4 source = ${f};
tile_diffuse = tile_diffuse_final(source, tile_featureColor);
tile_main();
`}else s==="sampler2D"&&(e=v1e(e,t),u=` tile_diffuse = tile_featureColor;
tile_main();
`);return e=`uniform float tile_colorBlend;
vec4 tile_diffuse = vec4(1.0);
${a}${r}
${e}
void tile_color(vec4 tile_featureColor)
{
${u}`,n&&(e+=c),e+=`}
`,e}so.prototype.getFragmentShaderCallback=function(e,t,n){if(this.featuresLength!==0)return function(i){return i=DQ(i,t,!0),Vt.maximumVertexTextureImageUnits>0?(i+=`uniform sampler2D tile_pickTexture;
varying vec2 tile_featureSt;
varying vec4 tile_featureColor;
void main()
{
tile_color(tile_featureColor);
`,n&&(i+=` gl_FragColor.rgb *= gl_FragColor.a;
`),i+="}"):(e&&(i+=`uniform bool tile_translucentCommand;
`),i+=`uniform sampler2D tile_pickTexture;
uniform sampler2D tile_batchTexture;
varying vec2 tile_featureSt;
void main()
{
vec4 featureProperties = texture2D(tile_batchTexture, tile_featureSt);
if (featureProperties.a == 0.0) {
discard;
}
`,e&&(i+=` bool isStyleTranslucent = (featureProperties.a != 1.0);
if (czm_pass == czm_passTranslucent)
{
if (!isStyleTranslucent && !tile_translucentCommand)
{
discard;
}
}
else
{
if (isStyleTranslucent)
{
discard;
}
}
`),i+=` tile_color(featureProperties);
`,n&&(i+=` gl_FragColor.rgb *= gl_FragColor.a;
`),i+=`}
`),i}};so.prototype.getClassificationFragmentShaderCallback=function(){if(this.featuresLength!==0)return function(e){return e=Ve.replaceMain(e,"tile_main"),Vt.maximumVertexTextureImageUnits>0?e+=`uniform sampler2D tile_pickTexture;
varying vec2 tile_featureSt;
varying vec4 tile_featureColor;
void main()
{
tile_main();
gl_FragColor = tile_featureColor;
gl_FragColor.rgb *= gl_FragColor.a;
}`:e+=`uniform sampler2D tile_batchTexture;
uniform sampler2D tile_pickTexture;
varying vec2 tile_featureSt;
void main()
{
tile_main();
vec4 featureProperties = texture2D(tile_batchTexture, tile_featureSt);
if (featureProperties.a == 0.0) {
discard;
}
gl_FragColor = featureProperties;
gl_FragColor.rgb *= gl_FragColor.a;
}
`,e}};function P1e(e){let t=e._content.tileset,n=t.colorBlendMode,i=t.colorBlendAmount;if(n===bl.HIGHLIGHT)return 0;if(n===bl.REPLACE)return 1;if(n===bl.MIX)return I.clamp(i,I.EPSILON4,1)}so.prototype.getUniformMapCallback=function(){if(this.featuresLength===0)return;let e=this;return function(t){return pt(t,{tile_batchTexture:function(){return y(e._batchTexture.batchTexture,e._batchTexture.defaultTexture)},tile_textureDimensions:function(){return e._batchTexture.textureDimensions},tile_textureStep:function(){return e._batchTexture.textureStep},tile_colorBlend:function(){return P1e(e)},tile_pickTexture:function(){return e._batchTexture.pickTexture}})}};so.prototype.getPickId=function(){return"texture2D(tile_pickTexture, tile_featureSt)"};var $p={ALL_OPAQUE:0,ALL_TRANSLUCENT:1,OPAQUE_AND_TRANSLUCENT:2};so.prototype.addDerivedCommands=function(e,t){let n=e.commandList,i=n.length,o=this._content._tile,r=o._finalResolution,s=o.tileset,a=s._skipLevelOfDetail&&s._hasMixedContent&&e.context.stencilBuffer,c=I1e(this);for(let u=t;u<i;++u){let f=n[u];if(f.pass===xe.COMPUTE)continue;let d=f.derivedCommands.tileset;(!l(d)||f.dirty)&&(d={},f.derivedCommands.tileset=d,d.originalCommand=O1e(f),f.dirty=!1);let p=d.originalCommand;c!==$p.ALL_OPAQUE&&f.pass!==xe.TRANSLUCENT&&(l(d.translucent)||(d.translucent=B1e(p))),c!==$p.ALL_TRANSLUCENT&&f.pass!==xe.TRANSLUCENT&&(l(d.opaque)||(d.opaque=R1e(p)),a&&(r||(l(d.zback)||(d.zback=L1e(e.context,p)),s._backfaceCommands.push(d.zback)),(!l(d.stencil)||o._selectionDepth!==N1e(d.stencil))&&(f.renderState.depthMask?d.stencil=F1e(p,o._selectionDepth):d.stencil=d.opaque)));let g=a?d.stencil:d.opaque,m=d.translucent;f.pass!==xe.TRANSLUCENT?(c===$p.ALL_OPAQUE&&(n[u]=g),c===$p.ALL_TRANSLUCENT&&(n[u]=m),c===$p.OPAQUE_AND_TRANSLUCENT&&(n[u]=g,n.push(m))):n[u]=p}};function I1e(e){let t=e._batchTexture.translucentFeaturesLength;return t===0?$p.ALL_OPAQUE:t===e.featuresLength?$p.ALL_TRANSLUCENT:$p.OPAQUE_AND_TRANSLUCENT}function O1e(e){let t=Ze.shallowClone(e),n=t.pass===xe.TRANSLUCENT;return t.uniformMap=l(t.uniformMap)?t.uniformMap:{},t.uniformMap.tile_translucentCommand=function(){return n},t}function B1e(e){let t=Ze.shallowClone(e);return t.pass=xe.TRANSLUCENT,t.renderState=k1e(e.renderState),t}function R1e(e){let t=Ze.shallowClone(e);return t.renderState=V1e(e.renderState),t}function M1e(e,t){let n=e.shaderCache.getDerivedShaderProgram(t,"zBackfaceLogDepth");if(!l(n)){let i=t.fragmentShaderSource.clone();i.defines=l(i.defines)?i.defines.slice(0):[],i.defines.push("POLYGON_OFFSET"),i.sources.unshift(`#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
`),n=e.shaderCache.createDerivedShaderProgram(t,"zBackfaceLogDepth",{vertexShaderSource:t.vertexShaderSource,fragmentShaderSource:i,attributeLocations:t._attributeLocations})}return n}function L1e(e,t){let n=Ze.shallowClone(t),i=$e(n.renderState,!0);i.cull.enabled=!0,i.cull.face=Ci.FRONT,i.colorMask={red:!1,green:!1,blue:!1,alpha:!1},i.polygonOffset={enabled:!0,factor:5,units:5},i.stencilTest=wt.setCesium3DTileBit(),i.stencilMask=wt.CESIUM_3D_TILE_MASK,n.renderState=Ne.fromCache(i),n.castShadows=!1,n.receiveShadows=!1,n.uniformMap=$e(t.uniformMap);let o=new H(5,5);return n.uniformMap.u_polygonOffset=function(){return o},n.shaderProgram=M1e(e,t.shaderProgram),n}function F1e(e,t){let n=Ze.shallowClone(e),i=$e(n.renderState,!0);return i.stencilTest.enabled=!0,i.stencilTest.mask=wt.SKIP_LOD_MASK,i.stencilTest.reference=wt.CESIUM_3D_TILE_MASK|t<<wt.SKIP_LOD_BIT_SHIFT,i.stencilTest.frontFunction=Nn.GREATER_OR_EQUAL,i.stencilTest.frontOperation.zPass=st.REPLACE,i.stencilTest.backFunction=Nn.GREATER_OR_EQUAL,i.stencilTest.backOperation.zPass=st.REPLACE,i.stencilMask=wt.CESIUM_3D_TILE_MASK|wt.SKIP_LOD_MASK,n.renderState=Ne.fromCache(i),n}function N1e(e){return(e.renderState.stencilTest.reference&wt.SKIP_LOD_MASK)>>>wt.SKIP_LOD_BIT_SHIFT}function k1e(e){let t=$e(e,!0);return t.cull.enabled=!1,t.depthTest.enabled=!0,t.depthMask=!1,t.blending=an.ALPHA_BLEND,t.stencilTest=wt.setCesium3DTileBit(),t.stencilMask=wt.CESIUM_3D_TILE_MASK,Ne.fromCache(t)}function V1e(e){let t=$e(e,!0);return t.stencilTest=wt.setCesium3DTileBit(),t.stencilMask=wt.CESIUM_3D_TILE_MASK,Ne.fromCache(t)}so.prototype.update=function(e,t){this._batchTexture.update(e,t)};so.prototype.isDestroyed=function(){return!1};so.prototype.destroy=function(){return this._batchTexture=this._batchTexture&&this._batchTexture.destroy(),le(this)};var e_=so;function U1e(e){this.offset=e.offset,this.count=e.count,this.color=e.color,this.batchIds=e.batchIds}var Cm=U1e;var uS=`attribute vec3 position;
attribute float a_batchId;
uniform mat4 u_modifiedModelViewProjection;
void main()
{
gl_Position = czm_depthClamp(u_modifiedModelViewProjection * vec4(position, 1.0));
}
`;function _u(e,t){this._content=e,this._batchId=t,this._color=void 0}Object.defineProperties(_u.prototype,{show:{get:function(){return this._content.batchTable.getShow(this._batchId)},set:function(e){this._content.batchTable.setShow(this._batchId,e)}},color:{get:function(){return l(this._color)||(this._color=new U),this._content.batchTable.getColor(this._batchId,this._color)},set:function(e){this._content.batchTable.setColor(this._batchId,e)}},polylinePositions:{get:function(){if(!!l(this._content.getPolylinePositions))return this._content.getPolylinePositions(this._batchId)}},content:{get:function(){return this._content}},tileset:{get:function(){return this._content.tileset}},primitive:{get:function(){return this._content.tileset}},featureId:{get:function(){return this._batchId}},pickId:{get:function(){return this._content.batchTable.getPickColor(this._batchId)}}});_u.prototype.hasProperty=function(e){return this._content.batchTable.hasProperty(this._batchId,e)};_u.prototype.getPropertyIds=function(e){return this._content.batchTable.getPropertyIds(this._batchId,e)};_u.prototype.getProperty=function(e){return this._content.batchTable.getProperty(this._batchId,e)};_u.getPropertyInherited=function(e,t,n){let i=e.batchTable;if(l(i)){if(i.hasPropertyBySemantic(t,n))return i.getPropertyBySemantic(t,n);if(i.hasProperty(t,n))return i.getProperty(t,n)}let o=e.metadata;if(l(o)){if(o.hasPropertyBySemantic(n))return o.getPropertyBySemantic(n);if(o.hasProperty(n))return o.getProperty(n)}let r=e.tile,s=r.metadata;if(l(s)){if(s.hasPropertyBySemantic(n))return s.getPropertyBySemantic(n);if(s.hasProperty(n))return s.getProperty(n)}let a;if(l(r.implicitSubtree)&&(a=r.implicitSubtree.metadata),l(a)){if(a.hasPropertyBySemantic(n))return a.getPropertyBySemantic(n);if(a.hasProperty(n))return a.getProperty(n)}let c=l(e.group)?e.group.metadata:void 0;if(l(c)){if(c.hasPropertyBySemantic(n))return c.getPropertyBySemantic(n);if(c.hasProperty(n))return c.getProperty(n)}let u=e.tileset.metadata;if(l(u)){if(u.hasPropertyBySemantic(n))return u.getPropertyBySemantic(n);if(u.hasProperty(n))return u.getProperty(n)}};_u.prototype.getPropertyInherited=function(e){return _u.getPropertyInherited(this._content,this._batchId,e)};_u.prototype.setProperty=function(e,t){this._content.batchTable.setProperty(this._batchId,e,t),this._content.featurePropertiesDirty=!0};_u.prototype.isExactClass=function(e){return this._content.batchTable.isExactClass(this._batchId,e)};_u.prototype.isClass=function(e){return this._content.batchTable.isClass(this._batchId,e)};_u.prototype.getExactClassName=function(){return this._content.batchTable.getExactClassName(this._batchId)};var As=_u;var qB=Ii(vQ(),1);var z1e={VARIABLE:0,UNARY:1,BINARY:2,TERNARY:3,CONDITIONAL:4,MEMBER:5,FUNCTION_CALL:6,ARRAY:7,REGEX:8,VARIABLE_IN_STRING:9,LITERAL_NULL:10,LITERAL_BOOLEAN:11,LITERAL_NUMBER:12,LITERAL_STRING:13,LITERAL_COLOR:14,LITERAL_VECTOR:15,LITERAL_REGEX:16,LITERAL_UNDEFINED:17,BUILTIN_VARIABLE:18},lt=Object.freeze(z1e);function Ef(e,t){this._expression=e,e=eIe(e,t),e=nIe(tIe(e)),qB.default.addBinaryOp("=~",0),qB.default.addBinaryOp("!~",0);let n;try{n=(0,qB.default)(e)}catch(i){throw new de(i)}this._runtimeAst=fi(this,n)}Object.defineProperties(Ef.prototype,{expression:{get:function(){return this._expression}}});var bn={arrayIndex:0,arrayArray:[[]],cartesian2Index:0,cartesian3Index:0,cartesian4Index:0,cartesian2Array:[new H],cartesian3Array:[new h],cartesian4Array:[new se],reset:function(){this.arrayIndex=0,this.cartesian2Index=0,this.cartesian3Index=0,this.cartesian4Index=0},getArray:function(){this.arrayIndex>=this.arrayArray.length&&this.arrayArray.push([]);let e=this.arrayArray[this.arrayIndex++];return e.length=0,e},getCartesian2:function(){return this.cartesian2Index>=this.cartesian2Array.length&&this.cartesian2Array.push(new H),this.cartesian2Array[this.cartesian2Index++]},getCartesian3:function(){return this.cartesian3Index>=this.cartesian3Array.length&&this.cartesian3Array.push(new h),this.cartesian3Array[this.cartesian3Index++]},getCartesian4:function(){return this.cartesian4Ind
{
return ${o};
}
`,o};Ef.prototype.getShaderExpression=function(e,t){return this._runtimeAst.getShaderExpression(e,t)};Ef.prototype.getVariables=function(){let e=[];return this._runtimeAst.getVariables(e),e=e.filter(function(t,n,i){return i.indexOf(t)===n}),e};var H1e=["!","-","+"],PQ=["+","-","*","/","%","===","!==",">",">=","<","<=","&&","||","!~","=~"],YB=/\${(.*?)}/g,G1e=/\\/g,W1e="@#%",j1e=/@#%/g,XB=new U,KB={abs:as(Math.abs),sqrt:as(Math.sqrt),cos:as(Math.cos),sin:as(Math.sin),tan:as(Math.tan),acos:as(Math.acos),asin:as(Math.asin),atan:as(Math.atan),radians:as(I.toRadians),degrees:as(I.toDegrees),sign:as(I.sign),floor:as(Math.floor),ceil:as(Math.ceil),round:as(Math.round),exp:as(Math.exp),exp2:as(Y1e),log:as(Math.log),log2:as(X1e),fract:as(q1e),length:K1e,normalize:J1e},JB={atan2:WB(Math.atan2,!1),pow:WB(Math.pow,!1),min:WB(Math.min,!0),max:WB(Math.max,!0),distance:Z1e,dot:Q1e,cross:$1e},_8={clamp:IQ(I.clamp,!0),mix:IQ(I.lerp,!0)};function q1e(e){return e-Math.floor(e)}function Y1e(e){return Math.pow(2,e)}function X1e(e){return I.log2(e)}function as(e){return function(t,n){if(typeof n=="number")return e(n);if(n instanceof H)return H.fromElements(e(n.x),e(n.y),bn.getCartesian2());if(n instanceof h)return h.fromElements(e(n.x),e(n.y),e(n.z),bn.getCartesian3());if(n instanceof se)return se.fromElements(e(n.x),e(n.y),e(n.z),e(n.w),bn.getCartesian4());throw new de(`Function "${t}" requires a vector or number argument. Argument is ${n}.`)}}function WB(e,t){return function(n,i,o){if(t&&typeof o=="number"){if(typeof i=="number")return e(i,o);if(i instanceof H)return H.fromElements(e(i.x,o),e(i.y,o),bn.getCartesian2());if(i instanceof h)return h.fromElements(e(i.x,o),e(i.y,o),e(i.z,o),bn.getCartesian3());if(i instanceof se)return se.fromElements(e(i.x,o),e(i.y,o),e(i.z,o),e(i.w,o),bn.getCartesian4())}if(typeof i=="number"&&typeof o=="number")return e(i,o);if(i instanceof H&&o instanceof H)return H.fromElements(e(i.x,o.x),e(i.y,o.y),bn.getCartesian2());if(i instanceof h&&o instanceof h)return h.fromElements(e(i.x,o.x),e(i.y,o.y),e(i.z,o.z),bn.getCartesian3());if(i instanceof se&&o instanceof se)return se.fromElements(e(i.x,o.x),e(i.y,o.y),e(i.z,o.z),e(i.w,o.w),bn.getCartesian4());throw new de(`Function "${n}" requires vector or number arguments of matching types. Arguments are ${i} and ${o}.`)}}function IQ(e,t){return function(n,i,o,r){if(t&&typeof r=="number"){if(typeof i=="number"&&typeof o=="number")return e(i,o,r);if(i instanceof H&&o instanceof H)return H.fromElements(e(i.x,o.x,r),e(i.y,o.y,r),bn.getCartesian2());if(i instanceof h&&o instanceof h)return h.fromElements(e(i.x,o.x,r),e(i.y,o.y,r),e(i.z,o.z,r),bn.getCartesian3());if(i instanceof se&&o instanceof se)return se.fromElements(e(i.x,o.x,r),e(i.y,o.y,r),e(i.z,o.z,r),e(i.w,o.w,r),bn.getCartesian4())}if(typeof i=="number"&&typeof o=="number"&&typeof r=="number")return e(i,o,r);if(i instanceof H&&o instanceof H&&r instanceof H)return H.fromElements(e(i.x,o.x,r.x),e(i.y,o.y,r.y),bn.getCartesian2());if(i instanceof h&&o instanceof h&&r instanceof h)return h.fromElements(e(i.x,o.x,r.x),e(i.y,o.y,r.y),e(i.z,o.z,r.z),bn.getCartesian3());if(i instanceof se&&o instanceof se&&r instanceof se)return se.fromElements(e(i.x,o.x,r.x),e(i.y,o.y,r.y),e(i.z,o.z,r.z),e(i.w,o.w,r.w),bn.getCartesian4());throw new de(`Function "${n}" requires vector or number arguments of matching types. Arguments are ${i}, ${o}, and ${r}.`)}}function K1e(e,t){if(typeof t=="number")return Math.abs(t);if(t instanceof H)return H.magnitude(t);if(t instanceof h)return h.magnitude(t);if(t instanceof se)return se.magnitude(t);throw new de(`Function "${e}" requires a vector or number argument. Argument is ${t}.`)}function J1e(e,t){if(typeof t=="number")return 1;if(t instanceof H)return H.normalize(t,bn.getCartesian2());if(t instanceof h)return h.normalize(t,bn.getCartesian3());if(t instanceof se)return se.normalize(t,bn.getCartesian4());throw new de(`Function "${e}" requires a vector or number argument. Argument is ${t}.`)}function Z1e(e,t,n){if(typeof t=="number"&&typeof n=="number")return Math.abs(t-n);if(t instanceof H&&n
{
czm_non_pick_main();
gl_FragColor = ${o};
}
`,e._spPick=jt.fromCache({context:t,vertexShaderSource:r,fragmentShaderSource:s,attributeLocations:i});return}let a=n.getVertexShaderCallback(!1,"a_batchId",void 0)(uS),c=n.getFragmentShaderCallback(!1,void 0,!0)(w0);o=n.getPickId();let u=new Ve({sources:[a]}),f=new Ve({defines:["VECTOR_TILE"],sources:[c]});e._sp=jt.fromCache({context:t,vertexShaderSource:u,fragmentShaderSource:f,attributeLocations:i}),u=new Ve({sources:[uS]}),f=new Ve({defines:["VECTOR_TILE"],sources:[w0]}),e._spStencil=jt.fromCache({context:t,vertexShaderSource:u,fragmentShaderSource:f,attributeLocations:i}),c=Ve.replaceMain(c,"czm_non_pick_main"),c=`${c}
void main()
{
czm_non_pick_main();
gl_FragColor = ${o};
}
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uniform sampler2D u_pointCloud_colorGBuffer;
uniform sampler2D u_pointCloud_depthGBuffer;
uniform vec2 u_distanceAndEdlStrength;
varying vec2 v_textureCoordinates;
vec2 neighborContribution(float log2Depth, vec2 offset)
{
float dist = u_distanceAndEdlStrength.x;
vec2 texCoordOrig = v_textureCoordinates + offset * dist;
vec2 texCoord0 = v_textureCoordinates + offset * floor(dist);
vec2 texCoord1 = v_textureCoordinates + offset * ceil(dist);
float depthOrLogDepth0 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord0));
float depthOrLogDepth1 = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, texCoord1));
if (depthOrLogDepth0 == 0.0 || depthOrLogDepth1 == 0.0) {
return vec2(0.0);
}
float depthMix = mix(depthOrLogDepth0, depthOrLogDepth1, fract(dist));
vec4 eyeCoordinate = czm_windowToEyeCoordinates(texCoordOrig, depthMix);
return vec2(max(0.0, log2Depth - log2(-eyeCoordinate.z / eyeCoordinate.w)), 1.0);
}
void main()
{
float depthOrLogDepth = czm_unpackDepth(texture2D(u_pointCloud_depthGBuffer, v_textureCoordinates));
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, depthOrLogDepth);
eyeCoordinate /= eyeCoordinate.w;
float log2Depth = log2(-eyeCoordinate.z);
if (depthOrLogDepth == 0.0)
{
discard;
}
vec4 color = texture2D(u_pointCloud_colorGBuffer, v_textureCoordinates);
vec2 texelSize = 1.0 / czm_viewport.zw;
vec2 responseAndCount = vec2(0.0);
responseAndCount += neighborContribution(log2Depth, vec2(-texelSize.x, 0.0));
responseAndCount += neighborContribution(log2Depth, vec2(+texelSize.x, 0.0));
responseAndCount += neighborContribution(log2Depth, vec2(0.0, -texelSize.y));
responseAndCount += neighborContribution(log2Depth, vec2(0.0, +texelSize.y));
float response = responseAndCount.x / responseAndCount.y;
float strength = u_distanceAndEdlStrength.y;
float shade = exp(-response * 300.0 * strength);
color.rgb *= shade;
gl_FragColor = vec4(color);
gl_FragDepthEXT = depthOrLogDepth;
}
`;function ux(){this._framebuffer=new ci({colorAttachmentsLength:2,depth:!0,supportsDepthTexture:!0}),this._drawCommand=void 0,this._clearCommand=void 0,this._strength=1,this._radius=1}Object.defineProperties(ux.prototype,{framebuffer:{get:function(){return this._framebuffer.framebuffer}},colorGBuffer:{get:function(){return this._framebuffer.getColorTexture(0)}},depthGBuffer:{get:function(){return this._framebuffer.getColorTexture(1)}}});function IFe(e){e._framebuffer.destroy(),e._drawCommand=void 0,e._clearCommand=void 0}var q8=new H;function OFe(e,t){let n=new Ve({defines:["LOG_DEPTH_WRITE"],sources:[qR]}),i={u_pointCloud_colorGBuffer:function(){return e.colorGBuffer},u_pointCloud_depthGBuffer:function(){return e.depthGBuffer},u_distanceAndEdlStrength:function(){return q8.x=e._radius,q8.y=e._strength,q8}},o=Ne.fromCache({blending:an.ALPHA_BLEND,depthMask:!0,depthTest:{enabled:!0},stencilTest:wt.setCesium3DTileBit(),stencilMask:wt.CESIUM_3D_TILE_MASK});e._drawCommand=t.createViewportQuadCommand(n,{uniformMap:i,renderState:o,pass:xe.CESIUM_3D_TILE,owner:e}),e._clearCommand=new ei({framebuffer:e.framebuffer,color:new U(0,0,0,0),depth:1,renderState:Ne.fromCache(),pass:xe.CESIUM_3D_TILE,owner:e})}function BFe(e,t){let n=t.drawingBufferWidth,i=t.drawingBufferHeight;e._framebuffer.update(t,n,i),OFe(e,t)}function yee(e){return e.drawBuffers&&e.fragmentDepth}ux.isSupported=yee;function RFe(e,t){let n=e.shaderCache.getDerivedShaderProgram(t,"EC");if(!l(n)){let i=t._attributeLocations,o=t.fragmentShaderSource.clone();o.sources=o.sources.map(function(r){return r=Ve.replaceMain(r,"czm_point_cloud_post_process_main"),r=r.replace(/gl_FragColor/g,"gl_FragData[0]"),r}),o.sources.unshift(`#extension GL_EXT_draw_buffers : enable
`),o.sources.push(`void main()
{
czm_point_cloud_post_process_main();
#ifdef LOG_DEPTH
czm_writeLogDepth();
gl_FragData[1] = czm_packDepth(gl_FragDepthEXT);
#else
gl_FragData[1] = czm_packDepth(gl_FragCoord.z);
#endif
}`),n=e.shaderCache.createDerivedShaderProgram(t,"EC",{vertexShaderSource:t.vertexShaderSource,fragmentShaderSource:o,attributeLocations:i})}return n}ux.prototype.update=function(e,t,n,i){if(!yee(e.context))return;this._strength=n.eyeDomeLightingStrength,this._radius=n.eyeDomeLightingRadius*e.pixelRatio,BFe(this,e.context);let o,r=e.commandList,s=r.length;for(o=t;o<s;++o){let u=r[o];if(u.primitiveType!==Oe.POINTS||u.pass===xe.TRANSLUCENT)continue;let f,d,p=u.derivedCommands.pointCloudProcessor;l(p)&&(f=p.command,d=p.originalShaderProgram),(!l(f)||u.dirty||d!==u.shaderProgram||f.framebuffer!==this.framebuffer)&&(f=Ze.shallowClone(u,f),f.framebuffer=this.framebuffer,f.shaderProgram=RFe(e.context,u.shaderProgram),f.castShadows=!1,f.receiveShadows=!1,l(p)||(p={command:f,originalShaderProgram:u.shaderProgram},u.derivedCommands.pointCloudProcessor=p),p.originalShaderProgram=u.shaderProgram),r[o]=f}let a=this._clearCommand,c=this._drawCommand;c.boundingVolume=i,r.push(c),r.push(a)};ux.prototype.isDestroyed=function(){return!1};ux.prototype.destroy=function(){return IFe(this),le(this)};var C_=ux;function Aee(e){let t=y(e,{});this.attenuation=y(t.attenuation,!1),this.geometricErrorScale=y(t.geometricErrorScale,1),this.maximumAttenuation=t.maximumAttenuation,this.baseResolution=t.baseResolution,this.eyeDomeLighting=y(t.eyeDomeLighting,!0),this.eyeDomeLightingStrength=y(t.eyeDomeLightingStrength,1),this.eyeDomeLightingRadius=y(t.eyeDomeLightingRadius,1),this.backFaceCulling=y(t.backFaceCulling,!1),this.normalShading=y(t.normalShading,!0)}Aee.isSupported=function(e){return C_.isSupported(e.context)};var Im=Aee;var Ks={},MFe=new se(0,0,0,1),Ea=new se,LFe=new He,Y8=new H,X8=new H;Ks.wgs84ToWindowCoordinates=function(e,t,n){return Ks.wgs84WithEyeOffsetToWindowCoordinates(e,t,h.ZERO,n)};var Cee=new se,xee=new h;function NS(e,t,n,i){let o=n.viewMatrix,r=F.multiplyByVector(o,se.fromElements(e.x,e.y,e.z,1,Cee),Cee),s=h.multiplyComponents(t,h.normalize(r,xee),xee);return r.x+=t.x+s.x,r.y+=t.y+s.y,r.z+=s.z,F.multiplyByVector(n.frustum.projectionMatrix,r,i)}var FFe=new he(Math.PI,I.PI_OVER_TWO),NFe=new h,kFe=new h;Ks.wgs84WithEyeOffsetToWindowCoordinates=function(e,t,n,i){let o=e.frameState,r=Ks.computeActualWgs84Position(o,t,MFe);if(!l(r))return;let s=e.canvas,a=LFe;a.x=0,a.y=0,a.width=s.clientWidth,a.height=s.clientHeight;let c=e.camera,u=!1;if(o.mode===ee.SCENE2D){let f=e.mapProjection,d=FFe,p=f.project(d,NFe),g=h.clone(c.position,kFe),m=c.frustum.clone(),A=F.computeViewportTransformation(a,0,1,new F),C=c.frustum.projectionMatrix,x=c.positionWC.y,b=h.fromElements(I.sign(x)*p.x-x,0,-c.positionWC.x),E=vt.pointToGLWindowCoordinates(C,A,b);if(x===0||E.x<=0||E.x>=s.clientWidth)u=!0;else{if(E.x>s.clientWidth*.5){a.width=E.x,c.frustum.right=p.x-x,Ea=NS(r,n,c,Ea),Ks.clipToGLWindowCoordinates(a,Ea,Y8),a.x+=E.x,c.position.x=-c.position.x;let S=c.frustum.right;c.frustum.right=-c.frustum.left,c.frustum.left=-S,Ea=NS(r,n,c,Ea),Ks.clipToGLWindowCoordinates(a,Ea,X8)}else{a.x+=E.x,a.width-=E.x,c.frustum.left=-p.x-x,Ea=NS(r,n,c,Ea),Ks.clipToGLWindowCoordinates(a,Ea,Y8),a.x=a.x-a.width,c.position.x=-c.position.x;let S=c.frustum.left;c.frustum.left=-c.frustum.right,c.frustum.right=-S,Ea=NS(r,n,c,Ea),Ks.clipToGLWindowCoordinates(a,Ea,X8)}h.clone(g,c.position),c.frustum=m.clone(),i=H.clone(Y8,i),(i.x<0||i.x>s.clientWidth)&&(i.x=X8.x)}}if(o.mode!==ee.SCENE2D||u){if(Ea=NS(r,n,c,Ea),Ea.z<0&&!(c.frustum instanceof Jt)&&!(c.frustum instanceof Sr))return;i=Ks.clipToGLWindowCoordinates(a,Ea,i)}return i.y=s.clientHeight-i.y,i};Ks.wgs84ToDrawingBufferCoordinates=function(e,t,n){if(n=Ks.wgs84ToWindowCoordinates(e,t,n),!!l(n))return Ks.transformWindowToDrawingBuffer(e,n,n)};var Om=new h,VFe=new he;Ks.computeActualWgs84Position=function(e,t,n){let i=e.mode;if(i===ee.SCENE3D)return h.clone(t,n);let o=e.mapProjection,r=o.ellipsoid.cartesianToCartographic(t,VFe);if(!l(r))return;if(o.project(r,Om),i===ee.COLUMBUS_VIEW)return h.fromElements(Om.z,Om.x,Om.y,n);if(i===ee.SCENE2D)return h.fromElements(0,Om.x,Om.y,n);let s=e.morphTime;return h.fromElements(I.lerp(Om.z,t.x,s),I.ler
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
#endif
czm_modelMaterial defaultModelMaterial()
{
czm_modelMaterial material;
material.diffuse = vec3(0.0);
material.specular = vec3(1.0);
material.roughness = 1.0;
material.occlusion = 1.0;
material.normalEC = vec3(0.0, 0.0, 1.0);
material.emissive = vec3(0.0);
material.alpha = 1.0;
return material;
}
vec4 handleAlpha(vec3 color, float alpha)
{
#ifdef ALPHA_MODE_MASK
if (alpha < u_alphaCutoff) {
discard;
}
#endif
return vec4(color, alpha);
}
SelectedFeature selectedFeature;
void main()
{
#ifdef HAS_MODEL_SPLITTER
modelSplitterStage();
#endif
czm_modelMaterial material = defaultModelMaterial();
ProcessedAttributes attributes;
geometryStage(attributes);
FeatureIds featureIds;
featureIdStage(featureIds, attributes);
Metadata metadata;
MetadataClass metadataClass;
MetadataStatistics metadataStatistics;
metadataStage(metadata, metadataClass, metadataStatistics, attributes);
#ifdef HAS_SELECTED_FEATURE_ID
selectedFeatureIdStage(selectedFeature, featureIds);
#endif
#ifndef CUSTOM_SHADER_REPLACE_MATERIAL
materialStage(material, attributes, selectedFeature);
#endif
#ifdef HAS_CUSTOM_FRAGMENT_SHADER
customShaderStage(material, attributes, featureIds, metadata, metadataClass, metadataStatistics);
#endif
lightingStage(material, attributes);
#ifdef HAS_SELECTED_FEATURE_ID
cpuStylingStage(material, selectedFeature);
#endif
#ifdef HAS_MODEL_COLOR
modelColorStage(material);
#endif
#ifdef HAS_PRIMITIVE_OUTLINE
primitiveOutlineStage(material);
#endif
vec4 color = handleAlpha(material.diffuse, material.alpha);
#ifdef HAS_CLIPPING_PLANES
modelClippingPlanesStage(color);
#endif
#if defined(HAS_SILHOUETTE) && defined(HAS_NORMALS)
silhouetteStage(color);
#endif
gl_FragColor = color;
}
`;var dM=`precision highp float;
czm_modelVertexOutput defaultVertexOutput(vec3 positionMC) {
czm_modelVertexOutput vsOutput;
vsOutput.positionMC = positionMC;
vsOutput.pointSize = 1.0;
return vsOutput;
}
void main()
{
ProcessedAttributes attributes;
initializeAttributes(attributes);
#ifdef USE_DEQUANTIZATION
dequantizationStage(attributes);
#endif
#ifdef HAS_MORPH_TARGETS
morphTargetsStage(attributes);
#endif
#ifdef HAS_SKINNING
skinningStage(attributes);
#endif
#ifdef HAS_PRIMITIVE_OUTLINE
primitiveOutlineStage();
#endif
#ifdef HAS_BITANGENTS
attributes.bitangentMC = normalize(cross(attributes.normalMC, attributes.tangentMC) * attributes.tangentSignMC);
#endif
FeatureIds featureIds;
featureIdStage(featureIds, attributes);
#ifdef HAS_SELECTED_FEATURE_ID
SelectedFeature feature;
selectedFeatureIdStage(feature, featureIds);
cpuStylingStage(attributes.positionMC, feature);
#endif
#if defined(USE_2D_POSITIONS) || defined(USE_2D_INSTANCING)
mat4 modelView = czm_modelView3D;
mat3 normal = czm_normal3D;
#else
mat4 modelView = czm_modelView;
mat3 normal = czm_normal;
#endif
#ifdef HAS_INSTANCING
#ifdef USE_LEGACY_INSTANCING
mat4 instanceModelView;
mat3 instanceModelViewInverseTranspose;
legacyInstancingStage(attributes, instanceModelView, instanceModelViewInverseTranspose);
modelView = instanceModelView;
normal = instanceModelViewInverseTranspose;
#else
instancingStage(attributes);
#endif
#ifdef USE_PICKING
v_pickColor = a_pickColor;
#endif
#endif
Metadata metadata;
MetadataClass metadataClass;
MetadataStatistics metadataStatistics;
metadataStage(metadata, metadataClass, metadataStatistics, attributes);
#ifdef HAS_CUSTOM_VERTEX_SHADER
czm_modelVertexOutput vsOutput = defaultVertexOutput(attributes.positionMC);
customShaderStage(vsOutput, attributes, featureIds, metadata, metadataClass, metadataStatistics);
#endif
vec4 positionClip = geometryStage(attributes, modelView, normal);
#ifdef HAS_SILHOUETTE
silhouetteStage(attributes, positionClip);
#endif
#ifdef HAS_POINT_CLOUD_SHOW_STYLE
float show = pointCloudShowStylingStage(attributes, metadata);
#else
float show = 1.0;
#endif
#ifdef HAS_POINT_CLOUD_BACK_FACE_CULLING
show *= pointCloudBackFaceCullingStage();
#endif
#ifdef HAS_POINT_CLOUD_COLOR_STYLE
v_pointCloudColor = pointCloudColorStylingStage(attributes, metadata);
#endif
#ifdef PRIMITIVE_TYPE_POINTS
#ifdef HAS_CUSTOM_VERTEX_SHADER
gl_PointSize = vsOutput.pointSize;
#elif defined(HAS_POINT_CLOUD_POINT_SIZE_STYLE) || defined(HAS_POINT_CLOUD_ATTENUATION)
gl_PointSize = pointCloudPointSizeStylingStage(attributes, metadata);
#else
gl_PointSize = 1.0;
#endif
gl_PointSize *= show;
#endif
gl_Position = show * positionClip;
}
`;function o5(e){e=y(e,y.EMPTY_OBJECT);let t=e.command,n=e.primitiveRenderResources,i=n.model;this._command=t,this._model=i,this._runtimePrimitive=n.runtimePrimitive,this._modelMatrix=t.modelMatrix,this._boundingVolume=t.boundingVolume,this._cullFace=t.renderState.cull.face;let o=i.classificationType;this._classificationType=o,this._classifiesTerrain=o!==Fn.CESIUM_3D_TILE,this._classifies3DTiles=o!==Fn.TERRAIN,this._useDebugWireframe=i._enableDebugWireframe&&i.debugWireframe,this._pickId=n.pickId,this._commandListTerrain=[],this._commandList3DTiles=[],this._commandListIgnoreShow=[],this._commandListDebugWireframe=[],this._commandListTerrainPicking=[],this._commandList3DTilesPicking=[],MNe(this)}function ONe(e){return{colorMask:{red:!1,green:!1,blue:!1,alpha:!1},stencilTest:{enabled:!0,frontFunction:e,frontOperation:{fail:st.KEEP,zFail:st.DECREMENT_WRAP,zPass:st.KEEP},backFunction:e,backOperation:{fail:st.KEEP,zFail:st.INCREMENT_WRAP,zPass:st.KEEP},reference:wt.CESIUM_3D_TILE_MASK,mask:wt.CESIUM_3D_TILE_MASK},stencilMask:wt.CLASSIFICATION_MASK,depthTest:{enabled:!0,func:Ja.LESS_OR_EQUAL},depthMask:!1}}var BNe={stencilTest:{enabled:!0,frontFunction:Nn.NOT_EQUAL,frontOperation:{fail:st.ZERO,zFail:st.ZERO,zPass:st.ZERO},backFunction:Nn.NOT_EQUAL,backOperation:{fail:st.ZERO,zFail:st.ZERO,zPass:st.ZERO},reference:0,mask:wt.CLASSIFICATION_MASK},stencilMask:wt.CLASSIFICATION_MASK,depthTest:{enabled:!1},depthMask:!1,blending:an.PRE_MULTIPLIED_ALPHA_BLEND},RNe={stencilTest:{enabled:!0,frontFunction:Nn.NOT_EQUAL,frontOperation:{fail:st.ZERO,zFail:st.ZERO,zPass:st.ZERO},backFunction:Nn.NOT_EQUAL,backOperation:{fail:st.ZERO,zFail:st.ZERO,zPass:st.ZERO},reference:0,mask:wt.CLASSIFICATION_MASK},stencilMask:wt.CLASSIFICATION_MASK,depthTest:{enabled:!1},depthMask:!1},zee=[];function MNe(e){let t=e._command,n=zee;if(e._useDebugWireframe){t.pass=xe.OPAQUE,n.length=0,n.push(t),e._commandListDebugWireframe=zS(e,n,e._commandListDebugWireframe);let r=e._commandListDebugWireframe,s=r.length;for(let a=0;a<s;a++){let c=r[a];c.count*=2,c.offset*=2}return}let o=e.model.allowPicking;if(e._classifiesTerrain){let r=xe.TERRAIN_CLASSIFICATION,s=i5(t,r),a=Vee(t,r);n.length=0,n.push(s,a),e._commandListTerrain=zS(e,n,e._commandListTerrain),o&&(e._commandListTerrainPicking=Uee(e,n,e._commandListTerrainPicking))}if(e._classifies3DTiles){let r=xe.CESIUM_3D_TILE_CLASSIFICATION,s=i5(t,r),a=Vee(t,r);n.length=0,n.push(s,a),e._commandList3DTiles=zS(e,n,e._commandList3DTiles),o&&(e._commandList3DTilesPicking=Uee(e,n,e._commandList3DTilesPicking))}}function zS(e,t,n){let i=e._runtimePrimitive,o=i.batchLengths,r=i.batchOffsets,s=o.length,a=t.length;for(let c=0;c<s;c++){let u=o[c],f=r[c];for(let d=0;d<a;d++){let p=t[d],g=Ze.shallowClone(p);g.count=u,g.offset=f,n.push(g)}}return n}function i5(e,t){let n=Ze.shallowClone(e);n.cull=!1,n.pass=t;let i=t===xe.TERRAIN_CLASSIFICATION?Nn.ALWAYS:Nn.EQUAL,o=ONe(i);return n.renderState=Ne.fromCache(o),n}function Vee(e,t){let n=Ze.shallowClone(e);return n.cull=!1,n.pass=t,n.renderState=Ne.fromCache(BNe),n}var LNe=[];function Uee(e,t,n){let i=Ne.fromCache(RNe),o=t[0],r=t[1],s=Ze.shallowClone(o);s.cull=!0,s.pickOnly=!0;let a=Ze.shallowClone(r);a.cull=!0,a.pickOnly=!0,a.renderState=i,a.pickId=e._pickId;let c=LNe;return c.length=0,c.push(s,a),zS(e,c,n)}Object.defineProperties(o5.prototype,{command:{get:function(){return this._command}},runtimePrimitive:{get:function(){return this._runtimePrimitive}},batchLengths:{get:function(){return this._runtimePrimitive.batchLengths}},batchOffsets:{get:function(){return this._runtimePrimitive.batchOffsets}},model:{get:function(){return this._model}},classificationType:{get:function(){return this._classificationType}},modelMatrix:{get:function(){return this._modelMatrix},set:function(e){this._modelMatrix=F.clone(e,this._modelMatrix);let t=this._runtimePrimitive.boundingSphere;this._boundingVolume=re.transform(t,this._modelMatrix,this._boundingVolume)}},boundingVolume:{get:function(){return this._boundingVolume}},cullFace:{get:function(){return this._cullFace},set:function(e){this._cullFace=e}}});o5
vec3 positionEC,
vec3 normalEC,
vec3 lightDirectionEC,
vec3 lightColorHdr,
czm_pbrParameters pbrParameters
) {
vec3 v = -positionEC;
vec3 positionWC = vec3(czm_inverseView * vec4(positionEC, 1.0));
vec3 vWC = -normalize(positionWC);
vec3 l = normalize(lightDirectionEC);
vec3 n = normalEC;
vec3 r = normalize(czm_inverseViewRotation * normalize(reflect(v, n)));
float NdotL = clamp(dot(n, l), 0.001, 1.0);
float NdotV = abs(dot(n, v)) + 0.001;
float vertexRadius = length(positionWC);
float horizonDotNadir = 1.0 - min(1.0, czm_ellipsoidRadii.x / vertexRadius);
float reflectionDotNadir = dot(r, normalize(positionWC));
r.x = -r.x;
r = -normalize(czm_temeToPseudoFixed * r);
r.x = -r.x;
vec3 diffuseColor = pbrParameters.diffuseColor;
float roughness = pbrParameters.roughness;
vec3 specularColor = pbrParameters.f0;
float inverseRoughness = 1.04 - roughness;
inverseRoughness *= inverseRoughness;
vec3 sceneSkyBox = textureCube(czm_environmentMap, r).rgb * inverseRoughness;
float atmosphereHeight = 0.05;
float blendRegionSize = 0.1 * ((1.0 - inverseRoughness) * 8.0 + 1.1 - horizonDotNadir);
float blendRegionOffset = roughness * -1.0;
float farAboveHorizon = clamp(horizonDotNadir - blendRegionSize * 0.5 + blendRegionOffset, 1.0e-10 - blendRegionSize, 0.99999);
float aroundHorizon = clamp(horizonDotNadir + blendRegionSize * 0.5, 1.0e-10 - blendRegionSize, 0.99999);
float farBelowHorizon = clamp(horizonDotNadir + blendRegionSize * 1.5, 1.0e-10 - blendRegionSize, 0.99999);
float smoothstepHeight = smoothstep(0.0, atmosphereHeight, horizonDotNadir);
vec3 belowHorizonColor = mix(vec3(0.1, 0.15, 0.25), vec3(0.4, 0.7, 0.9), smoothstepHeight);
vec3 nadirColor = belowHorizonColor * 0.5;
vec3 aboveHorizonColor = mix(vec3(0.9, 1.0, 1.2), belowHorizonColor, roughness * 0.5);
vec3 blueSkyColor = mix(vec3(0.18, 0.26, 0.48), aboveHorizonColor, reflectionDotNadir * inverseRoughness * 0.5 + 0.75);
vec3 zenithColor = mix(blueSkyColor, sceneSkyBox, smoothstepHeight);
vec3 blueSkyDiffuseColor = vec3(0.7, 0.85, 0.9);
float diffuseIrradianceFromEarth = (1.0 - horizonDotNadir) * (reflectionDotNadir * 0.25 + 0.75) * smoothstepHeight;
float diffuseIrradianceFromSky = (1.0 - smoothstepHeight) * (1.0 - (reflectionDotNadir * 0.25 + 0.25));
vec3 diffuseIrradiance = blueSkyDiffuseColor * clamp(diffuseIrradianceFromEarth + diffuseIrradianceFromSky, 0.0, 1.0);
float notDistantRough = (1.0 - horizonDotNadir * roughness * 0.8);
vec3 specularIrradiance = mix(zenithColor, aboveHorizonColor, smoothstep(farAboveHorizon, aroundHorizon, reflectionDotNadir) * notDistantRough);
specularIrradiance = mix(specularIrradiance, belowHorizonColor, smoothstep(aroundHorizon, farBelowHorizon, reflectionDotNadir) * inverseRoughness);
specularIrradiance = mix(specularIrradiance, nadirColor, smoothstep(farBelowHorizon, 1.0, reflectionDotNadir) * inverseRoughness);
#ifdef USE_SUN_LUMINANCE
float LdotZenith = clamp(dot(normalize(czm_inverseViewRotation * l), vWC), 0.001, 1.0);
float S = acos(LdotZenith);
float NdotZenith = clamp(dot(normalize(czm_inverseViewRotation * n), vWC), 0.001, 1.0);
float gamma = acos(NdotL);
float numerator = ((0.91 + 10.0 * exp(-3.0 * gamma) + 0.45 * pow(NdotL, 2.0)) * (1.0 - exp(-0.32 / NdotZenith)));
float denominator = (0.91 + 10.0 * exp(-3.0 * S) + 0.45 * pow(LdotZenith,2.0)) * (1.0 - exp(-0.32));
float luminance = model_luminanceAtZenith * (numerator / denominator);
#endif
vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, roughness)).rg;
vec3 iblColor = (diffuseIrradiance * diffuseColor * model_iblFactor.x) + (specularIrradiance * czm_srgbToLinear(specularColor * brdfLut.x + brdfLut.y) * model_iblFactor.y);
float maximumComponent = max(max(lightColorHdr.x, lightColorHdr.y), lightColorHdr.z);
vec3 lightColor = lightColorHdr / max(maximumComponent, 1.0);
iblColor *= lightColor;
#ifdef USE_SUN_LUMINANCE
iblColor *= luminance;
#endif
return iblColor;
}
vec3 textureIBL(
vec3 positionEC,
vec3 normalEC,
vec3 lightDirectionEC,
czm_pbrParameters pbrParameters
) {
vec3 diffuseColor = pbrParameters.diffuseColor;
float roughness = pbrParameters.roughness;
vec3 specularColor = pbrParameters.f0;
vec3 v = -positionEC;
vec3 n = normalEC;
vec3 l = normalize(lightDirectionEC);
vec3 h = normalize(v + l);
float NdotV = abs(dot(n, v)) + 0.001;
float VdotH = clamp(dot(v, h), 0.0, 1.0);
const mat3 yUpToZUp = mat3(
-1.0, 0.0, 0.0,
0.0, 0.0, -1.0,
0.0, 1.0, 0.0
);
vec3 cubeDir = normalize(yUpToZUp * model_iblReferenceFrameMatrix * normalize(reflect(-v, n)));
#ifdef DIFFUSE_IBL
#ifdef CUSTOM_SPHERICAL_HARMONICS
vec3 diffuseIrradiance = czm_sphericalHarmonics(cubeDir, model_sphericalHarmonicCoefficients);
#else
vec3 diffuseIrradiance = czm_sphericalHarmonics(cubeDir, czm_sphericalHarmonicCoefficients);
#endif
#else
vec3 diffuseIrradiance = vec3(0.0);
#endif
#ifdef SPECULAR_IBL
vec3 r0 = specularColor.rgb;
float reflectance = max(max(r0.r, r0.g), r0.b);
vec3 r90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));
vec3 F = fresnelSchlick2(r0, r90, VdotH);
vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, roughness)).rg;
#ifdef CUSTOM_SPECULAR_IBL
vec3 specularIBL = czm_sampleOctahedralProjection(model_specularEnvironmentMaps, model_specularEnvironmentMapsSize, cubeDir, roughness * model_specularEnvironmentMapsMaximumLOD, model_specularEnvironmentMapsMaximumLOD);
#else
vec3 specularIBL = czm_sampleOctahedralProjection(czm_specularEnvironmentMaps, czm_specularEnvironmentMapSize, cubeDir, roughness * czm_specularEnvironmentMapsMaximumLOD, czm_specularEnvironmentMapsMaximumLOD);
#endif
specularIBL *= F * brdfLut.x + brdfLut.y;
#else
vec3 specularIBL = vec3(0.0);
#endif
return diffuseColor * diffuseIrradiance + specularColor * specularIBL;
}
vec3 imageBasedLightingStage(
vec3 positionEC,
vec3 normalEC,
vec3 lightDirectionEC,
vec3 lightColorHdr,
czm_pbrParameters pbrParameters
) {
#if defined(DIFFUSE_IBL) || defined(SPECULAR_IBL)
return textureIBL(
positionEC,
normalEC,
lightDirectionEC,
pbrParameters
);
#else
return proceduralIBL(
positionEC,
normalEC,
lightDirectionEC,
lightColorHdr,
pbrParameters
);
#endif
}
`;var Wee={name:"ImageBasedLightingPipelineStage"};Wee.process=function(e,t,n){let i=t.imageBasedLighting,o=e.shaderBuilder;o.addDefine("USE_IBL_LIGHTING",void 0,Te.FRAGMENT),o.addUniform("vec2","model_iblFactor",Te.FRAGMENT),qd.isSupported(n.context)&&((i.useSphericalHarmonics||i.useSpecularEnvironmentMaps||i.enabled)&&o.addUniform("mat3","model_iblReferenceFrameMatrix",Te.FRAGMENT),l(i.sphericalHarmonicCoefficients)?(o.addDefine("DIFFUSE_IBL",void 0,Te.FRAGMENT),o.addDefine("CUSTOM_SPHERICAL_HARMONICS",void 0,Te.FRAGMENT),o.addUniform("vec3","model_sphericalHarmonicCoefficients[9]",Te.FRAGMENT)):i.useDefaultSphericalHarmonics&&o.addDefine("DIFFUSE_IBL",void 0,Te.FRAGMENT),l(i.specularEnvironmentMapAtlas)&&i.specularEnvironmentMapAtlas.ready?(o.addDefine("SPECULAR_IBL",void 0,Te.FRAGMENT),o.addDefine("CUSTOM_SPECULAR_IBL",void 0,Te.FRAGMENT),o.addUniform("sampler2D","model_specularEnvironmentMaps",Te.FRAGMENT),o.addUniform("vec2","model_specularEnvironmentMapsSize",Te.FRAGMENT),o.addUniform("float","model_specularEnvironmentMapsMaximumLOD",Te.FRAGMENT)):t.useDefaultSpecularMaps&&o.addDefine("SPECULAR_IBL",void 0,Te.FRAGMENT)),l(i.luminanceAtZenith)&&(o.addDefine("USE_SUN_LUMINANCE",void 0,Te.FRAGMENT),o.addUniform("float","model_luminanceAtZenith",Te.FRAGMENT)),o.addFragmentLines(yM);let r={model_iblFactor:function(){return i.imageBasedLightingFactor},model_iblReferenceFrameMatrix:function(){return t._iblReferenceFrameMatrix},model_luminanceAtZenith:function(){return i.luminanceAtZenith},model_sphericalHarmonicCoefficients:function(){return i.sphericalHarmonicCoefficients},model_specularEnvironmentMaps:function(){return i.specularEnvironmentMapAtlas.texture},model_specularEnvironmentMapsSize:function(){return i.specularEnvironmentMapAtlas.texture.dimensions},model_specularEnvironmentMapsMaximumLOD:function(){return i.specularEnvironmentMapAtlas.maximumMipmapLevel}};e.uniformMap=pt(r,e.uniformMap)};var AM=Wee;var $Ne=I.EPSILON16;function s5(e){e=y(e,y.EMPTY_OBJECT);let t=e.stage,n=e.runtimeArticulation;this._stage=t,this._runtimeArticulation=n,this._name=t.name,this._type=t.type,this._minimumValue=t.minimumValue,this._maximumValue=t.maximumValue,this._currentValue=t.initialValue}Object.defineProperties(s5.prototype,{stage:{get:function(){return this._stage}},runtimeArticulation:{get:function(){return this._runtimeArticulation}},name:{get:function(){return this._name}},type:{get:function(){return this._type}},minimumValue:{get:function(){return this._minimumValue}},maximumValue:{get:function(){return this._maximumValue}},currentValue:{get:function(){return this._currentValue},set:function(e){e=I.clamp(e,this.minimumValue,this.maximumValue),I.equalsEpsilon(this._currentValue,e,$Ne)||(this._currentValue=e,this.runtimeArticulation._dirty=!0)}}});var e2e=new h,r5=new Q;s5.prototype.applyStageToMatrix=function(e){let t=this.type,n=this.currentValue,i=e2e,o;switch(t){case sc.XROTATE:o=Q.fromRotationX(I.toRadians(n),r5),e=F.multiplyByMatrix3(e,o,e);break;case sc.YROTATE:o=Q.fromRotationY(I.toRadians(n),r5),e=F.multiplyByMatrix3(e,o,e);break;case sc.ZROTATE:o=Q.fromRotationZ(I.toRadians(n),r5),e=F.multiplyByMatrix3(e,o,e);break;case sc.XTRANSLATE:i.x=n,i.y=0,i.z=0,e=F.multiplyByTranslation(e,i,e);break;case sc.YTRANSLATE:i.x=0,i.y=n,i.z=0,e=F.multiplyByTranslation(e,i,e);break;case sc.ZTRANSLATE:i.x=0,i.y=0,i.z=n,e=F.multiplyByTranslation(e,i,e);break;case sc.XSCALE:i.x=n,i.y=1,i.z=1,e=F.multiplyByScale(e,i,e);break;case sc.YSCALE:i.x=1,i.y=n,i.z=1,e=F.multiplyByScale(e,i,e);break;case sc.ZSCALE:i.x=1,i.y=1,i.z=n,e=F.multiplyByScale(e,i,e);break;case sc.UNIFORMSCALE:e=F.multiplyByUniformScale(e,n,e);break;default:break}return e};var CM=s5;function xM(e){e=y(e,y.EMPTY_OBJECT);let t=e.articulation,n=e.sceneGraph;this._articulation=t,this._sceneGraph=n,this._name=t.name,this._runtimeStages=[],this._runtimeStagesByName={},this._runtimeNodes=[],this._dirty=!0,t2e(this)}Object.defineProperties(xM.prototype,{articulation:{get:function(){return this._articulation}},sceneGraph:{get:function(){return this._sceneGraph}},name:{get:function(
{
material.diffuse = mix(material.diffuse, model_color.rgb, model_colorBlend);
float highlight = ceil(model_colorBlend);
material.diffuse *= mix(model_color.rgb, vec3(1.0), highlight);
material.alpha *= model_color.a;
}
`;var Cx={name:"ModelColorPipelineStage",COLOR_UNIFORM_NAME:"model_color",COLOR_BLEND_UNIFORM_NAME:"model_colorBlend"};Cx.process=function(e,t,n){let i=e.shaderBuilder;i.addDefine("HAS_MODEL_COLOR",void 0,Te.FRAGMENT),i.addFragmentLines(EM);let o={},r=t.color;r.alpha===0&&!t.hasSilhouette(n)&&(e.renderStateOptions.colorMask={red:!1,green:!1,blue:!1,alpha:!1}),r.alpha<1&&(e.alphaOptions.pass=xe.TRANSLUCENT),i.addUniform("vec4",Cx.COLOR_UNIFORM_NAME,Te.FRAGMENT),o[Cx.COLOR_UNIFORM_NAME]=function(){return t.color},i.addUniform("float",Cx.COLOR_BLEND_UNIFORM_NAME,Te.FRAGMENT),o[Cx.COLOR_BLEND_UNIFORM_NAME]=function(){return rc.getColorBlend(t.colorBlendMode,t.colorBlendAmount)},e.uniformMap=pt(o,e.uniformMap)};var iy=Cx;var bM=`#ifdef USE_CLIPPING_PLANES_FLOAT_TEXTURE
vec4 getClippingPlane(
highp sampler2D packedClippingPlanes,
int clippingPlaneNumber,
mat4 transform
) {
int pixY = clippingPlaneNumber / CLIPPING_PLANES_TEXTURE_WIDTH;
int pixX = clippingPlaneNumber - (pixY * CLIPPING_PLANES_TEXTURE_WIDTH);
float pixelWidth = 1.0 / float(CLIPPING_PLANES_TEXTURE_WIDTH);
float pixelHeight = 1.0 / float(CLIPPING_PLANES_TEXTURE_HEIGHT);
float u = (float(pixX) + 0.5) * pixelWidth;
float v = (float(pixY) + 0.5) * pixelHeight;
vec4 plane = texture2D(packedClippingPlanes, vec2(u, v));
return czm_transformPlane(plane, transform);
}
#else
vec4 getClippingPlane(
highp sampler2D packedClippingPlanes,
int clippingPlaneNumber,
mat4 transform
) {
int clippingPlaneStartIndex = clippingPlaneNumber * 2;
int pixY = clippingPlaneStartIndex / CLIPPING_PLANES_TEXTURE_WIDTH;
int pixX = clippingPlaneStartIndex - (pixY * CLIPPING_PLANES_TEXTURE_WIDTH);
float pixelWidth = 1.0 / float(CLIPPING_PLANES_TEXTURE_WIDTH);
float pixelHeight = 1.0 / float(CLIPPING_PLANES_TEXTURE_HEIGHT);
float u = (float(pixX) + 0.5) * pixelWidth;
float v = (float(pixY) + 0.5) * pixelHeight;
vec4 oct32 = texture2D(packedClippingPlanes, vec2(u, v)) * 255.0;
vec2 oct = vec2(oct32.x * 256.0 + oct32.y, oct32.z * 256.0 + oct32.w);
vec4 plane;
plane.xyz = czm_octDecode(oct, 65535.0);
plane.w = czm_unpackFloat(texture2D(packedClippingPlanes, vec2(u + pixelWidth, v)));
return czm_transformPlane(plane, transform);
}
#endif
float clip(vec4 fragCoord, sampler2D clippingPlanes, mat4 clippingPlanesMatrix) {
vec4 position = czm_windowToEyeCoordinates(fragCoord);
vec3 clipNormal = vec3(0.0);
vec3 clipPosition = vec3(0.0);
float pixelWidth = czm_metersPerPixel(position);
#ifdef UNION_CLIPPING_REGIONS
float clipAmount;
#else
float clipAmount = 0.0;
bool clipped = true;
#endif
for (int i = 0; i < CLIPPING_PLANES_LENGTH; ++i) {
vec4 clippingPlane = getClippingPlane(clippingPlanes, i, clippingPlanesMatrix);
clipNormal = clippingPlane.xyz;
clipPosition = -clippingPlane.w * clipNormal;
float amount = dot(clipNormal, (position.xyz - clipPosition)) / pixelWidth;
#ifdef UNION_CLIPPING_REGIONS
clipAmount = czm_branchFreeTernary(i == 0, amount, min(amount, clipAmount));
if (amount <= 0.0) {
discard;
}
#else
clipAmount = max(amount, clipAmount);
clipped = clipped && (amount <= 0.0);
#endif
}
#ifndef UNION_CLIPPING_REGIONS
if (clipped) {
discard;
}
#endif
return clipAmount;
}
void modelClippingPlanesStage(inout vec4 color)
{
float clipDistance = clip(gl_FragCoord, model_clippingPlanes, model_clippingPlanesMatrix);
vec4 clippingPlanesEdgeColor = vec4(1.0);
clippingPlanesEdgeColor.rgb = model_clippingPlanesEdgeStyle.rgb;
float clippingPlanesEdgeWidth = model_clippingPlanesEdgeStyle.a;
if (clipDistance > 0.0 && clipDistance < clippingPlanesEdgeWidth) {
color = clippingPlanesEdgeColor;
}
}
`;var jee={name:"ModelClippingPlanesPipelineStage"},o2e=new H;jee.process=function(e,t,n){let i=t.clippingPlanes,o=n.context,r=e.shaderBuilder;r.addDefine("HAS_CLIPPING_PLANES",void 0,Te.FRAGMENT),r.addDefine("CLIPPING_PLANES_LENGTH",i.length,Te.FRAGMENT),i.unionClippingRegions&&r.addDefine("UNION_CLIPPING_REGIONS",void 0,Te.FRAGMENT),Ys.useFloatTexture(o)&&r.addDefine("USE_CLIPPING_PLANES_FLOAT_TEXTURE",void 0,Te.FRAGMENT);let s=Ys.getTextureResolution(i,o,o2e);r.addDefine("CLIPPING_PLANES_TEXTURE_WIDTH",s.x,Te.FRAGMENT),r.addDefine("CLIPPING_PLANES_TEXTURE_HEIGHT",s.y,Te.FRAGMENT),r.addUniform("sampler2D","model_clippingPlanes",Te.FRAGMENT),r.addUniform("vec4","model_clippingPlanesEdgeStyle",Te.FRAGMENT),r.addUniform("mat4","model_clippingPlanesMatrix",Te.FRAGMENT),r.addFragmentLines(bM);let a={model_clippingPlanes:function(){return i.texture},model_clippingPlanesEdgeStyle:function(){let c=U.clone(i.edgeColor);return c.alpha=i.edgeWidth,c},model_clippingPlanesMatrix:function(){return t._clippingPlanesMatrix}};e.uniformMap=pt(a,e.uniformMap)};var SM=jee;function qee(e,t){this._model=e,this._runtimeNode=t}Object.defineProperties(qee.prototype,{name:{get:function(){return this._runtimeNode._name}},id:{get:function(){return this._runtimeNode._id}},show:{get:function(){return this._runtimeNode.show},set:function(e){this._runtimeNode.show=e}},matrix:{get:function(){return this._runtimeNode.transform},set:function(e){l(e)?(this._runtimeNode.transform=e,this._runtimeNode.userAnimated=!0,this._model._userAnimationDirty=!0):(this._runtimeNode.transform=this.originalMatrix,this._runtimeNode.userAnimated=!1)}},originalMatrix:{get:function(){return this._runtimeNode.originalTransform}}});var wM=qee;var DM=`mat4 getInstancingTransform()
{
mat4 instancingTransform;
#ifdef HAS_INSTANCE_MATRICES
instancingTransform = mat4(
a_instancingTransformRow0.x, a_instancingTransformRow1.x, a_instancingTransformRow2.x, 0.0,
a_instancingTransformRow0.y, a_instancingTransformRow1.y, a_instancingTransformRow2.y, 0.0,
a_instancingTransformRow0.z, a_instancingTransformRow1.z, a_instancingTransformRow2.z, 0.0,
a_instancingTransformRow0.w, a_instancingTransformRow1.w, a_instancingTransformRow2.w, 1.0
);
#else
vec3 translation = vec3(0.0, 0.0, 0.0);
vec3 scale = vec3(1.0, 1.0, 1.0);
#ifdef HAS_INSTANCE_TRANSLATION
translation = a_instanceTranslation;
#endif
#ifdef HAS_INSTANCE_SCALE
scale = a_instanceScale;
#endif
instancingTransform = mat4(
scale.x, 0.0, 0.0, 0.0,
0.0, scale.y, 0.0, 0.0,
0.0, 0.0, scale.z, 0.0,
translation.x, translation.y, translation.z, 1.0
);
#endif
return instancingTransform;
}
#ifdef USE_2D_INSTANCING
mat4 getInstancingTransform2D()
{
mat4 instancingTransform2D;
#ifdef HAS_INSTANCE_MATRICES
instancingTransform2D = mat4(
a_instancingTransform2DRow0.x, a_instancingTransform2DRow1.x, a_instancingTransform2DRow2.x, 0.0,
a_instancingTransform2DRow0.y, a_instancingTransform2DRow1.y, a_instancingTransform2DRow2.y, 0.0,
a_instancingTransform2DRow0.z, a_instancingTransform2DRow1.z, a_instancingTransform2DRow2.z, 0.0,
a_instancingTransform2DRow0.w, a_instancingTransform2DRow1.w, a_instancingTransform2DRow2.w, 1.0
);
#else
vec3 translation2D = vec3(0.0, 0.0, 0.0);
vec3 scale = vec3(1.0, 1.0, 1.0);
#ifdef HAS_INSTANCE_TRANSLATION
translation2D = a_instanceTranslation2D;
#endif
#ifdef HAS_INSTANCE_SCALE
scale = a_instanceScale;
#endif
instancingTransform2D = mat4(
scale.x, 0.0, 0.0, 0.0,
0.0, scale.y, 0.0, 0.0,
0.0, 0.0, scale.z, 0.0,
translation2D.x, translation2D.y, translation2D.z, 1.0
);
#endif
return instancingTransform2D;
}
#endif
`;var vM=`void instancingStage(inout ProcessedAttributes attributes)
{
vec3 positionMC = attributes.positionMC;
mat4 instancingTransform = getInstancingTransform();
attributes.positionMC = (instancingTransform * vec4(positionMC, 1.0)).xyz;
#ifdef HAS_NORMALS
vec3 normalMC = attributes.normalMC;
attributes.normalMC = (instancingTransform * vec4(normalMC, 0.0)).xyz;
#endif
#ifdef USE_2D_INSTANCING
mat4 instancingTransform2D = getInstancingTransform2D();
attributes.position2D = (instancingTransform2D * vec4(positionMC, 1.0)).xyz;
#endif
}
`;var PM=`void legacyInstancingStage(
inout ProcessedAttributes attributes,
out mat4 instanceModelView,
out mat3 instanceModelViewInverseTranspose)
{
vec3 positionMC = attributes.positionMC;
mat4 instancingTransform = getInstancingTransform();
mat4 instanceModel = instancingTransform * u_instance_nodeTransform;
instanceModelView = u_instance_modifiedModelView;
instanceModelViewInverseTranspose = mat3(u_instance_modifiedModelView * instanceModel);
attributes.positionMC = (instanceModel * vec4(positionMC, 1.0)).xyz;
#ifdef USE_2D_INSTANCING
mat4 instancingTransform2D = getInstancingTransform2D();
attributes.position2D = (instancingTransform2D * vec4(positionMC, 1.0)).xyz;
#endif
}
`;var IM=new F,r2e=new F,s2e=new F,Xee={name:"InstancingPipelineStage",_getInstanceTransformsAsMatrices:$ee,_transformsToTypedArray:c5};Xee.process=function(e,t,n){let i=t.instances,o=i.attributes[0].count,r=e.shaderBuilder;r.addDefine("HAS_INSTANCING"),r.addVertexLines(DM);let s=e.model,a=s.sceneGraph,c=e.runtimeNode,u=n.mode!==ee.SCENE3D&&!n.scene3DOnly&&s._projectTo2D,f=[];x2e(e,n,i,f,u),b2e(e,n,i,f);let d={};if(i.transformInWorldSpace?(r.addDefine("USE_LEGACY_INSTANCING",void 0,Te.VERTEX),r.addUniform("mat4","u_instance_modifiedModelView",Te.VERTEX),r.addUniform("mat4","u_instance_nodeTransform",Te.VERTEX),d.u_instance_modifiedModelView=function(){let p=F.multiplyTransformation(s.modelMatrix,a.components.transform,IM);return u?F.multiplyTransformation(n.context.uniformState.view3D,p,IM):(n.mode!==ee.SCENE3D&&(p=vt.basisTo2D(n.mapProjection,p,IM)),F.multiplyTransformation(n.context.uniformState.view,p,IM))},d.u_instance_nodeTransform=function(){return F.multiplyTransformation(a.axisCorrectionMatrix,c.computedTransform,r2e)},r.addVertexLines(PM)):r.addVertexLines(vM),u){r.addDefine("USE_2D_INSTANCING",void 0,Te.VERTEX),r.addUniform("mat4","u_modelView2D",Te.VERTEX);let p=n.context,g=F.fromTranslation(c.instancingReferencePoint2D,new F);d.u_modelView2D=function(){return F.multiplyTransformation(p.uniformState.view,g,s2e)}}e.uniformMap=pt(d,e.uniformMap),e.instanceCount=o,e.attributes.push.apply(e.attributes,f)};var HS=new F,a2e=new h;function c2e(e,t,n,i,o){let r=F.multiplyTransformation(t,e,HS);return r=F.multiplyTransformation(r,n,HS),o=vt.basisTo2D(i.mapProjection,r,o),o}function l2e(e,t,n,i,o){let r=F.fromTranslation(e,HS),s=F.multiplyTransformation(t,r,HS);s=F.multiplyTransformation(s,n,HS);let a=F.getTranslation(s,a2e);return o=Xi.computeActualWgs84Position(i,a,o),o}function Kee(e,t,n){let i=e.model,o=i.sceneGraph;e.runtimeNode.node.instances.transformInWorldSpace?(t=F.multiplyTransformation(i.modelMatrix,o.components.transform,t),n=F.multiplyTransformation(o.axisCorrectionMatrix,e.runtimeNode.computedTransform,n)):(t=F.clone(o.computedModelMatrix,t),t=F.multiplyTransformation(t,e.runtimeNode.computedTransform,t),n=F.clone(F.IDENTITY,n))}var Jee=new F,Zee=new F,u2e=new F,f2e=new h;function d2e(e,t,n,i){let o=Jee,r=Zee;Kee(t,o,r);let a=t.runtimeNode.instancingReferencePoint2D,c=e.length;for(let u=0;u<c;u++){let f=e[u],d=c2e(f,o,r,n,u2e),p=F.getTranslation(d,f2e),g=h.subtract(p,a,p);i[u]=F.setTranslation(d,g,i[u])}return i}function h2e(e,t,n,i){let o=Jee,r=Zee;Kee(t,o,r);let a=t.runtimeNode.instancingReferencePoint2D,c=e.length;for(let u=0;u<c;u++){let f=e[u],d=l2e(f,o,r,n,f);i[u]=h.subtract(d,a,i[u])}return i}var m2e=new h,p2e=new h;function Qee(e,t){let n=e.runtimeNode,i=e.model.sceneGraph.computedModelMatrix,o=F.multiplyByPoint(i,n.instancingTranslationMin,m2e),r=Xi.computeActualWgs84Position(t,o,o),s=F.multiplyByPoint(i,n.instancingTranslationMax,p2e),a=Xi.computeActualWgs84Position(t,s,s);n.instancingReferencePoint2D=h.lerp(r,a,.5,new h)}function c5(e){let n=e.length,i=new Float32Array(n*12);for(let o=0;o<n;o++){let r=e[o],s=12*o;i[s+0]=r[0],i[s+1]=r[4],i[s+2]=r[8],i[s+3]=r[12],i[s+4]=r[1],i[s+5]=r[5],i[s+6]=r[9],i[s+7]=r[13],i[s+8]=r[2],i[s+9]=r[6],i[s+10]=r[10],i[s+11]=r[14]}return i}function _2e(e){let n=e.length,i=new Float32Array(n*3);for(let o=0;o<n;o++){let r=e[o],s=3*o;i[s+0]=r[0],i[s+1]=r[4],i[s+2]=r[8]}return i}var g2e=new h,y2e=new Be,A2e=new h;function $ee(e,t,n){let i=new Array(t),o=en.getAttributeBySemantic(e,Ur.TRANSLATION),r=en.getAttributeBySemantic(e,Ur.ROTATION),s=en.getAttributeBySemantic(e,Ur.SCALE),a=new h(-Number.MAX_VALUE,-Number.MAX_VALUE,-Number.MAX_VALUE),c=new h(Number.MAX_VALUE,Number.MAX_VALUE,Number.MAX_VALUE),u=l(o),f=l(r),d=l(s),p=u?o.typedArray:new Float32Array(t*3),g=f?r.typedArray:new Float32Array(t*4);f&&r.normalized&&(g=Un.dequantize(g,r.componentDatatype,r.type,t));let m;d?m=s.typedArray:(m=new Float32Array(t*3),m.fill(1));for(let C=0;C<t;C++){let x=new h(p[C*3],p[C*3+1],p[C*3+2],g2e);h.maximumByComponent(a,x,a),h.minimumByComponent(c,x,c);let b=new Be(g[C*4],g[C*4+1],g[C
{
bool styleTranslucent = (featureColor.a != 1.0);
if (czm_pass == czm_passTranslucent && !styleTranslucent && !model_commandTranslucent)
{
#ifdef HAS_SILHOUETTE
positionMC *= float(model_silhouettePass);
#else
positionMC *= 0.0;
#endif
}
else if (czm_pass != czm_passTranslucent && styleTranslucent)
{
positionMC *= 0.0;
}
}
void cpuStylingStage(inout vec3 positionMC, inout SelectedFeature feature)
{
float show = ceil(feature.color.a);
positionMC *= show;
#if defined(HAS_SELECTED_FEATURE_ID_ATTRIBUTE) && !defined(HAS_CLASSIFICATION)
filterByPassType(positionMC, feature.color);
#endif
}
`;var VM=`void filterByPassType(vec4 featureColor)
{
bool styleTranslucent = (featureColor.a != 1.0);
if (czm_pass == czm_passTranslucent && !styleTranslucent && !model_commandTranslucent)
{
#ifdef HAS_SILHOUETTE
if(!model_silhouettePass) {
discard;
}
#else
discard;
#endif
}
else if (czm_pass != czm_passTranslucent && styleTranslucent)
{
discard;
}
}
void cpuStylingStage(inout czm_modelMaterial material, SelectedFeature feature)
{
vec4 featureColor = feature.color;
if (featureColor.a == 0.0)
{
discard;
}
#if defined(HAS_SELECTED_FEATURE_ID_TEXTURE) && !defined(HAS_CLASSIFICATION)
filterByPassType(featureColor);
#endif
featureColor = czm_gammaCorrect(featureColor);
#ifdef HAS_CLASSIFICATION
material.diffuse = featureColor.rgb * featureColor.a;
#else
float highlight = ceil(model_colorBlend);
material.diffuse *= mix(featureColor.rgb, vec3(1.0), highlight);
#endif
material.alpha *= featureColor.a;
}
`;var ate={name:"CPUStylingPipelineStage"};ate.process=function(e,t,n){let i=e.model,o=e.shaderBuilder;o.addVertexLines(kM),o.addFragmentLines(VM),o.addDefine("USE_CPU_STYLING",void 0,Te.BOTH),l(i.color)||(o.addUniform("float",iy.COLOR_BLEND_UNIFORM_NAME,Te.FRAGMENT),e.uniformMap[iy.COLOR_BLEND_UNIFORM_NAME]=function(){return rc.getColorBlend(i.colorBlendMode,i.colorBlendAmount)}),o.addUniform("bool","model_commandTranslucent",Te.BOTH),e.uniformMap.model_commandTranslucent=function(){return e.alphaOptions.pass===xe.TRANSLUCENT}};var UM=ate;var cte={MODIFY_MATERIAL:"MODIFY_MATERIAL",REPLACE_MATERIAL:"REPLACE_MATERIAL"};cte.getDefineName=function(e){return`CUSTOM_SHADER_${e}`};var w_=Object.freeze(cte);var zM=`void customShaderStage(
inout czm_modelVertexOutput vsOutput,
inout ProcessedAttributes attributes,
FeatureIds featureIds,
Metadata metadata,
MetadataClass metadataClass,
MetadataStatistics metadataStatistics
) {
VertexInput vsInput;
initializeInputStruct(vsInput, attributes);
vsInput.featureIds = featureIds;
vsInput.metadata = metadata;
vsInput.metadataClass = metadataClass;
vsInput.metadataStatistics = metadataStatistics;
vertexMain(vsInput, vsOutput);
attributes.positionMC = vsOutput.positionMC;
}
`;var HM=`void customShaderStage(
inout czm_modelMaterial material,
ProcessedAttributes attributes,
FeatureIds featureIds,
Metadata metadata,
MetadataClass metadataClass,
MetadataStatistics metadataStatistics
) {
FragmentInput fsInput;
initializeInputStruct(fsInput, attributes);
fsInput.featureIds = featureIds;
fsInput.metadata = metadata;
fsInput.metadataClass = metadataClass;
fsInput.metadataStatistics = metadataStatistics;
fragmentMain(fsInput, material);
}
`;var GM=`void featureIdStage(out FeatureIds featureIds, ProcessedAttributes attributes) {
initializeFeatureIds(featureIds, attributes);
initializeFeatureIdAliases(featureIds);
}
`;var WM=`void featureIdStage(out FeatureIds featureIds, ProcessedAttributes attributes)
{
initializeFeatureIds(featureIds, attributes);
initializeFeatureIdAliases(featureIds);
setFeatureIdVaryings();
}
`;var Ei={name:"FeatureIdPipelineStage",STRUCT_ID_FEATURE_IDS_VS:"FeatureIdsVS",STRUCT_ID_FEATURE_IDS_FS:"FeatureIdsFS",STRUCT_NAME_FEATURE_IDS:"FeatureIds",FUNCTION_ID_INITIALIZE_FEATURE_IDS_VS:"initializeFeatureIdsVS",FUNCTION_ID_INITIALIZE_FEATURE_IDS_FS:"initializeFeatureIdsFS",FUNCTION_ID_INITIALIZE_FEATURE_ID_ALIASES_VS:"initializeFeatureIdAliasesVS",FUNCTION_ID_INITIALIZE_FEATURE_ID_ALIASES_FS:"initializeFeatureIdAliasesFS",FUNCTION_SIGNATURE_INITIALIZE_FEATURE_IDS:"void initializeFeatureIds(out FeatureIds featureIds, ProcessedAttributes attributes)",FUNCTION_SIGNATURE_INITIALIZE_FEATURE_ID_ALIASES:"void initializeFeatureIdAliases(inout FeatureIds featureIds)",FUNCTION_ID_SET_FEATURE_ID_VARYINGS:"setFeatureIdVaryings",FUNCTION_SIGNATURE_SET_FEATURE_ID_VARYINGS:"void setFeatureIdVaryings()"};Ei.process=function(e,t,n){let i=e.shaderBuilder;D2e(i);let o=e.runtimeNode.node.instances;l(o)&&v2e(e,o,n),P2e(e,t,n),i.addVertexLines(WM),i.addFragmentLines(GM)};function D2e(e){e.addStruct(Ei.STRUCT_ID_FEATURE_IDS_VS,Ei.STRUCT_NAME_FEATURE_IDS,Te.VERTEX),e.addStruct(Ei.STRUCT_ID_FEATURE_IDS_FS,Ei.STRUCT_NAME_FEATURE_IDS,Te.FRAGMENT),e.addFunction(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_VS,Ei.FUNCTION_SIGNATURE_INITIALIZE_FEATURE_IDS,Te.VERTEX),e.addFunction(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_FS,Ei.FUNCTION_SIGNATURE_INITIALIZE_FEATURE_IDS,Te.FRAGMENT),e.addFunction(Ei.FUNCTION_ID_INITIALIZE_FEATURE_ID_ALIASES_VS,Ei.FUNCTION_SIGNATURE_INITIALIZE_FEATURE_ID_ALIASES,Te.VERTEX),e.addFunction(Ei.FUNCTION_ID_INITIALIZE_FEATURE_ID_ALIASES_FS,Ei.FUNCTION_SIGNATURE_INITIALIZE_FEATURE_ID_ALIASES,Te.FRAGMENT),e.addFunction(Ei.FUNCTION_ID_SET_FEATURE_ID_VARYINGS,Ei.FUNCTION_SIGNATURE_SET_FEATURE_ID_VARYINGS,Te.VERTEX)}function v2e(e,t,n){let i=t.featureIds,o=t.attributes[0].count;for(let r=0;r<i.length;r++){let s=i[r],a=s.positionalLabel;s instanceof St.FeatureIdAttribute?I2e(e,s,a):lte(e,s,a,o,1,n);let c=s.label;l(c)&&ute(e,a,c,Te.BOTH)}}function P2e(e,t,n){let i=t.featureIds,r=en.getAttributeBySemantic(t,yt.POSITION).count;for(let s=0;s<i.length;s++){let a=i[s],c=a.positionalLabel,u=Te.BOTH;a instanceof St.FeatureIdAttribute?O2e(e,a,c):a instanceof St.FeatureIdImplicitRange?lte(e,a,c,r,void 0,n):(B2e(e,a,c,s,n),u=Te.FRAGMENT);let f=a.label;l(f)&&ute(e,c,f,u)}}function I2e(e,t,n){let i=e.shaderBuilder;i.addStructField(Ei.STRUCT_ID_FEATURE_IDS_VS,"int",n),i.addStructField(Ei.STRUCT_ID_FEATURE_IDS_FS,"int",n);let o=t.setIndex,r=n.replace(/_\d+$/,"_"),s=`a_${r}${o}`,a=`v_${r}${o}`,c=`featureIds.${n} = int(czm_round(${s}));`,u=`featureIds.${n} = int(czm_round(${a}));`;i.addFunctionLines(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_VS,[c]),i.addFunctionLines(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_FS,[u]),i.addVarying("float",a),i.addFunctionLines(Ei.FUNCTION_ID_SET_FEATURE_ID_VARYINGS,[`${a} = ${s};`])}function O2e(e,t,n){let i=e.shaderBuilder;i.addStructField(Ei.STRUCT_ID_FEATURE_IDS_VS,"int",n),i.addStructField(Ei.STRUCT_ID_FEATURE_IDS_FS,"int",n);let o=t.setIndex,r=n.replace(/_\d+$/,"_"),s=[`featureIds.${n} = int(czm_round(attributes.${r}${o}));`];i.addFunctionLines(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_VS,s),i.addFunctionLines(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_FS,s)}function lte(e,t,n,i,o,r){R2e(e,t,i,o,r);let s=e.shaderBuilder,a=`a_implicit_${n}`;s.addAttribute("float",a);let c=`v_implicit_${n}`;s.addVarying("float",c),s.addStructField(Ei.STRUCT_ID_FEATURE_IDS_VS,"int",n),s.addStructField(Ei.STRUCT_ID_FEATURE_IDS_FS,"int",n),s.addFunctionLines(Ei.FUNCTION_ID_SET_FEATURE_ID_VARYINGS,[`${c} = ${a};`]),s.addFunctionLines(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_VS,[`featureIds.${n} = int(czm_round(${a}));`]),s.addFunctionLines(Ei.FUNCTION_ID_INITIALIZE_FEATURE_IDS_FS,[`featureIds.${n} = int(czm_round(${c}));`])}function B2e(e,t,n,i,o){let r=`u_featureIdTexture_${i}`,s=e.uniformMap,a=t.textureReader;s[r]=function(){return y(a.texture,o.context.defaultTexture)};let c=a.channels,u=e.shaderBuilder;u.addStructField(Ei.STRUCT_ID_FEATURE_IDS_FS,"int",n),u.addUniform("sampler2D",r,Te.FRAGMENT);let f=`v_texCoord_${a.texCoord}`,d=`texture2D(${r}, ${f}).
out Metadata metadata,
out MetadataClass metadataClass,
out MetadataStatistics metadataStatistics,
ProcessedAttributes attributes
)
{
initializeMetadata(metadata, metadataClass, metadataStatistics, attributes);
}
`;var qM=`void metadataStage(
out Metadata metadata,
out MetadataClass metadataClass,
out MetadataStatistics metadataStatistics,
ProcessedAttributes attributes
)
{
initializeMetadata(metadata, metadataClass, metadataStatistics, attributes);
setMetadataVaryings();
}
`;var di={name:"MetadataPipelineStage",STRUCT_ID_METADATA_VS:"MetadataVS",STRUCT_ID_METADATA_FS:"MetadataFS",STRUCT_NAME_METADATA:"Metadata",STRUCT_ID_METADATA_CLASS_VS:"MetadataClassVS",STRUCT_ID_METADATA_CLASS_FS:"MetadataClassFS",STRUCT_NAME_METADATA_CLASS:"MetadataClass",STRUCT_ID_METADATA_STATISTICS_VS:"MetadataStatisticsVS",STRUCT_ID_METADATA_STATISTICS_FS:"MetadataStatisticsFS",STRUCT_NAME_METADATA_STATISTICS:"MetadataStatistics",FUNCTION_ID_INITIALIZE_METADATA_VS:"initializeMetadataVS",FUNCTION_ID_INITIALIZE_METADATA_FS:"initializeMetadataFS",FUNCTION_SIGNATURE_INITIALIZE_METADATA:"void initializeMetadata(out Metadata metadata, out MetadataClass metadataClass, out MetadataStatistics metadataStatistics, ProcessedAttributes attributes)",FUNCTION_ID_SET_METADATA_VARYINGS:"setMetadataVaryings",FUNCTION_SIGNATURE_SET_METADATA_VARYINGS:"void setMetadataVaryings()",METADATA_CLASS_FIELDS:[{specName:"noData",shaderName:"noData"},{specName:"default",shaderName:"defaultValue"},{specName:"min",shaderName:"minValue"},{specName:"max",shaderName:"maxValue"}],METADATA_STATISTICS_FIELDS:[{specName:"min",shaderName:"minValue"},{specName:"max",shaderName:"maxValue"},{specName:"mean",shaderName:"mean",type:"float"},{specName:"median",shaderName:"median"},{specName:"standardDeviation",shaderName:"standardDeviation",type:"float"},{specName:"variance",shaderName:"variance",type:"float"},{specName:"sum",shaderName:"sum"}]};di.process=function(e,t,n){let{shaderBuilder:i,model:o}=e,{structuralMetadata:r={},content:s}=o,a=s?.tileset.metadataExtension?.statistics,c=L2e(r.propertyAttributes,t,a),u=N2e(r.propertyTextures,a),f=c.concat(u);V2e(i,f),H2e(i),i.addVertexLines(qM),i.addFragmentLines(jM);for(let d=0;d<c.length;d++){let p=c[d];G2e(e,p)}for(let d=0;d<u.length;d++){let p=u[d];j2e(e,p)}};function L2e(e,t,n){return l(e)?e.flatMap(i=>F2e(i,t,n)):[]}function F2e(e,t,n){let{getAttributeByName:i,getAttributeInfo:o,sanitizeGlslIdentifier:r}=en,s=e.class.id,a=n?.classes[s],c=Object.entries(e.properties),u=new Array(c.length);for(let f=0;f<c.length;f++){let[d,p]=c[f],g=i(t,p.attribute),{glslType:m,variableName:A}=o(g);u[f]={metadataVariable:r(d),property:p,type:p.classProperty.type,glslType:m,variableName:A,propertyStatistics:a?.properties[d],shaderDestination:Te.BOTH}}return u}function N2e(e,t){return l(e)?e.flatMap(n=>k2e(n,t)):[]}function k2e(e,t){let{sanitizeGlslIdentifier:n}=en,i=e.class.id,o=t?.classes[i],r=Object.entries(e.properties).filter(([a,c])=>c.isGpuCompatible()),s=new Array(r.length);for(let a=0;a<r.length;a++){let[c,u]=r[a];s[a]={metadataVariable:n(c),property:u,type:u.classProperty.type,glslType:u.getGlslType(),propertyStatistics:o?.properties[c],shaderDestination:Te.FRAGMENT}}return s}function V2e(e,t){let n=new Set,i=new Set;for(let a=0;a<t.length;a++){let{type:c,glslType:u,propertyStatistics:f}=t[a];n.add(u),!!l(f)&&c!==Dn.ENUM&&i.add(u)}let o=di.METADATA_CLASS_FIELDS;for(let a of n){let c=`${a}MetadataClass`;s(c,a,o)}let r=di.METADATA_STATISTICS_FIELDS;for(let a of i){let c=`${a}MetadataStatistics`;s(c,a,r)}function s(a,c,u){e.addStruct(a,a,Te.BOTH);for(let f=0;f<u.length;f++){let{shaderName:d}=u[f],p=u[f].type==="float"?z2e(c):c;e.addStructField(a,p,d)}}}var U2e={int:"float",ivec2:"vec2",ivec3:"vec3",ivec4:"vec4"};function z2e(e){let t=U2e[e];return l(t)?t:e}function H2e(e){e.addStruct(di.STRUCT_ID_METADATA_VS,di.STRUCT_NAME_METADATA,Te.VERTEX),e.addStruct(di.STRUCT_ID_METADATA_FS,di.STRUCT_NAME_METADATA,Te.FRAGMENT),e.addStruct(di.STRUCT_ID_METADATA_CLASS_VS,di.STRUCT_NAME_METADATA_CLASS,Te.VERTEX),e.addStruct(di.STRUCT_ID_METADATA_CLASS_FS,di.STRUCT_NAME_METADATA_CLASS,Te.FRAGMENT),e.addStruct(di.STRUCT_ID_METADATA_STATISTICS_VS,di.STRUCT_NAME_METADATA_STATISTICS,Te.VERTEX),e.addStruct(di.STRUCT_ID_METADATA_STATISTICS_FS,di.STRUCT_NAME_METADATA_STATISTICS,Te.FRAGMENT),e.addFunction(di.FUNCTION_ID_INITIALIZE_METADATA_VS,di.FUNCTION_SIGNATURE_INITIALIZE_METADATA,Te.VERTEX),e.addFunction(di.FUNCTION_ID_INITIALIZE_METADATA_FS,di.FUNCTION_SIGNATURE_INITIALIZE_METADATA,Te.FRAGMENT),e.addFunction(di.FUNCTION_ID_SET_METADATA_VA
{
attributes.positionMC = v_positionMC;
attributes.positionEC = v_positionEC;
#ifdef COMPUTE_POSITION_WC_CUSTOM_SHADER
attributes.positionWC = v_positionWC;
#endif
#ifdef HAS_NORMALS
attributes.normalEC = normalize(v_normalEC);
#endif
#ifdef HAS_TANGENTS
attributes.tangentEC = normalize(v_tangentEC);
#endif
#ifdef HAS_BITANGENTS
attributes.bitangentEC = normalize(v_bitangentEC);
#endif
setDynamicVaryings(attributes);
}
`;var JM=`vec4 geometryStage(inout ProcessedAttributes attributes, mat4 modelView, mat3 normal)
{
vec4 computedPosition;
vec3 positionMC = attributes.positionMC;
v_positionMC = positionMC;
v_positionEC = (modelView * vec4(positionMC, 1.0)).xyz;
#if defined(USE_2D_POSITIONS) || defined(USE_2D_INSTANCING)
vec3 position2D = attributes.position2D;
vec3 positionEC = (u_modelView2D * vec4(position2D, 1.0)).xyz;
computedPosition = czm_projection * vec4(positionEC, 1.0);
#else
computedPosition = czm_projection * vec4(v_positionEC, 1.0);
#endif
#if defined(COMPUTE_POSITION_WC_CUSTOM_SHADER) || defined(COMPUTE_POSITION_WC_STYLE)
v_positionWC = (czm_model * vec4(positionMC, 1.0)).xyz;
#endif
#ifdef HAS_NORMALS
v_normalEC = normalize(normal * attributes.normalMC);
#endif
#ifdef HAS_TANGENTS
v_tangentEC = normalize(normal * attributes.tangentMC);
#endif
#ifdef HAS_BITANGENTS
v_bitangentEC = normalize(normal * attributes.bitangentMC);
#endif
setDynamicVaryings(attributes);
return computedPosition;
}
`;var WS=`vec2 computeSt(float featureId)
{
float stepX = model_textureStep.x;
float centerX = model_textureStep.y;
#ifdef MULTILINE_BATCH_TEXTURE
float stepY = model_textureStep.z;
float centerY = model_textureStep.w;
float xId = mod(featureId, model_textureDimensions.x);
float yId = floor(featureId / model_textureDimensions.x);
return vec2(centerX + (xId * stepX), centerY + (yId * stepY));
#else
return vec2(centerX + (featureId * stepX), 0.5);
#endif
}
void selectedFeatureIdStage(out SelectedFeature feature, FeatureIds featureIds)
{
int featureId = featureIds.SELECTED_FEATURE_ID;
if (featureId < model_featuresLength)
{
vec2 featureSt = computeSt(float(featureId));
feature.id = featureId;
feature.st = featureSt;
feature.color = texture2D(model_batchTexture, featureSt);
}
else
{
feature.id = model_featuresLength + 1;
feature.st = vec2(0.0);
feature.color = vec4(1.0);
}
#ifdef HAS_NULL_FEATURE_ID
if (featureId == model_nullFeatureId) {
feature.id = featureId;
feature.st = vec2(0.0);
feature.color = vec4(1.0);
}
#endif
}
`;var jS={name:"SelectedFeatureIdPipelineStage",STRUCT_ID_SELECTED_FEATURE:"SelectedFeature",STRUCT_NAME_SELECTED_FEATURE:"SelectedFeature",FUNCTION_ID_FEATURE_VARYINGS_VS:"updateFeatureStructVS",FUNCTION_ID_FEATURE_VARYINGS_FS:"updateFeatureStructFS",FUNCTION_SIGNATURE_UPDATE_FEATURE:"void updateFeatureStruct(inout SelectedFeature feature)"};jS.process=function(e,t,n){let i=e.shaderBuilder;e.hasPropertyTable=!0;let o=e.model,r=e.runtimeNode.node,s=u3e(o,r,t),a=s.shaderDestination;i.addDefine("HAS_SELECTED_FEATURE_ID",void 0,a),i.addDefine("SELECTED_FEATURE_ID",s.variableName,a),i.addDefine(s.featureIdDefine,void 0,a),f3e(i);let c=s.featureIds.nullFeatureId,u=e.uniformMap;l(c)&&(i.addDefine("HAS_NULL_FEATURE_ID",void 0,a),i.addUniform("int","model_nullFeatureId",a),u.model_nullFeatureId=function(){return c}),s.shaderDestination===Te.BOTH&&i.addVertexLines(WS),i.addFragmentLines(WS)};function yte(e){return e instanceof St.FeatureIdTexture?"HAS_SELECTED_FEATURE_ID_TEXTURE":"HAS_SELECTED_FEATURE_ID_ATTRIBUTE"}function Ate(e){return e instanceof St.FeatureIdTexture?Te.FRAGMENT:Te.BOTH}function u3e(e,t,n){let i,o;return l(t.instances)&&(o=en.getFeatureIdsByLabel(t.instances.featureIds,e.instanceFeatureIdLabel),l(o))?(i=y(o.label,o.positionalLabel),{featureIds:o,variableName:i,shaderDestination:Ate(o),featureIdDefine:yte(o)}):(o=en.getFeatureIdsByLabel(n.featureIds,e.featureIdLabel),i=y(o.label,o.positionalLabel),{featureIds:o,variableName:i,shaderDestination:Ate(o),featureIdDefine:yte(o)})}function f3e(e){e.addStructField(jS.STRUCT_ID_SELECTED_FEATURE,"int","id"),e.addStructField(jS.STRUCT_ID_SELECTED_FEATURE,"vec2","st"),e.addStructField(jS.STRUCT_ID_SELECTED_FEATURE,"vec4","color")}var sy=jS;var ls={name:"GeometryPipelineStage",STRUCT_ID_PROCESSED_ATTRIBUTES_VS:"ProcessedAttributesVS",STRUCT_ID_PROCESSED_ATTRIBUTES_FS:"ProcessedAttributesFS",STRUCT_NAME_PROCESSED_ATTRIBUTES:"ProcessedAttributes",FUNCTION_ID_INITIALIZE_ATTRIBUTES:"initializeAttributes",FUNCTION_SIGNATURE_INITIALIZE_ATTRIBUTES:"void initializeAttributes(out ProcessedAttributes attributes)",FUNCTION_ID_SET_DYNAMIC_VARYINGS_VS:"setDynamicVaryingsVS",FUNCTION_ID_SET_DYNAMIC_VARYINGS_FS:"setDynamicVaryingsFS",FUNCTION_SIGNATURE_SET_DYNAMIC_VARYINGS:"void setDynamicVaryings(inout ProcessedAttributes attributes)"};ls.process=function(e,t,n){let i=e.shaderBuilder,o=e.model;i.addStruct(ls.STRUCT_ID_PROCESSED_ATTRIBUTES_VS,"ProcessedAttributes",Te.VERTEX),i.addStruct(ls.STRUCT_ID_PROCESSED_ATTRIBUTES_FS,"ProcessedAttributes",Te.FRAGMENT),i.addStruct(sy.STRUCT_ID_SELECTED_FEATURE,sy.STRUCT_NAME_SELECTED_FEATURE,Te.BOTH),i.addFunction(ls.FUNCTION_ID_INITIALIZE_ATTRIBUTES,ls.FUNCTION_SIGNATURE_INITIALIZE_ATTRIBUTES,Te.VERTEX),i.addVarying("vec3","v_positionWC"),i.addVarying("vec3","v_positionEC"),i.addStructField(ls.STRUCT_ID_PROCESSED_ATTRIBUTES_FS,"vec3","positionWC"),i.addStructField(ls.STRUCT_ID_PROCESSED_ATTRIBUTES_FS,"vec3","positionEC"),i.addFunction(ls.FUNCTION_ID_SET_DYNAMIC_VARYINGS_VS,ls.FUNCTION_SIGNATURE_SET_DYNAMIC_VARYINGS,Te.VERTEX),i.addFunction(ls.FUNCTION_ID_SET_DYNAMIC_VARYINGS_FS,ls.FUNCTION_SIGNATURE_SET_DYNAMIC_VARYINGS,Te.FRAGMENT),o.type===ar.TILE_PNTS&&i.addDefine("HAS_SRGB_COLOR",void 0,Te.FRAGMENT);let s=n.mode!==ee.SCENE3D&&!n.scene3DOnly&&o._projectTo2D,a=l(e.runtimeNode.node.instances),c=s&&!a,u=t.attributes.length;for(let f=0;f<u;f++){let d=t.attributes[f],p=$t.getAttributeLocationCount(d.type),g=d.semantic===yt.POSITION,m;p>1?(m=e.attributeIndex,e.attributeIndex+=p):g&&!c?m=0:m=e.attributeIndex++,d3e(e,d,m,p,s,a)}x3e(i,t.attributes),t.primitiveType===Oe.POINTS&&i.addDefine("PRIMITIVE_TYPE_POINTS"),i.addVertexLines(JM),i.addFragmentLines(KM)};function d3e(e,t,n,i,o,r){let s=e.shaderBuilder,a=en.getAttributeInfo(t),c=o&&!r;i>1?p3e(e,t,n,i):m3e(e,t,n,c),g3e(s,a,c),_3e(s,a),l(t.semantic)&&h3e(s,t),y3e(s,a,o),A3e(s,a,c),C3e(s,a)}function h3e(e,t){let n=t.semantic,i=t.setIndex;switch(n){case yt.NORMAL:e.addDefine("HAS_NORMALS");break;case yt.TANGENT:e.addDefine("HAS_TANGENTS");break;case yt.FEATURE_ID:e.addDefine(`HAS${n}_${i}`);break;case yt.
vec3 computePbrLighting(czm_modelMaterial inputMaterial, ProcessedAttributes attributes)
{
czm_pbrParameters pbrParameters;
pbrParameters.diffuseColor = inputMaterial.diffuse;
pbrParameters.f0 = inputMaterial.specular;
pbrParameters.roughness = inputMaterial.roughness;
#ifdef USE_CUSTOM_LIGHT_COLOR
vec3 lightColorHdr = model_lightColorHdr;
#else
vec3 lightColorHdr = czm_lightColorHdr;
#endif
vec3 color = inputMaterial.diffuse;
#ifdef HAS_NORMALS
color = czm_pbrLighting(
attributes.positionEC,
inputMaterial.normalEC,
czm_lightDirectionEC,
lightColorHdr,
pbrParameters
);
#ifdef USE_IBL_LIGHTING
color += imageBasedLightingStage(
attributes.positionEC,
inputMaterial.normalEC,
czm_lightDirectionEC,
lightColorHdr,
pbrParameters
);
#endif
#endif
color *= inputMaterial.occlusion;
color += inputMaterial.emissive;
#ifndef HDR
color = czm_acesTonemapping(color);
#endif
return color;
}
#endif
void lightingStage(inout czm_modelMaterial material, ProcessedAttributes attributes)
{
vec3 color = vec3(0.0);
#ifdef LIGHTING_PBR
color = computePbrLighting(material, attributes);
#else // unlit
color = material.diffuse;
#endif
#ifdef HAS_POINT_CLOUD_COLOR_STYLE
color = czm_gammaCorrect(color);
#elif !defined(HDR)
color = czm_linearToSrgb(color);
#endif
material.diffuse = color;
}
`;var T3e={UNLIT:0,PBR:1},Fm=Object.freeze(T3e);var Cte={name:"LightingPipelineStage"};Cte.process=function(e,t){let n=e.model,i=e.lightingOptions,o=e.shaderBuilder;if(l(n.lightColor)){o.addDefine("USE_CUSTOM_LIGHT_COLOR",void 0,Te.FRAGMENT),o.addUniform("vec3","model_lightColorHdr",Te.FRAGMENT);let s=e.uniformMap;s.model_lightColorHdr=function(){return n.lightColor}}i.lightingModel===Fm.PBR?o.addDefine("LIGHTING_PBR",void 0,Te.FRAGMENT):o.addDefine("LIGHTING_UNLIT",void 0,Te.FRAGMENT),o.addFragmentLines(QM)};var $M=Cte;var eL=`bool isDefaultStyleColor(vec3 color)
{
return all(greaterThan(color, vec3(1.0 - czm_epsilon3)));
}
vec3 blend(vec3 sourceColor, vec3 styleColor, float styleColorBlend)
{
vec3 blendColor = mix(sourceColor, styleColor, styleColorBlend);
vec3 color = isDefaultStyleColor(styleColor.rgb) ? sourceColor : blendColor;
return color;
}
vec2 computeTextureTransform(vec2 texCoord, mat3 textureTransform)
{
return vec2(textureTransform * vec3(texCoord, 1.0));
}
#ifdef HAS_NORMALS
vec3 computeNormal(ProcessedAttributes attributes)
{
vec3 ng = attributes.normalEC;
vec3 normal = ng;
#if defined(HAS_NORMAL_TEXTURE) && !defined(HAS_WIREFRAME)
vec2 normalTexCoords = TEXCOORD_NORMAL;
#ifdef HAS_NORMAL_TEXTURE_TRANSFORM
normalTexCoords = computeTextureTransform(normalTexCoords, u_normalTextureTransform);
#endif
#ifdef HAS_BITANGENTS
vec3 t = attributes.tangentEC;
vec3 b = attributes.bitangentEC;
mat3 tbn = mat3(t, b, ng);
vec3 n = texture2D(u_normalTexture, normalTexCoords).rgb;
normal = normalize(tbn * (2.0 * n - 1.0));
#elif defined(GL_OES_standard_derivatives)
vec3 positionEC = attributes.positionEC;
vec3 pos_dx = dFdx(positionEC);
vec3 pos_dy = dFdy(positionEC);
vec3 tex_dx = dFdx(vec3(normalTexCoords,0.0));
vec3 tex_dy = dFdy(vec3(normalTexCoords,0.0));
vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
t = normalize(t - ng * dot(ng, t));
vec3 b = normalize(cross(ng, t));
mat3 tbn = mat3(t, b, ng);
vec3 n = texture2D(u_normalTexture, normalTexCoords).rgb;
normal = normalize(tbn * (2.0 * n - 1.0));
#endif
#endif
#ifdef HAS_DOUBLE_SIDED_MATERIAL
if (czm_backFacing()) {
normal = -normal;
}
#endif
return normal;
}
#endif
void materialStage(inout czm_modelMaterial material, ProcessedAttributes attributes, SelectedFeature feature)
{
#ifdef HAS_NORMALS
material.normalEC = computeNormal(attributes);
#endif
vec4 baseColorWithAlpha = vec4(1.0);
#ifdef HAS_BASE_COLOR_TEXTURE
vec2 baseColorTexCoords = TEXCOORD_BASE_COLOR;
#ifdef HAS_BASE_COLOR_TEXTURE_TRANSFORM
baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);
#endif
baseColorWithAlpha = czm_srgbToLinear(texture2D(u_baseColorTexture, baseColorTexCoords));
#ifdef HAS_BASE_COLOR_FACTOR
baseColorWithAlpha *= u_baseColorFactor;
#endif
#elif defined(HAS_BASE_COLOR_FACTOR)
baseColorWithAlpha = u_baseColorFactor;
#endif
#ifdef HAS_POINT_CLOUD_COLOR_STYLE
baseColorWithAlpha = v_pointCloudColor;
#elif defined(HAS_COLOR_0)
vec4 color = attributes.color_0;
#ifdef HAS_SRGB_COLOR
color = czm_srgbToLinear(color);
#endif
baseColorWithAlpha *= color;
#endif
material.diffuse = baseColorWithAlpha.rgb;
material.alpha = baseColorWithAlpha.a;
#ifdef USE_CPU_STYLING
material.diffuse = blend(material.diffuse, feature.color.rgb, model_colorBlend);
#endif
#ifdef HAS_OCCLUSION_TEXTURE
vec2 occlusionTexCoords = TEXCOORD_OCCLUSION;
#ifdef HAS_OCCLUSION_TEXTURE_TRANSFORM
occlusionTexCoords = computeTextureTransform(occlusionTexCoords, u_occlusionTextureTransform);
#endif
material.occlusion = texture2D(u_occlusionTexture, occlusionTexCoords).r;
#endif
#ifdef HAS_EMISSIVE_TEXTURE
vec2 emissiveTexCoords = TEXCOORD_EMISSIVE;
#ifdef HAS_EMISSIVE_TEXTURE_TRANSFORM
emissiveTexCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);
#endif
vec3 emissive = czm_srgbToLinear(texture2D(u_emissiveTexture, emissiveTexCoords).rgb);
#ifdef HAS_EMISSIVE_FACTOR
emissive *= u_emissiveFactor;
#endif
material.emissive = emissive;
#elif defined(HAS_EMISSIVE_FACTOR)
material.emissive = u_emissiveFactor;
#endif
#if defined(LIGHTING_PBR) && defined(USE_SPECULAR_GLOSSINESS)
#ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE
vec2 specularGlossinessTexCoords = TEXCOORD_SPECULAR_GLOSSINESS;
#ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE_TRANSFORM
specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);
#endif
vec4 specularGlossiness = czm_srgbToLinear(texture2D(u_specularGlossinessTexture, specularGlossinessTexCoords));
vec3 specular = specularGlossiness.rgb;
float glossiness = specularGlossiness.a;
#ifdef HAS_SPECULAR_FACTOR
specular *= u_specularFactor;
#endif
#ifdef HAS_GLOSSINESS_FACTOR
glossiness *= u_glossinessFactor;
#endif
#else
#ifdef HAS_SPECULAR_FACTOR
vec3 specular = clamp(u_specularFactor, vec3(0.0), vec3(1.0));
#else
vec3 specular = vec3(1.0);
#endif
#ifdef HAS_GLOSSINESS_FACTOR
float glossiness = clamp(u_glossinessFactor, 0.0, 1.0);
#else
float glossiness = 1.0;
#endif
#endif
#ifdef HAS_DIFFUSE_TEXTURE
vec2 diffuseTexCoords = TEXCOORD_DIFFUSE;
#ifdef HAS_DIFFUSE_TEXTURE_TRANSFORM
diffuseTexCoords = computeTextureTransform(diffuseTexCoords, u_diffuseTextureTransform);
#endif
vec4 diffuse = czm_srgbToLinear(texture2D(u_diffuseTexture, diffuseTexCoords));
#ifdef HAS_DIFFUSE_FACTOR
diffuse *= u_diffuseFactor;
#endif
#elif defined(HAS_DIFFUSE_FACTOR)
vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));
#else
vec4 diffuse = vec4(1.0);
#endif
czm_pbrParameters parameters = czm_pbrSpecularGlossinessMaterial(
diffuse.rgb,
specular,
glossiness
);
material.diffuse = parameters.diffuseColor;
material.alpha = diffuse.a;
material.specular = parameters.f0;
material.roughness = parameters.roughness;
#elif defined(LIGHTING_PBR)
#ifdef HAS_METALLIC_ROUGHNESS_TEXTURE
vec2 metallicRoughnessTexCoords = TEXCOORD_METALLIC_ROUGHNESS;
#ifdef HAS_METALLIC_ROUGHNESS_TEXTURE_TRANSFORM
metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);
#endif
vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;
float metalness = clamp(metallicRoughness.b, 0.0, 1.0);
float roughness = clamp(metallicRoughness.g, 0.04, 1.0);
#ifdef HAS_METALLIC_FACTOR
metalness *= u_metallicFactor;
#endif
#ifdef HAS_ROUGHNESS_FACTOR
roughness *= u_roughnessFactor;
#endif
#else
#ifdef HAS_METALLIC_FACTOR
float metalness = clamp(u_metallicFactor, 0.0, 1.0);
#else
float metalness = 1.0;
#endif
#ifdef HAS_ROUGHNESS_FACTOR
float roughness = clamp(u_roughnessFactor, 0.04, 1.0);
#else
float roughness = 1.0;
#endif
#endif
czm_pbrParameters parameters = czm_pbrMetallicRoughnessMaterial(
material.diffuse,
metalness,
roughness
);
material.diffuse = parameters.diffuseColor;
material.specular = parameters.f0;
material.roughness = parameters.roughness;
#endif
}
`;var E3e=St.Material,d5=St.MetallicRoughness,h5=St.SpecularGlossiness,xte={name:"MaterialPipelineStage",_processTexture:D_,_processTextureTransform:Tte};xte.process=function(e,t,n){let i=t.material,o=e.model,r=l(o.classificationType),s=r,a=e.uniformMap,c=e.shaderBuilder,u=n.context.defaultTexture,f=n.context.defaultNormalTexture,d=n.context.defaultEmissiveTexture;b3e(i,a,c,u,f,d,s),l(i.specularGlossiness)?S3e(i,a,c,u,s):w3e(i,a,c,u,s);let p=en.getAttributeBySemantic(t,yt.NORMAL),g=e.lightingOptions;i.unlit||!p||r?g.lightingModel=Fm.UNLIT:g.lightingModel=Fm.PBR;let m=o.backFaceCulling&&!i.doubleSided;e.renderStateOptions.cull.enabled=m;let A=e.alphaOptions;i.alphaMode===Dm.BLEND?A.pass=xe.TRANSLUCENT:i.alphaMode===Dm.MASK&&(A.alphaCutoff=i.alphaCutoff),c.addFragmentLines(eL),i.doubleSided&&c.addDefine("HAS_DOUBLE_SIDED_MATERIAL",void 0,Te.BOTH)};function Tte(e,t,n,i,o){let r=`HAS_${o}_TEXTURE_TRANSFORM`;e.addDefine(r,void 0,Te.FRAGMENT);let s=`${i}Transform`;e.addUniform("mat3",s,Te.FRAGMENT),t[s]=function(){return n.transform}}function D_(e,t,n,i,o,r){e.addUniform("sampler2D",i,Te.FRAGMENT),t[i]=function(){return y(n.texture,r)};let s=`HAS_${o}_TEXTURE`;e.addDefine(s,void 0,Te.FRAGMENT);let c=`v_texCoord_${n.texCoord}`,u=`TEXCOORD_${o}`;e.addDefine(u,c,Te.FRAGMENT);let f=n.transform;l(f)&&!Q.equals(f,Q.IDENTITY)&&Tte(e,t,n,i,o)}function b3e(e,t,n,i,o,r,s){let a=e.emissiveTexture;l(a)&&!s&&D_(n,t,a,"u_emissiveTexture","EMISSIVE",r);let c=e.emissiveFactor;l(c)&&!h.equals(c,E3e.DEFAULT_EMISSIVE_FACTOR)&&(n.addUniform("vec3","u_emissiveFactor",Te.FRAGMENT),t.u_emissiveFactor=function(){return e.emissiveFactor},n.addDefine("HAS_EMISSIVE_FACTOR",void 0,Te.FRAGMENT));let u=e.normalTexture;l(u)&&!s&&D_(n,t,u,"u_normalTexture","NORMAL",o);let f=e.occlusionTexture;l(f)&&!s&&D_(n,t,f,"u_occlusionTexture","OCCLUSION",i)}function S3e(e,t,n,i,o){let r=e.specularGlossiness;n.addDefine("USE_SPECULAR_GLOSSINESS",void 0,Te.FRAGMENT);let s=r.diffuseTexture;l(s)&&!o&&D_(n,t,s,"u_diffuseTexture","DIFFUSE",i);let a=r.diffuseFactor;l(a)&&!se.equals(a,h5.DEFAULT_DIFFUSE_FACTOR)&&(n.addUniform("vec4","u_diffuseFactor",Te.FRAGMENT),t.u_diffuseFactor=function(){return r.diffuseFactor},n.addDefine("HAS_DIFFUSE_FACTOR",void 0,Te.FRAGMENT));let c=r.specularGlossinessTexture;l(c)&&!o&&D_(n,t,c,"u_specularGlossinessTexture","SPECULAR_GLOSSINESS",i);let u=r.specularFactor;l(u)&&!h.equals(u,h5.DEFAULT_SPECULAR_FACTOR)&&(n.addUniform("vec3","u_specularFactor",Te.FRAGMENT),t.u_specularFactor=function(){return r.specularFactor},n.addDefine("HAS_SPECULAR_FACTOR",void 0,Te.FRAGMENT));let f=r.glossinessFactor;l(f)&&f!==h5.DEFAULT_GLOSSINESS_FACTOR&&(n.addUniform("float","u_glossinessFactor",Te.FRAGMENT),t.u_glossinessFactor=function(){return r.glossinessFactor},n.addDefine("HAS_GLOSSINESS_FACTOR",void 0,Te.FRAGMENT))}function w3e(e,t,n,i,o){let r=e.metallicRoughness;n.addDefine("USE_METALLIC_ROUGHNESS",void 0,Te.FRAGMENT);let s=r.baseColorTexture;l(s)&&!o&&D_(n,t,s,"u_baseColorTexture","BASE_COLOR",i);let a=r.baseColorFactor;l(a)&&!se.equals(a,d5.DEFAULT_BASE_COLOR_FACTOR)&&(n.addUniform("vec4","u_baseColorFactor",Te.FRAGMENT),t.u_baseColorFactor=function(){return r.baseColorFactor},n.addDefine("HAS_BASE_COLOR_FACTOR",void 0,Te.FRAGMENT));let c=r.metallicRoughnessTexture;l(c)&&!o&&D_(n,t,c,"u_metallicRoughnessTexture","METALLIC_ROUGHNESS",i);let u=r.metallicFactor;l(u)&&u!==d5.DEFAULT_METALLIC_FACTOR&&(n.addUniform("float","u_metallicFactor",Te.FRAGMENT),t.u_metallicFactor=function(){return r.metallicFactor},n.addDefine("HAS_METALLIC_FACTOR",void 0,Te.FRAGMENT));let f=r.roughnessFactor;l(f)&&f!==d5.DEFAULT_ROUGHNESS_FACTOR&&(n.addUniform("float","u_roughnessFactor",Te.FRAGMENT),t.u_roughnessFactor=function(){return r.roughnessFactor},n.addDefine("HAS_ROUGHNESS_FACTOR",void 0,Te.FRAGMENT))}var tL=xte;var nL=`void morphTargetsStage(inout ProcessedAttributes attributes)
{
vec3 positionMC = attributes.positionMC;
attributes.positionMC = getMorphedPosition(positionMC);
#ifdef HAS_NORMALS
vec3 normalMC = attributes.normalMC;
attributes.normalMC = getMorphedNormal(normalMC);
#endif
#ifdef HAS_TANGENTS
vec3 tangentMC = attributes.tangentMC;
attributes.tangentMC = getMorphedTangent(tangentMC);
#endif
}
`;var Js={name:"MorphTargetsPipelineStage",FUNCTION_ID_GET_MORPHED_POSITION:"getMorphedPosition",FUNCTION_SIGNATURE_GET_MORPHED_POSITION:"vec3 getMorphedPosition(in vec3 position)",FUNCTION_ID_GET_MORPHED_NORMAL:"getMorphedNormal",FUNCTION_SIGNATURE_GET_MORPHED_NORMAL:"vec3 getMorphedNormal(in vec3 normal)",FUNCTION_ID_GET_MORPHED_TANGENT:"getMorphedTangent",FUNCTION_SIGNATURE_GET_MORPHED_TANGENT:"vec3 getMorphedTangent(in vec3 tangent)"};Js.process=function(e,t){let n=e.shaderBuilder;n.addDefine("HAS_MORPH_TARGETS",void 0,Te.VERTEX),B3e(n);let i=t.morphTargets.length;for(let a=0;a<i;a++){let c=t.morphTargets[a].attributes,u=c.length;for(let f=0;f<u;f++){let d=c[f],p=d.semantic;p!==yt.POSITION&&p!==yt.NORMAL&&p!==yt.TANGENT||(v3e(e,d,e.attributeIndex,a),e.attributeIndex++)}}R3e(n);let r=e.runtimeNode.morphWeights.length;n.addUniform("float",`u_morphWeights[${r}]`,Te.VERTEX),n.addVertexLines(nL);let s={u_morphWeights:function(){return e.runtimeNode.morphWeights}};e.uniformMap=pt(s,e.uniformMap)};var D3e={attributeString:void 0,functionId:void 0};function v3e(e,t,n,i){let o=e.shaderBuilder;P3e(e,t,n);let r=I3e(t,D3e);O3e(o,r,i)}function P3e(e,t,n){let i={index:n,value:l(t.buffer)?void 0:t.constant,vertexBuffer:t.buffer,componentsPerAttribute:$t.getNumberOfComponents(t.type),componentDatatype:t.componentDatatype,offsetInBytes:t.byteOffset,strideInBytes:t.byteStride,normalize:t.normalized};e.attributes.push(i)}function I3e(e,t){switch(e.semantic){case yt.POSITION:t.attributeString="Position",t.functionId=Js.FUNCTION_ID_GET_MORPHED_POSITION;break;case yt.NORMAL:t.attributeString="Normal",t.functionId=Js.FUNCTION_ID_GET_MORPHED_NORMAL;break;case yt.TANGENT:t.attributeString="Tangent",t.functionId=Js.FUNCTION_ID_GET_MORPHED_TANGENT;break;default:break}return t}function O3e(e,t,n){let i=t.attributeString,o=`a_target${i}_${n}`,r=`morphed${i} += u_morphWeights[${n}] * a_target${i}_${n};`;e.addAttribute("vec3",o),e.addFunctionLines(t.functionId,[r])}function B3e(e){e.addFunction(Js.FUNCTION_ID_GET_MORPHED_POSITION,Js.FUNCTION_SIGNATURE_GET_MORPHED_POSITION,Te.VERTEX);let t="vec3 morphedPosition = position;";e.addFunctionLines(Js.FUNCTION_ID_GET_MORPHED_POSITION,[t]),e.addFunction(Js.FUNCTION_ID_GET_MORPHED_NORMAL,Js.FUNCTION_SIGNATURE_GET_MORPHED_NORMAL,Te.VERTEX);let n="vec3 morphedNormal = normal;";e.addFunctionLines(Js.FUNCTION_ID_GET_MORPHED_NORMAL,[n]),e.addFunction(Js.FUNCTION_ID_GET_MORPHED_TANGENT,Js.FUNCTION_SIGNATURE_GET_MORPHED_TANGENT,Te.VERTEX);let i="vec3 morphedTangent = tangent;";e.addFunctionLines(Js.FUNCTION_ID_GET_MORPHED_TANGENT,[i])}function R3e(e){let t="return morphedPosition;";e.addFunctionLines(Js.FUNCTION_ID_GET_MORPHED_POSITION,[t]);let n="return morphedNormal;";e.addFunctionLines(Js.FUNCTION_ID_GET_MORPHED_NORMAL,[n]);let i="return morphedTangent;";e.addFunctionLines(Js.FUNCTION_ID_GET_MORPHED_TANGENT,[i])}var iL=Js;var Ete={name:"PickingPipelineStage"};Ete.process=function(e,t,n){let i=n.context,o=e.runtimeNode,r=e.shaderBuilder,s=e.model,a=o.node.instances;if(e.hasPropertyTable)M3e(e,t,a,i);else if(l(a))L3e(e,i);else{let c=bte(e),u=i.createPickId(c);s._pipelineResources.push(u),s._pickIds.push(u),r.addUniform("vec4","czm_pickColor",Te.FRAGMENT);let f=e.uniformMap;f.czm_pickColor=function(){return u.color},e.pickId="czm_pickColor"}};function bte(e,t){let n=e.model;if(l(n.pickObject))return n.pickObject;let i={model:n,node:e.runtimeNode,primitive:e.runtimePrimitive},o;if(ar.is3DTiles(n.type)){let r=n.content;o={content:r,primitive:r.tileset,detail:i}}else o={primitive:n,detail:i};return o.id=n.id,l(t)&&(o.instanceId=t),o}function M3e(e,t,n){let i=e.model,o,r,s=i.featureIdLabel,a=i.instanceFeatureIdLabel;l(i.featureTableId)?o=i.featureTableId:l(n)?(r=en.getFeatureIdsByLabel(n.featureIds,a),o=r.propertyTableId):(r=en.getFeatureIdsByLabel(t.featureIds,s),o=r.propertyTableId);let c=i.featureTables[o];e.shaderBuilder.addUniform("sampler2D","model_pickTexture",Te.FRAGMENT);let f=c.batchTexture;e.uniformMap.model_pickTexture=function(){return y(f.pickTexture,f.defaultTexture)},e.pickId="((selectedFeature.id <
float pointSize = model_pointCloudParameters.x;
float geometricError = model_pointCloudParameters.y;
float depthMultiplier = model_pointCloudParameters.z;
float depth = -positionEC.z;
return min((geometricError / depth) * depthMultiplier, pointSize);
}
#ifdef HAS_POINT_CLOUD_SHOW_STYLE
float pointCloudShowStylingStage(in ProcessedAttributes attributes, in Metadata metadata) {
float tiles3d_tileset_time = model_pointCloudParameters.w;
return float(getShowFromStyle(attributes, metadata, tiles3d_tileset_time));
}
#endif
#ifdef HAS_POINT_CLOUD_COLOR_STYLE
vec4 pointCloudColorStylingStage(in ProcessedAttributes attributes, in Metadata metadata) {
float tiles3d_tileset_time = model_pointCloudParameters.w;
return getColorFromStyle(attributes, metadata, tiles3d_tileset_time);
}
#endif
#ifdef HAS_POINT_CLOUD_POINT_SIZE_STYLE
float pointCloudPointSizeStylingStage(in ProcessedAttributes attributes, in Metadata metadata) {
float tiles3d_tileset_time = model_pointCloudParameters.w;
return float(getPointSizeFromStyle(attributes, metadata, tiles3d_tileset_time));
}
#elif defined(HAS_POINT_CLOUD_ATTENUATION)
float pointCloudPointSizeStylingStage(in ProcessedAttributes attributes, in Metadata metadata) {
return getPointSizeFromAttenuation(v_positionEC);
}
#endif
#ifdef HAS_POINT_CLOUD_BACK_FACE_CULLING
float pointCloudBackFaceCullingStage() {
#if defined(HAS_NORMALS) && !defined(HAS_DOUBLE_SIDED_MATERIAL)
return step(-v_normalEC.z, 0.0);
#else
return 1.0;
#endif
}
#endif
`;var N3e=new se,wte={name:"PointCloudStylingPipelineStage"};wte.process=function(e,t,n){let i=e.shaderBuilder,o=e.model,r=o.style,s=o.structuralMetadata,a=l(s)?s.propertyAttributes:void 0,c=l(o.featureTableId)&&o.featureTables[o.featureTableId].featuresLength>0,u=!l(a)&&c;if(l(r)&&!u){let A=z3e(a),C=H3e(r,A);G3e(i,C);let b=W3e(C).indexOf("normalMC")>=0,E=en.getAttributeBySemantic(t,yt.NORMAL);if(b&&!E)throw new de("Style references the NORMAL semantic but the point cloud does not have normals");i.addDefine("COMPUTE_POSITION_WC_STYLE",void 0,Te.VERTEX),C.styleTranslucent&&(e.alphaOptions.pass=xe.TRANSLUCENT)}let f=o.pointCloudShading;f.attenuation&&i.addDefine("HAS_POINT_CLOUD_ATTENUATION",void 0,Te.VERTEX),f.backFaceCulling&&i.addDefine("HAS_POINT_CLOUD_BACK_FACE_CULLING",void 0,Te.VERTEX);let d,p,g;ar.is3DTiles(o.type)&&(p=!0,d=o.content,g=d.tile.refine===Dr.ADD),i.addUniform("vec4","model_pointCloudParameters",Te.VERTEX),i.addVertexLines(rL);let m=e.uniformMap;m.model_pointCloudParameters=function(){let A=N3e,C=1;p&&(C=g?5:d.tileset.maximumScreenSpaceError),A.x=y(f.maximumAttenuation,C),A.x*=n.pixelRatio;let x=k3e(e,t,f,d);A.y=x*f.geometricErrorScale;let b=n.context,E=n.camera.frustum,S;return n.mode===ee.SCENE2D||E instanceof Jt?S=Number.POSITIVE_INFINITY:S=b.drawingBufferHeight/n.camera.frustum.sseDenominator,A.z=S,p&&(A.w=d.tileset.timeSinceLoad),A}};var Ste=new h;function k3e(e,t,n,i){if(l(i)){let f=i.tile.geometricError;if(f>0)return f}if(l(n.baseResolution))return n.baseResolution;let o=en.getAttributeBySemantic(t,yt.POSITION),r=o.count,s=e.runtimeNode.transform,a=h.subtract(o.max,o.min,Ste);a=F.multiplyByPointAsVector(s,a,Ste);let c=a.x*a.y*a.z;return I.cbrt(c/r)}var V3e={colorStyleFunction:void 0,showStyleFunction:void 0,pointSizeStyleFunction:void 0,styleTranslucent:!1},U3e={POSITION:"attributes.positionMC",POSITION_ABSOLUTE:"v_positionWC",COLOR:"attributes.color_0",NORMAL:"attributes.normalMC"};function z3e(e){let t=$e(U3e);if(!l(e))return t;for(let n=0;n<e.length;n++){let o=e[n].properties;for(let r in o)o.hasOwnProperty(r)&&(t[r]=`metadata.${r}`)}return t}var m5="ProcessedAttributes attributes, Metadata metadata, float tiles3d_tileset_time";function H3e(e,t){let n=V3e,i={translucent:!1};return n.colorStyleFunction=e.getColorShaderFunction(`getColorFromStyle(${m5})`,t,i),n.showStyleFunction=e.getShowShaderFunction(`getShowFromStyle(${m5})`,t,i),n.pointSizeStyleFunction=e.getPointSizeShaderFunction(`getPointSizeFromStyle(${m5})`,t,i),n.styleTranslucent=l(n.colorStyleFunction)&&i.translucent,n}function G3e(e,t){let n=t.colorStyleFunction;l(n)&&(e.addDefine("HAS_POINT_CLOUD_COLOR_STYLE",void 0,Te.BOTH),e.addVertexLines(n),e.addVarying("vec4","v_pointCloudColor"));let i=t.showStyleFunction;l(i)&&(e.addDefine("HAS_POINT_CLOUD_SHOW_STYLE",void 0,Te.VERTEX),e.addVertexLines(i));let o=t.pointSizeStyleFunction;l(o)&&(e.addDefine("HAS_POINT_CLOUD_POINT_SIZE_STYLE",void 0,Te.VERTEX),e.addVertexLines(o))}function p5(e,t){let n=/attributes\.(\w+)/g,i=n.exec(e);for(;i!==null;){let o=i[1];t.indexOf(o)===-1&&t.push(o),i=n.exec(e)}}function W3e(e){let t=e.colorStyleFunction,n=e.showStyleFunction,i=e.pointSizeStyleFunction,o=[];return l(t)&&p5(t,o),l(n)&&p5(n,o),l(i)&&p5(i,o),o}var sL=wte;var aL=`void primitiveOutlineStage() {
v_outlineCoordinates = a_outlineCoordinates;
}
`;var cL=`void primitiveOutlineStage(inout czm_modelMaterial material) {
if (!model_showOutline) {
return;
}
float outlineX =
texture2D(model_outlineTexture, vec2(v_outlineCoordinates.x, 0.5)).r;
float outlineY =
texture2D(model_outlineTexture, vec2(v_outlineCoordinates.y, 0.5)).r;
float outlineZ =
texture2D(model_outlineTexture, vec2(v_outlineCoordinates.z, 0.5)).r;
float outlineness = max(outlineX, max(outlineY, outlineZ));
material.diffuse = mix(material.diffuse, model_outlineColor.rgb, model_outlineColor.a * outlineness);
}
`;var Dte={name:"PrimitiveOutlinePipelineStage"};Dte.process=function(e,t,n){let i=e.shaderBuilder,o=e.uniformMap;i.addDefine("HAS_PRIMITIVE_OUTLINE",void 0,Te.BOTH),i.addAttribute("vec3","a_outlineCoordinates"),i.addVarying("vec3","v_outlineCoordinates");let r=t.outlineCoordinates,s={index:e.attributeIndex++,vertexBuffer:r.buffer,componentsPerAttribute:$t.getNumberOfComponents(r.type),componentDatatype:r.componentDatatype,offsetInBytes:r.byteOffset,strideInBytes:r.byteStride,normalize:r.normalized};e.attributes.push(s),i.addUniform("sampler2D","model_outlineTexture",Te.FRAGMENT);let a=ax.createTexture(n.context);o.model_outlineTexture=function(){return a};let c=e.model;i.addUniform("vec4","model_outlineColor",Te.FRAGMENT),o.model_outlineColor=function(){return c.outlineColor},i.addUniform("bool","model_showOutline",Te.FRAGMENT),o.model_showOutline=function(){return c.showOutline},i.addVertexLines(aL),i.addFragmentLines(cL)};var lL=Dte;var vte={name:"PrimitiveStatisticsPipelineStage",_countGeometry:Pte,_count2DPositions:Ite,_countMorphTargetAttributes:Ote,_countMaterialTextures:Bte,_countFeatureIdTextures:Rte,_countBinaryMetadata:Mte};vte.process=function(e,t,n){let i=e.model,o=i.statistics;Pte(o,t),Ite(o,e.runtimePrimitive),Ote(o,t),Bte(o,t.material),Rte(o,t.featureIds),Mte(o,i)};function Pte(e,t){let n=l(t.indices)?t.indices.count:en.getAttributeBySemantic(t,"POSITION").count,i=t.primitiveType;i===Oe.POINTS?e.pointsLength+=n:Oe.isTriangles(i)&&(e.trianglesLength+=j3e(i,n));let o=t.attributes,r=o.length;for(let c=0;c<r;c++){let u=o[c];if(l(u.buffer)){let f=l(u.typedArray);e.addBuffer(u.buffer,f)}}let s=t.outlineCoordinates;l(s)&&l(s.buffer)&&e.addBuffer(s.buffer,!1);let a=t.indices;if(l(a)&&l(a.buffer)){let c=l(a.typedArray);e.addBuffer(a.buffer,c)}}function j3e(e,t){switch(e){case Oe.TRIANGLES:return t/3;case Oe.TRIANGLE_STRIP:case Oe.TRIANGLE_FAN:return Math.max(t-2,0);default:return 0}}function Ite(e,t){let n=t.positionBuffer2D;l(n)&&e.addBuffer(n,!0)}function Ote(e,t){let n=t.morphTargets;if(!l(n))return;let i=!1,o=n.length;for(let r=0;r<o;r++){let s=n[r].attributes,a=s.length;for(let c=0;c<a;c++){let u=s[c];l(u.buffer)&&e.addBuffer(u.buffer,i)}}}function Bte(e,t){let n=q3e(t),i=n.length;for(let o=0;o<i;o++){let r=n[o];l(r)&&l(r.texture)&&e.addTexture(r.texture)}}function q3e(e){let t=e.metallicRoughness,n=[e.emissiveTexture,e.normalTexture,e.occlusionTexture,t.baseColorTexture,t.metallicRoughnessTexture],i=e.specularGlossiness;return l(i)&&(n.push(i.diffuseTexture),n.push(i.specularGlossinessTexture)),n}function Rte(e,t){let n=t.length;for(let i=0;i<n;i++){let o=t[i];if(o instanceof St.FeatureIdTexture){let r=o.textureReader;l(r.texture)&&e.addTexture(r.texture)}}}function Mte(e,t){let n=t.structuralMetadata;l(n)&&(Y3e(e,n),e.propertyTablesByteLength+=n.propertyTablesByteLength);let i=t.featureTables;if(!l(i))return;let o=i.length;for(let r=0;r<o;r++){let s=i[r];e.addBatchTexture(s.batchTexture)}}function Y3e(e,t){let n=t.propertyTextures;if(!l(n))return;let i=n.length;for(let o=0;o<i;o++){let s=n[o].properties;for(let a in s)if(s.hasOwnProperty(a)){let u=s[a].textureReader;l(u.texture)&&e.addTexture(u.texture)}}}var uL=vte;var X3e=new F,K3e=new F,Lte={name:"SceneMode2DPipelineStage"};Lte.process=function(e,t,n){let i=en.getAttributeBySemantic(t,yt.POSITION),o=e.shaderBuilder,r=e.model,s=r.sceneGraph.computedModelMatrix,a=e.runtimeNode.computedTransform,c=F.multiplyTransformation(s,a,X3e),u=Q3e(e,c,n),f=e.runtimePrimitive;f.boundingSphere2D=u;let d=e.runtimeNode.node.instances;if(l(d))return;if(l(i.typedArray)){let A=tke(i,c,u,n);f.positionBuffer2D=A,r._modelResources.push(A),i.typedArray=void 0}o.addDefine("USE_2D_POSITIONS",void 0,Te.VERTEX),o.addUniform("mat4","u_modelView2D",Te.VERTEX);let p=F.fromTranslation(u.center,new F),g=n.context,m={u_modelView2D:function(){return F.multiplyTransformation(g.uniformState.view,p,K3e)}};e.uniformMap=pt(m,e.uniformMap)};var J3e=new h,Z3e=new h;function Q3e(e,t,n){let i=F.multiplyByPoint(t,e.positionMin,J3e),o=Xi.computeActualWgs84Position(n,i,i),r=F.multiplyByPoint(t,e.posi
{
mat4 skinningMatrix = getSkinningMatrix();
mat3 skinningMatrixMat3 = mat3(skinningMatrix);
vec4 positionMC = vec4(attributes.positionMC, 1.0);
attributes.positionMC = vec3(skinningMatrix * positionMC);
#ifdef HAS_NORMALS
vec3 normalMC = attributes.normalMC;
attributes.normalMC = skinningMatrixMat3 * normalMC;
#endif
#ifdef HAS_TANGENTS
vec3 tangentMC = attributes.tangentMC;
attributes.tangentMC = skinningMatrixMat3 * tangentMC;
#endif
}
`;var ay={name:"SkinningPipelineStage",FUNCTION_ID_GET_SKINNING_MATRIX:"getSkinningMatrix",FUNCTION_SIGNATURE_GET_SKINNING_MATRIX:"mat4 getSkinningMatrix()"};ay.process=function(e,t){let n=e.shaderBuilder;n.addDefine("HAS_SKINNING",void 0,Te.VERTEX),ike(n,t);let i=e.runtimeNode,o=i.computedJointMatrices;n.addUniform("mat4",`u_jointMatrices[${o.length}]`,Te.VERTEX),n.addVertexLines(dL);let r={u_jointMatrices:function(){return i.computedJointMatrices}};e.uniformMap=pt(r,e.uniformMap)};function nke(e){let t=-1,n=e.attributes,i=n.length;for(let o=0;o<i;o++){let r=n[o];(r.semantic===yt.JOINTS||r.semantic===yt.WEIGHTS)&&(t=Math.max(t,r.setIndex))}return t}function ike(e,t){e.addFunction(ay.FUNCTION_ID_GET_SKINNING_MATRIX,ay.FUNCTION_SIGNATURE_GET_SKINNING_MATRIX,Te.VERTEX);let n="mat4 skinnedMatrix = mat4(0);";e.addFunctionLines(ay.FUNCTION_ID_GET_SKINNING_MATRIX,[n]);let i,o,r=["x","y","z","w"],s=nke(t);for(i=0;i<=s;i++)for(o=0;o<=3;o++){let c=r[o],u=`skinnedMatrix += a_weights_${i}.${c} * u_jointMatrices[int(a_joints_${i}.${c})];`;e.addFunctionLines(ay.FUNCTION_ID_GET_SKINNING_MATRIX,[u])}let a="return skinnedMatrix;";e.addFunctionLines(ay.FUNCTION_ID_GET_SKINNING_MATRIX,[a])}var hL=ay;var _5={};function oke(e){let t=Fe.createTypedArray(e,e*2),n=e,i=0;for(let o=0;o<n;o+=3)t[i++]=o,t[i++]=o+1,t[i++]=o+1,t[i++]=o+2,t[i++]=o+2,t[i++]=o;return t}function rke(e,t){let n=t.length,i=Fe.createTypedArray(e,n*2),o=0;for(let r=0;r<n;r+=3){let s=t[r],a=t[r+1],c=t[r+2];i[o++]=s,i[o++]=a,i[o++]=a,i[o++]=c,i[o++]=c,i[o++]=s}return i}function ske(e){let t=e-2,n=2+t*4,i=Fe.createTypedArray(e,n),o=0;i[o++]=0,i[o++]=1;for(let r=0;r<t;r++)i[o++]=r+1,i[o++]=r+2,i[o++]=r+2,i[o++]=r;return i}function ake(e,t){let i=t.length-2,o=2+i*4,r=Fe.createTypedArray(e,o),s=0;r[s++]=t[0],r[s++]=t[1];for(let a=0;a<i;a++){let c=t[a],u=t[a+1],f=t[a+2];r[s++]=u,r[s++]=f,r[s++]=f,r[s++]=c}return r}function cke(e){let t=e-2,n=2+t*4,i=Fe.createTypedArray(e,n),o=0;i[o++]=0,i[o++]=1;for(let r=0;r<t;r++)i[o++]=r+1,i[o++]=r+2,i[o++]=r+2,i[o++]=0;return i}function lke(e,t){let i=t.length-2,o=2+i*4,r=Fe.createTypedArray(e,o),s=0,a=t[0];r[s++]=a,r[s++]=t[1];for(let c=0;c<i;c++){let u=t[c+1],f=t[c+2];r[s++]=u,r[s++]=f,r[s++]=f,r[s++]=a}return r}_5.createWireframeIndices=function(e,t,n){let i=l(n);if(e===Oe.TRIANGLES)return i?rke(t,n):oke(t);if(e===Oe.TRIANGLE_STRIP)return i?ake(t,n):ske(t);if(e===Oe.TRIANGLE_FAN)return i?lke(t,n):cke(t)};_5.getWireframeIndicesCount=function(e,t){return e===Oe.TRIANGLES?t*2:e===Oe.TRIANGLE_STRIP||e===Oe.TRIANGLE_FAN?2+(t-2)*4:t};var qS=_5;var Nte={name:"WireframePipelineStage"};Nte.process=function(e,t,n){e.shaderBuilder.addDefine("HAS_WIREFRAME",void 0,Te.FRAGMENT);let o=e.model,r=uke(t,e.indices,n);o._pipelineResources.push(r),e.wireframeIndexBuffer=r;let s=!1;o.statistics.addBuffer(r,s);let a=e.primitiveType,c=e.count;e.primitiveType=Oe.LINES,e.count=qS.getWireframeIndicesCount(a,c)};function uke(e,t,n){let o=en.getAttributeBySemantic(e,yt.POSITION).count,r=n.context.webgl2,s;if(l(t)){let f=t.buffer,d=t.count;l(f)&&r?(s=f.sizeInBytes===d?new Uint8Array(d):Fe.createTypedArray(o,d),f.getBufferData(s)):s=t.typedArray}let a=e.primitiveType,c=qS.createWireframeIndices(a,o,s),u=Fe.fromSizeInBytes(c.BYTES_PER_ELEMENT);return rt.createIndexBuffer({context:n.context,typedArray:c,usage:Le.STATIC_DRAW,indexDatatype:u})}var mL=Nte;function kte(e){e=y(e,y.EMPTY_OBJECT);let t=e.primitive,n=e.node,i=e.model;this.primitive=t,this.node=n,this.model=i,this.pipelineStages=[],this.drawCommand=void 0,this.boundingSphere=void 0,this.boundingSphere2D=void 0,this.positionBuffer2D=void 0,this.batchLengths=void 0,this.batchOffsets=void 0,this.updateStages=[]}kte.prototype.configurePipeline=function(e){let t=this.pipelineStages;t.length=0;let n=this.primitive,i=this.node,o=this.model,r=o.customShader,s=o.style,a=e.context.webgl2,u=e.mode!==ee.SCENE3D&&!e.scene3DOnly&&o._projectTo2D,f=l(n.morphTargets)&&n.morphTargets.length>0,d=l(i.skin),p=l(r),m=!(p&&l(r.fragmentShaderText))||r.mode!==w_.REPLACE_MATERIAL,A=en.hasQuantizedAttributes(n.attributes),C=o.debugWirefram
`),r=new Ve({defines:this._vertexShaderParts.defineLines,sources:[o]}),s=this._fragmentShaderParts.uniformLines.concat(this._fragmentShaderParts.varyingLines,n.fragmentLines,i.fragmentLines,this._fragmentShaderParts.shaderLines).join(`
`),a=new Ve({defines:this._fragmentShaderParts.defineLines,sources:[s]});return jt.fromCache({context:e,vertexShaderSource:r,fragmentShaderSource:a,attributeLocations:this._attributeLocations})};ac.prototype.clone=function(){return $e(this,!0)};function mke(e){let t=[],n=[],i,o=e._vertexShaderParts.structIds,r,s,a;for(i=0;i<o.length;i++)r=o[i],s=e._structs[r],a=s.generateGlslLines(),t.push.apply(t,a);for(o=e._fragmentShaderParts.structIds,i=0;i<o.length;i++)r=o[i],s=e._structs[r],a=s.generateGlslLines(),n.push.apply(n,a);return{vertexLines:t,fragmentLines:n}}function pke(e){switch(e){case"mat2":return 2;case"mat3":return 3;case"mat4":return 4;default:return 1}}function _ke(e){let t=[],n=[],i,o=e._vertexShaderParts.functionIds,r,s,a;for(i=0;i<o.length;i++)r=o[i],s=e._functions[r],a=s.generateGlslLines(),t.push.apply(t,a);for(o=e._fragmentShaderParts.functionIds,i=0;i<o.length;i++)r=o[i],s=e._functions[r],a=s.generateGlslLines(),n.push.apply(n,a);return{vertexLines:t,fragmentLines:n}}var CL=ac;function gke(e){this.shaderBuilder=new CL,this.model=e,this.uniformMap={},this.alphaOptions=new gL,this.renderStateOptions=Ne.getState(Ne.fromCache({depthTest:{enabled:!0,func:Ja.LESS_OR_EQUAL}})),this.hasSilhouette=!1,this.hasSkipLevelOfDetail=!1}var xL=gke;var TL=`void silhouetteStage(inout vec4 color) {
if(model_silhouettePass) {
color = czm_gammaCorrect(model_silhouetteColor);
}
}
`;var EL=`void silhouetteStage(in ProcessedAttributes attributes, inout vec4 positionClip) {
#ifdef HAS_NORMALS
if(model_silhouettePass) {
vec3 normal = normalize(czm_normal3D * attributes.normalMC);
normal.x *= czm_projection[0][0];
normal.y *= czm_projection[1][1];
positionClip.xy += normal.xy * positionClip.w * model_silhouetteSize * czm_pixelRatio / czm_viewport.z;
}
#endif
}
`;var bL={name:"ModelSilhouettePipelineStage"};bL.silhouettesLength=0;bL.process=function(e,t,n){l(t._silhouetteId)||(t._silhouetteId=++bL.silhouettesLength);let i=e.shaderBuilder;i.addDefine("HAS_SILHOUETTE",void 0,Te.BOTH),i.addVertexLines(EL),i.addFragmentLines(TL),i.addUniform("vec4","model_silhouetteColor",Te.FRAGMENT),i.addUniform("float","model_silhouetteSize",Te.VERTEX),i.addUniform("bool","model_silhouettePass",Te.BOTH);let o={model_silhouetteColor:function(){return t.silhouetteColor},model_silhouetteSize:function(){return t.silhouetteSize},model_silhouettePass:function(){return!1}};e.uniformMap=pt(o,e.uniformMap),e.hasSilhouette=!0};var SL=bL;var wL=`void modelSplitterStage()
{
#ifndef SHADOW_MAP
if (model_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard;
if (model_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard;
#endif
}
`;var DL={name:"ModelSplitterPipelineStage",SPLIT_DIRECTION_UNIFORM_NAME:"model_splitDirection"};DL.process=function(e,t,n){let i=e.shaderBuilder;i.addDefine("HAS_MODEL_SPLITTER",void 0,Te.FRAGMENT),i.addFragmentLines(wL);let o={};i.addUniform("float",DL.SPLIT_DIRECTION_UNIFORM_NAME,Te.FRAGMENT),o[DL.SPLIT_DIRECTION_UNIFORM_NAME]=function(){return t.splitDirection},e.uniformMap=pt(o,e.uniformMap)};var vL=DL;function yke(e,t){this.model=e.model,this.shaderBuilder=e.shaderBuilder.clone(),this.uniformMap=$e(e.uniformMap),this.alphaOptions=$e(e.alphaOptions),this.renderStateOptions=$e(e.renderStateOptions,!0),this.hasSilhouette=e.hasSilhouette,this.hasSkipLevelOfDetail=e.hasSkipLevelOfDetail,this.runtimeNode=t,this.attributes=[],this.attributeIndex=1,this.featureIdVertexAttributeSetIndex=0,this.instanceCount=0}var PL=yke;function Ake(e){e=y(e,y.EMPTY_OBJECT),this.lightingModel=y(e.lightingModel,Fm.UNLIT)}var IL=Ake;function Cke(e,t){this.model=e.model,this.runtimeNode=e.runtimeNode,this.attributes=e.attributes.slice(),this.attributeIndex=e.attributeIndex,this.featureIdVertexAttributeSetIndex=e.featureIdVertexAttributeSetIndex,this.uniformMap=$e(e.uniformMap),this.alphaOptions=$e(e.alphaOptions),this.renderStateOptions=$e(e.renderStateOptions,!0),this.hasSilhouette=e.hasSilhouette,this.hasSkipLevelOfDetail=e.hasSkipLevelOfDetail,this.shaderBuilder=e.shaderBuilder.clone(),this.instanceCount=e.instanceCount,this.runtimePrimitive=t;let n=t.primitive;this.count=l(n.indices)?n.indices.count:en.getAttributeBySemantic(n,"POSITION").count,this.hasPropertyTable=!1,this.indices=n.indices,this.wireframeIndexBuffer=void 0,this.primitiveType=n.primitiveType;let i=en.getPositionMinMax(n,this.runtimeNode.instancingTranslationMin,this.runtimeNode.instancingTranslationMax);this.positionMin=h.clone(i.min,new h),this.positionMax=h.clone(i.max,new h),this.boundingSphere=re.fromCornerPoints(this.positionMin,this.positionMax,new re),this.lightingOptions=new IL,this.pickId=void 0}var OL=Cke;function Pl(e){e=y(e,y.EMPTY_OBJECT);let t=e.modelComponents;this._model=e.model,this._components=t,this._pipelineStages=[],this._updateStages=[],this._runtimeNodes=[],this._rootNodes=[],this._skinnedNodes=[],this._runtimeSkins=[],this.modelPipelineStages=[],this._boundingSphere=void 0,this._boundingSphere2D=void 0,this._computedModelMatrix=F.clone(F.IDENTITY),this._computedModelMatrix2D=F.clone(F.IDENTITY),this._axisCorrectionMatrix=en.getAxisCorrectionMatrix(t.upAxis,t.forwardAxis,new F),this._runtimeArticulations={},xke(this)}Object.defineProperties(Pl.prototype,{components:{get:function(){return this._components}},computedModelMatrix:{get:function(){return this._computedModelMatrix}},axisCorrectionMatrix:{get:function(){return this._axisCorrectionMatrix}},boundingSphere:{get:function(){return this._boundingSphere}}});function xke(e){let t=e._components,n=t.scene,o=e._model.modelMatrix;Ute(e,o);let r=t.articulations,s=r.length,a=e._runtimeArticulations;for(let b=0;b<s;b++){let E=r[b],S=new TM({articulation:E,sceneGraph:e}),D=S.name;a[D]=S}let c=t.nodes,u=c.length;e._runtimeNodes=new Array(u);let d=n.nodes.length,p=F.IDENTITY;for(let b=0;b<d;b++){let E=n.nodes[b],S=zte(e,E,p);e._rootNodes.push(S)}let g=t.skins,m=e._runtimeSkins,A=g.length;for(let b=0;b<A;b++){let E=g[b];m.push(new _L({skin:E,sceneGraph:e}))}let C=e._skinnedNodes,x=C.length;for(let b=0;b<x;b++){let E=C[b],S=e._runtimeNodes[E],v=c[E].skin.index;S._runtimeSkin=m[v],S.updateJointMatrices()}e.applyArticulations()}function Ute(e,t){let n=e._components,i=e._model;e._computedModelMatrix=F.multiplyTransformation(t,n.transform,e._computedModelMatrix),e._computedModelMatrix=F.multiplyTransformation(e._computedModelMatrix,e._axisCorrectionMatrix,e._computedModelMatrix),e._computedModelMatrix=F.multiplyByUniformScale(e._computedModelMatrix,i.computedScale,e._computedModelMatrix)}var Tke=new h;function Eke(e,t){let n=e._computedModelMatrix,i=F.getTranslation(n,Tke);if(!h.equals(i,h.ZERO))e._computedModelMatrix2D=vt.basisTo2D(t.mapProjection,n,e._computedModelMatrix2D);else{let o=e.boundingSphere.center,r=v
#extension GL_OES_standard_derivatives : enable
#endif
uniform sampler2D u_atlas;
#ifdef VECTOR_TILE
uniform vec4 u_highlightColor;
#endif
varying vec2 v_textureCoordinates;
varying vec4 v_pickColor;
varying vec4 v_color;
#ifdef SDF
varying vec4 v_outlineColor;
varying float v_outlineWidth;
#endif
#ifdef FRAGMENT_DEPTH_CHECK
varying vec4 v_textureCoordinateBounds;
varying vec4 v_originTextureCoordinateAndTranslate;
varying vec4 v_compressed;
varying mat2 v_rotationMatrix;
const float SHIFT_LEFT12 = 4096.0;
const float SHIFT_LEFT1 = 2.0;
const float SHIFT_RIGHT12 = 1.0 / 4096.0;
const float SHIFT_RIGHT1 = 1.0 / 2.0;
float getGlobeDepth(vec2 adjustedST, vec2 depthLookupST, bool applyTranslate, vec2 dimensions, vec2 imageSize)
{
vec2 lookupVector = imageSize * (depthLookupST - adjustedST);
lookupVector = v_rotationMatrix * lookupVector;
vec2 labelOffset = (dimensions - imageSize) * (depthLookupST - vec2(0.0, v_originTextureCoordinateAndTranslate.y));
vec2 translation = v_originTextureCoordinateAndTranslate.zw;
if (applyTranslate)
{
translation += (dimensions * v_originTextureCoordinateAndTranslate.xy * vec2(1.0, 0.0));
}
vec2 st = ((lookupVector - translation + labelOffset) + gl_FragCoord.xy) / czm_viewport.zw;
float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));
if (logDepthOrDepth == 0.0)
{
return 0.0;
}
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
return eyeCoordinate.z / eyeCoordinate.w;
}
#endif
#ifdef SDF
float getDistance(vec2 position)
{
return texture2D(u_atlas, position).r;
}
vec4 getSDFColor(vec2 position, float outlineWidth, vec4 outlineColor, float smoothing)
{
float distance = getDistance(position);
if (outlineWidth > 0.0)
{
float outlineEdge = clamp(SDF_EDGE - outlineWidth, 0.0, SDF_EDGE);
float outlineFactor = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
vec4 sdfColor = mix(outlineColor, v_color, outlineFactor);
float alpha = smoothstep(outlineEdge - smoothing, outlineEdge + smoothing, distance);
return vec4(sdfColor.rgb, sdfColor.a * alpha);
}
else
{
float alpha = smoothstep(SDF_EDGE - smoothing, SDF_EDGE + smoothing, distance);
return vec4(v_color.rgb, v_color.a * alpha);
}
}
#endif
void main()
{
vec4 color = texture2D(u_atlas, v_textureCoordinates);
#ifdef SDF
float outlineWidth = v_outlineWidth;
vec4 outlineColor = v_outlineColor;
float distance = getDistance(v_textureCoordinates);
#ifdef GL_OES_standard_derivatives
float smoothing = fwidth(distance);
vec2 sampleOffset = 0.354 * vec2(dFdx(v_textureCoordinates) + dFdy(v_textureCoordinates));
vec4 center = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
vec4 color1 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color2 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color3 = getSDFColor(v_textureCoordinates + vec2(-sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
vec4 color4 = getSDFColor(v_textureCoordinates + vec2(sampleOffset.x, -sampleOffset.y), outlineWidth, outlineColor, smoothing);
color = (center + color1 + color2 + color3 + color4)/5.0;
#else
float smoothing = 1.0/32.0;
color = getSDFColor(v_textureCoordinates, outlineWidth, outlineColor, smoothing);
#endif
color = czm_gammaCorrect(color);
#else
color = czm_gammaCorrect(color);
color *= czm_gammaCorrect(v_color);
#endif
#if !defined(OPAQUE) && !defined(TRANSLUCENT)
if (color.a < 0.005)
{
discard;
}
#else
#ifdef OPAQUE
if (color.a < 0.995)
{
discard;
}
#else
if (color.a >= 0.995)
{
discard;
}
#endif
#endif
#ifdef VECTOR_TILE
color *= u_highlightColor;
#endif
gl_FragColor = color;
#ifdef LOG_DEPTH
czm_writeLogDepth();
#endif
#ifdef FRAGMENT_DEPTH_CHECK
float temp = v_compressed.y;
temp = temp * SHIFT_RIGHT1;
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
bool enableDepthTest = temp2 != 0.0;
bool applyTranslate = floor(temp) != 0.0;
if (enableDepthTest) {
temp = v_compressed.z;
temp = temp * SHIFT_RIGHT12;
vec2 dimensions;
dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;
dimensions.x = floor(temp);
temp = v_compressed.w;
temp = temp * SHIFT_RIGHT12;
vec2 imageSize;
imageSize.y = (temp - floor(temp)) * SHIFT_LEFT12;
imageSize.x = floor(temp);
vec2 adjustedST = v_textureCoordinates - v_textureCoordinateBounds.xy;
adjustedST = adjustedST / vec2(v_textureCoordinateBounds.z - v_textureCoordinateBounds.x, v_textureCoordinateBounds.w - v_textureCoordinateBounds.y);
float epsilonEyeDepth = v_compressed.x + czm_epsilon1;
float globeDepth1 = getGlobeDepth(adjustedST, v_originTextureCoordinateAndTranslate.xy, applyTranslate, dimensions, imageSize);
if (globeDepth1 != 0.0 && globeDepth1 > epsilonEyeDepth)
{
float globeDepth2 = getGlobeDepth(adjustedST, vec2(0.0, 1.0), applyTranslate, dimensions, imageSize);
if (globeDepth2 != 0.0 && globeDepth2 > epsilonEyeDepth)
{
float globeDepth3 = getGlobeDepth(adjustedST, vec2(1.0, 1.0), applyTranslate, dimensions, imageSize);
if (globeDepth3 != 0.0 && globeDepth3 > epsilonEyeDepth)
{
discard;
}
}
}
}
#endif
}
`;var UL=`#ifdef INSTANCED
attribute vec2 direction;
#endif
attribute vec4 positionHighAndScale;
attribute vec4 positionLowAndRotation;
attribute vec4 compressedAttribute0;
attribute vec4 compressedAttribute1;
attribute vec4 compressedAttribute2;
attribute vec4 eyeOffset;
attribute vec4 scaleByDistance;
attribute vec4 pixelOffsetScaleByDistance;
attribute vec4 compressedAttribute3;
attribute vec2 sdf;
#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
attribute vec4 textureCoordinateBoundsOrLabelTranslate;
#endif
#ifdef VECTOR_TILE
attribute float a_batchId;
#endif
varying vec2 v_textureCoordinates;
#ifdef FRAGMENT_DEPTH_CHECK
varying vec4 v_textureCoordinateBounds;
varying vec4 v_originTextureCoordinateAndTranslate;
varying vec4 v_compressed;
varying mat2 v_rotationMatrix;
#endif
varying vec4 v_pickColor;
varying vec4 v_color;
#ifdef SDF
varying vec4 v_outlineColor;
varying float v_outlineWidth;
#endif
const float UPPER_BOUND = 32768.0;
const float SHIFT_LEFT16 = 65536.0;
const float SHIFT_LEFT12 = 4096.0;
const float SHIFT_LEFT8 = 256.0;
const float SHIFT_LEFT7 = 128.0;
const float SHIFT_LEFT5 = 32.0;
const float SHIFT_LEFT3 = 8.0;
const float SHIFT_LEFT2 = 4.0;
const float SHIFT_LEFT1 = 2.0;
const float SHIFT_RIGHT12 = 1.0 / 4096.0;
const float SHIFT_RIGHT8 = 1.0 / 256.0;
const float SHIFT_RIGHT7 = 1.0 / 128.0;
const float SHIFT_RIGHT5 = 1.0 / 32.0;
const float SHIFT_RIGHT3 = 1.0 / 8.0;
const float SHIFT_RIGHT2 = 1.0 / 4.0;
const float SHIFT_RIGHT1 = 1.0 / 2.0;
vec4 addScreenSpaceOffset(vec4 positionEC, vec2 imageSize, float scale, vec2 direction, vec2 origin, vec2 translate, vec2 pixelOffset, vec3 alignedAxis, bool validAlignedAxis, float rotation, bool sizeInMeters, out mat2 rotationMatrix, out float mpp)
{
vec2 halfSize = imageSize * scale * 0.5;
halfSize *= ((direction * 2.0) - 1.0);
vec2 originTranslate = origin * abs(halfSize);
#if defined(ROTATION) || defined(ALIGNED_AXIS)
if (validAlignedAxis || rotation != 0.0)
{
float angle = rotation;
if (validAlignedAxis)
{
vec4 projectedAlignedAxis = czm_modelViewProjection * vec4(alignedAxis, 0.0);
angle += sign(-projectedAlignedAxis.x) * acos(sign(projectedAlignedAxis.y) * (projectedAlignedAxis.y * projectedAlignedAxis.y) /
(projectedAlignedAxis.x * projectedAlignedAxis.x + projectedAlignedAxis.y * projectedAlignedAxis.y));
}
float cosTheta = cos(angle);
float sinTheta = sin(angle);
rotationMatrix = mat2(cosTheta, sinTheta, -sinTheta, cosTheta);
halfSize = rotationMatrix * halfSize;
}
else
{
rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);
}
#endif
mpp = czm_metersPerPixel(positionEC);
positionEC.xy += (originTranslate + halfSize) * czm_branchFreeTernary(sizeInMeters, 1.0, mpp);
positionEC.xy += (translate + pixelOffset) * mpp;
return positionEC;
}
#ifdef VERTEX_DEPTH_CHECK
float getGlobeDepth(vec4 positionEC)
{
vec4 posWC = czm_eyeToWindowCoordinates(positionEC);
float globeDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, posWC.xy / czm_viewport.zw));
if (globeDepth == 0.0)
{
return 0.0;
}
vec4 eyeCoordinate = czm_windowToEyeCoordinates(posWC.xy, globeDepth);
return eyeCoordinate.z / eyeCoordinate.w;
}
#endif
void main()
{
vec3 positionHigh = positionHighAndScale.xyz;
vec3 positionLow = positionLowAndRotation.xyz;
float scale = positionHighAndScale.w;
#if defined(ROTATION) || defined(ALIGNED_AXIS)
float rotation = positionLowAndRotation.w;
#else
float rotation = 0.0;
#endif
float compressed = compressedAttribute0.x;
vec2 pixelOffset;
pixelOffset.x = floor(compressed * SHIFT_RIGHT7);
compressed -= pixelOffset.x * SHIFT_LEFT7;
pixelOffset.x -= UPPER_BOUND;
vec2 origin;
origin.x = floor(compressed * SHIFT_RIGHT5);
compressed -= origin.x * SHIFT_LEFT5;
origin.y = floor(compressed * SHIFT_RIGHT3);
compressed -= origin.y * SHIFT_LEFT3;
#ifdef FRAGMENT_DEPTH_CHECK
vec2 depthOrigin = origin.xy;
#endif
origin -= vec2(1.0);
float show = floor(compressed * SHIFT_RIGHT2);
compressed -= show * SHIFT_LEFT2;
#ifdef INSTANCED
vec2 textureCoordinatesBottomLeft = czm_decompressTextureCoordinates(compressedAttribute0.w);
vec2 textureCoordinatesRange = czm_decompressTextureCoordinates(eyeOffset.w);
vec2 textureCoordinates = textureCoordinatesBottomLeft + direction * textureCoordinatesRange;
#else
vec2 direction;
direction.x = floor(compressed * SHIFT_RIGHT1);
direction.y = compressed - direction.x * SHIFT_LEFT1;
vec2 textureCoordinates = czm_decompressTextureCoordinates(compressedAttribute0.w);
#endif
float temp = compressedAttribute0.y * SHIFT_RIGHT8;
pixelOffset.y = -(floor(temp) - UPPER_BOUND);
vec2 translate;
translate.y = (temp - floor(temp)) * SHIFT_LEFT16;
temp = compressedAttribute0.z * SHIFT_RIGHT8;
translate.x = floor(temp) - UPPER_BOUND;
translate.y += (temp - floor(temp)) * SHIFT_LEFT8;
translate.y -= UPPER_BOUND;
temp = compressedAttribute1.x * SHIFT_RIGHT8;
float temp2 = floor(compressedAttribute2.w * SHIFT_RIGHT2);
vec2 imageSize = vec2(floor(temp), temp2);
#ifdef FRAGMENT_DEPTH_CHECK
float labelHorizontalOrigin = floor(compressedAttribute2.w - (temp2 * SHIFT_LEFT2));
float applyTranslate = 0.0;
if (labelHorizontalOrigin != 0.0)
{
applyTranslate = 1.0;
labelHorizontalOrigin -= 2.0;
depthOrigin.x = labelHorizontalOrigin + 1.0;
}
depthOrigin = vec2(1.0) - (depthOrigin * 0.5);
#endif
#ifdef EYE_DISTANCE_TRANSLUCENCY
vec4 translucencyByDistance;
translucencyByDistance.x = compressedAttribute1.z;
translucencyByDistance.z = compressedAttribute1.w;
translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
temp = compressedAttribute1.y * SHIFT_RIGHT8;
translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
#endif
#if defined(VERTEX_DEPTH_CHECK) || defined(FRAGMENT_DEPTH_CHECK)
temp = compressedAttribute3.w;
temp = temp * SHIFT_RIGHT12;
vec2 dimensions;
dimensions.y = (temp - floor(temp)) * SHIFT_LEFT12;
dimensions.x = floor(temp);
#endif
#ifdef ALIGNED_AXIS
vec3 alignedAxis = czm_octDecode(floor(compressedAttribute1.y * SHIFT_RIGHT8));
temp = compressedAttribute2.z * SHIFT_RIGHT5;
bool validAlignedAxis = (temp - floor(temp)) * SHIFT_LEFT1 > 0.0;
#else
vec3 alignedAxis = vec3(0.0);
bool validAlignedAxis = false;
#endif
vec4 pickColor;
vec4 color;
temp = compressedAttribute2.y;
temp = temp * SHIFT_RIGHT8;
pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
pickColor.r = floor(temp);
temp = compressedAttribute2.x;
temp = temp * SHIFT_RIGHT8;
color.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
color.g = (temp - floor(temp)) * SHIFT_LEFT8;
color.r = floor(temp);
temp = compressedAttribute2.z * SHIFT_RIGHT8;
bool sizeInMeters = floor((temp - floor(temp)) * SHIFT_LEFT7) > 0.0;
temp = floor(temp) * SHIFT_RIGHT8;
pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
pickColor /= 255.0;
color.a = floor(temp);
color /= 255.0;
vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
vec4 positionEC = czm_modelViewRelativeToEye * p;
#if defined(FRAGMENT_DEPTH_CHECK) || defined(VERTEX_DEPTH_CHECK)
float eyeDepth = positionEC.z;
#endif
positionEC = czm_eyeOffset(positionEC, eyeOffset.xyz);
positionEC.xyz *= show;
#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(EYE_DISTANCE_PIXEL_OFFSET) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)
float lengthSq;
if (czm_sceneMode == czm_sceneMode2D)
{
lengthSq = czm_eyeHeight2D.y;
}
else
{
lengthSq = dot(positionEC.xyz, positionEC.xyz);
}
#endif
#ifdef EYE_DISTANCE_SCALING
float distanceScale = czm_nearFarScalar(scaleByDistance, lengthSq);
scale *= distanceScale;
translate *= distanceScale;
if (scale == 0.0)
{
positionEC.xyz = vec3(0.0);
}
#endif
float translucency = 1.0;
#ifdef EYE_DISTANCE_TRANSLUCENCY
translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);
if (translucency == 0.0)
{
positionEC.xyz = vec3(0.0);
}
#endif
#ifdef EYE_DISTANCE_PIXEL_OFFSET
float pixelOffsetScale = czm_nearFarScalar(pixelOffsetScaleByDistance, lengthSq);
pixelOffset *= pixelOffsetScale;
#endif
#ifdef DISTANCE_DISPLAY_CONDITION
float nearSq = compressedAttribute3.x;
float farSq = compressedAttribute3.y;
if (lengthSq < nearSq || lengthSq > farSq)
{
positionEC.xyz = vec3(0.0);
}
#endif
mat2 rotationMatrix;
float mpp;
#ifdef DISABLE_DEPTH_DISTANCE
float disableDepthTestDistance = compressedAttribute3.z;
#endif
#ifdef VERTEX_DEPTH_CHECK
if (lengthSq < disableDepthTestDistance) {
float depthsilon = 10.0;
vec2 labelTranslate = textureCoordinateBoundsOrLabelTranslate.xy;
vec4 pEC1 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
float globeDepth1 = getGlobeDepth(pEC1);
if (globeDepth1 != 0.0 && pEC1.z + depthsilon < globeDepth1)
{
vec4 pEC2 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(0.0, 1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
float globeDepth2 = getGlobeDepth(pEC2);
if (globeDepth2 != 0.0 && pEC2.z + depthsilon < globeDepth2)
{
vec4 pEC3 = addScreenSpaceOffset(positionEC, dimensions, scale, vec2(1.0), origin, labelTranslate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
float globeDepth3 = getGlobeDepth(pEC3);
if (globeDepth3 != 0.0 && pEC3.z + depthsilon < globeDepth3)
{
positionEC.xyz = vec3(0.0);
}
}
}
}
#endif
positionEC = addScreenSpaceOffset(positionEC, imageSize, scale, direction, origin, translate, pixelOffset, alignedAxis, validAlignedAxis, rotation, sizeInMeters, rotationMatrix, mpp);
gl_Position = czm_projection * positionEC;
v_textureCoordinates = textureCoordinates;
#ifdef LOG_DEPTH
czm_vertexLogDepth();
#endif
#ifdef DISABLE_DEPTH_DISTANCE
if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)
{
disableDepthTestDistance = czm_minimumDisableDepthTestDistance;
}
if (disableDepthTestDistance != 0.0)
{
float zclip = gl_Position.z / gl_Position.w;
bool clipped = (zclip < -1.0 || zclip > 1.0);
if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))
{
gl_Position.z = -gl_Position.w;
#ifdef LOG_DEPTH
v_depthFromNearPlusOne = 1.0;
#endif
}
}
#endif
#ifdef FRAGMENT_DEPTH_CHECK
if (sizeInMeters) {
translate /= mpp;
dimensions /= mpp;
imageSize /= mpp;
}
#if defined(ROTATION) || defined(ALIGNED_AXIS)
v_rotationMatrix = rotationMatrix;
#else
v_rotationMatrix = mat2(1.0, 0.0, 0.0, 1.0);
#endif
float enableDepthCheck = 0.0;
if (lengthSq < disableDepthTestDistance)
{
enableDepthCheck = 1.0;
}
float dw = floor(clamp(dimensions.x, 0.0, SHIFT_LEFT12));
float dh = floor(clamp(dimensions.y, 0.0, SHIFT_LEFT12));
float iw = floor(clamp(imageSize.x, 0.0, SHIFT_LEFT12));
float ih = floor(clamp(imageSize.y, 0.0, SHIFT_LEFT12));
v_compressed.x = eyeDepth;
v_compressed.y = applyTranslate * SHIFT_LEFT1 + enableDepthCheck;
v_compressed.z = dw * SHIFT_LEFT12 + dh;
v_compressed.w = iw * SHIFT_LEFT12 + ih;
v_originTextureCoordinateAndTranslate.xy = depthOrigin;
v_originTextureCoordinateAndTranslate.zw = translate;
v_textureCoordinateBounds = textureCoordinateBoundsOrLabelTranslate;
#endif
#ifdef SDF
vec4 outlineColor;
float outlineWidth;
temp = sdf.x;
temp = temp * SHIFT_RIGHT8;
outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
outlineColor.r = floor(temp);
temp = sdf.y;
temp = temp * SHIFT_RIGHT8;
float temp3 = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
outlineWidth = (temp - floor(temp)) * SHIFT_LEFT8;
outlineColor.a = floor(temp);
outlineColor /= 255.0;
v_outlineWidth = outlineWidth / 255.0;
v_outlineColor = outlineColor;
v_outlineColor.a *= translucency;
#endif
v_pickColor = pickColor;
v_color = color;
v_color.a *= translucency;
}
`;function hi(e,t){e=y(e,y.EMPTY_OBJECT);let n=e.translucencyByDistance,i=e.pixelOffsetScaleByDistance,o=e.scaleByDistance,r=e.distanceDisplayCondition;l(n)&&(n=Et.clone(n)),l(i)&&(i=Et.clone(i)),l(o)&&(o=Et.clone(o)),l(r)&&(r=xt.clone(r)),this._show=y(e.show,!0),this._position=h.clone(y(e.position,h.ZERO)),this._actualPosition=h.clone(this._position),this._pixelOffset=H.clone(y(e.pixelOffset,H.ZERO)),this._translate=new H(0,0),this._eyeOffset=h.clone(y(e.eyeOffset,h.ZERO)),this._heightReference=y(e.heightReference,Ue.NONE),this._verticalOrigin=y(e.verticalOrigin,Sn.CENTER),this._horizontalOrigin=y(e.horizontalOrigin,li.CENTER),this._scale=y(e.scale,1),this._color=U.clone(y(e.color,U.WHITE)),this._rotation=y(e.rotation,0),this._alignedAxis=h.clone(y(e.alignedAxis,h.ZERO)),this._width=e.width,this._height=e.height,this._scaleByDistance=o,this._translucencyByDistance=n,this._pixelOffsetScaleByDistance=i,this._sizeInMeters=y(e.sizeInMeters,!1),this._distanceDisplayCondition=r,this._disableDepthTestDistance=e.disableDepthTestDistance,this._id=e.id,this._collection=y(e.collection,t),this._pickId=void 0,this._pickPrimitive=y(e._pickPrimitive,this),this._billboardCollection=t,this._dirty=!1,this._index=-1,this._batchIndex=void 0,this._imageIndex=-1,this._imageIndexPromise=void 0,this._imageId=void 0,this._image=void 0,this._imageSubRegion=void 0,this._imageWidth=void 0,this._imageHeight=void 0,this._labelDimensions=void 0,this._labelHorizontalOrigin=void 0,this._labelTranslate=void 0;let s=e.image,a=e.imageId;l(s)&&(l(a)||(typeof s=="string"?a=s:l(s.src)?a=s.src:a=kn()),this._imageId=a,this._image=s),l(e.imageSubRegion)&&(this._imageId=a,this._imageSubRegion=e.imageSubRegion),l(this._billboardCollection._textureAtlas)&&this._loadImage(),this._actualClampedPosition=void 0,this._removeCallbackFunc=void 0,this._mode=ee.SCENE3D,this._clusterShow=!0,this._outlineColor=U.clone(y(e.outlineColor,U.BLACK)),this._outlineWidth=y(e.outlineWidth,0),this._updateClamping()}var Qte=hi.SHOW_INDEX=0,HL=hi.POSITION_INDEX=1,ine=hi.PIXEL_OFFSET_INDEX=2,jVe=hi.EYE_OFFSET_INDEX=3,qVe=hi.HORIZONTAL_ORIGIN_INDEX=4,YVe=hi.VERTICAL_ORIGIN_INDEX=5,XVe=hi.SCALE_INDEX=6,GL=hi.IMAGE_INDEX_INDEX=7,$te=hi.COLOR_INDEX=8,KVe=hi.ROTATION_INDEX=9,JVe=hi.ALIGNED_AXIS_INDEX=10,ZVe=hi.SCALE_BY_DISTANCE_INDEX=11,QVe=hi.TRANSLUCENCY_BY_DISTANCE_INDEX=12,$Ve=hi.PIXEL_OFFSET_SCALE_BY_DISTANCE_INDEX=13,eUe=hi.DISTANCE_DISPLAY_CONDITION=14,tUe=hi.DISABLE_DEPTH_DISTANCE=15;hi.TEXTURE_COORDINATE_BOUNDS=16;var ene=hi.SDF_INDEX=17;hi.NUMBER_OF_PROPERTIES=18;function Do(e,t){let n=e._billboardCollection;l(n)&&(n._updateBillboard(e,t),e._dirty=!0)}Object.defineProperties(hi.prototype,{show:{get:function(){return this._show},set:function(e){this._show!==e&&(this._show=e,Do(this,Qte))}},position:{get:function(){return this._position},set:function(e){let t=this._position;h.equals(t,e)||(h.clone(e,t),h.clone(e,this._actualPosition),this._updateClamping(),Do(this,HL))}},heightReference:{get:function(){return this._heightReference},set:function(e){let t=this._heightReference;e!==t&&(this._heightReference=e,this._updateClamping(),Do(this,HL))}},pixelOffset:{get:function(){return this._pixelOffset},set:function(e){let t=this._pixelOffset;H.equals(t,e)||(H.clone(e,t),Do(this,ine))}},scaleByDistance:{get:function(){return this._scaleByDistance},set:function(e){let t=this._scaleByDistance;Et.equals(t,e)||(this._scaleByDistance=Et.clone(e,t),Do(this,ZVe))}},translucencyByDistance:{get:function(){return this._translucencyByDistance},set:function(e){let t=this._translucencyByDistance;Et.equals(t,e)||(this._translucencyByDistance=Et.clone(e,t),Do(this,QVe))}},pixelOffsetScaleByDistance:{get:function(){return this._pixelOffsetScaleByDistance},set:function(e){let t=this._pixelOffsetScaleByDistance;Et.equals(t,e)||(this._pixelOffsetScaleByDistance=Et.clone(e,t),Do(this,$Ve))}},eyeOffset:{get:function(){return this._eyeOffset},set:function(e){let t=this._eyeOffset;h.equals(t,e)||(h.clone(e,t),Do(this,jVe))}},horizontalOrigin:{get:function(){return this._horizontalOrigin},set:function(e){this._hor
varying vec2 v_textureCoordinates;
void main()
{
gl_FragColor = texture2D(billboard_texture, v_textureCoordinates);
}
`,i=t.createViewportQuadCommand(n,{uniformMap:{billboard_texture:function(){return e._textureAtlas.texture}}});return i.pass=xe.OVERLAY,i}var PUe=[];bu.prototype.update=function(e){if(I5(this),!this.show)return;let t=this._billboards,n=t.length,i=e.context;this._instanced=i.instancedArrays,mo=this._instanced?pUe:mUe,E5=this._instanced?gUe:_Ue;let o=this._textureAtlas;if(!l(o)){o=this._textureAtlas=new ly({context:i});for(let R=0;R<n;++R)t[R]._loadImage()}let r=o.textureCoordinates;if(r.length===0)return;wUe(this,e),t=this._billboards,n=t.length;let s=this._billboardsToUpdate,a=this._billboardsToUpdateIndex,c=this._propertiesChanged,u=o.guid,f=this._createVertexArray||this._textureAtlasGUID!==u;this._textureAtlasGUID=u;let d,p=e.passes,g=p.pick;if(f||!g&&this.computeNewBuffersUsage()){this._createVertexArray=!1;for(let R=0;R<P5;++R)c[R]=0;if(this._vaf=this._vaf&&this._vaf.destroy(),n>0){this._vaf=AUe(i,n,this._buffersUsage,this._instanced,this._batchTable,this._sdf),d=this._vaf.writers;for(let R=0;R<n;++R){let M=this._billboards[R];M._dirty=!1,SUe(this,e,r,d,M)}this._vaf.commit(E5(i))}this._billboardsToUpdateIndex=0}else if(a>0){let R=PUe;R.length=0,(c[QS]||c[uUe]||c[lUe])&&R.push(_ne),(c[ZS]||c[ane]||c[aUe]||c[cUe]||c[sUe])&&(R.push(Tne),this._instanced&&R.push(v5)),(c[ZS]||c[fUe]||c[fne])&&(R.push(Ene),R.push(D5)),(c[ZS]||c[lne])&&R.push(D5),c[cne]&&R.push(v5),c[une]&&R.push(bne),c[dne]&&R.push(Sne),(c[hne]||c[dUe]||c[ZS]||c[QS])&&R.push(wne),(c[ZS]||c[QS])&&R.push(Dne),c[mne]&&R.push(vne);let M=R.length;if(d=this._vaf.writers,a/n>.1){for(let L=0;L<a;++L){let _=s[L];_._dirty=!1;for(let T=0;T<M;++T)R[T](this,e,r,d,_)}this._vaf.commit(E5(i))}else{for(let L=0;L<a;++L){let _=s[L];_._dirty=!1;for(let T=0;T<M;++T)R[T](this,e,r,d,_);this._instanced?this._vaf.subCommit(_._index,1):this._vaf.subCommit(_._index*4,4)}this._vaf.endSubCommits()}this._billboardsToUpdateIndex=0}if(a>n*1.5&&(s.length=n),!l(this._vaf)||!l(this._vaf.va))return;this._boundingVolumeDirty&&(this._boundingVolumeDirty=!1,re.transform(this._baseVolume,this.modelMatrix,this._baseVolumeWC));let m,A=F.IDENTITY;e.mode===ee.SCENE3D?(A=this.modelMatrix,m=re.clone(this._baseVolumeWC,this._boundingVolume)):m=re.clone(this._baseVolume2D,this._boundingVolume),DUe(this,e,m);let C=this._blendOption!==this.blendOption;if(this._blendOption=this.blendOption,C){this._blendOption===To.OPAQUE||this._blendOption===To.OPAQUE_AND_TRANSLUCENT?this._rsOpaque=Ne.fromCache({depthTest:{enabled:!0,func:te.LESS},depthMask:!0}):this._rsOpaque=void 0;let R=this._blendOption===To.TRANSLUCENT;this._blendOption===To.TRANSLUCENT||this._blendOption===To.OPAQUE_AND_TRANSLUCENT?this._rsTranslucent=Ne.fromCache({depthTest:{enabled:!0,func:R?te.LEQUAL:te.LESS},depthMask:R,blending:an.ALPHA_BLEND}):this._rsTranslucent=void 0}this._shaderDisableDepthDistance=this._shaderDisableDepthDistance||e.minimumDisableDepthTestDistance!==0;let x,b,E,S,D,v=Vt.maximumVertexTextureImageUnits>0;if(C||this._shaderRotation!==this._compiledShaderRotation||this._shaderAlignedAxis!==this._compiledShaderAlignedAxis||this._shaderScaleByDistance!==this._compiledShaderScaleByDistance||this._shaderTranslucencyByDistance!==this._compiledShaderTranslucencyByDistance||this._shaderPixelOffsetScaleByDistance!==this._compiledShaderPixelOffsetScaleByDistance||this._shaderDistanceDisplayCondition!==this._compiledShaderDistanceDisplayCondition||this._shaderDisableDepthDistance!==this._compiledShaderDisableDepthDistance||this._shaderClampToGround!==this._compiledShaderClampToGround||this._sdf!==this._compiledSDF){x=UL,b=VL,D=[],l(this._batchTable)&&(D.push("VECTOR_TILE"),x=this._batchTable.getVertexShaderCallback(!1,"a_batchId",void 0)(x),b=this._batchTable.getFragmentShaderCallback(!1,void 0)(b)),E=new Ve({defines:D,sources:[x]}),this._instanced&&E.defines.push("INSTANCED"),this._shaderRotation&&E.defines.push("ROTATION"),this._shaderAlignedAxis&&E.defines.push("ALIGNED_AXIS"),this._shaderScaleByDistance&&E.defines.push("EYE_DISTANCE_SCALING"),this._shaderTranslucencyByDistance&&E.defines.push("EYE_DISTANCE_TRANSLUCENCY"),this._shad
`),n="";for(let i=0;i<t.length;i++){let o=t[i],r=Lne.test(o.charAt(0)),s=VUe(o,Lne),a=0,c="";for(let u=0;u<s.length;++u){let f=s[u],d=f.Type===zr.BRACKETS?zUe(f.Word):UUe(f.Word);r?f.Type===zr.RTL?(c=d+c,a=0):f.Type===zr.LTR?(c=nw(c,a,f.Word),a+=f.Word.length):(f.Type===zr.WEAK||f.Type===zr.BRACKETS)&&(f.Type===zr.WEAK&&s[u-1].Type===zr.BRACKETS?c=d+c:s[u-1].Type===zr.RTL?(c=d+c,a=0):s.length>u+1?s[u+1].Type===zr.RTL?(c=d+c,a=0):(c=nw(c,a,f.Word),a+=f.Word.length):c=nw(c,0,d)):f.Type===zr.RTL?c=nw(c,a,d):f.Type===zr.LTR?(c+=f.Word,a=c.length):(f.Type===zr.WEAK||f.Type===zr.BRACKETS)&&(u>0&&s[u-1].Type===zr.RTL?s.length>u+1?s[u+1].Type===zr.RTL?c=nw(c,a,d):(c+=f.Word,a=c.length):c+=f.Word:(c+=f.Word,a=c.length))}n+=c,i<t.length-1&&(n+=`
`)}return n}var dy=Um;var Une=Ii(Nne(),1);function qUe(){this.textureInfo=void 0,this.dimensions=void 0,this.billboard=void 0}function YUe(e,t,n){this.labelCollection=e,this.index=t,this.dimensions=n}var XUe=1.2,zne="ID_WHITE_PIXEL",O5=new H(4,4),KUe=new He(1,1,1,1);function JUe(e){let t=document.createElement("canvas");t.width=O5.x,t.height=O5.y;let n=t.getContext("2d");n.fillStyle="#fff",n.fillRect(0,0,t.width,t.height),e.addImage(zne,t)}var wu={};function ZUe(e,t,n,i,o,r,s){return wu.font=t,wu.fillColor=n,wu.strokeColor=i,wu.strokeWidth=o,wu.padding=Ts.PADDING,s===Sn.CENTER?wu.textBaseline="middle":s===Sn.TOP?wu.textBaseline="top":wu.textBaseline="bottom",wu.fill=r===Mo.FILL||r===Mo.FILL_AND_OUTLINE,wu.stroke=r===Mo.OUTLINE||r===Mo.FILL_AND_OUTLINE,wu.backgroundColor=U.BLACK,Dx(e,wu)}function B5(e,t){t.textureInfo=void 0,t.dimensions=void 0;let n=t.billboard;l(n)&&(n.show=!1,n.image=void 0,l(n._removeCallbackFunc)&&(n._removeCallbackFunc(),n._removeCallbackFunc=void 0),e._spareBillboards.push(n),t.billboard=void 0)}function QUe(e,t,n,i){i.index=e.addImageSync(t,n)}var $Ue=new Une.default;function e4e(e,t){let n=t._renderedText,i=$Ue.splitGraphemes(n),o=i.length,r=t._glyphs,s=r.length,a,c,u;if(t._relativeSize=t._fontSize/Ts.FONT_SIZE,o<s)for(c=o;c<s;++c)B5(e,r[c]);r.length=o;let f=t._showBackground&&n.split(`
`).join("").length>0,d=t._backgroundBillboard,p=e._backgroundBillboardCollection;f?(l(d)||(d=p.add({collection:e,image:zne,imageSubRegion:KUe}),t._backgroundBillboard=d),d.color=t._backgroundColor,d.show=t._show,d.position=t._position,d.eyeOffset=t._eyeOffset,d.pixelOffset=t._pixelOffset,d.horizontalOrigin=li.LEFT,d.verticalOrigin=t._verticalOrigin,d.heightReference=t._heightReference,d.scale=t.totalScale,d.pickPrimitive=t,d.id=t._id,d.translucencyByDistance=t._translucencyByDistance,d.pixelOffsetScaleByDistance=t._pixelOffsetScaleByDistance,d.scaleByDistance=t._scaleByDistance,d.distanceDisplayCondition=t._distanceDisplayCondition,d.disableDepthTestDistance=t._disableDepthTestDistance):l(d)&&(p.remove(d),t._backgroundBillboard=d=void 0);let g=e._glyphTextureCache;for(u=0;u<o;++u){let m=i[u],A=t._verticalOrigin,C=JSON.stringify([m,t._fontFamily,t._fontStyle,t._fontWeight,+A]),x=g[C];if(!l(x)){let b=`${t._fontStyle} ${t._fontWeight} ${Ts.FONT_SIZE}px ${t._fontFamily}`,E=ZUe(m,b,U.WHITE,U.WHITE,0,Mo.FILL,A);if(x=new YUe(e,-1,E.dimensions),g[C]=x,E.width>0&&E.height>0){let S=(0,Vne.default)(E,{cutoff:Ts.CUTOFF,radius:Ts.RADIUS}),D=E.getContext("2d"),v=E.width,O=E.height,R=D.getImageData(0,0,v,O);for(let M=0;M<v;M++)for(let L=0;L<O;L++){let _=L*v+M,T=S[_]*255,w=_*4;R.data[w+0]=T,R.data[w+1]=T,R.data[w+2]=T,R.data[w+3]=T}D.putImageData(R,0,0),m!==" "&&QUe(e._textureAtlas,C,E,x)}}if(a=r[u],l(a)?x.index===-1?B5(e,a):l(a.textureInfo)&&(a.textureInfo=void 0):(a=new qUe,r[u]=a),a.textureInfo=x,a.dimensions=x.dimensions,x.index!==-1){let b=a.billboard,E=e._spareBillboards;l(b)||(E.length>0?b=E.pop():(b=e._billboardCollection.add({collection:e}),b._labelDimensions=new H,b._labelTranslate=new H),a.billboard=b),b.show=t._show,b.position=t._position,b.eyeOffset=t._eyeOffset,b.pixelOffset=t._pixelOffset,b.horizontalOrigin=li.LEFT,b.verticalOrigin=t._verticalOrigin,b.heightReference=t._heightReference,b.scale=t.totalScale,b.pickPrimitive=t,b.id=t._id,b.image=C,b.translucencyByDistance=t._translucencyByDistance,b.pixelOffsetScaleByDistance=t._pixelOffsetScaleByDistance,b.scaleByDistance=t._scaleByDistance,b.distanceDisplayCondition=t._distanceDisplayCondition,b.disableDepthTestDistance=t._disableDepthTestDistance,b._batchIndex=t._batchIndex,b.outlineColor=t.outlineColor,t.style===Mo.FILL_AND_OUTLINE?(b.color=t._fillColor,b.outlineWidth=t.outlineWidth):t.style===Mo.FILL?(b.color=t._fillColor,b.outlineWidth=0):t.style===Mo.OUTLINE&&(b.color=U.TRANSPARENT,b.outlineWidth=t.outlineWidth)}}t._repositionAllGlyphs=!0}function kne(e,t,n){return t===li.CENTER?-e/2:t===li.RIGHT?-(e+n.x):n.x}var Qo=new H,t4e=new H;function n4e(e){let t=e._glyphs,n=e._renderedText,i,o,r=0,s=0,a=[],c=Number.NEGATIVE_INFINITY,u=0,f=1,d,p=t.length,g=e._backgroundBillboard,m=H.clone(l(g)?e._backgroundPadding:H.ZERO,t4e);for(m.x/=e._relativeSize,m.y/=e._relativeSize,d=0;d<p;++d)n.charAt(d)===`
`?(a.push(r),++f,r=0):(i=t[d],o=i.dimensions,u=Math.max(u,o.height-o.descent),c=Math.max(c,o.descent),r+=o.width-o.minx,d<p-1&&(r+=t[d+1].dimensions.minx),s=Math.max(s,r));a.push(r);let A=u+c,C=e.totalScale,x=e._horizontalOrigin,b=e._verticalOrigin,E=0,S=a[E],D=kne(S,x,m),v=(l(e._lineHeight)?e._lineHeight:XUe*e._fontSize)/e._relativeSize,O=v*(f-1),R=s,M=A+O;l(g)&&(R+=m.x*2,M+=m.y*2,g._labelHorizontalOrigin=x),Qo.x=D*C,Qo.y=0;let L=!0,_=0;for(d=0;d<p;++d)if(n.charAt(d)===`
`)++E,_+=v,S=a[E],D=kne(S,x,m),Qo.x=D*C,L=!0;else if(i=t[d],o=i.dimensions,b===Sn.TOP?(Qo.y=o.height-u-m.y,Qo.y+=Ts.PADDING):b===Sn.CENTER?Qo.y=(O+o.height-u)/2:b===Sn.BASELINE?(Qo.y=O,Qo.y-=Ts.PADDING):(Qo.y=O+c+m.y,Qo.y-=Ts.PADDING),Qo.y=(Qo.y-o.descent-_)*C,L&&(Qo.x-=Ts.PADDING*C,L=!1),l(i.billboard)&&(i.billboard._setTranslate(Qo),i.billboard._labelDimensions.x=R,i.billboard._labelDimensions.y=M,i.billboard._labelHorizontalOrigin=x),d<p-1){let T=t[d+1];Qo.x+=(o.width-o.minx+T.dimensions.minx)*C}if(l(g)&&n.split(`
`).join("").length>0&&(x===li.CENTER?D=-s/2-m.x:x===li.RIGHT?D=-(s+m.x*2):D=0,Qo.x=D*C,b===Sn.TOP?Qo.y=A-u-c:b===Sn.CENTER?Qo.y=(A-u)/2-c:b===Sn.BASELINE?Qo.y=-m.y-c:Qo.y=0,Qo.y=Qo.y*C,g.width=R,g.height=M,g._setTranslate(Qo),g._labelTranslate=H.clone(Qo,g._labelTranslate)),e.heightReference===Ue.CLAMP_TO_GROUND)for(d=0;d<p;++d){i=t[d];let T=i.billboard;l(T)&&(T._labelTranslate=H.clone(Qo,T._labelTranslate))}}function Hne(e,t){let n=t._glyphs;for(let i=0,o=n.length;i<o;++i)B5(e,n[i]);l(t._backgroundBillboard)&&(e._backgroundBillboardCollection.remove(t._backgroundBillboard),t._backgroundBillboard=void 0),t._labelCollection=void 0,l(t._removeCallbackFunc)&&t._removeCallbackFunc(),le(t)}function sh(e){e=y(e,y.EMPTY_OBJECT),this._scene=e.scene,this._batchTable=e.batchTable,this._textureAtlas=void 0,this._backgroundTextureAtlas=void 0,this._backgroundBillboardCollection=new Su({scene:this._scene}),this._backgroundBillboardCollection.destroyTextureAtlas=!1,this._billboardCollection=new Su({scene:this._scene,batchTable:this._batchTable}),this._billboardCollection.destroyTextureAtlas=!1,this._billboardCollection._sdf=!0,this._spareBillboards=[],this._glyphTextureCache={},this._labels=[],this._labelsToUpdate=[],this._totalGlyphCount=0,this._highlightColor=U.clone(U.WHITE),this.show=y(e.show,!0),this.modelMatrix=F.clone(y(e.modelMatrix,F.IDENTITY)),this.debugShowBoundingVolume=y(e.debugShowBoundingVolume,!1),this.blendOption=y(e.blendOption,To.OPAQUE_AND_TRANSLUCENT)}Object.defineProperties(sh.prototype,{length:{get:function(){return this._labels.length}}});sh.prototype.add=function(e){let t=new dy(e,this);return this._labels.push(t),this._labelsToUpdate.push(t),t};sh.prototype.remove=function(e){if(l(e)&&e._labelCollection===this){let t=this._labels.indexOf(e);if(t!==-1)return this._labels.splice(t,1),Hne(this,e),!0}return!1};sh.prototype.removeAll=function(){let e=this._labels;for(let t=0,n=e.length;t<n;++t)Hne(this,e[t]);e.length=0};sh.prototype.contains=function(e){return l(e)&&e._labelCollection===this};sh.prototype.get=function(e){return this._labels[e]};sh.prototype.update=function(e){if(!this.show)return;let t=this._billboardCollection,n=this._backgroundBillboardCollection;t.modelMatrix=this.modelMatrix,t.debugShowBoundingVolume=this.debugShowBoundingVolume,n.modelMatrix=this.modelMatrix,n.debugShowBoundingVolume=this.debugShowBoundingVolume;let i=e.context;l(this._textureAtlas)||(this._textureAtlas=new ly({context:i}),t.textureAtlas=this._textureAtlas),l(this._backgroundTextureAtlas)||(this._backgroundTextureAtlas=new ly({context:i,initialSize:O5}),n.textureAtlas=this._backgroundTextureAtlas,JUe(this._backgroundTextureAtlas));let o=this._labelsToUpdate.length;for(let s=0;s<o;++s){let a=this._labelsToUpdate[s];if(a.isDestroyed())continue;let c=a._glyphs.length;a._rebindAllGlyphs&&(e4e(this,a),a._rebindAllGlyphs=!1),a._repositionAllGlyphs&&(n4e(a),a._repositionAllGlyphs=!1);let u=a._glyphs.length-c;this._totalGlyphCount+=u}let r=n.length>0?To.TRANSLUCENT:this.blendOption;t.blendOption=r,n.blendOption=r,t._highlightColor=this._highlightColor,n._highlightColor=this._highlightColor,this._labelsToUpdate.length=0,n.update(e),t.update(e)};sh.prototype.isDestroyed=function(){return!1};sh.prototype.destroy=function(){return this.removeAll(),this._billboardCollection=this._billboardCollection.destroy(),this._textureAtlas=this._textureAtlas&&this._textureAtlas.destroy(),this._backgroundBillboardCollection=this._backgroundBillboardCollection.destroy(),this._backgroundTextureAtlas=this._backgroundTextureAtlas&&this._backgroundTextureAtlas.destroy(),le(this)};var zm=sh;var qL=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec3 position2DHigh;
attribute vec3 position2DLow;
attribute vec3 prevPosition3DHigh;
attribute vec3 prevPosition3DLow;
attribute vec3 prevPosition2DHigh;
attribute vec3 prevPosition2DLow;
attribute vec3 nextPosition3DHigh;
attribute vec3 nextPosition3DLow;
attribute vec3 nextPosition2DHigh;
attribute vec3 nextPosition2DLow;
attribute vec4 texCoordExpandAndBatchIndex;
varying vec2 v_st;
varying float v_width;
varying vec4 v_pickColor;
varying float v_polylineAngle;
void main()
{
float texCoord = texCoordExpandAndBatchIndex.x;
float expandDir = texCoordExpandAndBatchIndex.y;
bool usePrev = texCoordExpandAndBatchIndex.z < 0.0;
float batchTableIndex = texCoordExpandAndBatchIndex.w;
vec2 widthAndShow = batchTable_getWidthAndShow(batchTableIndex);
float width = widthAndShow.x + 0.5;
float show = widthAndShow.y;
if (width < 1.0)
{
show = 0.0;
}
vec4 pickColor = batchTable_getPickColor(batchTableIndex);
vec4 p, prev, next;
if (czm_morphTime == 1.0)
{
p = czm_translateRelativeToEye(position3DHigh.xyz, position3DLow.xyz);
prev = czm_translateRelativeToEye(prevPosition3DHigh.xyz, prevPosition3DLow.xyz);
next = czm_translateRelativeToEye(nextPosition3DHigh.xyz, nextPosition3DLow.xyz);
}
else if (czm_morphTime == 0.0)
{
p = czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy);
prev = czm_translateRelativeToEye(prevPosition2DHigh.zxy, prevPosition2DLow.zxy);
next = czm_translateRelativeToEye(nextPosition2DHigh.zxy, nextPosition2DLow.zxy);
}
else
{
p = czm_columbusViewMorph(
czm_translateRelativeToEye(position2DHigh.zxy, position2DLow.zxy),
czm_translateRelativeToEye(position3DHigh.xyz, position3DLow.xyz),
czm_morphTime);
prev = czm_columbusViewMorph(
czm_translateRelativeToEye(prevPosition2DHigh.zxy, prevPosition2DLow.zxy),
czm_translateRelativeToEye(prevPosition3DHigh.xyz, prevPosition3DLow.xyz),
czm_morphTime);
next = czm_columbusViewMorph(
czm_translateRelativeToEye(nextPosition2DHigh.zxy, nextPosition2DLow.zxy),
czm_translateRelativeToEye(nextPosition3DHigh.xyz, nextPosition3DLow.xyz),
czm_morphTime);
}
#ifdef DISTANCE_DISPLAY_CONDITION
vec3 centerHigh = batchTable_getCenterHigh(batchTableIndex);
vec4 centerLowAndRadius = batchTable_getCenterLowAndRadius(batchTableIndex);
vec3 centerLow = centerLowAndRadius.xyz;
float radius = centerLowAndRadius.w;
vec2 distanceDisplayCondition = batchTable_getDistanceDisplayCondition(batchTableIndex);
float lengthSq;
if (czm_sceneMode == czm_sceneMode2D)
{
lengthSq = czm_eyeHeight2D.y;
}
else
{
vec4 center = czm_translateRelativeToEye(centerHigh.xyz, centerLow.xyz);
lengthSq = max(0.0, dot(center.xyz, center.xyz) - radius * radius);
}
float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x;
float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y;
if (lengthSq < nearSq || lengthSq > farSq)
{
show = 0.0;
}
#endif
float polylineAngle;
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, polylineAngle);
gl_Position = czm_viewportOrthographic * positionWC * show;
v_st.s = texCoord;
v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);
v_width = width;
v_pickColor = pickColor;
v_polylineAngle = polylineAngle;
}
`;var cc={};cc.numberOfPoints=function(e,t,n){let i=h.distance(e,t);return Math.ceil(i/n)};cc.numberOfPointsRhumbLine=function(e,t,n){let i=Math.pow(e.longitude-t.longitude,2)+Math.pow(e.latitude-t.latitude,2);return Math.max(1,Math.ceil(Math.sqrt(i/(n*n))))};var i4e=new he;cc.extractHeights=function(e,t){let n=e.length,i=new Array(n);for(let o=0;o<n;o++){let r=e[o];i[o]=t.cartesianToCartographic(r,i4e).height}return i};var o4e=new F,r4e=new h,Gne=new h,s4e=new tn(h.UNIT_X,0),Wne=new h,a4e=new tn(h.UNIT_X,0),c4e=new h,l4e=new h,M5=[];function qne(e,t,n){let i=M5;i.length=e;let o;if(t===n){for(o=0;o<e;o++)i[o]=t;return i}let s=(n-t)/e;for(o=0;o<e;o++){let a=t+o*s;i[o]=a}return i}var XL=new he,YL=new he,B_=new h,L5=new h,u4e=new h,R5=new Af,iw=new ma;function f4e(e,t,n,i,o,r,s,a){let c=i.scaleToGeodeticSurface(e,L5),u=i.scaleToGeodeticSurface(t,u4e),f=cc.numberOfPoints(e,t,n),d=i.cartesianToCartographic(c,XL),p=i.cartesianToCartographic(u,YL),g=qne(f,o,r);R5.setEndPoints(d,p);let m=R5.surfaceDistance/f,A=a;d.height=o;let C=i.cartographicToCartesian(d,B_);h.pack(C,s,A),A+=3;for(let x=1;x<f;x++){let b=R5.interpolateUsingSurfaceDistance(x*m,YL);b.height=g[x],C=i.cartographicToCartesian(b,B_),h.pack(C,s,A),A+=3}return A}function d4e(e,t,n,i,o,r,s,a){let c=i.cartesianToCartographic(e,XL),u=i.cartesianToCartographic(t,YL),f=cc.numberOfPointsRhumbLine(c,u,n);c.height=0,u.height=0;let d=qne(f,o,r);iw.ellipsoid.equals(i)||(iw=new ma(void 0,void 0,i)),iw.setEndPoints(c,u);let p=iw.surfaceDistance/f,g=a;c.height=o;let m=i.cartographicToCartesian(c,B_);h.pack(m,s,g),g+=3;for(let A=1;A<f;A++){let C=iw.interpolateUsingSurfaceDistance(A*p,YL);C.height=d[A],m=i.cartographicToCartesian(C,B_),h.pack(m,s,g),g+=3}return g}cc.wrapLongitude=function(e,t){let n=[],i=[];if(l(e)&&e.length>0){t=y(t,F.IDENTITY);let o=F.inverseTransformation(t,o4e),r=F.multiplyByPoint(o,h.ZERO,r4e),s=h.normalize(F.multiplyByPointAsVector(o,h.UNIT_Y,Gne),Gne),a=tn.fromPointNormal(r,s,s4e),c=h.normalize(F.multiplyByPointAsVector(o,h.UNIT_X,Wne),Wne),u=tn.fromPointNormal(r,c,a4e),f=1;n.push(h.clone(e[0]));let d=n[0],p=e.length;for(let g=1;g<p;++g){let m=e[g];if(tn.getPointDistance(u,d)<0||tn.getPointDistance(u,m)<0){let A=qi.lineSegmentPlane(d,m,a,c4e);if(l(A)){let C=h.multiplyByScalar(s,5e-9,l4e);tn.getPointDistance(a,d)<0&&h.negate(C,C),n.push(h.add(A,C,new h)),i.push(f+1),h.negate(C,C),n.push(h.add(A,C,new h)),f=1}}n.push(h.clone(e[g])),f++,d=m}i.push(f)}return{positions:n,lengths:i}};cc.generateArc=function(e){l(e)||(e={});let t=e.positions,n=t.length,i=y(e.ellipsoid,ie.WGS84),o=y(e.height,0),r=Array.isArray(o);if(n<1)return[];if(n===1){let A=i.scaleToGeodeticSurface(t[0],L5);if(o=r?o[0]:o,o!==0){let C=i.geodeticSurfaceNormal(A,B_);h.multiplyByScalar(C,o,C),h.add(A,C,A)}return[A.x,A.y,A.z]}let s=e.minDistance;if(!l(s)){let A=y(e.granularity,I.RADIANS_PER_DEGREE);s=I.chordLength(A,i.maximumRadius)}let a=0,c;for(c=0;c<n-1;c++)a+=cc.numberOfPoints(t[c],t[c+1],s);let u=(a+1)*3,f=new Array(u),d=0;for(c=0;c<n-1;c++){let A=t[c],C=t[c+1],x=r?o[c]:o,b=r?o[c+1]:o;d=f4e(A,C,s,i,x,b,f,d)}M5.length=0;let p=t[n-1],g=i.cartesianToCartographic(p,XL);g.height=r?o[n-1]:o;let m=i.cartographicToCartesian(g,B_);return h.pack(m,f,u-3),f};var jne=new he,h4e=new he;cc.generateRhumbArc=function(e){l(e)||(e={});let t=e.positions,n=t.length,i=y(e.ellipsoid,ie.WGS84),o=y(e.height,0),r=Array.isArray(o);if(n<1)return[];if(n===1){let x=i.scaleToGeodeticSurface(t[0],L5);if(o=r?o[0]:o,o!==0){let b=i.geodeticSurfaceNormal(x,B_);h.multiplyByScalar(b,o,b),h.add(x,b,x)}return[x.x,x.y,x.z]}let s=y(e.granularity,I.RADIANS_PER_DEGREE),a=0,c,u=i.cartesianToCartographic(t[0],jne),f;for(c=0;c<n-1;c++)f=i.cartesianToCartographic(t[c+1],h4e),a+=cc.numberOfPointsRhumbLine(u,f,s),u=he.clone(f,jne);let d=(a+1)*3,p=new Array(d),g=0;for(c=0;c<n-1;c++){let x=t[c],b=t[c+1],E=r?o[c]:o,S=r?o[c+1]:o;g=d4e(x,b,s,i,E,S,p,g)}M5.length=0;let m=t[n-1],A=i.cartesianToCartographic(m,XL);A.height=r?o[n-1]:o;let C=i.cartographicToCartesian(A,B_);return h.pack(C,p,d-3),p};cc.generateCartesianArc=function(e){let t=cc.generateArc(
`,this.material.shaderSource,IC]}),r=t.getVertexShaderCallback()(qL),s=new Ve({defines:i,sources:[uu,r]});this.shaderProgram=jt.fromCache({context:e,vertexShaderSource:s,fragmentShaderSource:o,attributeLocations:qc})};function cie(e){return h.dot(h.UNIT_X,e._boundingVolume.center)<0||e._boundingVolume.intersectPlane(tn.ORIGIN_ZX_PLANE)===Xt.INTERSECTING}ah.prototype.getPolylinePositionsLength=function(e){let t;if(this.mode===ee.SCENE3D||!cie(e))return t=e._actualPositions.length,t*4-4;let n=0,i=e._segments.lengths;t=i.length;for(let o=0;o<t;++o)n+=i[o]*4-4;return n};var Jr=new h,Du=new h,vu=new h,JL=new h,P4e=new se,I4e=new H;ah.prototype.write=function(e,t,n,i,o,r,s,a){let c=this.mode,u=a.ellipsoid.maximumRadius*I.PI,f=this.polylines,d=f.length;for(let p=0;p<d;++p){let g=f[p],m=g.width,A=g.show&&m>0,C=g._index,x=this.getSegments(g,a),b=x.positions,E=x.lengths,S=b.length,D=g.getPickId(s).color,v=0,O=0,R;for(let z=0;z<S;++z){z===0?g._loop?R=b[S-2]:(R=JL,h.subtract(b[0],b[1],R),h.add(b[0],R,R)):R=b[z-1],h.clone(R,Du),h.clone(b[z],Jr),z===S-1?g._loop?R=b[1]:(R=JL,h.subtract(b[S-1],b[S-2],R),h.add(b[S-1],R,R)):R=b[z+1],h.clone(R,vu);let V=E[v];z===O+V&&(O+=V,++v);let G=z-O===0,k=z===O+E[v]-1;c===ee.SCENE2D&&(Du.z=0,Jr.z=0,vu.z=0),(c===ee.SCENE2D||c===ee.MORPHING)&&(G||k)&&u-Math.abs(Jr.x)<1&&((Jr.x<0&&Du.x>0||Jr.x>0&&Du.x<0)&&h.clone(Jr,Du),(Jr.x<0&&vu.x>0||Jr.x>0&&vu.x<0)&&h.clone(Jr,vu));let X=G?2:0,q=k?2:4;for(let Y=X;Y<q;++Y){Vn.writeElements(Jr,e,n),Vn.writeElements(Du,e,n+6),Vn.writeElements(vu,e,n+12);let W=Y-2<0?-1:1;t[o]=z/(S-1),t[o+1]=2*(Y%2)-1,t[o+2]=W,t[o+3]=C,n+=6*3,o+=4}}let M=P4e;M.x=U.floatToByte(D.red),M.y=U.floatToByte(D.green),M.z=U.floatToByte(D.blue),M.w=U.floatToByte(D.alpha);let L=I4e;L.x=m,L.y=A?1:0;let _=c===ee.SCENE2D?g._boundingVolume2D:g._boundingVolumeWC,T=Vn.fromCartesian(_.center,iie),w=T.high,P=se.fromElements(T.low.x,T.low.y,T.low.z,_.radius,oie),B=rie;B.x=0,B.y=Number.MAX_VALUE;let N=g.distanceDisplayCondition;l(N)&&(B.x=N.near,B.y=N.far),r.setBatchedAttribute(C,0,L),r.setBatchedAttribute(C,1,M),r.attributes.length>2&&(r.setBatchedAttribute(C,2,w),r.setBatchedAttribute(C,3,P),r.setBatchedAttribute(C,4,B))}};var O4e=new h,B4e=new h,R4e=new h,$ne=new h;ah.prototype.writeForMorph=function(e,t){let n=this.modelMatrix,i=this.polylines,o=i.length;for(let r=0;r<o;++r){let s=i[r],a=s._segments.positions,c=s._segments.lengths,u=a.length,f=0,d=0;for(let p=0;p<u;++p){let g;p===0?s._loop?g=a[u-2]:(g=$ne,h.subtract(a[0],a[1],g),h.add(a[0],g,g)):g=a[p-1],g=F.multiplyByPoint(n,g,B4e);let m=F.multiplyByPoint(n,a[p],O4e),A;p===u-1?s._loop?A=a[1]:(A=$ne,h.subtract(a[u-1],a[u-2],A),h.add(a[u-1],A,A)):A=a[p+1],A=F.multiplyByPoint(n,A,R4e);let C=c[f];p===d+C&&(d+=C,++f);let x=p-d===0,b=p===d+c[f]-1,E=x?2:0,S=b?2:4;for(let D=E;D<S;++D)Vn.writeElements(m,e,t),Vn.writeElements(g,e,t+6),Vn.writeElements(A,e,t+12),t+=6*3}}};var M4e=new Array(1);ah.prototype.updateIndices=function(e,t,n,i){let o=n.length-1,r=new F5(0,i,this);n[o].push(r);let s=0,a=e[e.length-1],c=0;a.length>0&&(c=a[a.length-1]+1);let u=this.polylines,f=u.length;for(let d=0;d<f;++d){let p=u[d];p._locatorBuckets=[];let g;if(this.mode===ee.SCENE3D){g=M4e;let A=p._actualPositions.length;if(A>0)g[0]=A;else continue}else g=p._segments.lengths;let m=g.length;if(m>0){let A=0;for(let C=0;C<m;++C){let x=g[C]-1;for(let b=0;b<x;++b)c+4>I.SIXTY_FOUR_KILOBYTES&&(p._locatorBuckets.push({locator:r,count:A}),A=0,t.push(4),a=[],e.push(a),c=0,r.count=s,s=0,i=0,r=new F5(0,0,this),n[++o]=[r]),a.push(c,c+2,c+1),a.push(c+1,c+2,c+3),A+=6,s+=6,i+=6,c+=4}p._locatorBuckets.push({locator:r,count:A}),c+4>I.SIXTY_FOUR_KILOBYTES&&(t.push(0),a=[],e.push(a),c=0,r.count=s,i=0,s=0,r=new F5(0,0,this),n[++o]=[r])}p._clean()}return r.count=s,i};ah.prototype.getPolylineStartIndex=function(e){let t=this.polylines,n=0,i=t.length;for(let o=0;o<i;++o){let r=t[o];if(r===e)break;n+=r._actualLength}return n};var vx={positions:void 0,lengths:void 0},eie=new Array(1),L4e=new h,F4e=new he;ah.prototype.getSegments=function(e,t){let n=e._actualPositions;if(this.mode===ee.SCENE3D)return eie[0]=n.lengt
attribute vec4 previousPosition;
attribute vec4 nextPosition;
attribute vec2 expandAndWidth;
attribute float a_batchId;
uniform mat4 u_modifiedModelView;
void main()
{
float expandDir = expandAndWidth.x;
float width = abs(expandAndWidth.y) + 0.5;
bool usePrev = expandAndWidth.y < 0.0;
vec4 p = u_modifiedModelView * currentPosition;
vec4 prev = u_modifiedModelView * previousPosition;
vec4 next = u_modifiedModelView * nextPosition;
float angle;
vec4 positionWC = getPolylineWindowCoordinatesEC(p, prev, next, expandDir, width, usePrev, angle);
gl_Position = czm_viewportOrthographic * positionWC;
}
`;function Mf(e){this._positions=e.positions,this._widths=e.widths,this._counts=e.counts,this._batchIds=e.batchIds,this._ellipsoid=y(e.ellipsoid,ie.WGS84),this._minimumHeight=e.minimumHeight,this._maximumHeight=e.maximumHeight,this._center=e.center,this._rectangle=e.rectangle,this._boundingVolume=e.boundingVolume,this._batchTable=e.batchTable,this._va=void 0,this._sp=void 0,this._rs=void 0,this._uniformMap=void 0,this._command=void 0,this._transferrableBatchIds=void 0,this._packedBuffer=void 0,this._keepDecodedPositions=e.keepDecodedPositions,this._decodedPositions=void 0,this._decodedPositionOffsets=void 0,this._currentPositions=void 0,this._previousPositions=void 0,this._nextPositions=void 0,this._expandAndWidth=void 0,this._vertexBatchIds=void 0,this._indices=void 0,this._constantColor=U.clone(U.WHITE),this._highlightColor=this._constantColor,this._trianglesLength=0,this._geometryByteLength=0,this._ready=!1,this._update=function(t,n){},this._readyPromise=pze(this),this._verticesPromise=void 0}Object.defineProperties(Mf.prototype,{trianglesLength:{get:function(){return this._trianglesLength}},geometryByteLength:{get:function(){return this._geometryByteLength}},readyPromise:{get:function(){return this._readyPromise}}});function nze(e){let t=e._rectangle,n=e._minimumHeight,i=e._maximumHeight,o=e._ellipsoid,r=e._center,s=2+ce.packedLength+ie.packedLength+h.packedLength,a=new Float64Array(s),c=0;return a[c++]=n,a[c++]=i,ce.pack(t,a,c),c+=ce.packedLength,ie.pack(o,a,c),c+=ie.packedLength,h.pack(r,a,c),a}var ize=new xi("createVectorTilePolylines",5),Px={previousPosition:0,currentPosition:1,nextPosition:2,expandAndWidth:3,a_batchId:4};function oze(e,t){if(!l(e._va)&&!l(e._verticesPromise)){let n=e._positions,i=e._widths,o=e._counts,r=e._transferrableBatchIds,s=e._packedBuffer;l(s)||(n=e._positions=n.slice(),i=e._widths=i.slice(),o=e._counts=o.slice(),r=e._transferrableBatchIds=e._batchIds.slice(),s=e._packedBuffer=nze(e));let a=[n.buffer,i.buffer,o.buffer,r.buffer,s.buffer],c={positions:n.buffer,widths:i.buffer,counts:o.buffer,batchIds:r.buffer,packedBuffer:s.buffer,keepDecodedPositions:e._keepDecodedPositions},u=e._verticesPromise=ize.scheduleTask(c,a);return l(u)?u.then(function(f){e._keepDecodedPositions&&(e._decodedPositions=new Float64Array(f.decodedPositions),e._decodedPositionOffsets=new Uint32Array(f.decodedPositionOffsets)),e._currentPositions=new Float32Array(f.currentPositions),e._previousPositions=new Float32Array(f.previousPositions),e._nextPositions=new Float32Array(f.nextPositions),e._expandAndWidth=new Float32Array(f.expandAndWidth),e._vertexBatchIds=new Uint16Array(f.batchIds);let d=f.indexDatatype;e._indices=d===Fe.UNSIGNED_SHORT?new Uint16Array(f.indices):new Uint32Array(f.indices),e._ready=!0}):void 0}}function rze(e,t){if(e._ready&&!l(e._va)){let n=e._currentPositions,i=e._previousPositions,o=e._nextPositions,r=e._expandAndWidth,s=e._vertexBatchIds,a=e._indices,c=i.byteLength+n.byteLength+o.byteLength;c+=r.byteLength+s.byteLength+a.byteLength,e._trianglesLength=a.length/3,e._geometryByteLength=c;let u=rt.createVertexBuffer({context:t,typedArray:i,usage:Le.STATIC_DRAW}),f=rt.createVertexBuffer({context:t,typedArray:n,usage:Le.STATIC_DRAW}),d=rt.createVertexBuffer({context:t,typedArray:o,usage:Le.STATIC_DRAW}),p=rt.createVertexBuffer({context:t,typedArray:r,usage:Le.STATIC_DRAW}),g=rt.createVertexBuffer({context:t,typedArray:s,usage:Le.STATIC_DRAW}),m=rt.createIndexBuffer({context:t,typedArray:a,usage:Le.STATIC_DRAW,indexDatatype:a.BYTES_PER_ELEMENT===2?Fe.UNSIGNED_SHORT:Fe.UNSIGNED_INT}),A=[{index:Px.previousPosition,vertexBuffer:u,componentDatatype:K.FLOAT,componentsPerAttribute:3},{index:Px.currentPosition,vertexBuffer:f,componentDatatype:K.FLOAT,componentsPerAttribute:3},{index:Px.nextPosition,vertexBuffer:d,componentDatatype:K.FLOAT,componentsPerAttribute:3},{index:Px.expandAndWidth,vertexBuffer:p,componentDatatype:K.FLOAT,componentsPerAttribute:2},{index:Px.a_batchId,vertexBuffer:g,componentDatatype:K.UNSIGNED_SHORT,componentsPerAttribute:1}];e._va=new Zn({context:t,attributes:A,indexBuffer:m}),e._po
void main()
{
gl_FragColor = u_highlightColor;
}
`;function lze(e,t){if(l(e._sp))return;let n=e._batchTable,i=n.getVertexShaderCallback(!1,"a_batchId",void 0)($L),o=n.getFragmentShaderCallback(!1,void 0,!1)(cze),r=new Ve({defines:["VECTOR_TILE",Lt.isInternetExplorer()?"":"CLIP_POLYLINE"],sources:[uu,i]}),s=new Ve({defines:["VECTOR_TILE"],sources:[o]});e._sp=jt.fromCache({context:t,vertexShaderSource:r,fragmentShaderSource:s,attributeLocations:Px})}function uze(e,t){if(!l(e._command)){let n=e._batchTable.getUniformMapCallback()(e._uniformMap);e._command=new Ze({owner:e,vertexArray:e._va,renderState:e._rs,shaderProgram:e._sp,uniformMap:n,boundingVolume:e._boundingVolume,pass:xe.TRANSLUCENT,pickId:e._batchTable.getPickId()})}t.commandList.push(e._command)}Mf.getPolylinePositions=function(e,t){let n=e._batchIds,i=e._decodedPositions,o=e._decodedPositionOffsets;if(!l(n)||!l(i))return;let r,s,a=n.length,c=0,u=0;for(r=0;r<a;++r)n[r]===t&&(c+=o[r+1]-o[r]);if(c===0)return;let f=new Float64Array(c*3);for(r=0;r<a;++r)if(n[r]===t){let d=o[r],p=o[r+1]-d;for(s=0;s<p;++s){let g=(d+s)*3;f[u++]=i[g],f[u++]=i[g+1],f[u++]=i[g+2]}}return f};Mf.prototype.getPositions=function(e){return Mf.getPolylinePositions(this,e)};Mf.prototype.createFeatures=function(e,t){let n=this._batchIds,i=n.length;for(let o=0;o<i;++o){let r=n[o];t[r]=new As(e,r)}};Mf.prototype.applyDebugSettings=function(e,t){this._highlightColor=e?t:this._constantColor};function fze(e,t){let n=e._batchIds,i=n.length;for(let o=0;o<i;++o){let r=n[o],s=t[r];s.show=!0,s.color=U.WHITE}}var dze=new U,hze=U.WHITE,mze=!0;Mf.prototype.applyStyle=function(e,t){if(!l(e)){fze(this,t);return}let n=this._batchIds,i=n.length;for(let o=0;o<i;++o){let r=n[o],s=t[r];s.color=l(e.color)?e.color.evaluateColor(s,dze):hze,s.show=l(e.show)?e.show.evaluate(s):mze}};function pze(e){return new Promise(function(t,n){e._update=function(i,o){let r=o.context,s=oze(i,r);if(sze(i,r),lze(i,r),aze(i),i._ready){let a=o.passes;(a.render||a.pick)&&uze(i,o)}!l(s)||s.then(function(){rze(i,r),t()}).catch(function(a){n(a)})}})}Mf.prototype.update=function(e){this._update(this,e)};Mf.prototype.isDestroyed=function(){return!1};Mf.prototype.destroy=function(){return this._va=this._va&&this._va.destroy(),this._sp=this._sp&&this._sp.destroy(),le(this)};var Ix=Mf;var eF=`attribute vec3 startEllipsoidNormal;
attribute vec3 endEllipsoidNormal;
attribute vec4 startPositionAndHeight;
attribute vec4 endPositionAndHeight;
attribute vec4 startFaceNormalAndVertexCorner;
attribute vec4 endFaceNormalAndHalfWidth;
attribute float a_batchId;
uniform mat4 u_modifiedModelView;
uniform vec2 u_minimumMaximumVectorHeights;
varying vec4 v_startPlaneEC;
varying vec4 v_endPlaneEC;
varying vec4 v_rightPlaneEC;
varying float v_halfWidth;
varying vec3 v_volumeUpEC;
void main()
{
float isEnd = floor(startFaceNormalAndVertexCorner.w * 0.251);
float isTop = floor(startFaceNormalAndVertexCorner.w * mix(0.51, 0.19, isEnd));
vec3 forward = endPositionAndHeight.xyz - startPositionAndHeight.xyz;
vec3 right = normalize(cross(forward, startEllipsoidNormal));
vec4 position = vec4(startPositionAndHeight.xyz, 1.0);
position.xyz += forward * isEnd;
v_volumeUpEC = czm_normal * normalize(cross(right, forward));
float offset;
vec3 ellipsoidNormal = mix(startEllipsoidNormal, endEllipsoidNormal, isEnd);
offset = mix(startPositionAndHeight.w, endPositionAndHeight.w, isEnd);
offset = mix(u_minimumMaximumVectorHeights.y, u_minimumMaximumVectorHeights.x, isTop) - offset;
position.xyz += offset * ellipsoidNormal;
position = u_modifiedModelView * position;
right = czm_normal * right;
vec3 scratchNormal = mix(-startFaceNormalAndVertexCorner.xyz, endFaceNormalAndHalfWidth.xyz, isEnd);
scratchNormal = cross(scratchNormal, mix(startEllipsoidNormal, endEllipsoidNormal, isEnd));
vec3 miterPushNormal = czm_normal * normalize(scratchNormal);
offset = 2.0 * endFaceNormalAndHalfWidth.w * max(0.0, czm_metersPerPixel(position));
offset = offset / dot(miterPushNormal, right);
position.xyz += miterPushNormal * (offset * sign(0.5 - mod(startFaceNormalAndVertexCorner.w, 2.0)));
gl_Position = czm_depthClamp(czm_projection * position);
position = u_modifiedModelView * vec4(startPositionAndHeight.xyz, 1.0);
vec3 startNormalEC = czm_normal * startFaceNormalAndVertexCorner.xyz;
v_startPlaneEC = vec4(startNormalEC, -dot(startNormalEC, position.xyz));
v_rightPlaneEC = vec4(right, -dot(right, position.xyz));
position = u_modifiedModelView * vec4(endPositionAndHeight.xyz, 1.0);
vec3 endNormalEC = czm_normal * endFaceNormalAndHalfWidth.xyz;
v_endPlaneEC = vec4(endNormalEC, -dot(endNormalEC, position.xyz));
v_halfWidth = endFaceNormalAndHalfWidth.w;
}
`;var tF=`#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
varying vec4 v_startPlaneEC;
varying vec4 v_endPlaneEC;
varying vec4 v_rightPlaneEC;
varying float v_halfWidth;
varying vec3 v_volumeUpEC;
uniform vec4 u_highlightColor;
void main()
{
float logDepthOrDepth = czm_branchFreeTernary(czm_sceneMode == czm_sceneMode2D, gl_FragCoord.z, czm_unpackDepth(texture2D(czm_globeDepthTexture, gl_FragCoord.xy / czm_viewport.zw)));
if (logDepthOrDepth == 0.0) {
#ifdef DEBUG_SHOW_VOLUME
gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5);
return;
#else // DEBUG_SHOW_VOLUME
discard;
#endif // DEBUG_SHOW_VOLUME
}
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
eyeCoordinate /= eyeCoordinate.w;
float halfMaxWidth = v_halfWidth * czm_metersPerPixel(eyeCoordinate);
halfMaxWidth += halfMaxWidth * (1.0 - dot(-normalize(eyeCoordinate.xyz), v_volumeUpEC));
float widthwiseDistance = czm_planeDistance(v_rightPlaneEC, eyeCoordinate.xyz);
float distanceFromStart = czm_planeDistance(v_startPlaneEC, eyeCoordinate.xyz);
float distanceFromEnd = czm_planeDistance(v_endPlaneEC, eyeCoordinate.xyz);
if (abs(widthwiseDistance) > halfMaxWidth || distanceFromStart < 0.0 || distanceFromEnd < 0.0) {
#ifdef DEBUG_SHOW_VOLUME
gl_FragColor = vec4(logDepthOrDepth, 0.0, 0.0, 0.5);
return;
#else // DEBUG_SHOW_VOLUME
discard;
#endif // DEBUG_SHOW_VOLUME
}
gl_FragColor = u_highlightColor;
czm_writeDepthClamp();
}
`;function Wm(e){this._positions=e.positions,this._widths=e.widths,this._counts=e.counts,this._batchIds=e.batchIds,this._ellipsoid=y(e.ellipsoid,ie.WGS84),this._minimumHeight=e.minimumHeight,this._maximumHeight=e.maximumHeight,this._center=e.center,this._rectangle=e.rectangle,this._batchTable=e.batchTable,this._va=void 0,this._sp=void 0,this._rs=void 0,this._uniformMap=void 0,this._command=void 0,this._transferrableBatchIds=void 0,this._packedBuffer=void 0,this._minimumMaximumVectorHeights=new H(oi._defaultMinTerrainHeight,oi._defaultMaxTerrainHeight),this._boundingVolume=pi.fromRectangle(e.rectangle,oi._defaultMinTerrainHeight,oi._defaultMaxTerrainHeight,this._ellipsoid),this._classificationType=e.classificationType,this._keepDecodedPositions=e.keepDecodedPositions,this._decodedPositions=void 0,this._decodedPositionOffsets=void 0,this._startEllipsoidNormals=void 0,this._endEllipsoidNormals=void 0,this._startPositionAndHeights=void 0,this._startFaceNormalAndVertexCornerIds=void 0,this._endPositionAndHeights=void 0,this._endFaceNormalAndHalfWidths=void 0,this._vertexBatchIds=void 0,this._indices=void 0,this._constantColor=U.clone(U.WHITE),this._highlightColor=this._constantColor,this._trianglesLength=0,this._geometryByteLength=0,this._ready=!1,this._update=function(t,n){},this._readyPromise=Pze(this),this._verticesPromise=void 0}Object.defineProperties(Wm.prototype,{trianglesLength:{get:function(){return this._trianglesLength}},geometryByteLength:{get:function(){return this._geometryByteLength}},readyPromise:{get:function(){return this._readyPromise}}});function _ze(e,t,n){let i=oi.getMinimumMaximumHeights(t,n),o=i.minimumTerrainHeight,r=i.maximumTerrainHeight,s=e._minimumMaximumVectorHeights;s.x=o,s.y=r;let a=e._boundingVolume,c=e._rectangle;pi.fromRectangle(c,o,r,n,a)}function gze(e){let t=e._rectangle,n=e._minimumHeight,i=e._maximumHeight,o=e._ellipsoid,r=e._center,s=2+ce.packedLength+ie.packedLength+h.packedLength,a=new Float64Array(s),c=0;return a[c++]=n,a[c++]=i,ce.pack(t,a,c),c+=ce.packedLength,ie.pack(o,a,c),c+=ie.packedLength,h.pack(r,a,c),a}var yze=new xi("createVectorTileClampedPolylines"),L_={startEllipsoidNormal:0,endEllipsoidNormal:1,startPositionAndHeight:2,endPositionAndHeight:3,startFaceNormalAndVertexCorner:4,endFaceNormalAndHalfWidth:5,a_batchId:6};function Aze(e,t){if(!l(e._va)&&!l(e._verticesPromise)){let n=e._positions,i=e._widths,o=e._counts,r=e._transferrableBatchIds,s=e._packedBuffer;l(s)||(n=e._positions=n.slice(),i=e._widths=i.slice(),o=e._counts=o.slice(),r=e._transferrableBatchIds=e._batchIds.slice(),s=e._packedBuffer=gze(e));let a=[n.buffer,i.buffer,o.buffer,r.buffer,s.buffer],c={positions:n.buffer,widths:i.buffer,counts:o.buffer,batchIds:r.buffer,packedBuffer:s.buffer,keepDecodedPositions:e._keepDecodedPositions},u=e._verticesPromise=yze.scheduleTask(c,a);return l(u)?u.then(function(f){e._keepDecodedPositions&&(e._decodedPositions=new Float64Array(f.decodedPositions),e._decodedPositionOffsets=new Uint32Array(f.decodedPositionOffsets)),e._startEllipsoidNormals=new Float32Array(f.startEllipsoidNormals),e._endEllipsoidNormals=new Float32Array(f.endEllipsoidNormals),e._startPositionAndHeights=new Float32Array(f.startPositionAndHeights),e._startFaceNormalAndVertexCornerIds=new Float32Array(f.startFaceNormalAndVertexCornerIds),e._endPositionAndHeights=new Float32Array(f.endPositionAndHeights),e._endFaceNormalAndHalfWidths=new Float32Array(f.endFaceNormalAndHalfWidths),e._vertexBatchIds=new Uint16Array(f.vertexBatchIds);let d=f.indexDatatype;e._indices=d===Fe.UNSIGNED_SHORT?new Uint16Array(f.indices):new Uint32Array(f.indices),e._ready=!0}):void 0}}function Cze(e,t){if(e._ready&&!l(e._va)){let n=e._startEllipsoidNormals,i=e._endEllipsoidNormals,o=e._startPositionAndHeights,r=e._endPositionAndHeights,s=e._startFaceNormalAndVertexCornerIds,a=e._endFaceNormalAndHalfWidths,c=e._vertexBatchIds,u=e._indices,f=n.byteLength+i.byteLength;f+=o.byteLength+r.byteLength,f+=s.byteLength+a.byteLength,f+=c.byteLength+u.byteLength,e._trianglesLength=u.length/3,e._geometryByteLength=f;let d=rt.createVertexBuffer({c
Geometric error: ${e.geometricError}`,o++),t.debugShowRenderingStatistics&&(i+=`
Commands: ${e.commandsLength}`,o++,e.content.pointsLength>0&&(i+=`
Points: ${e.content.pointsLength}`,o++),e.content.trianglesLength>0&&(i+=`
Triangles: ${e.content.trianglesLength}`,o++),i+=`
Features: ${e.content.featuresLength}`,o++),t.debugShowMemoryUsage&&(i+=`
Texture Memory: ${Eoe(e.content.texturesByteLength)}`,i+=`
Geometry Memory: ${Eoe(e.content.geometryByteLength)}`,o+=2),t.debugShowUrl)if(e.hasMultipleContents){i+=`
Urls:`;let s=e.content.innerContentUrls;for(let a=0;a<s.length;a++)i+=`
- ${s[a]}`;o+=s.length}else i+=`
Url: ${e._contentHeader.uri}`,o++;let r={text:i.substring(1),position:n,font:`${19-o}px sans-serif`,showBackground:!0,disableDepthTestDistance:Number.POSITIVE_INFINITY};return t._tileDebugLabels.add(r)}function I8e(e,t){let n,i,o=e._selectedTiles,r=o.length,s=e._emptyTiles,a=s.length;if(e._tileDebugLabels.removeAll(),e.debugPickedTileLabelOnly){if(l(e.debugPickedTile)){let c=l(e.debugPickPosition)?e.debugPickPosition:T6(e.debugPickedTile),u=E6(e.debugPickedTile,e,c);u.pixelOffset=new H(15,-15)}}else{for(n=0;n<r;++n)i=o[n],E6(i,e,T6(i));for(n=0;n<a;++n)i=s[n],(i.hasTilesetContent||i.hasImplicitContent)&&E6(i,e,T6(i))}e._tileDebugLabels.update(t)}function O8e(e,t,n){e._styleEngine.applyStyle(e),e._styleApplied=!0;let i=n.isRender,o=e._statistics,r=t.commandList,s=r.length,a=e._selectedTiles,c=a.length,u=e._emptyTiles,f=u.length,d=e.tileVisible,p,g,m=e._skipLevelOfDetail&&e._hasMixedContent&&t.context.stencilBuffer&&c>0;e._backfaceCommands.length=0,m&&(l(e._stencilClearCommand)||(e._stencilClearCommand=new ei({stencil:0,pass:xe.CESIUM_3D_TILE,renderState:Ne.fromCache({stencilMask:wt.SKIP_LOD_MASK})})),r.push(e._stencilClearCommand));let A=r.length;for(p=0;p<c;++p)g=a[p],i&&d.raiseEvent(g),g.update(e,t,n),o.incrementSelectionCounts(g.content),++o.selected;for(p=0;p<f;++p)g=u[p],g.update(e,t,n);let C=r.length-A;if(e._backfaceCommands.trim(),m){let x=e._backfaceCommands.values,b=x.length;for(r.length+=b,p=C-1;p>=0;--p)r[A+b+p]=r[A+p];for(p=0;p<b;++p)r[A+p]=x[p]}C=r.length-s,o.numberOfCommands=C,i&&e.pointCloudShading.attenuation&&e.pointCloudShading.eyeDomeLighting&&C>0&&e._pointCloudEyeDomeLighting.update(t,s,e.pointCloudShading,e.boundingSphere),i&&(e.debugShowGeometricError||e.debugShowRenderingStatistics||e.debugShowMemoryUsage||e.debugShowUrl?(l(e._tileDebugLabels)||(e._tileDebugLabels=new zm),I8e(e,t)):e._tileDebugLabels=e._tileDebugLabels&&e._tileDebugLabels.destroy())}var boe=[];function B8e(e,t){let n=t,i=boe;for(i.push(t);i.length>0;){t=i.pop();let o=t.children,r=o.length;for(let s=0;s<r;++s)i.push(o[s]);t!==n&&(R8e(e,t),--e._statistics.numberOfTilesTotal)}n.children=[]}function Soe(e,t){e.tileUnload.raiseEvent(t),e._statistics.decrementLoadCounts(t.content),--e._statistics.numberOfTilesWithContentReady,t.unloadContent()}function R8e(e,t){e._cache.unloadTile(e,t,Soe),t.destroy()}Ss.prototype.trimLoadedTiles=function(){this._cache.trim()};function M8e(e,t){let n=e._statistics,i=e._statisticsLast,o=n.numberOfPendingRequests,r=n.numberOfTilesProcessing,s=i.numberOfPendingRequests,a=i.numberOfTilesProcessing;W_.clone(n,i);let c=o!==s||r!==a;c&&t.afterRender.push(function(){e.loadProgress.raiseEvent(o,r)}),e._tilesLoaded=n.numberOfPendingRequests===0&&n.numberOfTilesProcessing===0&&n.numberOfAttemptedRequests===0,c&&e._tilesLoaded&&(t.afterRender.push(function(){e.allTilesLoaded.raiseEvent()}),e._initialTilesLoaded||(e._initialTilesLoaded=!0,t.afterRender.push(function(){e.initialTilesLoaded.raiseEvent()})))}function L8e(e){e._heatmap.resetMinimumMaximum(),e._minimumPriority.depth=Number.MAX_VALUE,e._maximumPriority.depth=-Number.MAX_VALUE,e._minimumPriority.foveatedFactor=Number.MAX_VALUE,e._maximumPriority.foveatedFactor=-Number.MAX_VALUE,e._minimumPriority.distance=Number.MAX_VALUE,e._maximumPriority.distance=-Number.MAX_VALUE,e._minimumPriority.reverseScreenSpaceError=Number.MAX_VALUE,e._maximumPriority.reverseScreenSpaceError=-Number.MAX_VALUE}function F8e(e,t){(t.frameNumber!==e._updatedModelMatrixFrame||!l(e._previousModelMatrix))&&(e._updatedModelMatrixFrame=t.frameNumber,e._modelMatrixChanged=!F.equals(e.modelMatrix,e._previousModelMatrix),e._modelMatrixChanged&&(e._previousModelMatrix=F.clone(e.modelMatrix,e._previousModelMatrix)))}function N8e(e,t,n,i){if(t.mode===ee.MORPHING||!e.ready)return!1;let o=e._statistics;o.clear();let r=i.isRender;++e._updatedVisibilityFrame,L8e(e),F8e(e,t),e._cullRequestsWhileMoving=e.cullRequestsWhileMoving&&!e._modelMatrixChanged;let s=i.traversal.selectTiles(e,t);if(i.requestTiles&&E8e(e),O8e(e,t,i),W_.clone(o,n),r){let a=e._credits;if(l(a)&&o.selected!==0){let c=a.length;for(let
varying vec4 v_outlineColor;
varying float v_innerPercent;
varying float v_pixelDistance;
varying vec4 v_pickColor;
void main()
{
float distanceToCenter = length(gl_PointCoord - vec2(0.5));
float maxDistance = max(0.0, 0.5 - v_pixelDistance);
float wholeAlpha = 1.0 - smoothstep(maxDistance, 0.5, distanceToCenter);
float innerAlpha = 1.0 - smoothstep(maxDistance * v_innerPercent, 0.5 * v_innerPercent, distanceToCenter);
vec4 color = mix(v_outlineColor, v_color, innerAlpha);
color.a *= wholeAlpha;
#if !defined(OPAQUE) && !defined(TRANSLUCENT)
if (color.a < 0.005)
{
discard;
}
#else
#ifdef OPAQUE
if (color.a < 0.995)
{
discard;
}
#else
if (color.a >= 0.995)
{
discard;
}
#endif
#endif
gl_FragColor = czm_gammaCorrect(color);
czm_writeLogDepth();
}
`;var XF=`uniform float u_maxTotalPointSize;
attribute vec4 positionHighAndSize;
attribute vec4 positionLowAndOutline;
attribute vec4 compressedAttribute0;
attribute vec4 compressedAttribute1;
attribute vec4 scaleByDistance;
attribute vec3 distanceDisplayConditionAndDisableDepth;
varying vec4 v_color;
varying vec4 v_outlineColor;
varying float v_innerPercent;
varying float v_pixelDistance;
varying vec4 v_pickColor;
const float SHIFT_LEFT8 = 256.0;
const float SHIFT_RIGHT8 = 1.0 / 256.0;
void main()
{
vec3 positionHigh = positionHighAndSize.xyz;
vec3 positionLow = positionLowAndOutline.xyz;
float outlineWidthBothSides = 2.0 * positionLowAndOutline.w;
float totalSize = positionHighAndSize.w + outlineWidthBothSides;
float outlinePercent = outlineWidthBothSides / totalSize;
totalSize *= czm_pixelRatio;
totalSize += 3.0;
float temp = compressedAttribute1.x * SHIFT_RIGHT8;
float show = floor(temp);
#ifdef EYE_DISTANCE_TRANSLUCENCY
vec4 translucencyByDistance;
translucencyByDistance.x = compressedAttribute1.z;
translucencyByDistance.z = compressedAttribute1.w;
translucencyByDistance.y = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
temp = compressedAttribute1.y * SHIFT_RIGHT8;
translucencyByDistance.w = ((temp - floor(temp)) * SHIFT_LEFT8) / 255.0;
#endif
vec4 color;
vec4 outlineColor;
vec4 pickColor;
temp = compressedAttribute0.z * SHIFT_RIGHT8;
pickColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
pickColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
pickColor.r = floor(temp);
temp = compressedAttribute0.x * SHIFT_RIGHT8;
color.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
color.g = (temp - floor(temp)) * SHIFT_LEFT8;
color.r = floor(temp);
temp = compressedAttribute0.y * SHIFT_RIGHT8;
outlineColor.b = (temp - floor(temp)) * SHIFT_LEFT8;
temp = floor(temp) * SHIFT_RIGHT8;
outlineColor.g = (temp - floor(temp)) * SHIFT_LEFT8;
outlineColor.r = floor(temp);
temp = compressedAttribute0.w * SHIFT_RIGHT8;
pickColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
pickColor = pickColor / 255.0;
temp = floor(temp) * SHIFT_RIGHT8;
outlineColor.a = (temp - floor(temp)) * SHIFT_LEFT8;
outlineColor /= 255.0;
color.a = floor(temp);
color /= 255.0;
vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
vec4 positionEC = czm_modelViewRelativeToEye * p;
#if defined(EYE_DISTANCE_SCALING) || defined(EYE_DISTANCE_TRANSLUCENCY) || defined(DISTANCE_DISPLAY_CONDITION) || defined(DISABLE_DEPTH_DISTANCE)
float lengthSq;
if (czm_sceneMode == czm_sceneMode2D)
{
lengthSq = czm_eyeHeight2D.y;
}
else
{
lengthSq = dot(positionEC.xyz, positionEC.xyz);
}
#endif
#ifdef EYE_DISTANCE_SCALING
totalSize *= czm_nearFarScalar(scaleByDistance, lengthSq);
#endif
totalSize = min(totalSize, u_maxTotalPointSize);
if (totalSize < 1.0)
{
positionEC.xyz = vec3(0.0);
totalSize = 1.0;
}
float translucency = 1.0;
#ifdef EYE_DISTANCE_TRANSLUCENCY
translucency = czm_nearFarScalar(translucencyByDistance, lengthSq);
if (translucency < 0.004)
{
positionEC.xyz = vec3(0.0);
}
#endif
#ifdef DISTANCE_DISPLAY_CONDITION
float nearSq = distanceDisplayConditionAndDisableDepth.x;
float farSq = distanceDisplayConditionAndDisableDepth.y;
if (lengthSq < nearSq || lengthSq > farSq) {
positionEC.xyz = vec3(0.0, 0.0, 1.0);
}
#endif
gl_Position = czm_projection * positionEC;
czm_vertexLogDepth();
#ifdef DISABLE_DEPTH_DISTANCE
float disableDepthTestDistance = distanceDisplayConditionAndDisableDepth.z;
if (disableDepthTestDistance == 0.0 && czm_minimumDisableDepthTestDistance != 0.0)
{
disableDepthTestDistance = czm_minimumDisableDepthTestDistance;
}
if (disableDepthTestDistance != 0.0)
{
float zclip = gl_Position.z / gl_Position.w;
bool clipped = (zclip < -1.0 || zclip > 1.0);
if (!clipped && (disableDepthTestDistance < 0.0 || (lengthSq > 0.0 && lengthSq < disableDepthTestDistance)))
{
gl_Position.z = -gl_Position.w;
#ifdef LOG_DEPTH
czm_vertexLogDepth(vec4(czm_currentFrustum.x));
#endif
}
}
#endif
v_color = color;
v_color.a *= translucency * show;
v_outlineColor = outlineColor;
v_outlineColor.a *= translucency * show;
v_innerPercent = 1.0 - outlinePercent;
v_pixelDistance = 2.0 / totalSize;
gl_PointSize = totalSize * show;
gl_Position *= show;
v_pickColor = pickColor;
}
`;var j5e=vs.SHOW_INDEX,z6=vs.POSITION_INDEX,Tre=vs.COLOR_INDEX,q5e=vs.OUTLINE_COLOR_INDEX,Y5e=vs.OUTLINE_WIDTH_INDEX,X5e=vs.PIXEL_SIZE_INDEX,Ere=vs.SCALE_BY_DISTANCE_INDEX,bre=vs.TRANSLUCENCY_BY_DISTANCE_INDEX,Sre=vs.DISTANCE_DISPLAY_CONDITION_INDEX,K5e=vs.DISABLE_DEPTH_DISTANCE_INDEX,H6=vs.NUMBER_OF_PROPERTIES,wa={positionHighAndSize:0,positionLowAndOutline:1,compressedAttribute0:2,compressedAttribute1:3,scaleByDistance:4,distanceDisplayConditionAndDisableDepth:5};function Fu(e){e=y(e,y.EMPTY_OBJECT),this._sp=void 0,this._spTranslucent=void 0,this._rsOpaque=void 0,this._rsTranslucent=void 0,this._vaf=void 0,this._pointPrimitives=[],this._pointPrimitivesToUpdate=[],this._pointPrimitivesToUpdateIndex=0,this._pointPrimitivesRemoved=!1,this._createVertexArray=!1,this._shaderScaleByDistance=!1,this._compiledShaderScaleByDistance=!1,this._shaderTranslucencyByDistance=!1,this._compiledShaderTranslucencyByDistance=!1,this._shaderDistanceDisplayCondition=!1,this._compiledShaderDistanceDisplayCondition=!1,this._shaderDisableDepthDistance=!1,this._compiledShaderDisableDepthDistance=!1,this._propertiesChanged=new Uint32Array(H6),this._maxPixelSize=1,this._baseVolume=new re,this._baseVolumeWC=new re,this._baseVolume2D=new re,this._boundingVolume=new re,this._boundingVolumeDirty=!1,this._colorCommands=[],this.show=y(e.show,!0),this.modelMatrix=F.clone(y(e.modelMatrix,F.IDENTITY)),this._modelMatrix=F.clone(F.IDENTITY),this.debugShowBoundingVolume=y(e.debugShowBoundingVolume,!1),this.blendOption=y(e.blendOption,To.OPAQUE_AND_TRANSLUCENT),this._blendOption=void 0,this._mode=ee.SCENE3D,this._maxTotalPointSize=1,this._buffersUsage=[Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW,Le.STATIC_DRAW];let t=this;this._uniforms={u_maxTotalPointSize:function(){return t._maxTotalPointSize}}}Object.defineProperties(Fu.prototype,{length:{get:function(){return G6(this),this._pointPrimitives.length}}});function wre(e){let t=e.length;for(let n=0;n<t;++n)e[n]&&e[n]._destroy()}Fu.prototype.add=function(e){let t=new vs(e,this);return t._index=this._pointPrimitives.length,this._pointPrimitives.push(t),this._createVertexArray=!0,t};Fu.prototype.remove=function(e){return this.contains(e)?(this._pointPrimitives[e._index]=null,this._pointPrimitivesRemoved=!0,this._createVertexArray=!0,e._destroy(),!0):!1};Fu.prototype.removeAll=function(){wre(this._pointPrimitives),this._pointPrimitives=[],this._pointPrimitivesToUpdate=[],this._pointPrimitivesToUpdateIndex=0,this._pointPrimitivesRemoved=!1,this._createVertexArray=!0};function G6(e){if(e._pointPrimitivesRemoved){e._pointPrimitivesRemoved=!1;let t=[],n=e._pointPrimitives,i=n.length;for(let o=0,r=0;o<i;++o){let s=n[o];s&&(s._index=r++,t.push(s))}e._pointPrimitives=t}}Fu.prototype._updatePointPrimitive=function(e,t){e._dirty||(this._pointPrimitivesToUpdate[this._pointPrimitivesToUpdateIndex++]=e),++this._propertiesChanged[t]};Fu.prototype.contains=function(e){return l(e)&&e._pointPrimitiveCollection===this};Fu.prototype.get=function(e){return G6(this),this._pointPrimitives[e]};Fu.prototype.computeNewBuffersUsage=function(){let e=this._buffersUsage,t=!1,n=this._propertiesChanged;for(let i=0;i<H6;++i){let o=n[i]===0?Le.STATIC_DRAW:Le.STREAM_DRAW;t=t||e[i]!==o,e[i]=o}return t};function J5e(e,t,n){return new P_(e,[{index:wa.positionHighAndSize,componentsPerAttribute:4,componentDatatype:K.FLOAT,usage:n[z6]},{index:wa.positionLowAndShow,componentsPerAttribute:4,componentDatatype:K.FLOAT,usage:n[z6]},{index:wa.compressedAttribute0,componentsPerAttribute:4,componentDatatype:K.FLOAT,usage:n[Tre]},{index:wa.compressedAttribute1,componentsPerAttribute:4,componentDatatype:K.FLOAT,usage:n[bre]},{index:wa.scaleByDistance,componentsPerAttribute:4,componentDatatype:K.FLOAT,usage:n[Ere]},{index:wa.distanceDisplayConditionAndDisableDepth,componentsPerAttribute:3,componentDatatype:K.FLOAT,usage:n[Sre]}],t)}var V6=new Vn;function Dre(e,t,n,i){let o=i._index,r=i._getActualPosition();e._mode===ee.SCENE3D&&(re.expand(e._baseVolume,r,e._baseVolume),e._boundingVolume
attribute vec2 textureCoordinates;
varying vec2 v_textureCoordinates;
void main()
{
gl_Position = position;
v_textureCoordinates = textureCoordinates;
}
`;function K3(e){this._context=e}var RD,fZe=new Ze({primitiveType:Oe.TRIANGLES}),dZe=new ei({color:new U(0,0,0,0)});function hZe(e,t){return new Xs({context:e,colorTextures:[t],destroyAttachments:!1})}function mZe(e,t){return jt.fromCache({context:e,vertexShaderSource:cE,fragmentShaderSource:t,attributeLocations:{position:0,textureCoordinates:1}})}function pZe(e,t){return(!l(RD)||RD.viewport.width!==e||RD.viewport.height!==t)&&(RD=Ne.fromCache({viewport:new He(0,0,e,t)})),RD}K3.prototype.execute=function(e){l(e.preExecute)&&e.preExecute(e);let t=e.outputTexture,n=t.width,i=t.height,o=this._context,r=l(e.vertexArray)?e.vertexArray:o.getViewportQuadVertexArray(),s=l(e.shaderProgram)?e.shaderProgram:mZe(o,e.fragmentShaderSource),a=hZe(o,t),c=pZe(n,i),u=e.uniformMap,f=dZe;f.framebuffer=a,f.renderState=c,f.execute(o);let d=fZe;d.vertexArray=r,d.renderState=c,d.shaderProgram=s,d.uniformMap=u,d.framebuffer=a,d.execute(o),a.destroy(),e.persists||(s.destroy(),l(e.vertexArray)&&r.destroy()),l(e.postExecute)&&e.postExecute(t)};K3.prototype.isDestroyed=function(){return!1};K3.prototype.destroy=function(){return le(this)};var J3=K3;function _Ze(e){this.context=e,this.framebuffer=void 0,this.blendingEnabled=void 0,this.scissorTest=void 0,this.viewport=void 0}var yc=_Ze;function ud(e){this._context=e,this._shaders={},this._numberOfShaders=0,this._shadersToRelease={}}Object.defineProperties(ud.prototype,{numberOfShaders:{get:function(){return this._numberOfShaders}}});ud.prototype.replaceShaderProgram=function(e){return l(e.shaderProgram)&&e.shaderProgram.destroy(),this.getShaderProgram(e)};function gZe(e){let t=Object.keys(e).sort();return JSON.stringify(e,t)}ud.prototype.getShaderProgram=function(e){let t=e.vertexShaderSource,n=e.fragmentShaderSource,i=e.attributeLocations;typeof t=="string"&&(t=new Ve({sources:[t]})),typeof n=="string"&&(n=new Ve({sources:[n]}));let o=t.getCacheKey(),r=n.getCacheKey(),s=l(i)?gZe(i):"",a=`${o}:${r}:${s}`,c;if(l(this._shaders[a]))c=this._shaders[a],delete this._shadersToRelease[a];else{let u=this._context,f=t.createCombinedVertexShader(u),d=n.createCombinedFragmentShader(u),p=new jt({gl:u._gl,logShaderCompilation:u.logShaderCompilation,debugShaders:u.debugShaders,vertexShaderSource:t,vertexShaderText:f,fragmentShaderSource:n,fragmentShaderText:d,attributeLocations:i});c={cache:this,shaderProgram:p,keyword:a,derivedKeywords:[],count:0},p._cachedShader=c,this._shaders[a]=c,++this._numberOfShaders}return++c.count,c.shaderProgram};ud.prototype.replaceDerivedShaderProgram=function(e,t,n){let i=e._cachedShader,o=t+i.keyword,r=this._shaders[o];if(l(r)){m7(this,r);let s=i.derivedKeywords.indexOf(t);s>-1&&i.derivedKeywords.splice(s,1)}return this.createDerivedShaderProgram(e,t,n)};ud.prototype.getDerivedShaderProgram=function(e,t){let n=e._cachedShader,i=t+n.keyword,o=this._shaders[i];if(!!l(o))return o.shaderProgram};ud.prototype.createDerivedShaderProgram=function(e,t,n){let i=e._cachedShader,o=t+i.keyword,r=n.vertexShaderSource,s=n.fragmentShaderSource,a=n.attributeLocations;typeof r=="string"&&(r=new Ve({sources:[r]})),typeof s=="string"&&(s=new Ve({sources:[s]}));let c=this._context,u=r.createCombinedVertexShader(c),f=s.createCombinedFragmentShader(c),d=new jt({gl:c._gl,logShaderCompilation:c.logShaderCompilation,debugShaders:c.debugShaders,vertexShaderSource:r,vertexShaderText:u,fragmentShaderSource:s,fragmentShaderText:f,attributeLocations:a}),p={cache:this,shaderProgram:d,keyword:o,derivedKeywords:[],count:0};return i.derivedKeywords.push(t),d._cachedShader=p,this._shaders[o]=p,d};function m7(e,t){let n=t.derivedKeywords,i=n.length;for(let o=0;o<i;++o){let r=n[o]+t.keyword,s=e._shaders[r];m7(e,s)}delete e._shaders[t.keyword],t.shaderProgram.finalDestroy()}ud.prototype.destroyReleasedShaderPrograms=function(){let e=this._shadersToRelease;for(let t in e)if(e.hasOwnProperty(t)){let n=e[t];m7(this,n),--this._numberOfShaders}this._shadersToRelease={}};ud.prototype.releaseShaderProgram=function(e){if(l(e)){let t=e._cachedShader;t&&--t.count===0&&(this._shadersToRelease[t.keyword]=t)}};ud.prototype.isDestroye
${o}`),t}var mp=w$e;function lk(e,t,n,i,o,r,s){this.provider=e,this.message=t,this.x=n,this.y=i,this.level=o,this.timesRetried=y(r,0),this.retry=!1,this.error=s}lk.reportError=function(e,t,n,i,o,r,s,a){let c=e;return l(e)?(c.provider=t,c.message=i,c.x=o,c.y=r,c.level=s,c.retry=!1,c.error=a,++c.timesRetried):c=new lk(t,i,o,r,s,0,a),n.numberOfListeners>0?n.raiseEvent(c):console.log(`An error occurred in "${t.constructor.name}": ${mp(i)}`),c};lk.reportSuccess=function(e){l(e)&&(e.timesRetried=-1)};var Wn=lk;function Lg(e){if(e=y(e,y.EMPTY_OBJECT),this._ellipsoid=y(e.ellipsoid,ie.WGS84),this._numberOfLevelZeroTilesX=y(e.numberOfLevelZeroTilesX,1),this._numberOfLevelZeroTilesY=y(e.numberOfLevelZeroTilesY,1),this._projection=new Vi(this._ellipsoid),l(e.rectangleSouthwestInMeters)&&l(e.rectangleNortheastInMeters))this._rectangleSouthwestInMeters=e.rectangleSouthwestInMeters,this._rectangleNortheastInMeters=e.rectangleNortheastInMeters;else{let i=this._ellipsoid.maximumRadius*Math.PI;this._rectangleSouthwestInMeters=new H(-i,-i),this._rectangleNortheastInMeters=new H(i,i)}let t=this._projection.unproject(this._rectangleSouthwestInMeters),n=this._projection.unproject(this._rectangleNortheastInMeters);this._rectangle=new ce(t.longitude,t.latitude,n.longitude,n.latitude)}Object.defineProperties(Lg.prototype,{ellipsoid:{get:function(){return this._ellipsoid}},rectangle:{get:function(){return this._rectangle}},projection:{get:function(){return this._projection}}});Lg.prototype.getNumberOfXTilesAtLevel=function(e){return this._numberOfLevelZeroTilesX<<e};Lg.prototype.getNumberOfYTilesAtLevel=function(e){return this._numberOfLevelZeroTilesY<<e};Lg.prototype.rectangleToNativeRectangle=function(e,t){let n=this._projection,i=n.project(ce.southwest(e)),o=n.project(ce.northeast(e));return l(t)?(t.west=i.x,t.south=i.y,t.east=o.x,t.north=o.y,t):new ce(i.x,i.y,o.x,o.y)};Lg.prototype.tileXYToNativeRectangle=function(e,t,n,i){let o=this.getNumberOfXTilesAtLevel(n),r=this.getNumberOfYTilesAtLevel(n),s=(this._rectangleNortheastInMeters.x-this._rectangleSouthwestInMeters.x)/o,a=this._rectangleSouthwestInMeters.x+e*s,c=this._rectangleSouthwestInMeters.x+(e+1)*s,u=(this._rectangleNortheastInMeters.y-this._rectangleSouthwestInMeters.y)/r,f=this._rectangleNortheastInMeters.y-t*u,d=this._rectangleNortheastInMeters.y-(t+1)*u;return l(i)?(i.west=a,i.south=d,i.east=c,i.north=f,i):new ce(a,d,c,f)};Lg.prototype.tileXYToRectangle=function(e,t,n,i){let o=this.tileXYToNativeRectangle(e,t,n,i),r=this._projection,s=r.unproject(new H(o.west,o.south)),a=r.unproject(new H(o.east,o.north));return o.west=s.longitude,o.south=s.latitude,o.east=a.longitude,o.north=a.latitude,o};Lg.prototype.positionToTileXY=function(e,t,n){let i=this._rectangle;if(!ce.contains(i,e))return;let o=this.getNumberOfXTilesAtLevel(t),r=this.getNumberOfYTilesAtLevel(t),a=(this._rectangleNortheastInMeters.x-this._rectangleSouthwestInMeters.x)/o,u=(this._rectangleNortheastInMeters.y-this._rectangleSouthwestInMeters.y)/r,d=this._projection.project(e),p=d.x-this._rectangleSouthwestInMeters.x,g=this._rectangleNortheastInMeters.y-d.y,m=p/a|0;m>=o&&(m=o-1);let A=g/u|0;return A>=r&&(A=r-1),l(n)?(n.x=m,n.y=A,n):new H(m,A)};var Gr=Lg;var D$e=15;function mE(e){this._resource=void 0,this._credit=void 0,this._tilingScheme=void 0,this._levelZeroMaximumGeometricError=void 0,this._maxLevel=void 0,this._terrainDataStructure=void 0,this._ready=!1,this._width=void 0,this._height=void 0,this._encoding=void 0;let t=e.token;this._hasAvailability=!1,this._tilesAvailable=void 0,this._tilesAvailablityLoaded=void 0,this._availableCache={};let n=this,i=y(e.ellipsoid,ie.WGS84);this._readyPromise=Promise.resolve(e.url).then(function(o){let r=Pe.createIfNeeded(o);return r.appendForwardSlash(),l(t)&&(r=r.getDerivedResource({queryParameters:{token:t}})),n._resource=r,r.getDerivedResource({queryParameters:{f:"pjson"}}).fetchJson()}).then(function(o){let r=o.copyrightText;l(r)&&(n._credit=new Yt(r));let s=o.spatialReference,a=y(s.latestWkid,s.wkid),c=o.extent,u={ellipsoid:i};if(a===4326)u.rectangle=ce.fromDegrees(c.xmin,c.ymin,
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* Knockout JavaScript library v3.5.1
* (c) The Knockout.js team - http://knockoutjs.com/
* License: MIT (http://www.opensource.org/licenses/mit-license.php)
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* @license
* Knockout ES5 plugin - https://github.com/SteveSanderson/knockout-es5
* Copyright (c) Steve Sanderson
* MIT license
*/var nj="__knockoutObservables",ij="__knockoutSubscribable";function Mme(e,t){if(!e)throw new Error("When calling ko.track, you must pass an object as the first parameter.");var n=this,i=Lme(e,!0);return t=t||Object.getOwnPropertyNames(e),t.forEach(function(o){if(!(o===nj||o===ij)&&!(o in i)){var r=e[o],s=r instanceof Array,a=n.isObservable(r)?r:s?n.observableArray(r):n.observable(r);Object.defineProperty(e,o,{configurable:!0,enumerable:!0,get:a,set:n.isWriteableObservable(a)?a:void 0}),i[o]=a,s&&Mtt(n,a)}}),e}function Lme(e,t){var n=e[nj];return!n&&t&&(n={},Object.defineProperty(e,nj,{value:n})),n}function Rtt(e,t,n){var i=this,o={owner:e,deferEvaluation:!0};if(typeof n=="function")o.read=n;else{if("value"in n)throw new Error('For ko.defineProperty, you must not specify a "value" for the property. You must provide a "get" function.');if(typeof n.get!="function")throw new Error('For ko.defineProperty, the third parameter must be either an evaluator function, or an options object containing a function called "get".');o.read=n.get,o.write=n.set}return e[t]=i.computed(o),Mme.call(i,e,[t]),e}function Mtt(e,t){var n=null;e.computed(function(){n&&(n.dispose(),n=null);var i=t();i instanceof Array&&(n=Ltt(e,t,i))})}function Ltt(e,t,n){var i=Ftt(e,n);return i.subscribe(t)}function Ftt(e,t){var n=t[ij];if(!n){n=new e.subscribable,Object.defineProperty(t,ij,{value:n});var i={};Ntt(t,n,i),ktt(e,t,n,i)}return n}function Ntt(e,t,n){["pop","push","reverse","shift","sort","splice","unshift"].forEach(function(i){var o=e[i];e[i]=function(){var r=o.apply(this,arguments);return n.pause!==!0&&t.notifySubscribers(this),r}})}function ktt(e,t,n,i){["remove","removeAll","destroy","destroyAll","replace"].forEach(function(o){Object.defineProperty(t,o,{enumerable:!1,value:function(){var r;i.pause=!0;try{r=e.observableArray.fn[o].apply(e.observableArray(t),arguments)}finally{i.pause=!1}return n.notifySubscribers(t),r}})})}function Fme(e,t){if(!e)return null;var n=Lme(e,!1);return n&&n[t]||null}function Vtt(e,t){var n=Fme(e,t);n&&n.valueHasMutated()}function Utt(e){e.track=Mme,e.getObservable=Fme,e.valueHasMutated=Vtt,e.defineProperty=Rtt}var Uk={attachToKo:Utt};var Nme="http://www.w3.org/2000/svg",kme="cesium-svgPath-svg",ztt={register:function(e){e.bindingHandlers.cesiumSvgPath={init:function(t,n){let i=document.createElementNS(Nme,"svg:svg");i.setAttribute("class",kme);let o=document.createElementNS(Nme,"path");return i.appendChild(o),e.virtualElements.setDomNodeChildren(t,[i]),e.computed({read:function(){let r=e.unwrap(n());o.setAttribute("d",e.unwrap(r.path));let s=e.unwrap(r.width),a=e.unwrap(r.height);i.setAttribute("width",s),i.setAttribute("height",a),i.setAttribute("viewBox",`0 0 ${s} ${a}`),r.css&&i.setAttribute("class",`${kme} ${e.unwrap(r.css)}`)},disposeWhenNodeIsRemoved:t}),{controlsDescendantBindings:!0}}},e.virtualElements.allowedBindings.cesiumSvgPath=!0}},zk=ztt;Uk.attachToKo(wE);zk.register(wE);var Ae=wE;var YD=`#ifdef MRT
#extension GL_EXT_draw_buffers : enable
#endif
uniform vec4 u_bgColor;
uniform sampler2D u_depthTexture;
varying vec2 v_textureCoordinates;
void main()
{
if (texture2D(u_depthTexture, v_textureCoordinates).r < 1.0)
{
#ifdef MRT
gl_FragData[0] = u_bgColor;
gl_FragData[1] = vec4(u_bgColor.a);
#else
gl_FragColor = u_bgColor;
#endif
return;
}
discard;
}
`;var Wg=`uniform vec3 u_radiiAndDynamicAtmosphereColor;
uniform float u_atmosphereLightIntensity;
uniform float u_atmosphereRayleighScaleHeight;
uniform float u_atmosphereMieScaleHeight;
uniform float u_atmosphereMieAnisotropy;
uniform vec3 u_atmosphereRayleighCoefficient;
uniform vec3 u_atmosphereMieCoefficient;
const float ATMOSPHERE_THICKNESS = 111e3;
const int PRIMARY_STEPS = 16;
const int LIGHT_STEPS = 4;
void computeScattering(
czm_ray primaryRay,
float primaryRayLength,
vec3 lightDirection,
float atmosphereInnerRadius,
out vec3 rayleighColor,
out vec3 mieColor,
out float opacity
) {
rayleighColor = vec3(0.0);
mieColor = vec3(0.0);
opacity = 0.0;
float atmosphereOuterRadius = atmosphereInnerRadius + ATMOSPHERE_THICKNESS;
vec3 origin = vec3(0.0);
czm_raySegment primaryRayAtmosphereIntersect = czm_raySphereIntersectionInterval(primaryRay, origin, atmosphereOuterRadius);
if (primaryRayAtmosphereIntersect == czm_emptyRaySegment) {
return;
}
primaryRayAtmosphereIntersect.start = max(primaryRayAtmosphereIntersect.start, 0.0);
primaryRayAtmosphereIntersect.stop = min(primaryRayAtmosphereIntersect.stop, length(primaryRayLength));
float rayStepLength = (primaryRayAtmosphereIntersect.stop - primaryRayAtmosphereIntersect.start) / float(PRIMARY_STEPS);
float rayPositionLength = primaryRayAtmosphereIntersect.start;
vec3 rayleighAccumulation = vec3(0.0);
vec3 mieAccumulation = vec3(0.0);
vec2 opticalDepth = vec2(0.0);
vec2 heightScale = vec2(u_atmosphereRayleighScaleHeight, u_atmosphereMieScaleHeight);
for (int i = 0; i < PRIMARY_STEPS; i++) {
vec3 samplePosition = primaryRay.origin + primaryRay.direction * (rayPositionLength + rayStepLength);
float sampleHeight = length(samplePosition) - atmosphereInnerRadius;
vec2 sampleDensity = exp(-sampleHeight / heightScale) * rayStepLength;
opticalDepth += sampleDensity;
czm_ray lightRay = czm_ray(samplePosition, lightDirection);
czm_raySegment lightRayAtmosphereIntersect = czm_raySphereIntersectionInterval(lightRay, origin, atmosphereOuterRadius);
float lightStepLength = lightRayAtmosphereIntersect.stop / float(LIGHT_STEPS);
float lightPositionLength = 0.0;
vec2 lightOpticalDepth = vec2(0.0);
for (int j = 0; j < LIGHT_STEPS; j++) {
vec3 lightPosition = samplePosition + lightDirection * (lightPositionLength + lightStepLength * 0.5);
float lightHeight = length(lightPosition) - atmosphereInnerRadius;
lightOpticalDepth += exp(-lightHeight / heightScale) * lightStepLength;
lightPositionLength += lightStepLength;
}
vec3 attenuation = exp(-((u_atmosphereMieCoefficient * (opticalDepth.y + lightOpticalDepth.y)) + (u_atmosphereRayleighCoefficient * (opticalDepth.x + lightOpticalDepth.x))));
rayleighAccumulation += sampleDensity.x * attenuation;
mieAccumulation += sampleDensity.y * attenuation;
rayPositionLength += rayStepLength;
}
rayleighColor = u_atmosphereRayleighCoefficient * rayleighAccumulation;
mieColor = u_atmosphereMieCoefficient * mieAccumulation;
opacity = length(exp(-((u_atmosphereMieCoefficient * opticalDepth.y) + (u_atmosphereRayleighCoefficient * opticalDepth.x))));
}
vec4 computeAtmosphereColor(
vec3 positionWC,
vec3 lightDirection,
vec3 rayleighColor,
vec3 mieColor,
float opacity
) {
vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
float cosAngle = dot(cameraToPositionWCDirection, lightDirection);
float cosAngleSq = cosAngle * cosAngle;
float G = u_atmosphereMieAnisotropy;
float GSq = G * G;
float rayleighPhase = 3.0 / (50.2654824574) * (1.0 + cosAngleSq);
float miePhase = 3.0 / (25.1327412287) * ((1.0 - GSq) * (cosAngleSq + 1.0)) / (pow(1.0 + GSq - 2.0 * cosAngle * G, 1.5) * (2.0 + GSq));
vec3 rayleigh = rayleighPhase * rayleighColor;
vec3 mie = miePhase * mieColor;
vec3 color = (rayleigh + mie) * u_atmosphereLightIntensity;
return vec4(color, opacity);
}
`;var Hk=`varying vec2 v_textureCoordinates;
const float M_PI = 3.141592653589793;
float vdcRadicalInverse(int i)
{
float r;
float base = 2.0;
float value = 0.0;
float invBase = 1.0 / base;
float invBi = invBase;
for (int x = 0; x < 100; x++)
{
if (i <= 0)
{
break;
}
r = mod(float(i), base);
value += r * invBi;
invBi *= invBase;
i = int(float(i) * invBase);
}
return value;
}
vec2 hammersley2D(int i, int N)
{
return vec2(float(i) / float(N), vdcRadicalInverse(i));
}
vec3 importanceSampleGGX(vec2 xi, float roughness, vec3 N)
{
float a = roughness * roughness;
float phi = 2.0 * M_PI * xi.x;
float cosTheta = sqrt((1.0 - xi.y) / (1.0 + (a * a - 1.0) * xi.y));
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
vec3 upVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
vec3 tangentX = normalize(cross(upVector, N));
vec3 tangentY = cross(N, tangentX);
return tangentX * H.x + tangentY * H.y + N * H.z;
}
float G1_Smith(float NdotV, float k)
{
return NdotV / (NdotV * (1.0 - k) + k);
}
float G_Smith(float roughness, float NdotV, float NdotL)
{
float k = roughness * roughness / 2.0;
return G1_Smith(NdotV, k) * G1_Smith(NdotL, k);
}
vec2 integrateBrdf(float roughness, float NdotV)
{
vec3 V = vec3(sqrt(1.0 - NdotV * NdotV), 0.0, NdotV);
float A = 0.0;
float B = 0.0;
const int NumSamples = 1024;
for (int i = 0; i < NumSamples; i++)
{
vec2 xi = hammersley2D(i, NumSamples);
vec3 H = importanceSampleGGX(xi, roughness, vec3(0.0, 0.0, 1.0));
vec3 L = 2.0 * dot(V, H) * H - V;
float NdotL = clamp(L.z, 0.0, 1.0);
float NdotH = clamp(H.z, 0.0, 1.0);
float VdotH = clamp(dot(V, H), 0.0, 1.0);
if (NdotL > 0.0)
{
float G = G_Smith(roughness, NdotV, NdotL);
float G_Vis = G * VdotH / (NdotH * NdotV);
float Fc = pow(1.0 - VdotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
return vec2(A, B) / float(NumSamples);
}
void main()
{
gl_FragColor = vec4(integrateBrdf(v_textureCoordinates.y, v_textureCoordinates.x), 0.0, 1.0);
}
`;var Gk=`uniform sampler2D u_noiseTexture;
uniform vec3 u_noiseTextureDimensions;
uniform float u_noiseDetail;
varying vec2 v_offset;
varying vec3 v_maximumSize;
varying vec4 v_color;
varying float v_slice;
varying float v_brightness;
float wrap(float value, float rangeLength) {
if(value < 0.0) {
float absValue = abs(value);
float modValue = mod(absValue, rangeLength);
return mod(rangeLength - modValue, rangeLength);
}
return mod(value, rangeLength);
}
vec3 wrapVec(vec3 value, float rangeLength) {
return vec3(wrap(value.x, rangeLength),
wrap(value.y, rangeLength),
wrap(value.z, rangeLength));
}
float textureSliceWidth = u_noiseTextureDimensions.x;
float noiseTextureRows = u_noiseTextureDimensions.y;
float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
float textureSliceWidthSquared = textureSliceWidth * textureSliceWidth;
vec2 inverseNoiseTextureDimensions = vec2(noiseTextureRows / textureSliceWidthSquared,
inverseNoiseTextureRows / textureSliceWidth);
vec2 voxelToUV(vec3 voxelIndex) {
vec3 wrappedIndex = wrapVec(voxelIndex, textureSliceWidth);
float column = mod(wrappedIndex.z, textureSliceWidth * inverseNoiseTextureRows);
float row = floor(wrappedIndex.z / textureSliceWidth * noiseTextureRows);
float xPixelCoord = wrappedIndex.x + column * textureSliceWidth;
float yPixelCoord = wrappedIndex.y + row * textureSliceWidth;
return vec2(xPixelCoord, yPixelCoord) * inverseNoiseTextureDimensions;
}
vec4 lerpSamplesX(vec3 voxelIndex, float x) {
vec2 uv0 = voxelToUV(voxelIndex);
vec2 uv1 = voxelToUV(voxelIndex + vec3(1.0, 0.0, 0.0));
vec4 sample0 = texture2D(u_noiseTexture, uv0);
vec4 sample1 = texture2D(u_noiseTexture, uv1);
return mix(sample0, sample1, x);
}
vec4 sampleNoiseTexture(vec3 position) {
vec3 recenteredPos = position + vec3(textureSliceWidth / 2.0);
vec3 lerpValue = fract(recenteredPos);
vec3 voxelIndex = floor(recenteredPos);
vec4 xLerp00 = lerpSamplesX(voxelIndex, lerpValue.x);
vec4 xLerp01 = lerpSamplesX(voxelIndex + vec3(0.0, 0.0, 1.0), lerpValue.x);
vec4 xLerp10 = lerpSamplesX(voxelIndex + vec3(0.0, 1.0, 0.0), lerpValue.x);
vec4 xLerp11 = lerpSamplesX(voxelIndex + vec3(0.0, 1.0, 1.0), lerpValue.x);
vec4 yLerp0 = mix(xLerp00, xLerp10, lerpValue.y);
vec4 yLerp1 = mix(xLerp01, xLerp11, lerpValue.y);
return mix(yLerp0, yLerp1, lerpValue.z);
}
bool intersectSphere(vec3 origin, vec3 dir, float slice,
out vec3 point, out vec3 normal) {
float A = dot(dir, dir);
float B = dot(origin, dir);
float C = dot(origin, origin) - 0.25;
float discriminant = (B * B) - (A * C);
if(discriminant < 0.0) {
return false;
}
float root = sqrt(discriminant);
float t = (-B - root) / A;
if(t < 0.0) {
t = (-B + root) / A;
}
point = origin + t * dir;
if(slice >= 0.0) {
point.z = (slice / 2.0) - 0.5;
if(length(point) > 0.5) {
return false;
}
}
normal = normalize(point);
point -= czm_epsilon2 * normal;
return true;
}
bool intersectEllipsoid(vec3 origin, vec3 dir, vec3 center, vec3 scale, float slice,
out vec3 point, out vec3 normal) {
if(scale.x <= 0.01 || scale.y < 0.01 || scale.z < 0.01) {
return false;
}
vec3 o = (origin - center) / scale;
vec3 d = dir / scale;
vec3 p, n;
bool intersected = intersectSphere(o, d, slice, p, n);
if(intersected) {
point = (p * scale) + center;
normal = n;
}
return intersected;
}
vec2 phaseShift2D(vec2 p, vec2 freq) {
return (czm_pi / 2.0) * sin(freq.yx * p.yx);
}
vec2 phaseShift3D(vec3 p, vec2 freq) {
return phaseShift2D(p.xy, freq) + czm_pi * vec2(sin(freq.x * p.z));
}
const float T0 = 0.6;
const float k = 0.1;
const float C0 = 0.8;
const float FX0 = 0.6;
const float FY0 = 0.6;
const int octaves = 5;
float T(vec3 point) {
vec2 sum = vec2(0.0);
float Ci = C0;
vec2 FXY = vec2(FX0, FY0);
vec2 PXY = vec2(0.0);
for(int i = 1; i <= octaves; i++) {
PXY = phaseShift3D(point, FXY);
Ci *= 0.707;
FXY *= 2.0;
vec2 sinTerm = sin(FXY * point.xy + PXY);
sum += Ci * sinTerm + vec2(T0);
}
return k * sum.x * sum.y;
}
const float a = 0.5;
const float t = 0.4;
const float s = 0.25;
float I(float Id, float Is, float It) {
return (1.0 - a) * ((1.0 - t) * ((1.0 - s) * Id + s * Is) + t * It) + a;
}
const vec3 lightDir = normalize(vec3(0.2, -1.0, 0.7));
vec4 drawCloud(vec3 rayOrigin, vec3 rayDir, vec3 cloudCenter, vec3 cloudScale, float cloudSlice,
float brightness) {
vec3 cloudPoint, cloudNormal;
if(!intersectEllipsoid(rayOrigin, rayDir, cloudCenter, cloudScale, cloudSlice,
cloudPoint, cloudNormal)) {
return vec4(0.0);
}
float Id = clamp(dot(cloudNormal, -lightDir), 0.0, 1.0);
float Is = max(pow(dot(-lightDir, -rayDir), 2.0), 0.0);
float It = T(cloudPoint);
float intensity = I(Id, Is, It);
vec3 color = vec3(intensity * clamp(brightness, 0.1, 1.0));
vec4 noise = sampleNoiseTexture(u_noiseDetail * cloudPoint);
float W = noise.x;
float W2 = noise.y;
float W3 = noise.z;
float ndDot = clamp(dot(cloudNormal, -rayDir), 0.0, 1.0);
float TR = pow(ndDot, 3.0) - W;
TR *= 1.3;
float minusDot = 0.5 - ndDot;
TR -= min(minusDot * W2, 0.0);
TR -= 0.8 * (minusDot + 0.25) * W3;
float shading = mix(1.0 - 0.8 * W * W, 1.0, Id * TR);
shading = clamp(shading + 0.2, 0.3, 1.0);
vec3 finalColor = mix(vec3(0.5), shading * color, 1.15);
return vec4(finalColor, clamp(TR, 0.0, 1.0)) * v_color;
}
void main() {
#ifdef DEBUG_BILLBOARDS
gl_FragColor = vec4(0.0, 0.5, 0.5, 1.0);
#endif
vec2 coordinate = v_maximumSize.xy * v_offset;
vec3 ellipsoidScale = 0.82 * v_maximumSize;
vec3 ellipsoidCenter = vec3(0.0);
float zOffset = max(ellipsoidScale.z - 10.0, 0.0);
vec3 eye = vec3(0, 0, -10.0 - zOffset);
vec3 rayDir = normalize(vec3(coordinate, 1.0) - eye);
vec3 rayOrigin = eye;
#ifdef DEBUG_ELLIPSOIDS
vec3 point, normal;
if(intersectEllipsoid(rayOrigin, rayDir, ellipsoidCenter, ellipsoidScale, v_slice,
point, normal)) {
gl_FragColor = v_brightness * v_color;
}
#else
#ifndef DEBUG_BILLBOARDS
vec4 cloud = drawCloud(rayOrigin, rayDir,
ellipsoidCenter, ellipsoidScale, v_slice, v_brightness);
if(cloud.w < 0.01) {
discard;
}
gl_FragColor = cloud;
#endif
#endif
}
`;var Wk=`#ifdef INSTANCED
attribute vec2 direction;
#endif
attribute vec4 positionHighAndScaleX;
attribute vec4 positionLowAndScaleY;
attribute vec4 packedAttribute0;
attribute vec4 packedAttribute1;
attribute vec4 color;
varying vec2 v_offset;
varying vec3 v_maximumSize;
varying vec4 v_color;
varying float v_slice;
varying float v_brightness;
void main() {
vec3 positionHigh = positionHighAndScaleX.xyz;
vec3 positionLow = positionLowAndScaleY.xyz;
vec2 scale = vec2(positionHighAndScaleX.w, positionLowAndScaleY.w);
float show = packedAttribute0.x;
float brightness = packedAttribute0.y;
vec2 coordinates = packedAttribute0.wz;
vec3 maximumSize = packedAttribute1.xyz;
float slice = packedAttribute1.w;
#ifdef INSTANCED
vec2 dir = direction;
#else
vec2 dir = coordinates;
#endif
vec2 offset = dir - vec2(0.5, 0.5);
vec2 scaledOffset = scale * offset;
vec4 p = czm_translateRelativeToEye(positionHigh, positionLow);
vec4 positionEC = czm_modelViewRelativeToEye * p;
positionEC.xy += scaledOffset;
positionEC.xyz *= show;
gl_Position = czm_projection * positionEC;
v_offset = offset;
v_maximumSize = maximumSize;
v_color = color;
v_slice = slice;
v_brightness = brightness;
}
`;var jk=`uniform vec3 u_noiseTextureDimensions;
uniform float u_noiseDetail;
uniform vec3 u_noiseOffset;
varying vec2 v_position;
float textureSliceWidth = u_noiseTextureDimensions.x;
float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
float wrap(float value, float rangeLength) {
if(value < 0.0) {
float absValue = abs(value);
float modValue = mod(absValue, rangeLength);
return mod(rangeLength - modValue, rangeLength);
}
return mod(value, rangeLength);
}
vec3 wrapVec(vec3 value, float rangeLength) {
return vec3(wrap(value.x, rangeLength),
wrap(value.y, rangeLength),
wrap(value.z, rangeLength));
}
vec3 random3(vec3 p) {
float dot1 = dot(p, vec3(127.1, 311.7, 932.8));
float dot2 = dot(p, vec3(269.5, 183.3, 421.4));
return fract(vec3(sin(dot1 - dot2), cos(dot1 * dot2), dot1 * dot2));
}
vec3 getWorleyCellPoint(vec3 centerCell, vec3 offset, float freq) {
vec3 cell = centerCell + offset;
cell = wrapVec(cell, textureSliceWidth / u_noiseDetail);
cell += floor(u_noiseOffset / u_noiseDetail);
vec3 p = offset + random3(cell);
return p;
}
float worleyNoise(vec3 p, float freq) {
vec3 centerCell = floor(p * freq);
vec3 pointInCell = fract(p * freq);
float shortestDistance = 1000.0;
for(float z = -1.0; z <= 1.0; z++) {
for(float y = -1.0; y <= 1.0; y++) {
for(float x = -1.0; x <= 1.0; x++) {
vec3 offset = vec3(x, y, z);
vec3 point = getWorleyCellPoint(centerCell, offset, freq);
float distance = length(pointInCell - point);
if(distance < shortestDistance) {
shortestDistance = distance;
}
}
}
}
return shortestDistance;
}
const float MAX_FBM_ITERATIONS = 10.0;
float worleyFBMNoise(vec3 p, float octaves, float scale) {
float noise = 0.0;
float freq = 1.0;
float persistence = 0.625;
for(float i = 0.0; i < MAX_FBM_ITERATIONS; i++) {
if(i >= octaves) {
break;
}
noise += worleyNoise(p * scale, freq * scale) * persistence;
persistence *= 0.5;
freq *= 2.0;
}
return noise;
}
void main() {
float x = mod(v_position.x, textureSliceWidth);
float y = mod(v_position.y, textureSliceWidth);
float sliceRow = floor(v_position.y / textureSliceWidth);
float z = floor(v_position.x / textureSliceWidth) + sliceRow * inverseNoiseTextureRows * textureSliceWidth;
vec3 position = vec3(x, y, z);
position /= u_noiseDetail;
float worley0 = clamp(worleyFBMNoise(position, 3.0, 1.0), 0.0, 1.0);
float worley1 = clamp(worleyFBMNoise(position, 3.0, 2.0), 0.0, 1.0);
float worley2 = clamp(worleyFBMNoise(position, 3.0, 3.0), 0.0, 1.0);
gl_FragColor = vec4(worley0, worley1, worley2, 1.0);
}
`;var qk=`uniform vec3 u_noiseTextureDimensions;
attribute vec2 position;
varying vec2 v_position;
void main()
{
gl_Position = vec4(position, 0.1, 1.0);
float textureSliceWidth = u_noiseTextureDimensions.x;
float noiseTextureRows = u_noiseTextureDimensions.y;
float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
vec2 transformedPos = (position * 0.5) + vec2(0.5);
transformedPos *= textureSliceWidth;
transformedPos.x *= textureSliceWidth * inverseNoiseTextureRows;
transformedPos.y *= noiseTextureRows;
v_position = transformedPos;
}
`;var Yk=`uniform sampler2D u_opaqueDepthTexture;
uniform sampler2D u_translucentDepthTexture;
varying vec2 v_textureCoordinates;
void main()
{
float opaqueDepth = texture2D(u_opaqueDepthTexture, v_textureCoordinates).r;
float translucentDepth = texture2D(u_translucentDepthTexture, v_textureCoordinates).r;
translucentDepth = czm_branchFreeTernary(translucentDepth > opaqueDepth, 1.0, translucentDepth);
gl_FragColor = czm_packDepth(translucentDepth);
}
`;var Xk=`uniform sampler2D u_opaque;
uniform sampler2D u_accumulation;
uniform sampler2D u_revealage;
varying vec2 v_textureCoordinates;
void main()
{
vec4 opaque = texture2D(u_opaque, v_textureCoordinates);
vec4 accum = texture2D(u_accumulation, v_textureCoordinates);
float r = texture2D(u_revealage, v_textureCoordinates).r;
#ifdef MRT
vec4 transparent = vec4(accum.rgb / clamp(r, 1e-4, 5e4), accum.a);
#else
vec4 transparent = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e4), r);
#endif
gl_FragColor = (1.0 - transparent.a) * transparent + transparent.a * opaque;
if (opaque != czm_backgroundColor)
{
gl_FragColor.a = 1.0;
}
}
`;var Kk=`varying vec4 positionEC;
void main()
{
vec3 position;
vec3 direction;
if (czm_orthographicIn3D == 1.0)
{
vec2 uv = (gl_FragCoord.xy - czm_viewport.xy) / czm_viewport.zw;
vec2 minPlane = vec2(czm_frustumPlanes.z, czm_frustumPlanes.y);
vec2 maxPlane = vec2(czm_frustumPlanes.w, czm_frustumPlanes.x);
position = vec3(mix(minPlane, maxPlane, uv), 0.0);
direction = vec3(0.0, 0.0, -1.0);
}
else
{
position = vec3(0.0);
direction = normalize(positionEC.xyz);
}
czm_ray ray = czm_ray(position, direction);
vec3 ellipsoid_center = czm_view[3].xyz;
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);
if (!czm_isEmpty(intersection))
{
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}
else
{
discard;
}
czm_writeLogDepth();
}
`;var Jk=`attribute vec4 position;
varying vec4 positionEC;
void main()
{
positionEC = czm_modelView * position;
gl_Position = czm_projection * positionEC;
czm_vertexLogDepth();
}
`;var XD=`#ifdef WRITE_DEPTH
#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
#endif
uniform vec3 u_radii;
uniform vec3 u_oneOverEllipsoidRadiiSquared;
varying vec3 v_positionEC;
vec4 computeEllipsoidColor(czm_ray ray, float intersection, float side)
{
vec3 positionEC = czm_pointAlongRay(ray, intersection);
vec3 positionMC = (czm_inverseModelView * vec4(positionEC, 1.0)).xyz;
vec3 geodeticNormal = normalize(czm_geodeticSurfaceNormal(positionMC, vec3(0.0), u_oneOverEllipsoidRadiiSquared));
vec3 sphericalNormal = normalize(positionMC / u_radii);
vec3 normalMC = geodeticNormal * side;
vec3 normalEC = normalize(czm_normal * normalMC);
vec2 st = czm_ellipsoidWgs84TextureCoordinates(sphericalNormal);
vec3 positionToEyeEC = -positionEC;
czm_materialInput materialInput;
materialInput.s = st.s;
materialInput.st = st;
materialInput.str = (positionMC + u_radii) / u_radii;
materialInput.normalEC = normalEC;
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(positionMC, normalEC);
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getMaterial(materialInput);
#ifdef ONLY_SUN_LIGHTING
return czm_private_phong(normalize(positionToEyeEC), material, czm_sunDirectionEC);
#else
return czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
void main()
{
float maxRadius = max(u_radii.x, max(u_radii.y, u_radii.z)) * 1.5;
vec3 direction = normalize(v_positionEC);
vec3 ellipsoidCenter = czm_modelView[3].xyz;
float t1 = -1.0;
float t2 = -1.0;
float b = -2.0 * dot(direction, ellipsoidCenter);
float c = dot(ellipsoidCenter, ellipsoidCenter) - maxRadius * maxRadius;
float discriminant = b * b - 4.0 * c;
if (discriminant >= 0.0) {
t1 = (-b - sqrt(discriminant)) * 0.5;
t2 = (-b + sqrt(discriminant)) * 0.5;
}
if (t1 < 0.0 && t2 < 0.0) {
discard;
}
float t = min(t1, t2);
if (t < 0.0) {
t = 0.0;
}
czm_ray ray = czm_ray(t * direction, direction);
vec3 ellipsoid_inverseRadii = vec3(1.0 / u_radii.x, 1.0 / u_radii.y, 1.0 / u_radii.z);
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoidCenter, ellipsoid_inverseRadii);
if (czm_isEmpty(intersection))
{
discard;
}
vec4 outsideFaceColor = (intersection.start != 0.0) ? computeEllipsoidColor(ray, intersection.start, 1.0) : vec4(0.0);
vec4 insideFaceColor = (outsideFaceColor.a < 1.0) ? computeEllipsoidColor(ray, intersection.stop, -1.0) : vec4(0.0);
gl_FragColor = mix(insideFaceColor, outsideFaceColor, outsideFaceColor.a);
gl_FragColor.a = 1.0 - (1.0 - insideFaceColor.a) * (1.0 - outsideFaceColor.a);
#ifdef WRITE_DEPTH
#ifdef GL_EXT_frag_depth
t = (intersection.start != 0.0) ? intersection.start : intersection.stop;
vec3 positionEC = czm_pointAlongRay(ray, t);
vec4 positionCC = czm_projection * vec4(positionEC, 1.0);
#ifdef LOG_DEPTH
czm_writeLogDepth(1.0 + positionCC.w);
#else
float z = positionCC.z / positionCC.w;
float n = czm_depthRange.near;
float f = czm_depthRange.far;
gl_FragDepthEXT = (z * (f - n) + f + n) * 0.5;
#endif
#endif
#endif
}
`;var KD=`attribute vec3 position;
uniform vec3 u_radii;
varying vec3 v_positionEC;
void main()
{
vec4 p = vec4(u_radii * position, 1.0);
v_positionEC = (czm_modelView * p).xyz;
gl_Position = czm_modelViewProjection * p;
gl_Position.z = clamp(gl_Position.z, czm_depthRange.near, czm_depthRange.far);
czm_vertexLogDepth();
}
`;/**
* @license
* Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/var Zk=`#if (FXAA_QUALITY_PRESET == 10)
#define FXAA_QUALITY_PS 3
#define FXAA_QUALITY_P0 1.5
#define FXAA_QUALITY_P1 3.0
#define FXAA_QUALITY_P2 12.0
#endif
#if (FXAA_QUALITY_PRESET == 11)
#define FXAA_QUALITY_PS 4
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 3.0
#define FXAA_QUALITY_P3 12.0
#endif
#if (FXAA_QUALITY_PRESET == 12)
#define FXAA_QUALITY_PS 5
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 4.0
#define FXAA_QUALITY_P4 12.0
#endif
#if (FXAA_QUALITY_PRESET == 13)
#define FXAA_QUALITY_PS 6
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 4.0
#define FXAA_QUALITY_P5 12.0
#endif
#if (FXAA_QUALITY_PRESET == 14)
#define FXAA_QUALITY_PS 7
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 4.0
#define FXAA_QUALITY_P6 12.0
#endif
#if (FXAA_QUALITY_PRESET == 15)
#define FXAA_QUALITY_PS 8
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 4.0
#define FXAA_QUALITY_P7 12.0
#endif
#if (FXAA_QUALITY_PRESET == 20)
#define FXAA_QUALITY_PS 3
#define FXAA_QUALITY_P0 1.5
#define FXAA_QUALITY_P1 2.0
#define FXAA_QUALITY_P2 8.0
#endif
#if (FXAA_QUALITY_PRESET == 21)
#define FXAA_QUALITY_PS 4
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 8.0
#endif
#if (FXAA_QUALITY_PRESET == 22)
#define FXAA_QUALITY_PS 5
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 8.0
#endif
#if (FXAA_QUALITY_PRESET == 23)
#define FXAA_QUALITY_PS 6
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 8.0
#endif
#if (FXAA_QUALITY_PRESET == 24)
#define FXAA_QUALITY_PS 7
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 3.0
#define FXAA_QUALITY_P6 8.0
#endif
#if (FXAA_QUALITY_PRESET == 25)
#define FXAA_QUALITY_PS 8
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 4.0
#define FXAA_QUALITY_P7 8.0
#endif
#if (FXAA_QUALITY_PRESET == 26)
#define FXAA_QUALITY_PS 9
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 4.0
#define FXAA_QUALITY_P8 8.0
#endif
#if (FXAA_QUALITY_PRESET == 27)
#define FXAA_QUALITY_PS 10
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 4.0
#define FXAA_QUALITY_P9 8.0
#endif
#if (FXAA_QUALITY_PRESET == 28)
#define FXAA_QUALITY_PS 11
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 4.0
#define FXAA_QUALITY_P10 8.0
#endif
#if (FXAA_QUALITY_PRESET == 29)
#define FXAA_QUALITY_PS 12
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.5
#define FXAA_QUALITY_P2 2.0
#define FXAA_QUALITY_P3 2.0
#define FXAA_QUALITY_P4 2.0
#define FXAA_QUALITY_P5 2.0
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 2.0
#define FXAA_QUALITY_P10 4.0
#define FXAA_QUALITY_P11 8.0
#endif
#if (FXAA_QUALITY_PRESET == 39)
#define FXAA_QUALITY_PS 12
#define FXAA_QUALITY_P0 1.0
#define FXAA_QUALITY_P1 1.0
#define FXAA_QUALITY_P2 1.0
#define FXAA_QUALITY_P3 1.0
#define FXAA_QUALITY_P4 1.0
#define FXAA_QUALITY_P5 1.5
#define FXAA_QUALITY_P6 2.0
#define FXAA_QUALITY_P7 2.0
#define FXAA_QUALITY_P8 2.0
#define FXAA_QUALITY_P9 2.0
#define FXAA_QUALITY_P10 4.0
#define FXAA_QUALITY_P11 8.0
#endif
#define FxaaBool bool
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 vec2
#define FxaaTex sampler2D
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTexTop(t, p) texture2D(t, p)
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
FxaaFloat4 FxaaPixelShader(
FxaaFloat2 pos,
FxaaTex tex,
FxaaFloat2 fxaaQualityRcpFrame,
FxaaFloat fxaaQualitySubpix,
FxaaFloat fxaaQualityEdgeThreshold,
FxaaFloat fxaaQualityEdgeThresholdMin
) {
FxaaFloat2 posM;
posM.x = pos.x;
posM.y = pos.y;
FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
#define lumaM rgbyM.y
FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
FxaaFloat maxSM = max(lumaS, lumaM);
FxaaFloat minSM = min(lumaS, lumaM);
FxaaFloat maxESM = max(lumaE, maxSM);
FxaaFloat minESM = min(lumaE, minSM);
FxaaFloat maxWN = max(lumaN, lumaW);
FxaaFloat minWN = min(lumaN, lumaW);
FxaaFloat rangeMax = max(maxWN, maxESM);
FxaaFloat rangeMin = min(minWN, minESM);
FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
FxaaFloat range = rangeMax - rangeMin;
FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
FxaaBool earlyExit = range < rangeMaxClamped;
if(earlyExit)
return rgbyM;
FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
FxaaFloat lumaNS = lumaN + lumaS;
FxaaFloat lumaWE = lumaW + lumaE;
FxaaFloat subpixRcpRange = 1.0/range;
FxaaFloat subpixNSWE = lumaNS + lumaWE;
FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
FxaaFloat lumaNESE = lumaNE + lumaSE;
FxaaFloat lumaNWNE = lumaNW + lumaNE;
FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
FxaaFloat lumaNWSW = lumaNW + lumaSW;
FxaaFloat lumaSWSE = lumaSW + lumaSE;
FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
FxaaBool horzSpan = edgeHorz >= edgeVert;
FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
FxaaFloat gradientN = lumaN - lumaM;
FxaaFloat gradientS = lumaS - lumaM;
FxaaFloat lumaNN = lumaN + lumaM;
FxaaFloat lumaSS = lumaS + lumaM;
FxaaBool pairN = abs(gradientN) >= abs(gradientS);
FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
if(pairN) lengthSign = -lengthSign;
FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
FxaaFloat2 posB;
posB.x = posM.x;
posB.y = posM.y;
FxaaFloat2 offNP;
offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
if(!horzSpan) posB.x += lengthSign * 0.5;
if( horzSpan) posB.y += lengthSign * 0.5;
FxaaFloat2 posN;
posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
FxaaFloat2 posP;
posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
FxaaFloat subpixE = subpixC * subpixC;
FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
if(!pairN) lumaNN = lumaSS;
FxaaFloat gradientScaled = gradient * 1.0/4.0;
FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
FxaaFloat subpixF = subpixD * subpixE;
FxaaBool lumaMLTZero = lumaMM < 0.0;
lumaEndN -= lumaNN * 0.5;
lumaEndP -= lumaNN * 0.5;
FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
FxaaBool doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
#if (FXAA_QUALITY_PS > 3)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
#if (FXAA_QUALITY_PS > 4)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
#if (FXAA_QUALITY_PS > 5)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
#if (FXAA_QUALITY_PS > 6)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
#if (FXAA_QUALITY_PS > 7)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
#if (FXAA_QUALITY_PS > 8)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
#if (FXAA_QUALITY_PS > 9)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
#if (FXAA_QUALITY_PS > 10)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
#if (FXAA_QUALITY_PS > 11)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
#if (FXAA_QUALITY_PS > 12)
if(doneNP) {
if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
doneN = abs(lumaEndN) >= gradientScaled;
doneP = abs(lumaEndP) >= gradientScaled;
if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
doneNP = (!doneN) || (!doneP);
if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
#endif
}
FxaaFloat dstN = posM.x - posN.x;
FxaaFloat dstP = posP.x - posM.x;
if(!horzSpan) dstN = posM.y - posN.y;
if(!horzSpan) dstP = posP.y - posM.y;
FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
FxaaFloat spanLength = (dstP + dstN);
FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
FxaaFloat spanLengthRcp = 1.0/spanLength;
FxaaBool directionN = dstN < dstP;
FxaaFloat dst = min(dstN, dstP);
FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
FxaaFloat subpixG = subpixF * subpixF;
FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
}
`;var Qk=`uniform vec4 u_initialColor;
#if TEXTURE_UNITS > 0
uniform sampler2D u_dayTextures[TEXTURE_UNITS];
uniform vec4 u_dayTextureTranslationAndScale[TEXTURE_UNITS];
uniform bool u_dayTextureUseWebMercatorT[TEXTURE_UNITS];
#ifdef APPLY_ALPHA
uniform float u_dayTextureAlpha[TEXTURE_UNITS];
#endif
#ifdef APPLY_DAY_NIGHT_ALPHA
uniform float u_dayTextureNightAlpha[TEXTURE_UNITS];
uniform float u_dayTextureDayAlpha[TEXTURE_UNITS];
#endif
#ifdef APPLY_SPLIT
uniform float u_dayTextureSplit[TEXTURE_UNITS];
#endif
#ifdef APPLY_BRIGHTNESS
uniform float u_dayTextureBrightness[TEXTURE_UNITS];
#endif
#ifdef APPLY_CONTRAST
uniform float u_dayTextureContrast[TEXTURE_UNITS];
#endif
#ifdef APPLY_HUE
uniform float u_dayTextureHue[TEXTURE_UNITS];
#endif
#ifdef APPLY_SATURATION
uniform float u_dayTextureSaturation[TEXTURE_UNITS];
#endif
#ifdef APPLY_GAMMA
uniform float u_dayTextureOneOverGamma[TEXTURE_UNITS];
#endif
#ifdef APPLY_IMAGERY_CUTOUT
uniform vec4 u_dayTextureCutoutRectangles[TEXTURE_UNITS];
#endif
#ifdef APPLY_COLOR_TO_ALPHA
uniform vec4 u_colorsToAlpha[TEXTURE_UNITS];
#endif
uniform vec4 u_dayTextureTexCoordsRectangle[TEXTURE_UNITS];
#endif
#ifdef SHOW_REFLECTIVE_OCEAN
uniform sampler2D u_waterMask;
uniform vec4 u_waterMaskTranslationAndScale;
uniform float u_zoomedOutOceanSpecularIntensity;
#endif
#ifdef SHOW_OCEAN_WAVES
uniform sampler2D u_oceanNormalMap;
#endif
#if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)
uniform vec2 u_lightingFadeDistance;
#endif
#ifdef TILE_LIMIT_RECTANGLE
uniform vec4 u_cartographicLimitRectangle;
#endif
#ifdef GROUND_ATMOSPHERE
uniform vec2 u_nightFadeDistance;
#endif
#ifdef ENABLE_CLIPPING_PLANES
uniform highp sampler2D u_clippingPlanes;
uniform mat4 u_clippingPlanesMatrix;
uniform vec4 u_clippingPlanesEdgeStyle;
#endif
#if defined(GROUND_ATMOSPHERE) || defined(FOG) && defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
uniform float u_minimumBrightness;
#endif
#ifdef COLOR_CORRECT
uniform vec3 u_hsbShift;
#endif
#ifdef HIGHLIGHT_FILL_TILE
uniform vec4 u_fillHighlightColor;
#endif
#ifdef TRANSLUCENT
uniform vec4 u_frontFaceAlphaByDistance;
uniform vec4 u_backFaceAlphaByDistance;
uniform vec4 u_translucencyRectangle;
#endif
#ifdef UNDERGROUND_COLOR
uniform vec4 u_undergroundColor;
uniform vec4 u_undergroundColorAlphaByDistance;
#endif
#ifdef ENABLE_VERTEX_LIGHTING
uniform float u_lambertDiffuseMultiplier;
#endif
varying vec3 v_positionMC;
varying vec3 v_positionEC;
varying vec3 v_textureCoordinates;
varying vec3 v_normalMC;
varying vec3 v_normalEC;
#ifdef APPLY_MATERIAL
varying float v_height;
varying float v_slope;
varying float v_aspect;
#endif
#if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
varying float v_distance;
#endif
#if defined(GROUND_ATMOSPHERE) || defined(FOG)
varying vec3 v_atmosphereRayleighColor;
varying vec3 v_atmosphereMieColor;
varying float v_atmosphereOpacity;
#endif
#if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
float interpolateByDistance(vec4 nearFarScalar, float distance)
{
float startDistance = nearFarScalar.x;
float startValue = nearFarScalar.y;
float endDistance = nearFarScalar.z;
float endValue = nearFarScalar.w;
float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);
return mix(startValue, endValue, t);
}
#endif
#if defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT) || defined(APPLY_MATERIAL)
vec4 alphaBlend(vec4 sourceColor, vec4 destinationColor)
{
return sourceColor * vec4(sourceColor.aaa, 1.0) + destinationColor * (1.0 - sourceColor.a);
}
#endif
#ifdef TRANSLUCENT
bool inTranslucencyRectangle()
{
return
v_textureCoordinates.x > u_translucencyRectangle.x &&
v_textureCoordinates.x < u_translucencyRectangle.z &&
v_textureCoordinates.y > u_translucencyRectangle.y &&
v_textureCoordinates.y < u_translucencyRectangle.w;
}
#endif
vec4 sampleAndBlend(
vec4 previousColor,
sampler2D textureToSample,
vec2 tileTextureCoordinates,
vec4 textureCoordinateRectangle,
vec4 textureCoordinateTranslationAndScale,
float textureAlpha,
float textureNightAlpha,
float textureDayAlpha,
float textureBrightness,
float textureContrast,
float textureHue,
float textureSaturation,
float textureOneOverGamma,
float split,
vec4 colorToAlpha,
float nightBlend)
{
vec2 alphaMultiplier = step(textureCoordinateRectangle.st, tileTextureCoordinates);
textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
alphaMultiplier = step(vec2(0.0), textureCoordinateRectangle.pq - tileTextureCoordinates);
textureAlpha = textureAlpha * alphaMultiplier.x * alphaMultiplier.y;
#if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)
textureAlpha *= mix(textureDayAlpha, textureNightAlpha, nightBlend);
#endif
vec2 translation = textureCoordinateTranslationAndScale.xy;
vec2 scale = textureCoordinateTranslationAndScale.zw;
vec2 textureCoordinates = tileTextureCoordinates * scale + translation;
vec4 value = texture2D(textureToSample, textureCoordinates);
vec3 color = value.rgb;
float alpha = value.a;
#ifdef APPLY_COLOR_TO_ALPHA
vec3 colorDiff = abs(color.rgb - colorToAlpha.rgb);
colorDiff.r = max(max(colorDiff.r, colorDiff.g), colorDiff.b);
alpha = czm_branchFreeTernary(colorDiff.r < colorToAlpha.a, 0.0, alpha);
#endif
#if !defined(APPLY_GAMMA)
vec4 tempColor = czm_gammaCorrect(vec4(color, alpha));
color = tempColor.rgb;
alpha = tempColor.a;
#else
color = pow(color, vec3(textureOneOverGamma));
#endif
#ifdef APPLY_SPLIT
float splitPosition = czm_splitPosition;
if (split < 0.0 && gl_FragCoord.x > splitPosition) {
alpha = 0.0;
}
else if (split > 0.0 && gl_FragCoord.x < splitPosition) {
alpha = 0.0;
}
#endif
#ifdef APPLY_BRIGHTNESS
color = mix(vec3(0.0), color, textureBrightness);
#endif
#ifdef APPLY_CONTRAST
color = mix(vec3(0.5), color, textureContrast);
#endif
#ifdef APPLY_HUE
color = czm_hue(color, textureHue);
#endif
#ifdef APPLY_SATURATION
color = czm_saturation(color, textureSaturation);
#endif
float sourceAlpha = alpha * textureAlpha;
float outAlpha = mix(previousColor.a, 1.0, sourceAlpha);
outAlpha += sign(outAlpha) - 1.0;
vec3 outColor = mix(previousColor.rgb * previousColor.a, color, sourceAlpha) / outAlpha;
return vec4(outColor, max(outAlpha, 0.0));
}
vec3 colorCorrect(vec3 rgb) {
#ifdef COLOR_CORRECT
vec3 hsb = czm_RGBToHSB(rgb);
hsb.x += u_hsbShift.x;
hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0);
hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0;
rgb = czm_HSBToRGB(hsb);
#endif
return rgb;
}
vec4 computeDayColor(vec4 initialColor, vec3 textureCoordinates, float nightBlend);
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float specularMapValue, float fade);
const float fExposure = 2.0;
vec3 computeEllipsoidPosition()
{
float mpp = czm_metersPerPixel(vec4(0.0, 0.0, -czm_currentFrustum.x, 1.0), 1.0);
vec2 xy = gl_FragCoord.xy / czm_viewport.zw * 2.0 - vec2(1.0);
xy *= czm_viewport.zw * mpp * 0.5;
vec3 direction = normalize(vec3(xy, -czm_currentFrustum.x));
czm_ray ray = czm_ray(vec3(0.0), direction);
vec3 ellipsoid_center = czm_view[3].xyz;
czm_raySegment intersection = czm_rayEllipsoidIntersectionInterval(ray, ellipsoid_center, czm_ellipsoidInverseRadii);
vec3 ellipsoidPosition = czm_pointAlongRay(ray, intersection.start);
return (czm_inverseView * vec4(ellipsoidPosition, 1.0)).xyz;
}
void main()
{
#ifdef TILE_LIMIT_RECTANGLE
if (v_textureCoordinates.x < u_cartographicLimitRectangle.x || u_cartographicLimitRectangle.z < v_textureCoordinates.x ||
v_textureCoordinates.y < u_cartographicLimitRectangle.y || u_cartographicLimitRectangle.w < v_textureCoordinates.y)
{
discard;
}
#endif
#ifdef ENABLE_CLIPPING_PLANES
float clipDistance = clip(gl_FragCoord, u_clippingPlanes, u_clippingPlanesMatrix);
#endif
#if defined(SHOW_REFLECTIVE_OCEAN) || defined(ENABLE_DAYNIGHT_SHADING) || defined(HDR)
vec3 normalMC = czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0));
vec3 normalEC = czm_normal3D * normalMC;
#endif
#if defined(APPLY_DAY_NIGHT_ALPHA) && defined(ENABLE_DAYNIGHT_SHADING)
float nightBlend = 1.0 - clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0, 0.0, 1.0);
#else
float nightBlend = 0.0;
#endif
vec4 color = computeDayColor(u_initialColor, clamp(v_textureCoordinates, 0.0, 1.0), nightBlend);
#ifdef SHOW_TILE_BOUNDARIES
if (v_textureCoordinates.x < (1.0/256.0) || v_textureCoordinates.x > (255.0/256.0) ||
v_textureCoordinates.y < (1.0/256.0) || v_textureCoordinates.y > (255.0/256.0))
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}
#endif
#if defined(ENABLE_DAYNIGHT_SHADING) || defined(GROUND_ATMOSPHERE)
float cameraDist;
if (czm_sceneMode == czm_sceneMode2D)
{
cameraDist = max(czm_frustumPlanes.x - czm_frustumPlanes.y, czm_frustumPlanes.w - czm_frustumPlanes.z) * 0.5;
}
else if (czm_sceneMode == czm_sceneModeColumbusView)
{
cameraDist = -czm_view[3].z;
}
else
{
cameraDist = length(czm_view[3]);
}
float fadeOutDist = u_lightingFadeDistance.x;
float fadeInDist = u_lightingFadeDistance.y;
if (czm_sceneMode != czm_sceneMode3D) {
vec3 radii = czm_ellipsoidRadii;
float maxRadii = max(radii.x, max(radii.y, radii.z));
fadeOutDist -= maxRadii;
fadeInDist -= maxRadii;
}
float fade = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.0, 1.0);
#else
float fade = 0.0;
#endif
#ifdef SHOW_REFLECTIVE_OCEAN
vec2 waterMaskTranslation = u_waterMaskTranslationAndScale.xy;
vec2 waterMaskScale = u_waterMaskTranslationAndScale.zw;
vec2 waterMaskTextureCoordinates = v_textureCoordinates.xy * waterMaskScale + waterMaskTranslation;
waterMaskTextureCoordinates.y = 1.0 - waterMaskTextureCoordinates.y;
float mask = texture2D(u_waterMask, waterMaskTextureCoordinates).r;
if (mask > 0.0)
{
mat3 enuToEye = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalEC);
vec2 ellipsoidTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC);
vec2 ellipsoidFlippedTextureCoordinates = czm_ellipsoidWgs84TextureCoordinates(normalMC.zyx);
vec2 textureCoordinates = mix(ellipsoidTextureCoordinates, ellipsoidFlippedTextureCoordinates, czm_morphTime * smoothstep(0.9, 0.95, normalMC.z));
color = computeWaterColor(v_positionEC, textureCoordinates, enuToEye, color, mask, fade);
}
#endif
#ifdef APPLY_MATERIAL
czm_materialInput materialInput;
materialInput.st = v_textureCoordinates.st;
materialInput.normalEC = normalize(v_normalEC);
materialInput.positionToEyeEC = -v_positionEC;
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, normalize(v_normalEC));
materialInput.slope = v_slope;
materialInput.height = v_height;
materialInput.aspect = v_aspect;
czm_material material = czm_getMaterial(materialInput);
vec4 materialColor = vec4(material.diffuse, material.alpha);
color = alphaBlend(materialColor, color);
#endif
#ifdef ENABLE_VERTEX_LIGHTING
float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalize(v_normalEC)) * u_lambertDiffuseMultiplier + 0.3, 0.0, 1.0);
vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
#elif defined(ENABLE_DAYNIGHT_SHADING)
float diffuseIntensity = clamp(czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * 5.0 + 0.3, 0.0, 1.0);
diffuseIntensity = mix(1.0, diffuseIntensity, fade);
vec4 finalColor = vec4(color.rgb * czm_lightColor * diffuseIntensity, color.a);
#else
vec4 finalColor = color;
#endif
#ifdef ENABLE_CLIPPING_PLANES
vec4 clippingPlanesEdgeColor = vec4(1.0);
clippingPlanesEdgeColor.rgb = u_clippingPlanesEdgeStyle.rgb;
float clippingPlanesEdgeWidth = u_clippingPlanesEdgeStyle.a;
if (clipDistance < clippingPlanesEdgeWidth)
{
finalColor = clippingPlanesEdgeColor;
}
#endif
#ifdef HIGHLIGHT_FILL_TILE
finalColor = vec4(mix(finalColor.rgb, u_fillHighlightColor.rgb, u_fillHighlightColor.a), finalColor.a);
#endif
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN)
vec3 atmosphereLightDirection = czm_sunDirectionWC;
#else
vec3 atmosphereLightDirection = czm_lightDirectionWC;
#endif
#if defined(GROUND_ATMOSPHERE) || defined(FOG)
if (!czm_backFacing())
{
bool dynamicLighting = false;
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING))
dynamicLighting = true;
#endif
vec3 rayleighColor;
vec3 mieColor;
float opacity;
vec3 positionWC;
vec3 lightDirection;
#ifdef PER_FRAGMENT_GROUND_ATMOSPHERE
positionWC = computeEllipsoidPosition();
lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC));
computeAtmosphereScattering(
positionWC,
lightDirection,
rayleighColor,
mieColor,
opacity
);
#else
positionWC = v_positionMC;
lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(positionWC));
rayleighColor = v_atmosphereRayleighColor;
mieColor = v_atmosphereMieColor;
opacity = v_atmosphereOpacity;
#endif
rayleighColor = colorCorrect(rayleighColor);
mieColor = colorCorrect(mieColor);
vec4 groundAtmosphereColor = computeAtmosphereColor(positionWC, lightDirection, rayleighColor, mieColor, opacity);
#ifdef FOG
vec3 fogColor = groundAtmosphereColor.rgb;
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
float darken = clamp(dot(normalize(czm_viewerPositionWC), atmosphereLightDirection), u_minimumBrightness, 1.0);
fogColor *= darken;
#endif
#ifndef HDR
fogColor.rgb = czm_acesTonemapping(fogColor.rgb);
fogColor.rgb = czm_inverseGamma(fogColor.rgb);
#endif
const float modifier = 0.15;
finalColor = vec4(czm_fog(v_distance, finalColor.rgb, fogColor.rgb, modifier), finalColor.a);
#else
const float transmittanceModifier = 0.5;
float transmittance = transmittanceModifier + clamp(1.0 - groundAtmosphereColor.a, 0.0, 1.0);
vec3 finalAtmosphereColor = finalColor.rgb + groundAtmosphereColor.rgb * transmittance;
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_VERTEX_LIGHTING) || defined(ENABLE_DAYNIGHT_SHADING))
float fadeInDist = u_nightFadeDistance.x;
float fadeOutDist = u_nightFadeDistance.y;
float sunlitAtmosphereIntensity = clamp((cameraDist - fadeOutDist) / (fadeInDist - fadeOutDist), 0.05, 1.0);
float darken = clamp(dot(normalize(positionWC), atmosphereLightDirection), 0.0, 1.0);
vec3 darkenendGroundAtmosphereColor = mix(groundAtmosphereColor.rgb, finalAtmosphereColor.rgb, darken);
finalAtmosphereColor = mix(darkenendGroundAtmosphereColor, finalAtmosphereColor, sunlitAtmosphereIntensity);
#endif
#ifndef HDR
finalAtmosphereColor.rgb = vec3(1.0) - exp(-fExposure * finalAtmosphereColor.rgb);
#else
finalAtmosphereColor.rgb = czm_saturation(finalAtmosphereColor.rgb, 1.6);
#endif
finalColor.rgb = mix(finalColor.rgb, finalAtmosphereColor.rgb, fade);
#endif
}
#endif
#ifdef UNDERGROUND_COLOR
if (czm_backFacing())
{
float distanceFromEllipsoid = max(czm_eyeHeight, 0.0);
float distance = max(v_distance - distanceFromEllipsoid, 0.0);
float blendAmount = interpolateByDistance(u_undergroundColorAlphaByDistance, distance);
vec4 undergroundColor = vec4(u_undergroundColor.rgb, u_undergroundColor.a * blendAmount);
finalColor = alphaBlend(undergroundColor, finalColor);
}
#endif
#ifdef TRANSLUCENT
if (inTranslucencyRectangle())
{
vec4 alphaByDistance = gl_FrontFacing ? u_frontFaceAlphaByDistance : u_backFaceAlphaByDistance;
finalColor.a *= interpolateByDistance(alphaByDistance, v_distance);
}
#endif
gl_FragColor = finalColor;
}
#ifdef SHOW_REFLECTIVE_OCEAN
float waveFade(float edge0, float edge1, float x)
{
float y = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return pow(1.0 - y, 5.0);
}
float linearFade(float edge0, float edge1, float x)
{
return clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
}
const float oceanFrequencyLowAltitude = 825000.0;
const float oceanAnimationSpeedLowAltitude = 0.004;
const float oceanOneOverAmplitudeLowAltitude = 1.0 / 2.0;
const float oceanSpecularIntensity = 0.5;
const float oceanFrequencyHighAltitude = 125000.0;
const float oceanAnimationSpeedHighAltitude = 0.008;
const float oceanOneOverAmplitudeHighAltitude = 1.0 / 2.0;
vec4 computeWaterColor(vec3 positionEyeCoordinates, vec2 textureCoordinates, mat3 enuToEye, vec4 imageryColor, float maskValue, float fade)
{
vec3 positionToEyeEC = -positionEyeCoordinates;
float positionToEyeECLength = length(positionToEyeEC);
vec3 normalizedPositionToEyeEC = normalize(normalize(positionToEyeEC));
float waveIntensity = waveFade(70000.0, 1000000.0, positionToEyeECLength);
#ifdef SHOW_OCEAN_WAVES
float time = czm_frameNumber * oceanAnimationSpeedHighAltitude;
vec4 noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyHighAltitude, time, 0.0);
vec3 normalTangentSpaceHighAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeHighAltitude);
time = czm_frameNumber * oceanAnimationSpeedLowAltitude;
noise = czm_getWaterNoise(u_oceanNormalMap, textureCoordinates * oceanFrequencyLowAltitude, time, 0.0);
vec3 normalTangentSpaceLowAltitude = vec3(noise.xy, noise.z * oceanOneOverAmplitudeLowAltitude);
float highAltitudeFade = linearFade(0.0, 60000.0, positionToEyeECLength);
float lowAltitudeFade = 1.0 - linearFade(20000.0, 60000.0, positionToEyeECLength);
vec3 normalTangentSpace =
(highAltitudeFade * normalTangentSpaceHighAltitude) +
(lowAltitudeFade * normalTangentSpaceLowAltitude);
normalTangentSpace = normalize(normalTangentSpace);
normalTangentSpace.xy *= waveIntensity;
normalTangentSpace = normalize(normalTangentSpace);
#else
vec3 normalTangentSpace = vec3(0.0, 0.0, 1.0);
#endif
vec3 normalEC = enuToEye * normalTangentSpace;
const vec3 waveHighlightColor = vec3(0.3, 0.45, 0.6);
float diffuseIntensity = czm_getLambertDiffuse(czm_lightDirectionEC, normalEC) * maskValue;
vec3 diffuseHighlight = waveHighlightColor * diffuseIntensity * (1.0 - fade);
#ifdef SHOW_OCEAN_WAVES
float tsPerturbationRatio = normalTangentSpace.z;
vec3 nonDiffuseHighlight = mix(waveHighlightColor * 5.0 * (1.0 - tsPerturbationRatio), vec3(0.0), diffuseIntensity);
#else
vec3 nonDiffuseHighlight = vec3(0.0);
#endif
float specularIntensity = czm_getSpecular(czm_lightDirectionEC, normalizedPositionToEyeEC, normalEC, 10.0);
float surfaceReflectance = mix(0.0, mix(u_zoomedOutOceanSpecularIntensity, oceanSpecularIntensity, waveIntensity), maskValue);
float specular = specularIntensity * surfaceReflectance;
#ifdef HDR
specular *= 1.4;
float e = 0.2;
float d = 3.3;
float c = 1.7;
vec3 color = imageryColor.rgb + (c * (vec3(e) + imageryColor.rgb * d) * (diffuseHighlight + nonDiffuseHighlight + specular));
#else
vec3 color = imageryColor.rgb + diffuseHighlight + nonDiffuseHighlight + specular;
#endif
return vec4(color, imageryColor.a);
}
#endif // #ifdef SHOW_REFLECTIVE_OCEAN
`;var $k=`#ifdef QUANTIZATION_BITS12
attribute vec4 compressed0;
attribute float compressed1;
#else
attribute vec4 position3DAndHeight;
attribute vec4 textureCoordAndEncodedNormals;
#endif
#ifdef GEODETIC_SURFACE_NORMALS
attribute vec3 geodeticSurfaceNormal;
#endif
#ifdef EXAGGERATION
uniform vec2 u_terrainExaggerationAndRelativeHeight;
#endif
uniform vec3 u_center3D;
uniform mat4 u_modifiedModelView;
uniform mat4 u_modifiedModelViewProjection;
uniform vec4 u_tileRectangle;
uniform vec2 u_southAndNorthLatitude;
uniform vec2 u_southMercatorYAndOneOverHeight;
varying vec3 v_positionMC;
varying vec3 v_positionEC;
varying vec3 v_textureCoordinates;
varying vec3 v_normalMC;
varying vec3 v_normalEC;
#ifdef APPLY_MATERIAL
varying float v_slope;
varying float v_aspect;
varying float v_height;
#endif
#if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
varying float v_distance;
#endif
#if defined(FOG) || defined(GROUND_ATMOSPHERE)
varying vec3 v_atmosphereRayleighColor;
varying vec3 v_atmosphereMieColor;
varying float v_atmosphereOpacity;
#endif
vec4 getPosition(vec3 position, float height, vec2 textureCoordinates);
float get2DYPositionFraction(vec2 textureCoordinates);
vec4 getPosition3DMode(vec3 position, float height, vec2 textureCoordinates)
{
return u_modifiedModelViewProjection * vec4(position, 1.0);
}
float get2DMercatorYPositionFraction(vec2 textureCoordinates)
{
const float maxTileWidth = 0.003068;
float positionFraction = textureCoordinates.y;
float southLatitude = u_southAndNorthLatitude.x;
float northLatitude = u_southAndNorthLatitude.y;
if (northLatitude - southLatitude > maxTileWidth)
{
float southMercatorY = u_southMercatorYAndOneOverHeight.x;
float oneOverMercatorHeight = u_southMercatorYAndOneOverHeight.y;
float currentLatitude = mix(southLatitude, northLatitude, textureCoordinates.y);
currentLatitude = clamp(currentLatitude, -czm_webMercatorMaxLatitude, czm_webMercatorMaxLatitude);
positionFraction = czm_latitudeToWebMercatorFraction(currentLatitude, southMercatorY, oneOverMercatorHeight);
}
return positionFraction;
}
float get2DGeographicYPositionFraction(vec2 textureCoordinates)
{
return textureCoordinates.y;
}
vec4 getPositionPlanarEarth(vec3 position, float height, vec2 textureCoordinates)
{
float yPositionFraction = get2DYPositionFraction(textureCoordinates);
vec4 rtcPosition2D = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0);
return u_modifiedModelViewProjection * rtcPosition2D;
}
vec4 getPosition2DMode(vec3 position, float height, vec2 textureCoordinates)
{
return getPositionPlanarEarth(position, 0.0, textureCoordinates);
}
vec4 getPositionColumbusViewMode(vec3 position, float height, vec2 textureCoordinates)
{
return getPositionPlanarEarth(position, height, textureCoordinates);
}
vec4 getPositionMorphingMode(vec3 position, float height, vec2 textureCoordinates)
{
vec3 position3DWC = position + u_center3D;
float yPositionFraction = get2DYPositionFraction(textureCoordinates);
vec4 position2DWC = vec4(height, mix(u_tileRectangle.st, u_tileRectangle.pq, vec2(textureCoordinates.x, yPositionFraction)), 1.0);
vec4 morphPosition = czm_columbusViewMorph(position2DWC, vec4(position3DWC, 1.0), czm_morphTime);
return czm_modelViewProjection * morphPosition;
}
#ifdef QUANTIZATION_BITS12
uniform vec2 u_minMaxHeight;
uniform mat4 u_scaleAndBias;
#endif
void main()
{
#ifdef QUANTIZATION_BITS12
vec2 xy = czm_decompressTextureCoordinates(compressed0.x);
vec2 zh = czm_decompressTextureCoordinates(compressed0.y);
vec3 position = vec3(xy, zh.x);
float height = zh.y;
vec2 textureCoordinates = czm_decompressTextureCoordinates(compressed0.z);
height = height * (u_minMaxHeight.y - u_minMaxHeight.x) + u_minMaxHeight.x;
position = (u_scaleAndBias * vec4(position, 1.0)).xyz;
#if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL)) && defined(INCLUDE_WEB_MERCATOR_Y)
float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x;
float encodedNormal = compressed1;
#elif defined(INCLUDE_WEB_MERCATOR_Y)
float webMercatorT = czm_decompressTextureCoordinates(compressed0.w).x;
float encodedNormal = 0.0;
#elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL)
float webMercatorT = textureCoordinates.y;
float encodedNormal = compressed0.w;
#else
float webMercatorT = textureCoordinates.y;
float encodedNormal = 0.0;
#endif
#else
vec3 position = position3DAndHeight.xyz;
float height = position3DAndHeight.w;
vec2 textureCoordinates = textureCoordAndEncodedNormals.xy;
#if (defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)) && defined(INCLUDE_WEB_MERCATOR_Y)
float webMercatorT = textureCoordAndEncodedNormals.z;
float encodedNormal = textureCoordAndEncodedNormals.w;
#elif defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)
float webMercatorT = textureCoordinates.y;
float encodedNormal = textureCoordAndEncodedNormals.z;
#elif defined(INCLUDE_WEB_MERCATOR_Y)
float webMercatorT = textureCoordAndEncodedNormals.z;
float encodedNormal = 0.0;
#else
float webMercatorT = textureCoordinates.y;
float encodedNormal = 0.0;
#endif
#endif
vec3 position3DWC = position + u_center3D;
#ifdef GEODETIC_SURFACE_NORMALS
vec3 ellipsoidNormal = geodeticSurfaceNormal;
#else
vec3 ellipsoidNormal = normalize(position3DWC);
#endif
#if defined(EXAGGERATION) && defined(GEODETIC_SURFACE_NORMALS)
float exaggeration = u_terrainExaggerationAndRelativeHeight.x;
float relativeHeight = u_terrainExaggerationAndRelativeHeight.y;
float newHeight = (height - relativeHeight) * exaggeration + relativeHeight;
float minRadius = min(min(czm_ellipsoidRadii.x, czm_ellipsoidRadii.y), czm_ellipsoidRadii.z);
newHeight = max(newHeight, -minRadius);
vec3 offset = ellipsoidNormal * (newHeight - height);
position += offset;
position3DWC += offset;
height = newHeight;
#endif
gl_Position = getPosition(position, height, textureCoordinates);
v_positionEC = (u_modifiedModelView * vec4(position, 1.0)).xyz;
v_positionMC = position3DWC;
v_textureCoordinates = vec3(textureCoordinates, webMercatorT);
#if defined(ENABLE_VERTEX_LIGHTING) || defined(GENERATE_POSITION_AND_NORMAL) || defined(APPLY_MATERIAL)
vec3 normalMC = czm_octDecode(encodedNormal);
#if defined(EXAGGERATION) && defined(GEODETIC_SURFACE_NORMALS)
vec3 projection = dot(normalMC, ellipsoidNormal) * ellipsoidNormal;
vec3 rejection = normalMC - projection;
normalMC = normalize(projection + rejection * exaggeration);
#endif
v_normalMC = normalMC;
v_normalEC = czm_normal3D * v_normalMC;
#endif
#if defined(FOG) || (defined(GROUND_ATMOSPHERE) && !defined(PER_FRAGMENT_GROUND_ATMOSPHERE))
bool dynamicLighting = false;
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING) && (defined(ENABLE_DAYNIGHT_SHADING) || defined(ENABLE_VERTEX_LIGHTING))
dynamicLighting = true;
#endif
#if defined(DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN)
vec3 atmosphereLightDirection = czm_sunDirectionWC;
#else
vec3 atmosphereLightDirection = czm_lightDirectionWC;
#endif
vec3 lightDirection = czm_branchFreeTernary(dynamicLighting, atmosphereLightDirection, normalize(position3DWC));
computeAtmosphereScattering(
position3DWC,
lightDirection,
v_atmosphereRayleighColor,
v_atmosphereMieColor,
v_atmosphereOpacity
);
#endif
#if defined(FOG) || defined(GROUND_ATMOSPHERE) || defined(UNDERGROUND_COLOR) || defined(TRANSLUCENT)
v_distance = length((czm_modelView3D * vec4(position3DWC, 1.0)).xyz);
#endif
#ifdef APPLY_MATERIAL
float northPoleZ = czm_ellipsoidRadii.z;
vec3 northPolePositionMC = vec3(0.0, 0.0, northPoleZ);
vec3 vectorEastMC = normalize(cross(northPolePositionMC - v_positionMC, ellipsoidNormal));
float dotProd = abs(dot(ellipsoidNormal, v_normalMC));
v_slope = acos(dotProd);
vec3 normalRejected = ellipsoidNormal * dotProd;
vec3 normalProjected = v_normalMC - normalRejected;
vec3 aspectVector = normalize(normalProjected);
v_aspect = acos(dot(aspectVector, vectorEastMC));
float determ = dot(cross(vectorEastMC, aspectVector), ellipsoidNormal);
v_aspect = czm_branchFreeTernary(determ < 0.0, 2.0 * czm_pi - v_aspect, v_aspect);
v_height = height;
#endif
}
`;var JD=`void computeAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity) {
vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);
float atmosphereInnerRadius = length(positionWC);
computeScattering(
primaryRay,
length(cameraToPositionWC),
lightDirection,
atmosphereInnerRadius,
rayleighColor,
mieColor,
opacity
);
}
`;var eV=`uniform sampler2D u_texture;
varying vec2 v_textureCoordinates;
void main()
{
gl_FragColor = texture2D(u_texture, v_textureCoordinates);
}
`;var tV=`attribute vec4 position;
attribute float webMercatorT;
uniform vec2 u_textureDimensions;
varying vec2 v_textureCoordinates;
void main()
{
v_textureCoordinates = vec2(position.x, webMercatorT);
gl_Position = czm_viewportOrthographic * (position * vec4(u_textureDimensions, 1.0, 1.0));
}
`;var ZD=`float interpolateByDistance(vec4 nearFarScalar, float distance)
{
float startDistance = nearFarScalar.x;
float startValue = nearFarScalar.y;
float endDistance = nearFarScalar.z;
float endValue = nearFarScalar.w;
float t = clamp((distance - startDistance) / (endDistance - startDistance), 0.0, 1.0);
return mix(startValue, endValue, t);
}
vec3 getLightDirection(vec3 positionWC)
{
float lightEnum = u_radiiAndDynamicAtmosphereColor.z;
vec3 lightDirection =
positionWC * float(lightEnum == 0.0) +
czm_lightDirectionWC * float(lightEnum == 1.0) +
czm_sunDirectionWC * float(lightEnum == 2.0);
return normalize(lightDirection);
}
void computeAtmosphereScattering(vec3 positionWC, vec3 lightDirection, out vec3 rayleighColor, out vec3 mieColor, out float opacity, out float underTranslucentGlobe)
{
float ellipsoidRadiiDifference = czm_ellipsoidRadii.x - czm_ellipsoidRadii.z;
float distanceAdjustMin = czm_ellipsoidRadii.x / 4.0;
float distanceAdjustMax = czm_ellipsoidRadii.x;
float distanceAdjustModifier = ellipsoidRadiiDifference / 2.0;
float distanceAdjust = distanceAdjustModifier * clamp((czm_eyeHeight - distanceAdjustMin) / (distanceAdjustMax - distanceAdjustMin), 0.0, 1.0);
float radiusAdjust = (ellipsoidRadiiDifference / 4.0) + distanceAdjust;
float atmosphereInnerRadius = (length(czm_viewerPositionWC) - czm_eyeHeight) - radiusAdjust;
vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
czm_ray primaryRay = czm_ray(czm_viewerPositionWC, cameraToPositionWCDirection);
underTranslucentGlobe = 0.0;
#if defined(GLOBE_TRANSLUCENT)
czm_raySegment primaryRayEarthIntersect = czm_raySphereIntersectionInterval(primaryRay, vec3(0.0), atmosphereInnerRadius + radiusAdjust);
if (primaryRayEarthIntersect.start > 0.0 && primaryRayEarthIntersect.stop > 0.0) {
vec3 direction = normalize(positionWC);
czm_ray ellipsoidRay = czm_ray(positionWC, -direction);
czm_raySegment ellipsoidIntersection = czm_rayEllipsoidIntersectionInterval(ellipsoidRay, vec3(0.0), czm_ellipsoidInverseRadii);
vec3 onEarth = positionWC - (direction * ellipsoidIntersection.start);
float angle = dot(normalize(czm_viewerPositionWC), normalize(onEarth));
opacity = interpolateByDistance(vec4(0.0, 1.0, czm_ellipsoidRadii.x, 0.0), length(czm_viewerPositionWC - onEarth));
vec3 horizonColor = vec3(0.1, 0.2, 0.3);
vec3 nearColor = vec3(0.0);
rayleighColor = mix(nearColor, horizonColor, exp(-angle) * opacity);
underTranslucentGlobe = 1.0;
return;
}
#endif
computeScattering(
primaryRay,
length(cameraToPositionWC),
lightDirection,
atmosphereInnerRadius,
rayleighColor,
mieColor,
opacity
);
float cameraHeight = czm_eyeHeight + atmosphereInnerRadius;
float atmosphereOuterRadius = atmosphereInnerRadius + ATMOSPHERE_THICKNESS;
opacity = clamp((atmosphereOuterRadius - cameraHeight) / (atmosphereOuterRadius - atmosphereInnerRadius), 0.0, 1.0);
float nightAlpha = (u_radiiAndDynamicAtmosphereColor.z != 0.0) ? clamp(dot(normalize(positionWC), lightDirection), 0.0, 1.0) : 1.0;
opacity *= pow(nightAlpha, 0.5);
}
`;var nV=`varying vec3 v_outerPositionWC;
uniform vec3 u_hsbShift;
#ifndef PER_FRAGMENT_ATMOSPHERE
varying vec3 v_mieColor;
varying vec3 v_rayleighColor;
varying float v_opacity;
varying float v_translucent;
#endif
void main (void)
{
vec3 lightDirection = getLightDirection(v_outerPositionWC);
vec3 mieColor;
vec3 rayleighColor;
float opacity;
float translucent;
#ifdef PER_FRAGMENT_ATMOSPHERE
computeAtmosphereScattering(
v_outerPositionWC,
lightDirection,
rayleighColor,
mieColor,
opacity,
translucent
);
#else
mieColor = v_mieColor;
rayleighColor = v_rayleighColor;
opacity = v_opacity;
translucent = v_translucent;
#endif
vec4 color = computeAtmosphereColor(v_outerPositionWC, lightDirection, rayleighColor, mieColor, opacity);
#ifndef HDR
color.rgb = czm_acesTonemapping(color.rgb);
color.rgb = czm_inverseGamma(color.rgb);
#endif
#ifdef COLOR_CORRECT
vec3 hsb = czm_RGBToHSB(color.rgb);
hsb.x += u_hsbShift.x;
hsb.y = clamp(hsb.y + u_hsbShift.y, 0.0, 1.0);
hsb.z = hsb.z > czm_epsilon7 ? hsb.z + u_hsbShift.z : 0.0;
color.rgb = czm_HSBToRGB(hsb);
#endif
if (translucent == 0.0) {
color.a = mix(color.b, 1.0, color.a) * smoothstep(0.0, 1.0, czm_morphTime);
}
gl_FragColor = color;
}
`;var iV=`attribute vec4 position;
varying vec3 v_outerPositionWC;
#ifndef PER_FRAGMENT_ATMOSPHERE
varying vec3 v_mieColor;
varying vec3 v_rayleighColor;
varying float v_opacity;
varying float v_translucent;
#endif
void main(void)
{
vec4 positionWC = czm_model * position;
vec3 lightDirection = getLightDirection(positionWC.xyz);
#ifndef PER_FRAGMENT_ATMOSPHERE
computeAtmosphereScattering(
positionWC.xyz,
lightDirection,
v_rayleighColor,
v_mieColor,
v_opacity,
v_translucent
);
#endif
v_outerPositionWC = positionWC.xyz;
gl_Position = czm_modelViewProjection * position;
}
`;var oV=`uniform samplerCube u_cubeMap;
varying vec3 v_texCoord;
void main()
{
vec4 color = textureCube(u_cubeMap, normalize(v_texCoord));
gl_FragColor = vec4(czm_gammaCorrect(color).rgb, czm_morphTime);
}
`;var rV=`attribute vec3 position;
varying vec3 v_texCoord;
void main()
{
vec3 p = czm_viewRotation * (czm_temeToPseudoFixed * (czm_entireFrustum.y * position));
gl_Position = czm_projection * vec4(p, 1.0);
v_texCoord = position.xyz;
}
`;var sV=`uniform sampler2D u_texture;
varying vec2 v_textureCoordinates;
void main()
{
vec4 color = texture2D(u_texture, v_textureCoordinates);
gl_FragColor = czm_gammaCorrect(color);
}
`;var aV=`uniform float u_radiusTS;
varying vec2 v_textureCoordinates;
vec2 rotate(vec2 p, vec2 direction)
{
return vec2(p.x * direction.x - p.y * direction.y, p.x * direction.y + p.y * direction.x);
}
vec4 addBurst(vec2 position, vec2 direction, float lengthScalar)
{
vec2 rotatedPosition = rotate(position, direction) * vec2(25.0, 0.75);
float radius = length(rotatedPosition) * lengthScalar;
float burst = 1.0 - smoothstep(0.0, 0.55, radius);
return vec4(burst);
}
void main()
{
float lengthScalar = 2.0 / sqrt(2.0);
vec2 position = v_textureCoordinates - vec2(0.5);
float radius = length(position) * lengthScalar;
float surface = step(radius, u_radiusTS);
vec4 color = vec4(vec2(1.0), surface + 0.2, surface);
float glow = 1.0 - smoothstep(0.0, 0.55, radius);
color.ba += mix(vec2(0.0), vec2(1.0), glow) * 0.75;
vec4 burst = vec4(0.0);
burst += 0.4 * addBurst(position, vec2(0.38942, 0.92106), lengthScalar);
burst += 0.4 * addBurst(position, vec2(0.99235, 0.12348), lengthScalar);
burst += 0.4 * addBurst(position, vec2(0.60327, -0.79754), lengthScalar);
burst += 0.3 * addBurst(position, vec2(0.31457, 0.94924), lengthScalar);
burst += 0.3 * addBurst(position, vec2(0.97931, 0.20239), lengthScalar);
burst += 0.3 * addBurst(position, vec2(0.66507, -0.74678), lengthScalar);
color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;
gl_FragColor = clamp(color, vec4(0.0), vec4(1.0));
}
`;var cV=`attribute vec2 direction;
uniform float u_size;
varying vec2 v_textureCoordinates;
void main()
{
vec4 position;
if (czm_morphTime == 1.0)
{
position = vec4(czm_sunPositionWC, 1.0);
}
else
{
position = vec4(czm_sunPositionColumbusView.zxy, 1.0);
}
vec4 positionEC = czm_view * position;
vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);
vec2 halfSize = vec2(u_size * 0.5);
halfSize *= ((direction * 2.0) - 1.0);
gl_Position = czm_viewportOrthographic * vec4(positionWC.xy + halfSize, -positionWC.z, 1.0);
v_textureCoordinates = direction;
}
`;var lV=`varying vec2 v_textureCoordinates;
void main()
{
czm_materialInput materialInput;
materialInput.s = v_textureCoordinates.s;
materialInput.st = v_textureCoordinates;
materialInput.str = vec3(v_textureCoordinates, 0.0);
materialInput.normalEC = vec3(0.0, 0.0, -1.0);
czm_material material = czm_getMaterial(materialInput);
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
}
`;function QD(e){l(e)||(e=new mh),this._clock=e,this._eventHelper=new vr,this._eventHelper.add(e.onTick,this.synchronize,this),this.systemTime=Ae.observable($.now()),this.systemTime.equalityComparer=$.equals,this.startTime=Ae.observable(e.startTime),this.startTime.equalityComparer=$.equals,this.startTime.subscribe(function(t){e.startTime=t,this.synchronize()},this),this.stopTime=Ae.observable(e.stopTime),this.stopTime.equalityComparer=$.equals,this.stopTime.subscribe(function(t){e.stopTime=t,this.synchronize()},this),this.currentTime=Ae.observable(e.currentTime),this.currentTime.equalityComparer=$.equals,this.currentTime.subscribe(function(t){e.currentTime=t,this.synchronize()},this),this.multiplier=Ae.observable(e.multiplier),this.multiplier.subscribe(function(t){e.multiplier=t,this.synchronize()},this),this.clockStep=Ae.observable(e.clockStep),this.clockStep.subscribe(function(t){e.clockStep=t,this.synchronize()},this),this.clockRange=Ae.observable(e.clockRange),this.clockRange.subscribe(function(t){e.clockRange=t,this.synchronize()},this),this.canAnimate=Ae.observable(e.canAnimate),this.canAnimate.subscribe(function(t){e.canAnimate=t,this.synchronize()},this),this.shouldAnimate=Ae.observable(e.shouldAnimate),this.shouldAnimate.subscribe(function(t){e.shouldAnimate=t,this.synchronize()},this),Ae.track(this,["systemTime","startTime","stopTime","currentTime","multiplier","clockStep","clockRange","canAnimate","shouldAnimate"])}Object.defineProperties(QD.prototype,{clock:{get:function(){return this._clock}}});QD.prototype.synchronize=function(){let e=this._clock;this.systemTime=$.now(),this.startTime=e.startTime,this.stopTime=e.stopTime,this.currentTime=e.currentTime,this.multiplier=e.multiplier,this.clockStep=e.clockStep,this.clockRange=e.clockRange,this.canAnimate=e.canAnimate,this.shouldAnimate=e.shouldAnimate};QD.prototype.isDestroyed=function(){return!1};QD.prototype.destroy=function(){this._eventHelper.removeAll(),le(this)};var uV=QD;function Htt(){this.canExecute=void 0,this.beforeExecute=void 0,this.afterExecute=void 0,ye.throwInstantiationError()}var Vme=Htt;function Gtt(e,t){t=y(t,!0);let n=new _e,i=new _e;function o(){let r={args:arguments,cancel:!1},s;return n.raiseEvent(r),r.cancel||(s=e.apply(null,arguments),i.raiseEvent(s)),s}return o.canExecute=t,Ae.track(o,["canExecute"]),Object.defineProperties(o,{beforeExecute:{value:n},afterExecute:{value:i}}),o}var yn=Gtt;var oj={};oj.createCheckbox=function(e,t,n){let i=document.createElement("div"),o=document.createElement("label"),r=document.createElement("input");r.type="checkbox";let s=`checked: ${t}`;return l(n)&&(s+=`, enable: ${n}`),r.setAttribute("data-bind",s),o.appendChild(r),o.appendChild(document.createTextNode(e)),i.appendChild(o),i};oj.createSection=function(e,t,n,i){let o=document.createElement("div");o.className="cesium-cesiumInspector-section",o.setAttribute("data-bind",`css: { "cesium-cesiumInspector-section-collapsed": !${n} }`),e.appendChild(o);let r=document.createElement("h3");r.className="cesium-cesiumInspector-sectionHeader",r.appendChild(document.createTextNode(t)),r.setAttribute("data-bind",`click: ${i}`),o.appendChild(r);let s=document.createElement("div");return s.className="cesium-cesiumInspector-sectionContent",o.appendChild(s),s};var jg=oj;function Wtt(e,t,n,i,o){return n.call(i,e[t]),Ae.getObservable(e,t).subscribe(n,i,o)}var ia=Wtt;function Ume(e,t){this._command=e,t=y(t,y.EMPTY_OBJECT),this.toggled=y(t.toggled,!1),this.tooltip=y(t.tooltip,""),Ae.track(this,["toggled","tooltip"])}Object.defineProperties(Ume.prototype,{command:{get:function(){return this._command}}});var fA=Ume;function rj(e){e=y(e,y.EMPTY_OBJECT),this._pixelsToCheck=e.pixelsToCheck,this._missingImagePixels=void 0,this._missingImageByteLength=void 0,this._isReady=!1;let t=Pe.createIfNeeded(e.missingImageUrl),n=this;function i(r){l(r.blob)&&(n._missingImageByteLength=r.blob.size);let s=Dd(r);if(e.disableCheckIfAllPixelsAreTransparent){let a=!0,c=r.width,u=e.pixelsToCheck;for(let f=0,d=u.length;a&&f<d;++f){let p=u[f],g=p.x*4+p.y*c;s[g+3]>0&&(a=!1)}a&&(s=void 0)}n._missin
varying vec2 v_textureCoordinates;
float sampleTexture(vec2 offset) {
`;return e===0?n+=` vec4 color = texture2D(colorTexture, v_textureCoordinates + offset);
return czm_luminance(color.rgb);
`:n+=` return texture2D(colorTexture, v_textureCoordinates + offset).r;
`,n+=`}
`,n+=`uniform vec2 colorTextureDimensions;
uniform vec2 minMaxLuminance;
uniform sampler2D previousLuminance;
void main() {
float color = 0.0;
float xStep = 1.0 / colorTextureDimensions.x;
float yStep = 1.0 / colorTextureDimensions.y;
int count = 0;
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
vec2 offset;
offset.x = -xStep + float(i) * xStep;
offset.y = -yStep + float(j) * yStep;
if (offset.x < 0.0 || offset.x > 1.0 || offset.y < 0.0 || offset.y > 1.0) {
continue;
}
color += sampleTexture(offset);
++count;
}
}
if (count > 0) {
color /= float(count);
}
`,e===t-1&&(n+=` float previous = texture2D(previousLuminance, vec2(0.5)).r;
color = clamp(color, minMaxLuminance.x, minMaxLuminance.y);
color = previous + (color - previous) / (60.0 * 1.5);
color = clamp(color, minMaxLuminance.x, minMaxLuminance.y);
`),n+=` gl_FragColor = vec4(color);
}
`,n}function Ktt(e,t){Gme(e);let n=e._framebuffers,i=n.length,o=new Array(i);for(let r=0;r<i;++r)o[r]=t.createViewportQuadCommand(Xtt(r,i),{framebuffer:n[r].framebuffer,uniformMap:Ytt(e,r)});e._commands=o}dA.prototype.clear=function(e){let t=this._framebuffers;if(!l(t))return;let n=this._clearCommand;l(n)||(n=this._clearCommand=new ei({color:new U(0,0,0,0),framebuffer:void 0}));let i=t.length;for(let o=0;o<i;++o)t[o].clear(e,n)};dA.prototype.update=function(e){let t=e.drawingBufferWidth,n=e.drawingBufferHeight;(t!==this._width||n!==this._height)&&(this._width=t,this._height=n,qtt(this,e),Ktt(this,e),this._ready||(this._ready=!0)),this._minMaxLuminance.x=this.minimumLuminance,this._minMaxLuminance.y=this.maximumLuminance;let i=this._framebuffers,o=i[i.length-1];i[i.length-1]=this._previousLuminance,this._commands[this._commands.length-1].framebuffer=this._previousLuminance.framebuffer,this._previousLuminance=o};dA.prototype.execute=function(e,t){this._colorTexture=t;let n=this._commands;if(!l(n))return;let i=n.length;for(let o=0;o<i;++o)n[o].execute(e)};dA.prototype.isDestroyed=function(){return!1};dA.prototype.destroy=function(){return Hme(this),Gme(this),le(this)};var dV=dA;var Jtt={AERIAL:"Aerial",AERIAL_WITH_LABELS:"AerialWithLabels",AERIAL_WITH_LABELS_ON_DEMAND:"AerialWithLabelsOnDemand",ROAD:"Road",ROAD_ON_DEMAND:"RoadOnDemand",CANVAS_DARK:"CanvasDark",CANVAS_LIGHT:"CanvasLight",CANVAS_GRAY:"CanvasGray",ORDNANCE_SURVEY:"OrdnanceSurvey",COLLINS_BART:"CollinsBart"},hV=Object.freeze(Jtt);function ev(e){}ev.prototype.isReady=function(){return!0};ev.prototype.shouldDiscardImage=function(e){return ev.EMPTY_IMAGE===e};var mV;Object.defineProperties(ev,{EMPTY_IMAGE:{get:function(){return l(mV)||(mV=new Image,mV.src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mNkYAAAAAYAAjCB0C8AAAAASUVORK5CYII="),mV}}});var tv=ev;function Ls(e){e=y(e,y.EMPTY_OBJECT);let t=e.key;this.defaultAlpha=void 0,this.defaultNightAlpha=void 0,this.defaultDayAlpha=void 0,this.defaultBrightness=void 0,this.defaultContrast=void 0,this.defaultHue=void 0,this.defaultSaturation=void 0,this.defaultGamma=1,this.defaultMinificationFilter=void 0,this.defaultMagnificationFilter=void 0,this._key=t,this._resource=Pe.createIfNeeded(e.url),this._resource.appendForwardSlash(),this._tileProtocol=e.tileProtocol,this._mapStyle=y(e.mapStyle,hV.AERIAL),this._culture=y(e.culture,""),this._tileDiscardPolicy=e.tileDiscardPolicy,l(this._tileDiscardPolicy)||(this._tileDiscardPolicy=new tv),this._proxy=e.proxy,this._credit=new Yt(`<a href="http://www.bing.com"><img src="${Ls.logoUrl}" title="Bing Imagery"/></a>`),this._tilingScheme=new Gr({numberOfLevelZeroTilesX:2,numberOfLevelZeroTilesY:2,ellipsoid:e.ellipsoid}),this._tileWidth=void 0,this._tileHeight=void 0,this._maximumLevel=void 0,this._imageUrlTemplate=void 0,this._imageUrlSubdomains=void 0,this._errorEvent=new _e,this._ready=!1;let n=this._tileProtocol;l(n)?n.length>0&&n[n.length-1]===":"&&(n=n.substr(0,n.length-1)):n=document.location.protocol==="http:"?"http":"https";let i=this._resource.getDerivedResource({url:`REST/v1/Imagery/Metadata/${this._mapStyle}`,queryParameters:{incl:"ImageryProviders",key:this._key,uriScheme:n}}),o=this,r;function s(d){if(d.resourceSets.length!==1)return a();let p=d.resourceSets[0].resources[0];o._tileWidth=p.imageWidth,o._tileHeight=p.imageHeight,o._maximumLevel=p.zoomMax-1,o._imageUrlSubdomains=p.imageUrlSubdomains,o._imageUrlTemplate=p.imageUrl;let g=o._attributionList=p.imageryProviders;g||(g=o._attributionList=[]);for(let m=0,A=g.length;m<A;++m){let C=g[m];if(C.credit instanceof Yt)break;C.credit=new Yt(C.attribution);let x=C.coverageAreas;for(let b=0,E=C.coverageAreas.length;b<E;++b){let S=x[b],D=S.bbox;S.bbox=new ce(I.toRadians(D[1]),I.toRadians(D[0]),I.toRadians(D[3]),I.toRadians(D[2]))}}return o._ready=!0,Wn.reportSuccess(r),Promise.resolve(!0)}function a(d){let p=`An error occurred while accessing ${i.url}.`;return r=Wn.reportError(r,o,o._errorEvent,p,void 0,void 0,void 0),r.retry?u():Promise.reject(new de(p))}let c=i.url;function u(){let d=i.fet
{
return ${f};
}
`}return r=`${i} ${e}
{
${r} return ${i}(1.0);
}
`,r};IE.prototype.getVariables=function(){let e=[],t=this._runtimeConditions;if(!l(t)||t.length===0)return e;let n=t.length;for(let i=0;i<n;++i){let o=t[i];e.push.apply(e,o.condition.getVariables()),e.push.apply(e,o.expression.getVariables())}return e=e.filter(function(i,o,r){return r.indexOf(i)===o}),e};var wV=IE;function Xg(e){this._style={},this._ready=!1,this._show=void 0,this._color=void 0,this._pointSize=void 0,this._pointOutlineColor=void 0,this._pointOutlineWidth=void 0,this._labelColor=void 0,this._labelOutlineColor=void 0,this._labelOutlineWidth=void 0,this._font=void 0,this._labelStyle=void 0,this._labelText=void 0,this._backgroundColor=void 0,this._backgroundPadding=void 0,this._backgroundEnabled=void 0,this._scaleByDistance=void 0,this._translucencyByDistance=void 0,this._distanceDisplayCondition=void 0,this._heightOffset=void 0,this._anchorLineEnabled=void 0,this._anchorLineColor=void 0,this._image=void 0,this._disableDepthTestDistance=void 0,this._horizontalOrigin=void 0,this._verticalOrigin=void 0,this._labelHorizontalOrigin=void 0,this._labelVerticalOrigin=void 0,this._meta=void 0,this._colorShaderFunction=void 0,this._showShaderFunction=void 0,this._pointSizeShaderFunction=void 0,this._colorShaderFunctionReady=!1,this._showShaderFunctionReady=!1,this._pointSizeShaderFunctionReady=!1,this._colorShaderTranslucent=!1,$it(this,e)}function $it(e,t){t=y($e(t,!0),e._style),e._style=t,e.show=t.show,e.color=t.color,e.pointSize=t.pointSize,e.pointOutlineColor=t.pointOutlineColor,e.pointOutlineWidth=t.pointOutlineWidth,e.labelColor=t.labelColor,e.labelOutlineColor=t.labelOutlineColor,e.labelOutlineWidth=t.labelOutlineWidth,e.labelStyle=t.labelStyle,e.font=t.font,e.labelText=t.labelText,e.backgroundColor=t.backgroundColor,e.backgroundPadding=t.backgroundPadding,e.backgroundEnabled=t.backgroundEnabled,e.scaleByDistance=t.scaleByDistance,e.translucencyByDistance=t.translucencyByDistance,e.distanceDisplayCondition=t.distanceDisplayCondition,e.heightOffset=t.heightOffset,e.anchorLineEnabled=t.anchorLineEnabled,e.anchorLineColor=t.anchorLineColor,e.image=t.image,e.disableDepthTestDistance=t.disableDepthTestDistance,e.horizontalOrigin=t.horizontalOrigin,e.verticalOrigin=t.verticalOrigin,e.labelHorizontalOrigin=t.labelHorizontalOrigin,e.labelVerticalOrigin=t.labelVerticalOrigin;let n={};if(l(t.meta)){let i=t.defines,o=y(t.meta,y.EMPTY_OBJECT);for(let r in o)o.hasOwnProperty(r)&&(n[r]=new bf(o[r],i))}e._meta=n,e._ready=!0}function No(e,t){let n=y(e._style,y.EMPTY_OBJECT).defines;if(l(t)){if(typeof t=="boolean"||typeof t=="number")return new bf(String(t));if(typeof t=="string")return new bf(t,n);if(l(t.conditions))return new wV(t,n)}else return;return t}function Vo(e){if(l(e)){if(l(e.expression))return e.expression;if(l(e.conditionsExpression))return $e(e.conditionsExpression,!0)}else return;return e}Object.defineProperties(Xg.prototype,{style:{get:function(){return this._style}},show:{get:function(){return this._show},set:function(e){this._show=No(this,e),this._style.show=Vo(this._show),this._showShaderFunctionReady=!1}},color:{get:function(){return this._color},set:function(e){this._color=No(this,e),this._style.color=Vo(this._color),this._colorShaderFunctionReady=!1}},pointSize:{get:function(){return this._pointSize},set:function(e){this._pointSize=No(this,e),this._style.pointSize=Vo(this._pointSize),this._pointSizeShaderFunctionReady=!1}},pointOutlineColor:{get:function(){return this._pointOutlineColor},set:function(e){this._pointOutlineColor=No(this,e),this._style.pointOutlineColor=Vo(this._pointOutlineColor)}},pointOutlineWidth:{get:function(){return this._pointOutlineWidth},set:function(e){this._pointOutlineWidth=No(this,e),this._style.pointOutlineWidth=Vo(this._pointOutlineWidth)}},labelColor:{get:function(){return this._labelColor},set:function(e){this._labelColor=No(this,e),this._style.labelColor=Vo(this._labelColor)}},labelOutlineColor:{get:function(){return this._labelOutlineColor},set:function(e){this._labelOutlineColor=No(this,e),this._style.labelOutlineColor=Vo(this._labelOutlineColor)}},labelOutlineWidth:{ge
`,n}function Wrt(){let e="";e+=Ua(".cesium-credit-lightbox-overlay",{display:"none","z-index":"1",position:"absolute",top:"0",left:"0",width:"100%",height:"100%","background-color":"rgba(80, 80, 80, 0.8)"}),e+=Ua(".cesium-credit-lightbox",{"background-color":"#303336",color:dv,position:"relative","min-height":`${Urt}px`,margin:"auto"}),e+=Ua(".cesium-credit-lightbox > ul > li a, .cesium-credit-lightbox > ul > li a:visited",{color:dv}),e+=Ua(".cesium-credit-lightbox > ul > li a:hover",{color:Ij}),e+=Ua(".cesium-credit-lightbox.cesium-credit-lightbox-expanded",{border:"1px solid #444","border-radius":"5px","max-width":"370px"}),e+=Ua(".cesium-credit-lightbox.cesium-credit-lightbox-mobile",{height:"100%",width:"100%"}),e+=Ua(".cesium-credit-lightbox-title",{padding:"20px 20px 0 20px"}),e+=Ua(".cesium-credit-lightbox-close",{"font-size":"18pt",cursor:"pointer",position:"absolute",top:"0",right:"6px",color:dv}),e+=Ua(".cesium-credit-lightbox-close:hover",{color:Ij}),e+=Ua(".cesium-credit-lightbox > ul",{margin:"0",padding:"12px 20px 12px 40px","font-size":"13px"}),e+=Ua(".cesium-credit-lightbox > ul > li",{"padding-bottom":"6px"}),e+=Ua(".cesium-credit-lightbox > ul > li *",{padding:"0",margin:"0"}),e+=Ua(".cesium-credit-expand-link",{"padding-left":"5px",cursor:"pointer","text-decoration":"underline",color:dv}),e+=Ua(".cesium-credit-expand-link:hover",{color:Ij}),e+=Ua(".cesium-credit-text",{color:dv}),e+=Ua(".cesium-credit-textContainer *, .cesium-credit-logoContainer *",{display:"inline"});let t=document.head,n=document.createElement("style");n.innerHTML=e,t.insertBefore(n,t.firstChild)}function ur(e,t,n){let i=this;n=y(n,document.body);let o=document.createElement("div");o.className="cesium-credit-lightbox-overlay",n.appendChild(o);let r=document.createElement("div");r.className="cesium-credit-lightbox",o.appendChild(r);function s(m){r.contains(m.target)||i.hideLightbox()}o.addEventListener("click",s,!1);let a=document.createElement("div");a.className="cesium-credit-lightbox-title",a.textContent="Data provided by:",r.appendChild(a);let c=document.createElement("a");c.onclick=this.hideLightbox.bind(this),c.innerHTML="&times;",c.className="cesium-credit-lightbox-close",r.appendChild(c);let u=document.createElement("ul");r.appendChild(u);let f=document.createElement("div");f.className="cesium-credit-logoContainer",f.style.display="inline",e.appendChild(f);let d=document.createElement("div");d.className="cesium-credit-textContainer",d.style.display="inline",e.appendChild(d);let p=document.createElement("a");p.className="cesium-credit-expand-link",p.onclick=this.showLightbox.bind(this),p.textContent="Data attribution",e.appendChild(p),Wrt();let g=Yt.clone(ur.cesiumCredit);this._delimiter=y(t," \u2022 "),this._screenContainer=d,this._cesiumCreditContainer=f,this._lastViewportHeight=void 0,this._lastViewportWidth=void 0,this._lightboxCredits=r,this._creditList=u,this._lightbox=o,this._hideLightbox=s,this._expandLink=p,this._expanded=!1,this._defaultCredits=[],this._cesiumCredit=g,this._previousCesiumCredit=void 0,this._currentCesiumCredit=g,this._creditDisplayElementPool=[],this._creditDisplayElementIndex=0,this._currentFrameCredits={screenCredits:new gt,lightboxCredits:new gt},this._defaultCredit=void 0,this.viewport=n,this.container=e}function n_e(e,t,n,i){i=y(i,1);let o=t.get(n.id);if(l(o))o.count<Number.MAX_VALUE&&(o.count+=i);else{let r=e._creditDisplayElementPool,s=e._creditDisplayElementPoolIndex;s<r.length?(o=r[s],o.credit=n,o.count=i):(o=new e_e(n,i),r.push(o)),++e._creditDisplayElementPoolIndex,t.set(n.id,o)}}ur.prototype.addCredit=function(e){if(e._isIon){l(this._defaultCredit)||(this._defaultCredit=Yt.clone(i_e())),this._currentCesiumCredit=this._defaultCredit;return}let t;e.showOnScreen?t=this._currentFrameCredits.screenCredits:t=this._currentFrameCredits.lightboxCredits,n_e(this,t,e)};ur.prototype.addDefaultCredit=function(e){let t=this._defaultCredits;zrt(t,e)||t.push(e)};ur.prototype.removeDefaultCredit=function(e){let t=this._defaultCredits,n=t.indexOf(e);n!==-1&&t.splice(n,1)};ur.prototype.showLightbox=functio
`;else switch(t==="st"&&(i="vec2"),i){case"float":r=`vec4 getColor() { return vec4(vec3(${o}), 1.0); }
`;break;case"vec2":r=`vec4 getColor() { return vec4(${o}, 0.0, 1.0); }
`;break;case"vec3":r=`vec4 getColor() { return vec4(${o}, 1.0); }
`;break;case"vec4":r=`vec4 getColor() { return ${o}; }
`;break}let s=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute float batchId;
${n?"":`attribute ${i} ${t};
`}varying ${i} ${o};
void main()
{
vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);
${n?`${o} = czm_batchTable_${t}(batchId);
`:`${o} = ${t};
`}gl_Position = czm_modelViewProjectionRelativeToEye * p;
}`,a=`varying ${i} ${o};
${r}
void main()
{
gl_FragColor = getColor();
}`;this.material=void 0,this.translucent=y(e.translucent,!1),this._vertexShaderSource=y(e.vertexShaderSource,s),this._fragmentShaderSource=y(e.fragmentShaderSource,a),this._renderState=Zi.getDefaultRenderState(!1,!1,e.renderState),this._closed=y(e.closed,!1),this._attributeName=t,this._glslDatatype=i}Object.defineProperties(hv.prototype,{vertexShaderSource:{get:function(){return this._vertexShaderSource}},fragmentShaderSource:{get:function(){return this._fragmentShaderSource}},renderState:{get:function(){return this._renderState}},closed:{get:function(){return this._closed}},attributeName:{get:function(){return this._attributeName}},glslDatatype:{get:function(){return this._glslDatatype}}});hv.prototype.getFragmentShaderSource=Zi.prototype.getFragmentShaderSource;hv.prototype.isTranslucent=Zi.prototype.isTranslucent;hv.prototype.getRenderState=Zi.prototype.getRenderState;var o_e=hv;function GV(e){e=y(e,y.EMPTY_OBJECT),this._camera=e.camera,this._frustumSplits=e.frustumSplits,this._color=y(e.color,U.CYAN),this._updateOnChange=y(e.updateOnChange,!0),this.show=y(e.show,!0),this.id=e.id,this._id=void 0,this._outlinePrimitives=[],this._planesPrimitives=[]}var jrt=new h,qrt=new Q,Yrt=new Be,Xrt=new gi,Krt=new il,Jrt=new Jt,Zrt=new Sr,Qrt=new U,$rt=[1,1e5];GV.prototype.update=function(e){if(!this.show)return;let t=this._planesPrimitives,n=this._outlinePrimitives,i,o;if(this._updateOnChange){for(o=t.length,i=0;i<o;++i)n[i]=n[i]&&n[i].destroy(),t[i]=t[i]&&t[i].destroy();t.length=0,n.length=0}if(t.length===0){let r=this._camera,s=r.frustum,a;s instanceof gi?a=Xrt:s instanceof il?a=Krt:s instanceof Jt?a=Jrt:a=Zrt,a=s.clone(a);let c,u=this._frustumSplits;!l(u)||u.length<=1?(u=$rt,u[0]=this._camera.frustum.near,u[1]=this._camera.frustum.far,c=1):c=u.length-1;let f=r.positionWC,d=r.directionWC,p=r.upWC,g=r.rightWC;g=h.negate(g,jrt);let m=qrt;Q.setColumn(m,0,g,m),Q.setColumn(m,1,p,m),Q.setColumn(m,2,d,m);let A=Be.fromRotationMatrix(m,Yrt);for(t.length=n.length=c,i=0;i<c;++i)a.near=u[i],a.far=u[i+1],t[i]=new Cn({geometryInstances:new _t({geometry:new xE({origin:f,orientation:A,frustum:a,_drawNearPlane:i===0}),attributes:{color:Bt.fromColor(U.fromAlpha(this._color,.1,Qrt))},id:this.id,pickPrimitive:this}),appearance:new Qt({translucent:!0,flat:!0}),asynchronous:!1}),n[i]=new Cn({geometryInstances:new _t({geometry:new Ck({origin:f,orientation:A,frustum:a,_drawNearPlane:i===0}),attributes:{color:Bt.fromColor(this._color)},id:this.id,pickPrimitive:this}),appearance:new Qt({translucent:!1,flat:!0}),asynchronous:!1})}for(o=t.length,i=0;i<o;++i)n[i].update(e),t[i].update(e)};GV.prototype.isDestroyed=function(){return!1};GV.prototype.destroy=function(){let e=this._planesPrimitives.length;for(let t=0;t<e;++t)this._outlinePrimitives[t]=this._outlinePrimitives[t]&&this._outlinePrimitives[t].destroy(),this._planesPrimitives[t]=this._planesPrimitives[t]&&this._planesPrimitives[t].destroy();return le(this)};var Ap=GV;function r_e(){this._cachedShowFrustumsShaders={}}function est(e){let t={},n=e.vertexAttributes;for(let i in n)n.hasOwnProperty(i)&&(t[i]=n[i].index);return t}function tst(e,t){let n=e.context,i=t,o=i.fragmentShaderSource.clone(),r=[];o.sources=o.sources.map(function(f){f=Ve.replaceMain(f,"czm_Debug_main");let d=/gl_FragData\[(\d+)\]/g,p;for(;(p=d.exec(f))!==null;)r.indexOf(p[1])===-1&&r.push(p[1]);return f});let s=r.length,a="";a+=`uniform vec3 debugShowCommandsColor;
`,a+=`uniform vec3 debugShowFrustumsColor;
`,a+=`void main()
{
czm_Debug_main();
`;let c;if(s>0)for(c=0;c<s;++c)a+=` gl_FragData[${r[c]}].rgb *= debugShowCommandsColor;
`,a+=` gl_FragData[${r[c]}].rgb *= debugShowFrustumsColor;
`;else a+=` gl_FragColor.rgb *= debugShowCommandsColor;
`,a+=` gl_FragColor.rgb *= debugShowFrustumsColor;
`;a+="}",o.sources.push(a);let u=est(i);return jt.fromCache({context:n,vertexShaderSource:i.vertexShaderSource,fragmentShaderSource:o,attributeLocations:u})}var mv=new U;function nst(e,t){let n;return l(t.uniformMap)?n=t.uniformMap:n={},l(n.debugShowCommandsColor)||l(n.debugShowFrustumsColor)||(n.debugShowCommandsColor=function(){return e.debugShowCommands?(l(t._debugColor)||(t._debugColor=U.fromRandom()),t._debugColor):U.WHITE},n.debugShowFrustumsColor=function(){return e.debugShowFrustums?(mv.red=t.debugOverlappingFrustums&1<<0?1:0,mv.green=t.debugOverlappingFrustums&1<<1?1:0,mv.blue=t.debugOverlappingFrustums&1<<2?1:0,mv.alpha=1,mv):U.WHITE}),n}var ist=new Ze;r_e.prototype.executeDebugShowFrustumsCommand=function(e,t,n){let i=t.shaderProgram.id,o=this._cachedShowFrustumsShaders[i];l(o)||(o=tst(e,t.shaderProgram),this._cachedShowFrustumsShaders[i]=o);let r=Ze.shallowClone(t,ist);r.shaderProgram=o,r.uniformMap=nst(e,t),r.execute(e.context,n)};var WV=r_e;function jV(e){e=y(e,y.EMPTY_OBJECT),this.length=y(e.length,1e7),this._length=void 0,this.width=y(e.width,2),this._width=void 0,this.show=y(e.show,!0),this.modelMatrix=F.clone(y(e.modelMatrix,F.IDENTITY)),this._modelMatrix=new F,this.id=e.id,this._id=void 0,this._primitive=void 0}jV.prototype.update=function(e){if(!!this.show){if(!l(this._primitive)||!F.equals(this._modelMatrix,this.modelMatrix)||this._length!==this.length||this._width!==this.width||this._id!==this.id){this._modelMatrix=F.clone(this.modelMatrix,this._modelMatrix),this._length=this.length,this._width=this.width,this._id=this.id,l(this._primitive)&&this._primitive.destroy(),this.modelMatrix[12]===0&&this.modelMatrix[13]===0&&this.modelMatrix[14]===0&&(this.modelMatrix[14]=.01);let t=new _t({geometry:new pg({positions:[h.ZERO,h.UNIT_X],width:this.width,vertexFormat:kr.VERTEX_FORMAT,colors:[U.RED,U.RED],arcType:qt.NONE}),modelMatrix:F.multiplyByUniformScale(this.modelMatrix,this.length,new F),id:this.id,pickPrimitive:this}),n=new _t({geometry:new pg({positions:[h.ZERO,h.UNIT_Y],width:this.width,vertexFormat:kr.VERTEX_FORMAT,colors:[U.GREEN,U.GREEN],arcType:qt.NONE}),modelMatrix:F.multiplyByUniformScale(this.modelMatrix,this.length,new F),id:this.id,pickPrimitive:this}),i=new _t({geometry:new pg({positions:[h.ZERO,h.UNIT_Z],width:this.width,vertexFormat:kr.VERTEX_FORMAT,colors:[U.BLUE,U.BLUE],arcType:qt.NONE}),modelMatrix:F.multiplyByUniformScale(this.modelMatrix,this.length,new F),id:this.id,pickPrimitive:this});this._primitive=new Cn({geometryInstances:[t,n,i],appearance:new kr,asynchronous:!1})}this._primitive.update(e)}};jV.prototype.isDestroyed=function(){return!1};jV.prototype.destroy=function(){return this._primitive=this._primitive&&this._primitive.destroy(),le(this)};var qV=jV;function _v(e){this._rs=void 0,this._sp=void 0,this._va=void 0,this._command=void 0,this._mode=void 0,this._useLogDepth=!1,this._ellipsoidOffset=y(e,0)}var pv=Lt.supportsTypedArrays()?new Float32Array(12):[],s_e=new h,a_e=new h,Oj=new h,c_e=new h,YV=new h;function ost(e,t){let n=e.radii,i=t.camera,o,r,s;if(i.frustum instanceof Jt)o=h.ZERO,r=i.rightWC,s=i.upWC;else{let d=i.positionWC,p=h.multiplyComponents(e.oneOverRadii,d,s_e),g=h.normalize(p,a_e),m=h.normalize(h.cross(h.UNIT_Z,p,Oj),Oj),A=h.normalize(h.cross(g,m,c_e),c_e),C=h.magnitude(p),x=Math.sqrt(C*C-1);o=h.multiplyByScalar(g,1/C,s_e);let b=x/C;r=h.multiplyByScalar(m,b,a_e),s=h.multiplyByScalar(A,b,Oj)}let a=h.add(o,s,YV);h.subtract(a,r,a),h.multiplyComponents(n,a,a),h.pack(a,pv,0);let c=h.subtract(o,s,YV);h.subtract(c,r,c),h.multiplyComponents(n,c,c),h.pack(c,pv,3);let u=h.add(o,s,YV);h.add(u,r,u),h.multiplyComponents(n,u,u),h.pack(u,pv,6);let f=h.subtract(o,s,YV);return h.add(f,r,f),h.multiplyComponents(n,f,f),h.pack(f,pv,9),pv}_v.prototype.update=function(e){if(this._mode=e.mode,e.mode!==ee.SCENE3D)return;let t=e.context,n=e.mapProjection.ellipsoid.radii,i=new ie(n.x+this._ellipsoidOffset,n.y+this._ellipsoidOffset,n.z+this._ellipsoidOffset),o=e.useLogDepth;if(l(this._command)||(this._rs=Ne.fromCache({cull:{enabled:!0},depthTest:{enabled:!0},colorMask:{red:!1,green:!1,b
#extension GL_EXT_frag_depth : enable
#endif
`;a.sources.push(c),a.defines.push("LOG_DEPTH"),s.defines.push("LOG_DEPTH")}this._sp=jt.replaceCache({shaderProgram:this._sp,context:t,vertexShaderSource:s,fragmentShaderSource:a,attributeLocations:{position:0}}),this._command.shaderProgram=this._sp}let r=ost(i,e);if(l(this._va))this._va.getAttribute(0).vertexBuffer.copyFromArrayView(r);else{let s=new it({attributes:{position:new be({componentDatatype:K.FLOAT,componentsPerAttribute:3,values:r})},indices:[0,1,2,2,1,3],primitiveType:Oe.TRIANGLES});this._va=Zn.fromGeometry({context:t,geometry:s,attributeLocations:{position:0},bufferUsage:Le.DYNAMIC_DRAW}),this._command.vertexArray=this._va}};_v.prototype.execute=function(e,t){this._mode===ee.SCENE3D&&this._command.execute(e,t)};_v.prototype.isDestroyed=function(){return!1};_v.prototype.destroy=function(){this._sp=this._sp&&this._sp.destroy(),this._va=this._va&&this._va.destroy()};var XV=_v;function gv(){}var rst=/\bgl_FragDepthEXT\b/,sst=/\bdiscard\b/;function ast(e,t){let n=e.shaderCache.getDerivedShaderProgram(t,"depthOnly");if(!l(n)){let i=t._attributeLocations,o=t.fragmentShaderSource,r,s=!1,a=o.sources,c=a.length;for(r=0;r<c;++r)if(rst.test(a[r])||sst.test(a[r])){s=!0;break}let u=!1,f=o.defines;for(c=f.length,r=0;r<c;++r)if(f[r]==="LOG_DEPTH"){u=!0;break}let d;!s&&!u?(d=`void main()
{
gl_FragColor = vec4(1.0);
}
`,o=new Ve({sources:[d]})):!s&&u&&(d=`#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
void main()
{
gl_FragColor = vec4(1.0);
czm_writeLogDepth();
}
`,o=new Ve({defines:["LOG_DEPTH"],sources:[d]})),n=e.shaderCache.createDerivedShaderProgram(t,"depthOnly",{vertexShaderSource:t.vertexShaderSource,fragmentShaderSource:o,attributeLocations:i})}return n}function cst(e,t){let n=e._depthOnlyRenderStateCache,i=n[t.id];if(!l(i)){let o=Ne.getState(t);o.depthMask=!0,o.colorMask={red:!1,green:!1,blue:!1,alpha:!1},i=Ne.fromCache(o),n[t.id]=i}return i}gv.createDepthOnlyDerivedCommand=function(e,t,n,i){l(i)||(i={});let o,r;return l(i.depthOnlyCommand)&&(o=i.depthOnlyCommand.shaderProgram,r=i.depthOnlyCommand.renderState),i.depthOnlyCommand=Ze.shallowClone(t,i.depthOnlyCommand),!l(o)||i.shaderProgramId!==t.shaderProgram.id?(i.depthOnlyCommand.shaderProgram=ast(n,t.shaderProgram),i.depthOnlyCommand.renderState=cst(e,t.renderState),i.shaderProgramId=t.shaderProgram.id):(i.depthOnlyCommand.shaderProgram=o,i.depthOnlyCommand.renderState=r),i};var lst=/\s+czm_writeLogDepth\(/,ust=/\s+czm_vertexLogDepth\(/,fst=/\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;function dst(e,t){let n=e.shaderCache.getDerivedShaderProgram(t,"logDepth");if(!l(n)){let i=t._attributeLocations,o=t.vertexShaderSource.clone(),r=t.fragmentShaderSource.clone();o.defines=l(o.defines)?o.defines.slice(0):[],o.defines.push("LOG_DEPTH"),r.defines=l(r.defines)?r.defines.slice(0):[],r.defines.push("LOG_DEPTH");let s,a,c=!1,u=o.sources,f=u.length;for(s=0;s<f;++s)if(ust.test(u[s])){c=!0;break}if(!c){for(s=0;s<f;++s)u[s]=Ve.replaceMain(u[s],"czm_log_depth_main");a=`
void main()
{
czm_log_depth_main();
czm_vertexLogDepth();
}
`,u.push(a)}for(u=r.sources,f=u.length,c=!1,s=0;s<f;++s)lst.test(u[s])&&(c=!0);r.defines.indexOf("LOG_DEPTH_WRITE")!==-1&&(c=!0);let d=!0;for(s=0;s<f;++s)fst.test(u[s])&&(d=!1);let p="";if(d&&(p+=`#ifdef GL_EXT_frag_depth
#extension GL_EXT_frag_depth : enable
#endif
`),!c){for(s=0;s<f;s++)u[s]=Ve.replaceMain(u[s],"czm_log_depth_main");p+=`
void main()
{
czm_log_depth_main();
czm_writeLogDepth();
}
`}u.push(p),n=e.shaderCache.createDerivedShaderProgram(t,"logDepth",{vertexShaderSource:o,fragmentShaderSource:r,attributeLocations:i})}return n}gv.createLogDepthCommand=function(e,t,n){l(n)||(n={});let i;return l(n.command)&&(i=n.command.shaderProgram),n.command=Ze.shallowClone(e,n.command),!l(i)||n.shaderProgramId!==e.shaderProgram.id?(n.command.shaderProgram=dst(t,e.shaderProgram),n.shaderProgramId=e.shaderProgram.id):n.command.shaderProgram=i,n};function hst(e,t,n){let i=e.shaderCache.getDerivedShaderProgram(t,"pick");if(!l(i)){let o=t._attributeLocations,r=t.fragmentShaderSource,s=r.sources,a=s.length,c=`void main()
{
czm_non_pick_main();
if (gl_FragColor.a == 0.0) {
discard;
}
gl_FragColor = ${n};
}
`,u=new Array(a+1);for(let f=0;f<a;++f)u[f]=Ve.replaceMain(s[f],"czm_non_pick_main");u[a]=c,r=new Ve({sources:u,defines:r.defines}),i=e.shaderCache.createDerivedShaderProgram(t,"pick",{vertexShaderSource:t.vertexShaderSource,fragmentShaderSource:r,attributeLocations:o})}return i}function mst(e,t){let n=e.picking.pickRenderStateCache,i=n[t.id];if(!l(i)){let o=Ne.getState(t);o.blending.enabled=!1,o.depthMask=!0,i=Ne.fromCache(o),n[t.id]=i}return i}gv.createPickDerivedCommand=function(e,t,n,i){l(i)||(i={});let o,r;return l(i.pickCommand)&&(o=i.pickCommand.shaderProgram,r=i.pickCommand.renderState),i.pickCommand=Ze.shallowClone(t,i.pickCommand),!l(o)||i.shaderProgramId!==t.shaderProgram.id?(i.pickCommand.shaderProgram=hst(n,t.shaderProgram,t.pickId),i.pickCommand.renderState=mst(e,t.renderState),i.shaderProgramId=t.shaderProgram.id):(i.pickCommand.shaderProgram=o,i.pickCommand.renderState=r),i};function pst(e,t){let n=e.shaderCache.getDerivedShaderProgram(t,"HDR");if(!l(n)){let i=t._attributeLocations,o=t.vertexShaderSource.clone(),r=t.fragmentShaderSource.clone();o.defines=l(o.defines)?o.defines.slice(0):[],o.defines.push("HDR"),r.defines=l(r.defines)?r.defines.slice(0):[],r.defines.push("HDR"),n=e.shaderCache.createDerivedShaderProgram(t,"HDR",{vertexShaderSource:o,fragmentShaderSource:r,attributeLocations:i})}return n}gv.createHdrCommand=function(e,t,n){l(n)||(n={});let i;return l(n.command)&&(i=n.command.shaderProgram),n.command=Ze.shallowClone(e,n.command),!l(i)||n.shaderProgramId!==e.shaderProgram.id?(n.command.shaderProgram=pst(t,e.shaderProgram),n.shaderProgramId=e.shaderProgram.id):n.command.shaderProgram=i,n};var $g=gv;function KV(e){this._scene=e,this._lastAlpha=void 0,this._lastBeta=void 0,this._lastGamma=void 0,this._alpha=void 0,this._beta=void 0,this._gamma=void 0;let t=this;function n(i){let o=i.alpha;if(!l(o)){t._alpha=void 0,t._beta=void 0,t._gamma=void 0;return}t._alpha=I.toRadians(o),t._beta=I.toRadians(i.beta),t._gamma=I.toRadians(i.gamma)}window.addEventListener("deviceorientation",n,!1),this._removeListener=function(){window.removeEventListener("deviceorientation",n,!1)}}var _st=new Be,l_e=new Be,gst=new Q;function yst(e,t,n,i){let o=e.direction,r=e.right,s=e.up,a=Be.fromAxisAngle(o,n,l_e),c=Be.fromAxisAngle(r,i,_st),u=Be.multiply(c,a,c),f=Be.fromAxisAngle(s,t,l_e);Be.multiply(f,u,u);let d=Q.fromQuaternion(u,gst);Q.multiplyByVector(d,r,r),Q.multiplyByVector(d,s,s),Q.multiplyByVector(d,o,o)}KV.prototype.update=function(){if(!l(this._alpha))return;l(this._lastAlpha)||(this._lastAlpha=this._alpha,this._lastBeta=this._beta,this._lastGamma=this._gamma);let e=this._lastAlpha-this._alpha,t=this._lastBeta-this._beta,n=this._lastGamma-this._gamma;yst(this._scene.camera,-e,t,n),this._lastAlpha=this._alpha,this._lastBeta=this._beta,this._lastGamma=this._gamma};KV.prototype.isDestroyed=function(){return!1};KV.prototype.destroy=function(){return this._removeListener(),le(this)};var JV=KV;function Ast(e){this.direction=h.clone(e.direction),this.color=U.clone(y(e.color,U.WHITE)),this.intensity=y(e.intensity,1)}var u_e=Ast;var Bj={position:0};function ZV(e){e=y(e,y.EMPTY_OBJECT),this.center=h.clone(y(e.center,h.ZERO)),this._center=new h,this.radii=h.clone(e.radii),this._radii=new h,this._oneOverEllipsoidRadiiSquared=new h,this._boundingSphere=new re,this.modelMatrix=F.clone(y(e.modelMatrix,F.IDENTITY)),this._modelMatrix=new F,this._computedModelMatrix=new F,this.show=y(e.show,!0),this.material=y(e.material,$i.fromType($i.ColorType)),this._material=void 0,this._translucent=void 0,this.id=e.id,this._id=void 0,this.debugShowBoundingVolume=y(e.debugShowBoundingVolume,!1),this.onlySunLighting=y(e.onlySunLighting,!1),this._onlySunLighting=!1,this._depthTestEnabled=y(e.depthTestEnabled,!0),this._useLogDepth=!1,this._sp=void 0,this._rs=void 0,this._va=void 0,this._pickSP=void 0,this._pickId=void 0,this._colorCommand=new Ze({owner:y(e._owner,this)}),this._pickCommand=new Ze({owner:y(e._owner,this),pickOnly:!0});let t=this;this._uniforms={u_radii:function(){return t.radii},u_oneOverEllipsoidRadiiSquared:function(){return t._on
#extension GL_EXT_frag_depth : enable
#endif
`;ZV.prototype.update=function(e){if(!this.show||e.mode!==ee.SCENE3D||!l(this.center)||!l(this.radii))return;let t=e.context,n=this.material.isTranslucent(),i=this._translucent!==n;(!l(this._rs)||i)&&(this._translucent=n,this._rs=Ne.fromCache({cull:{enabled:!0,face:Ci.FRONT},depthTest:{enabled:this._depthTestEnabled},depthMask:!n&&t.fragmentDepth,blending:n?an.ALPHA_BLEND:void 0})),l(this._va)||(this._va=Cst(t));let o=!1,r=this.radii;if(!h.equals(this._radii,r)){h.clone(r,this._radii);let A=this._oneOverEllipsoidRadiiSquared;A.x=1/(r.x*r.x),A.y=1/(r.y*r.y),A.z=1/(r.z*r.z),o=!0}(!F.equals(this.modelMatrix,this._modelMatrix)||!h.equals(this.center,this._center))&&(F.clone(this.modelMatrix,this._modelMatrix),h.clone(this.center,this._center),F.multiplyByTranslation(this.modelMatrix,this.center,this._computedModelMatrix),o=!0),o&&(h.clone(h.ZERO,this._boundingSphere.center),this._boundingSphere.radius=h.maximumComponent(r),re.transform(this._boundingSphere,this._computedModelMatrix,this._boundingSphere));let s=this._material!==this.material;this._material=this.material,this._material.update(t);let a=this.onlySunLighting!==this._onlySunLighting;this._onlySunLighting=this.onlySunLighting;let c=e.useLogDepth,u=this._useLogDepth!==c;this._useLogDepth=c;let f=this._colorCommand,d,p;(s||a||i||u)&&(d=new Ve({sources:[KD]}),p=new Ve({sources:[this.material.shaderSource,XD]}),this.onlySunLighting&&p.defines.push("ONLY_SUN_LIGHTING"),!n&&t.fragmentDepth&&p.defines.push("WRITE_DEPTH"),this._useLogDepth&&(d.defines.push("LOG_DEPTH"),p.defines.push("LOG_DEPTH"),p.sources.push(f_e)),this._sp=jt.replaceCache({context:t,shaderProgram:this._sp,vertexShaderSource:d,fragmentShaderSource:p,attributeLocations:Bj}),f.vertexArray=this._va,f.renderState=this._rs,f.shaderProgram=this._sp,f.uniformMap=pt(this._uniforms,this.material._uniforms),f.executeInClosestFrustum=n);let g=e.commandList,m=e.passes;if(m.render&&(f.boundingVolume=this._boundingSphere,f.debugShowBoundingVolume=this.debugShowBoundingVolume,f.modelMatrix=this._computedModelMatrix,f.pass=n?xe.TRANSLUCENT:xe.OPAQUE,g.push(f)),m.pick){let A=this._pickCommand;(!l(this._pickId)||this._id!==this.id)&&(this._id=this.id,this._pickId=this._pickId&&this._pickId.destroy(),this._pickId=t.createPickId({primitive:this,id:this.id})),(s||a||!l(this._pickSP)||u)&&(d=new Ve({sources:[KD]}),p=new Ve({sources:[this.material.shaderSource,XD],pickColorQualifier:"uniform"}),this.onlySunLighting&&p.defines.push("ONLY_SUN_LIGHTING"),!n&&t.fragmentDepth&&p.defines.push("WRITE_DEPTH"),this._useLogDepth&&(d.defines.push("LOG_DEPTH"),p.defines.push("LOG_DEPTH"),p.sources.push(f_e)),this._pickSP=jt.replaceCache({context:t,shaderProgram:this._pickSP,vertexShaderSource:d,fragmentShaderSource:p,attributeLocations:Bj}),A.vertexArray=this._va,A.renderState=this._rs,A.shaderProgram=this._pickSP,A.uniformMap=pt(pt(this._uniforms,this._pickUniforms),this.material._uniforms),A.executeInClosestFrustum=n),A.boundingVolume=this._boundingSphere,A.modelMatrix=this._computedModelMatrix,A.pass=n?xe.TRANSLUCENT:xe.OPAQUE,g.push(A)}};ZV.prototype.isDestroyed=function(){return!1};ZV.prototype.destroy=function(){return this._sp=this._sp&&this._sp.destroy(),this._pickSP=this._pickSP&&this._pickSP.destroy(),this._pickId=this._pickId&&this._pickId.destroy(),le(this)};var QV=ZV;var $V=`varying vec3 v_positionMC;
varying vec3 v_positionEC;
varying vec2 v_st;
void main()
{
czm_materialInput materialInput;
vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
materialInput.s = v_st.s;
materialInput.st = v_st;
materialInput.str = vec3(v_st, 0.0);
materialInput.normalEC = normalEC;
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);
vec3 positionToEyeEC = -v_positionEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
gl_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
`;var eU=`attribute vec3 position3DHigh;
attribute vec3 position3DLow;
attribute vec2 st;
attribute float batchId;
varying vec3 v_positionMC;
varying vec3 v_positionEC;
varying vec2 v_st;
void main()
{
vec4 p = czm_computePosition();
v_positionMC = position3DHigh + position3DLow;
v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
v_st = st;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
`;function _A(e){e=y(e,y.EMPTY_OBJECT);let t=y(e.translucent,!0),n=y(e.aboveGround,!1);this.material=l(e.material)?e.material:$i.fromType($i.ColorType),this.translucent=y(e.translucent,!0),this._vertexShaderSource=y(e.vertexShaderSource,eU),this._fragmentShaderSource=y(e.fragmentShaderSource,$V),this._renderState=Zi.getDefaultRenderState(t,!n,e.renderState),this._closed=!1,this._flat=y(e.flat,!1),this._faceForward=y(e.faceForward,n),this._aboveGround=n}Object.defineProperties(_A.prototype,{vertexShaderSource:{get:function(){return this._vertexShaderSource}},fragmentShaderSource:{get:function(){return this._fragmentShaderSource}},renderState:{get:function(){return this._renderState}},closed:{get:function(){return this._closed}},vertexFormat:{get:function(){return _A.VERTEX_FORMAT}},flat:{get:function(){return this._flat}},faceForward:{get:function(){return this._faceForward}},aboveGround:{get:function(){return this._aboveGround}}});_A.VERTEX_FORMAT=we.POSITION_AND_ST;_A.prototype.getFragmentShaderSource=Zi.prototype.getFragmentShaderSource;_A.prototype.isTranslucent=Zi.prototype.isTranslucent;_A.prototype.getRenderState=Zi.prototype.getRenderState;var d_e=_A;function h_e(){this.enabled=!0,this.renderable=!0,this.density=2e-4,this.screenSpaceErrorFactor=2,this.minimumBrightness=.03}var tU=[359.393,800.749,1275.6501,2151.1192,3141.7763,4777.5198,6281.2493,12364.307,15900.765,49889.0549,78026.8259,99260.7344,120036.3873,151011.0158,156091.1953,203849.3112,274866.9803,319916.3149,493552.0528,628733.5874],Hh=[2e-5,2e-4,1e-4,7e-5,5e-5,4e-5,3e-5,19e-6,1e-5,85e-7,62e-7,58e-7,53e-7,52e-7,51e-7,42e-7,4e-6,34e-7,26e-7,22e-7];for(let e=0;e<Hh.length;++e)Hh[e]*=1e6;var m_e=Hh[1],Rj=Hh[Hh.length-1];for(let e=0;e<Hh.length;++e)Hh[e]=(Hh[e]-Rj)/(m_e-Rj);var Fs=0;function xst(e){let t=tU,n=t.length;if(e<t[0])return Fs=0,Fs;if(e>t[n-1])return Fs=n-2,Fs;if(e>=t[Fs]){if(Fs+1<n&&e<t[Fs+1])return Fs;if(Fs+2<n&&e<t[Fs+2])return++Fs,Fs}else if(Fs-1>=0&&e>=t[Fs-1])return--Fs,Fs;let i;for(i=0;i<n-2&&!(e>=t[i]&&e<t[i+1]);++i);return Fs=i,Fs}var Tst=new h;h_e.prototype.update=function(e){if(!(e.fog.enabled=this.enabled))return;e.fog.renderable=this.renderable;let n=e.camera,i=n.positionCartographic;if(!l(i)||i.height>8e5||e.mode!==ee.SCENE3D){e.fog.enabled=!1;return}let o=i.height,r=xst(o),s=I.clamp((o-tU[r])/(tU[r+1]-tU[r]),0,1),a=I.lerp(Hh[r],Hh[r+1],s),c=this.density*1e6,u=c/m_e*Rj;a=a*(c-u)*1e-6;let f=h.normalize(n.positionWC,Tst),d=Math.abs(h.dot(n.directionWC,f));a*=1-d,e.fog.density=a,e.fog.sse=this.screenSpaceErrorFactor,e.fog.minimumBrightness=this.minimumBrightness};var nU=h_e;function al(e){this._scene=e.scene,this.samplingWindow=y(e.samplingWindow,al.defaultSettings.samplingWindow),this.quietPeriod=y(e.quietPeriod,al.defaultSettings.quietPeriod),this.warmupPeriod=y(e.warmupPeriod,al.defaultSettings.warmupPeriod),this.minimumFrameRateDuringWarmup=y(e.minimumFrameRateDuringWarmup,al.defaultSettings.minimumFrameRateDuringWarmup),this.minimumFrameRateAfterWarmup=y(e.minimumFrameRateAfterWarmup,al.defaultSettings.minimumFrameRateAfterWarmup),this._lowFrameRate=new _e,this._nominalFrameRate=new _e,this._frameTimes=[],this._needsQuietPeriod=!0,this._quietPeriodEndTime=0,this._warmupPeriodEndTime=0,this._frameRateIsLow=!1,this._lastFramesPerSecond=void 0,this._pauseCount=0;let t=this;this._preUpdateRemoveListener=this._scene.preUpdate.addEventListener(function(o,r){Est(t,r)}),this._hiddenPropertyName=document.hidden!==void 0?"hidden":document.mozHidden!==void 0?"mozHidden":document.msHidden!==void 0?"msHidden":document.webkitHidden!==void 0?"webkitHidden":void 0;let n=document.hidden!==void 0?"visibilitychange":document.mozHidden!==void 0?"mozvisibilitychange":document.msHidden!==void 0?"msvisibilitychange":document.webkitHidden!==void 0?"webkitvisibilitychange":void 0;function i(){bst(t)}this._visibilityChangeRemoveListener=void 0,l(n)&&(document.addEventListener(n,i,!1),this._visibilityChangeRemoveListener=function(){document.removeEventListener(n,i,!1)})}al.defaultSettings={samplingWindow:5,quietPeriod:2,warmupPeriod:5,minimumFrameRateDuring
vec4 clippingPlanesEdgeColor = vec4(1.0);
clippingPlanesEdgeColor.rgb = ${n}.rgb;
float clippingPlanesEdgeWidth = ${n}.a;
if (clipDistance > 0.0 && clipDistance < clippingPlanesEdgeWidth)
{
gl_FragColor = clippingPlanesEdgeColor;
}
`}var sU=Dst;var vst=new H;function Pst(e,t){let n=e.unionClippingRegions,i=e.length,o=Ys.useFloatTexture(t),r=Ys.getTextureResolution(e,t,vst),s=r.x,a=r.y,c=o?Bst(s,a):Rst(s,a);return c+=`
`,c+=n?Ist(i):Ost(i),c}function Ist(e){return`float clip(vec4 fragCoord, sampler2D clippingPlanes, mat4 clippingPlanesMatrix)
{
vec4 position = czm_windowToEyeCoordinates(fragCoord);
vec3 clipNormal = vec3(0.0);
vec3 clipPosition = vec3(0.0);
float clipAmount;
float pixelWidth = czm_metersPerPixel(position);
bool breakAndDiscard = false;
for (int i = 0; i < ${e}; ++i)
{
vec4 clippingPlane = getClippingPlane(clippingPlanes, i, clippingPlanesMatrix);
clipNormal = clippingPlane.xyz;
clipPosition = -clippingPlane.w * clipNormal;
float amount = dot(clipNormal, (position.xyz - clipPosition)) / pixelWidth;
clipAmount = czm_branchFreeTernary(i == 0, amount, min(amount, clipAmount));
if (amount <= 0.0)
{
breakAndDiscard = true;
break;
}
}
if (breakAndDiscard) {
discard;
}
return clipAmount;
}
`}function Ost(e){return`float clip(vec4 fragCoord, sampler2D clippingPlanes, mat4 clippingPlanesMatrix)
{
bool clipped = true;
vec4 position = czm_windowToEyeCoordinates(fragCoord);
vec3 clipNormal = vec3(0.0);
vec3 clipPosition = vec3(0.0);
float clipAmount = 0.0;
float pixelWidth = czm_metersPerPixel(position);
for (int i = 0; i < ${e}; ++i)
{
vec4 clippingPlane = getClippingPlane(clippingPlanes, i, clippingPlanesMatrix);
clipNormal = clippingPlane.xyz;
clipPosition = -clippingPlane.w * clipNormal;
float amount = dot(clipNormal, (position.xyz - clipPosition)) / pixelWidth;
clipAmount = max(amount, clipAmount);
clipped = clipped && (amount <= 0.0);
}
if (clipped)
{
discard;
}
return clipAmount;
}
`}function Bst(e,t){let n=1/e,i=1/t,o=`${n}`;o.indexOf(".")===-1&&(o+=".0");let r=`${i}`;return r.indexOf(".")===-1&&(r+=".0"),`vec4 getClippingPlane(highp sampler2D packedClippingPlanes, int clippingPlaneNumber, mat4 transform)
{
int pixY = clippingPlaneNumber / ${e};
int pixX = clippingPlaneNumber - (pixY * ${e});
float u = (float(pixX) + 0.5) * ${o};
float v = (float(pixY) + 0.5) * ${r};
vec4 plane = texture2D(packedClippingPlanes, vec2(u, v));
return czm_transformPlane(plane, transform);
}
`}function Rst(e,t){let n=1/e,i=1/t,o=`${n}`;o.indexOf(".")===-1&&(o+=".0");let r=`${i}`;return r.indexOf(".")===-1&&(r+=".0"),`vec4 getClippingPlane(highp sampler2D packedClippingPlanes, int clippingPlaneNumber, mat4 transform)
{
int clippingPlaneStartIndex = clippingPlaneNumber * 2;
int pixY = clippingPlaneStartIndex / ${e};
int pixX = clippingPlaneStartIndex - (pixY * ${e});
float u = (float(pixX) + 0.5) * ${o};
float v = (float(pixY) + 0.5) * ${r};
vec4 oct32 = texture2D(packedClippingPlanes, vec2(u, v)) * 255.0;
vec2 oct = vec2(oct32.x * 256.0 + oct32.y, oct32.z * 256.0 + oct32.w);
vec4 plane;
plane.xyz = czm_octDecode(oct, 65535.0);
plane.w = czm_unpackFloat(texture2D(packedClippingPlanes, vec2(u + ${o}, v)));
return czm_transformPlane(plane, transform);
}
`}var UE=Pst;function Mst(e,t,n,i,o){this.numberOfDayTextures=e,this.flags=t,this.material=n,this.shaderProgram=i,this.clippingShaderState=o}function Mj(){this.baseVertexShaderSource=void 0,this.baseFragmentShaderSource=void 0,this._shadersByTexturesFlags=[],this.material=void 0}function Lst(e){let t="vec4 getPosition(vec3 position, float height, vec2 textureCoordinates) { return getPosition3DMode(position, height, textureCoordinates); }",n="vec4 getPosition(vec3 position, float height, vec2 textureCoordinates) { return getPositionColumbusViewMode(position, height, textureCoordinates); }",i="vec4 getPosition(vec3 position, float height, vec2 textureCoordinates) { return getPositionMorphingMode(position, height, textureCoordinates); }",o;switch(e){case ee.SCENE3D:o=t;break;case ee.SCENE2D:case ee.COLUMBUS_VIEW:o=n;break;case ee.MORPHING:o=i;break}return o}function Fst(e){return e?"float get2DYPositionFraction(vec2 textureCoordinates) { return get2DMercatorYPositionFraction(textureCoordinates); }":"float get2DYPositionFraction(vec2 textureCoordinates) { return get2DGeographicYPositionFraction(textureCoordinates); }"}Mj.prototype.getShaderProgram=function(e){let t=e.frameState,n=e.surfaceTile,i=e.numberOfDayTextures,o=e.applyBrightness,r=e.applyContrast,s=e.applyHue,a=e.applySaturation,c=e.applyGamma,u=e.applyAlpha,f=e.applyDayNightAlpha,d=e.applySplit,p=e.showReflectiveOcean,g=e.showOceanWaves,m=e.enableLighting,A=e.dynamicAtmosphereLighting,C=e.dynamicAtmosphereLightingFromSun,x=e.showGroundAtmosphere,b=e.perFragmentGroundAtmosphere,E=e.hasVertexNormals,S=e.useWebMercatorProjection,D=e.enableFog,v=e.enableClippingPlanes,O=e.clippingPlanes,R=e.clippedByBoundaries,M=e.hasImageryLayerCutout,L=e.colorCorrect,_=e.highlightFillTile,T=e.colorToAlpha,w=e.hasGeodeticSurfaceNormals,P=e.hasExaggeration,B=e.showUndergroundColor,N=e.translucent,z=0,V="",k=n.renderedMesh.encoding;k.quantization===Ms.BITS12&&(z=1,V="QUANTIZATION_BITS12");let q=0,Y="";R&&(q=1,Y="TILE_LIMIT_RECTANGLE");let W=0,J="";M&&(W=1,J="APPLY_IMAGERY_CUTOUT");let Z=t.mode,ue=Z|o<<2|r<<3|s<<4|a<<5|c<<6|u<<7|p<<8|g<<9|m<<10|A<<11|C<<12|x<<13|b<<14|E<<15|S<<16|D<<17|z<<18|d<<19|v<<20|q<<21|W<<22|L<<23|_<<24|T<<25|w<<26|P<<27|B<<28|N<<29|f<<30,pe=0;l(O)&&O.length>0&&(pe=v?O.clippingPlanesState:0);let oe=n.surfaceShader;if(l(oe)&&oe.numberOfDayTextures===i&&oe.flags===ue&&oe.material===this.material&&oe.clippingShaderState===pe)return oe.shaderProgram;let fe=this._shadersByTexturesFlags[i];if(l(fe)||(fe=this._shadersByTexturesFlags[i]=[]),oe=fe[ue],!l(oe)||oe.material!==this.material||oe.clippingShaderState!==pe){let ge=this.baseVertexShaderSource.clone(),Ee=this.baseFragmentShaderSource.clone();pe!==0&&Ee.sources.unshift(UE(O,t.context)),ge.defines.push(V),Ee.defines.push(`TEXTURE_UNITS ${i}`,Y,J),o&&Ee.defines.push("APPLY_BRIGHTNESS"),r&&Ee.defines.push("APPLY_CONTRAST"),s&&Ee.defines.push("APPLY_HUE"),a&&Ee.defines.push("APPLY_SATURATION"),c&&Ee.defines.push("APPLY_GAMMA"),u&&Ee.defines.push("APPLY_ALPHA"),f&&Ee.defines.push("APPLY_DAY_NIGHT_ALPHA"),p&&(Ee.defines.push("SHOW_REFLECTIVE_OCEAN"),ge.defines.push("SHOW_REFLECTIVE_OCEAN")),g&&Ee.defines.push("SHOW_OCEAN_WAVES"),T&&Ee.defines.push("APPLY_COLOR_TO_ALPHA"),B&&(ge.defines.push("UNDERGROUND_COLOR"),Ee.defines.push("UNDERGROUND_COLOR")),N&&(ge.defines.push("TRANSLUCENT"),Ee.defines.push("TRANSLUCENT")),m&&(E?(ge.defines.push("ENABLE_VERTEX_LIGHTING"),Ee.defines.push("ENABLE_VERTEX_LIGHTING")):(ge.defines.push("ENABLE_DAYNIGHT_SHADING"),Ee.defines.push("ENABLE_DAYNIGHT_SHADING"))),A&&(ge.defines.push("DYNAMIC_ATMOSPHERE_LIGHTING"),Ee.defines.push("DYNAMIC_ATMOSPHERE_LIGHTING"),C&&(ge.defines.push("DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN"),Ee.defines.push("DYNAMIC_ATMOSPHERE_LIGHTING_FROM_SUN"))),x&&(ge.defines.push("GROUND_ATMOSPHERE"),Ee.defines.push("GROUND_ATMOSPHERE"),b&&(ge.defines.push("PER_FRAGMENT_GROUND_ATMOSPHERE"),Ee.defines.push("PER_FRAGMENT_GROUND_ATMOSPHERE"))),ge.defines.push("INCLUDE_WEB_MERCATOR_Y"),Ee.defines.push("INCLUDE_WEB_MERCATOR_Y"),D&&(ge.defines.push("FOG"),Ee.defines.push("FOG")),d&&Ee.
{
vec4 color = initialColor;
`;M&&(Ie+=` vec4 cutoutAndColorResult;
bool texelUnclipped;
`);for(let Ge=0;Ge<i;++Ge)M?Ie+=` cutoutAndColorResult = u_dayTextureCutoutRectangles[${Ge}];
texelUnclipped = v_textureCoordinates.x < cutoutAndColorResult.x || cutoutAndColorResult.z < v_textureCoordinates.x || v_textureCoordinates.y < cutoutAndColorResult.y || cutoutAndColorResult.w < v_textureCoordinates.y;
cutoutAndColorResult = sampleAndBlend(
`:Ie+=` color = sampleAndBlend(
`,Ie+=` color,
u_dayTextures[${Ge}],
u_dayTextureUseWebMercatorT[${Ge}] ? textureCoordinates.xz : textureCoordinates.xy,
u_dayTextureTexCoordsRectangle[${Ge}],
u_dayTextureTranslationAndScale[${Ge}],
${u?`u_dayTextureAlpha[${Ge}]`:"1.0"},
${f?`u_dayTextureNightAlpha[${Ge}]`:"1.0"},
${f?`u_dayTextureDayAlpha[${Ge}]`:"1.0"},
${o?`u_dayTextureBrightness[${Ge}]`:"0.0"},
${r?`u_dayTextureContrast[${Ge}]`:"0.0"},
${s?`u_dayTextureHue[${Ge}]`:"0.0"},
${a?`u_dayTextureSaturation[${Ge}]`:"0.0"},
${c?`u_dayTextureOneOverGamma[${Ge}]`:"0.0"},
${d?`u_dayTextureSplit[${Ge}]`:"0.0"},
${T?`u_colorsToAlpha[${Ge}]`:"vec4(0.0)"},
nightBlend );
`,M&&(Ie+=` color = czm_branchFreeTernary(texelUnclipped, cutoutAndColorResult, color);
`);Ie+=` return color;
}`,Ee.sources.push(Ie),ge.sources.push(Lst(Z)),ge.sources.push(Fst(S));let Me=jt.fromCache({context:t.context,vertexShaderSource:ge,fragmentShaderSource:Ee,attributeLocations:k.getAttributeLocations()});oe=fe[ue]=new Mst(i,ue,this.material,Me,pe)}return n.surfaceShader=oe,oe.shaderProgram};Mj.prototype.destroy=function(){let e,t,n=this._shadersByTexturesFlags;for(let i in n)if(n.hasOwnProperty(i)){let o=n[i];if(!l(o))continue;for(e in o)o.hasOwnProperty(e)&&(t=o[e],l(t)&&t.shaderProgram.destroy())}return le(this)};var aU=Mj;var Nst={UNLOADED:0,TRANSITIONING:1,RECEIVED:2,TEXTURE_LOADED:3,READY:4,FAILED:5,INVALID:6,PLACEHOLDER:7},ni=Object.freeze(Nst);var kst={START:0,LOADING:1,DONE:2,FAILED:3},Ns=Object.freeze(kst);var Vst={FAILED:0,UNLOADED:1,RECEIVING:2,RECEIVED:3,TRANSFORMING:4,TRANSFORMED:5,READY:6},_o=Object.freeze(Vst);function Uo(){this.imagery=[],this.waterMaskTexture=void 0,this.waterMaskTranslationAndScale=new se(0,0,1,1),this.terrainData=void 0,this.vertexArray=void 0,this.tileBoundingRegion=void 0,this.occludeePointInScaledSpace=new h,this.boundingVolumeSourceTile=void 0,this.boundingVolumeIsFromMesh=!1,this.terrainState=_o.UNLOADED,this.mesh=void 0,this.fill=void 0,this.pickBoundingSphere=new re,this.surfaceShader=void 0,this.isClipped=!0,this.clippedByBoundaries=!1}Object.defineProperties(Uo.prototype,{eligibleForUnloading:{get:function(){let e=this.terrainState,n=!(e===_o.RECEIVING||e===_o.TRANSFORMING),i=this.imagery;for(let o=0,r=i.length;n&&o<r;++o){let s=i[o];n=!l(s.loadingImagery)||s.loadingImagery.state!==ni.TRANSITIONING}return n}},renderedMesh:{get:function(){if(l(this.vertexArray))return this.mesh;if(l(this.fill))return this.fill.mesh}}});var Ust=new he;function Lj(e,t,n,i,o,r){let s=e.getExaggeratedPosition(i,o,r);if(l(t)&&t!==ee.SCENE3D){let c=n.ellipsoid.cartesianToCartographic(s,Ust);s=n.project(c,r),s=h.fromElements(s.z,s.x,s.y,r)}return s}var zst=new h,Hst=new h,Gst=new h;Uo.prototype.pick=function(e,t,n,i,o){let r=this.renderedMesh;if(!l(r))return;let s=r.vertices,a=r.indices,c=r.encoding,u=a.length,f=Number.MAX_VALUE;for(let d=0;d<u;d+=3){let p=a[d],g=a[d+1],m=a[d+2],A=Lj(c,t,n,s,p,zst),C=Lj(c,t,n,s,g,Hst),x=Lj(c,t,n,s,m,Gst),b=qi.rayTriangleParametric(e,A,C,x,i);l(b)&&b<f&&b>=0&&(f=b)}return f!==Number.MAX_VALUE?En.getPoint(e,f,o):void 0};Uo.prototype.freeResources=function(){l(this.waterMaskTexture)&&(--this.waterMaskTexture.referenceCount,this.waterMaskTexture.referenceCount===0&&this.waterMaskTexture.destroy(),this.waterMaskTexture=void 0),this.terrainData=void 0,this.terrainState=_o.UNLOADED,this.mesh=void 0,this.fill=this.fill&&this.fill.destroy();let e=this.imagery;for(let t=0,n=e.length;t<n;++t)e[t].freeResources();this.imagery.length=0,this.freeVertexArray()};Uo.prototype.freeVertexArray=function(){Uo._freeVertexArray(this.vertexArray),this.vertexArray=void 0,Uo._freeVertexArray(this.wireframeVertexArray),this.wireframeVertexArray=void 0};Uo.initialize=function(e,t,n){let i=e.data;l(i)||(i=e.data=new Uo),e.state===Ns.START&&(Wst(e,t,n),e.state=Ns.LOADING)};Uo.processStateMachine=function(e,t,n,i,o,r,s){Uo.initialize(e,n,i);let a=e.data;if(e.state===Ns.LOADING&&jst(e,t,n,i,o,r),s)return;let c=e.renderable;e.renderable=l(a.vertexArray);let u=a.terrainState===_o.READY;e.upsampledFromParent=l(a.terrainData)&&a.terrainData.wasCreatedByUpsampling();let f=a.processImagery(e,n,t);if(u&&f){let d=e._loadedCallbacks,p={};for(let g in d)d.hasOwnProperty(g)&&(d[g](e)||(p[g]=d[g]));e._loadedCallbacks=p,e.state=Ns.DONE}c&&(e.renderable=!0)};Uo.prototype.processImagery=function(e,t,n,i){let o=e.data,r=e.upsampledFromParent,s=!1,a=!0,c=o.imagery,u,f;for(u=0,f=c.length;u<f;++u){let d=c[u];if(!l(d.loadingImagery)){r=!1;continue}if(d.loadingImagery.state===ni.PLACEHOLDER){let g=d.loadingImagery.imageryLayer;if(g.imageryProvider.ready){d.freeResources(),c.splice(u,1),g._createTileImagerySkeletons(e,t,u),--u,f=c.length;continue}else r=!1}let p=d.processStateMachine(e,n,i);a=a&&p,s=s||p||l(d.readyImagery),r=r&&l(d.loadingImagery)&&(d.loadingImagery.state===ni.FAILED||d.loadingImagery.state===ni.INVA
varying vec2 v_textureCoordinates;
void main()
{
gl_FragColor = texture2D(colorTexture, v_textureCoordinates);
}
`;var yA=`uniform highp sampler2D u_depthTexture;
varying vec2 v_textureCoordinates;
void main()
{
gl_FragColor = czm_packDepth(texture2D(u_depthTexture, v_textureCoordinates).r);
}
`;function Gh(){this._picking=!1,this._numSamples=1,this._tempCopyDepthTexture=void 0,this._pickColorFramebuffer=new ci({depthStencil:!0,supportsDepthTexture:!0}),this._outputFramebuffer=new ci({depthStencil:!0,supportsDepthTexture:!0}),this._copyDepthFramebuffer=new ci,this._tempCopyDepthFramebuffer=new ci,this._updateDepthFramebuffer=new ci({createColorAttachments:!1,createDepthAttachments:!1,depthStencil:!0}),this._clearGlobeColorCommand=void 0,this._copyColorCommand=void 0,this._copyDepthCommand=void 0,this._tempCopyDepthCommand=void 0,this._updateDepthCommand=void 0,this._viewport=new He,this._rs=void 0,this._rsBlend=void 0,this._rsUpdate=void 0,this._useScissorTest=!1,this._scissorRectangle=void 0,this._useHdr=void 0,this._clearGlobeDepth=void 0}Object.defineProperties(Gh.prototype,{colorFramebufferManager:{get:function(){return this._picking?this._pickColorFramebuffer:this._outputFramebuffer}},framebuffer:{get:function(){return this.colorFramebufferManager.framebuffer}},depthStencilTexture:{get:function(){return this.colorFramebufferManager.getDepthStencilTexture()}},picking:{get:function(){return this._picking},set:function(e){this._picking=e}}});function dct(e){e._pickColorFramebuffer.destroy(),e._outputFramebuffer.destroy(),e._copyDepthFramebuffer.destroy(),e._tempCopyDepthFramebuffer.destroy(),e._updateDepthFramebuffer.destroy()}function X_e(e,t,n,i,o){e._viewport.width=n,e._viewport.height=i;let r=!He.equals(e._viewport,o.viewport),s=r!==e._useScissorTest;e._useScissorTest=r,He.equals(e._scissorRectangle,o.viewport)||(e._scissorRectangle=He.clone(o.viewport,e._scissorRectangle),s=!0),(!l(e._rs)||!He.equals(e._viewport,e._rs.viewport)||s)&&(e._rs=Ne.fromCache({viewport:e._viewport,scissorTest:{enabled:e._useScissorTest,rectangle:e._scissorRectangle}}),e._rsBlend=Ne.fromCache({viewport:e._viewport,scissorTest:{enabled:e._useScissorTest,rectangle:e._scissorRectangle},blending:an.ALPHA_BLEND}),e._rsUpdate=Ne.fromCache({viewport:e._viewport,scissorTest:{enabled:e._useScissorTest,rectangle:e._scissorRectangle},stencilTest:{enabled:!0,frontFunction:Nn.EQUAL,frontOperation:{fail:st.KEEP,zFail:st.KEEP,zPass:st.KEEP},backFunction:Nn.NEVER,reference:wt.CESIUM_3D_TILE_MASK,mask:wt.CESIUM_3D_TILE_MASK}})),l(e._copyDepthCommand)||(e._copyDepthCommand=t.createViewportQuadCommand(yA,{uniformMap:{u_depthTexture:function(){return e.colorFramebufferManager.getDepthStencilTexture()}},owner:e})),e._copyDepthCommand.framebuffer=e._copyDepthFramebuffer.framebuffer,e._copyDepthCommand.renderState=e._rs,l(e._copyColorCommand)||(e._copyColorCommand=t.createViewportQuadCommand(Ql,{uniformMap:{colorTexture:function(){return e.colorFramebufferManager.getColorTexture()}},owner:e})),e._copyColorCommand.renderState=e._rs,l(e._tempCopyDepthCommand)||(e._tempCopyDepthCommand=t.createViewportQuadCommand(yA,{uniformMap:{u_depthTexture:function(){return e._tempCopyDepthTexture}},owner:e})),e._tempCopyDepthCommand.framebuffer=e._tempCopyDepthFramebuffer.framebuffer,e._tempCopyDepthCommand.renderState=e._rs,l(e._updateDepthCommand)||(e._updateDepthCommand=t.createViewportQuadCommand(Ql,{uniformMap:{colorTexture:function(){return e._tempCopyDepthFramebuffer.getColorTexture()}},owner:e})),e._updateDepthCommand.framebuffer=e._updateDepthFramebuffer.framebuffer,e._updateDepthCommand.renderState=e._rsUpdate,l(e._clearGlobeColorCommand)||(e._clearGlobeColorCommand=new ei({color:new U(0,0,0,0),stencil:0,owner:e})),e._clearGlobeColorCommand.framebuffer=e.framebuffer}Gh.prototype.update=function(e,t,n,i,o,r){let s=n.width,a=n.height,c=o?e.halfFloatingPointTexture?qe.HALF_FLOAT:qe.FLOAT:qe.UNSIGNED_BYTE;this._numSamples=i,this.picking?this._pickColorFramebuffer.update(e,s,a):this._outputFramebuffer.update(e,s,a,i,c),this._copyDepthFramebuffer.update(e,s,a),X_e(this,e,s,a,t),e.uniformState.globeDepthTexture=void 0,this._useHdr=o,this._clearGlobeDepth=r};Gh.prototype.prepareColorTextures=function(e,t){!this.picking&&this._numSamples>1&&this._outputFramebuffer.prepareTextures(e,t)};Gh.prototype.executeCopyDepth=function(e,t){l(this._copyDepthCommand)&&(this.p
{
gl_FragColor = vec4(1.0);
}
`;t.sources=[n]}function Jj(e,t){let n=t.sources,i=n.length;for(let r=0;r<i;++r)n[r]=Ve.replaceMain(n[r],"czm_globe_translucency_main");let o=`
uniform sampler2D u_classificationTexture;
void main()
{
vec2 st = gl_FragCoord.xy / czm_viewport.zw;
#ifdef MANUAL_DEPTH_TEST
float logDepthOrDepth = czm_unpackDepth(texture2D(czm_globeDepthTexture, st));
if (logDepthOrDepth != 0.0)
{
vec4 eyeCoordinate = czm_windowToEyeCoordinates(gl_FragCoord.xy, logDepthOrDepth);
float depthEC = eyeCoordinate.z / eyeCoordinate.w;
if (v_positionEC.z < depthEC)
{
discard;
}
}
#endif
czm_globe_translucency_main();
vec4 classificationColor = texture2D(u_classificationTexture, st);
if (classificationColor.a > 0.0)
{
// Reverse premultiplication process to get the correct composited result of the classification primitives
classificationColor.rgb /= classificationColor.a;
}
gl_FragColor = classificationColor * vec4(classificationColor.aaa, 1.0) + gl_FragColor * (1.0 - classificationColor.a);
}
`;n.push(o)}function rge(e,t){Jj(e,t),sf(e.defines,"GROUND_ATMOSPHERE"),sf(t.defines,"GROUND_ATMOSPHERE"),sf(e.defines,"FOG"),sf(t.defines,"FOG")}function bct(e,t){Jj(e,t),e.defines.push("GENERATE_POSITION"),t.defines.push("MANUAL_DEPTH_TEST")}function Sct(e,t){rge(e,t),e.defines.push("GENERATE_POSITION"),t.defines.push("MANUAL_DEPTH_TEST")}function Q_e(e,t){let n=`uniform sampler2D u_classificationTexture;
void main()
{
vec2 st = gl_FragCoord.xy / czm_viewport.zw;
vec4 pickColor = texture2D(u_classificationTexture, st);
if (pickColor == vec4(0.0))
{
discard;
}
gl_FragColor = pickColor;
}
`;t.sources=[n]}function wct(e,t,n,i,o,r){if(!l(o))return t;if(!i&&l(n))return n;let s=e.shaderCache.getDerivedShaderProgram(t,r);if(!l(s)){let a=t._attributeLocations,c=t.vertexShaderSource.clone(),u=t.fragmentShaderSource.clone();c.defines=l(c.defines)?c.defines.slice(0):[],u.defines=l(u.defines)?u.defines.slice(0):[],o(c,u),s=e.shaderCache.createDerivedShaderProgram(t,r,{vertexShaderSource:c,fragmentShaderSource:u,attributeLocations:a})}return s}function Dct(e){e.cull.face=Ci.BACK,e.cull.enabled=!0}function vct(e){e.cull.face=Ci.FRONT,e.cull.enabled=!0}function Pct(e){e.cull.face=Ci.BACK,e.cull.enabled=!0,e.colorMask={red:!1,green:!1,blue:!1,alpha:!1}}function Ict(e){e.cull.face=Ci.FRONT,e.cull.enabled=!0,e.colorMask={red:!1,green:!1,blue:!1,alpha:!1}}function Oct(e){e.cull.enabled=!1,e.colorMask={red:!1,green:!1,blue:!1,alpha:!1}}function $_e(e){e.cull.face=Ci.BACK,e.cull.enabled=!0,e.depthMask=!1,e.blending=an.ALPHA_BLEND}function ege(e){e.cull.face=Ci.FRONT,e.cull.enabled=!0,e.depthMask=!1,e.blending=an.ALPHA_BLEND}function Bct(e){e.cull.face=Ci.BACK,e.cull.enabled=!0,e.blending.enabled=!1}function Rct(e){e.cull.face=Ci.FRONT,e.cull.enabled=!0,e.blending.enabled=!1}function Mct(e,t,n,i,o){if(!l(i))return e;if(!n&&l(t))return t;let r=o[e.id];if(!l(r)){let s=Ne.getState(e);i(s),r=Ne.fromCache(s),o[e.id]=r}return r}function jE(e){return{u_classificationTexture:function(){return e._globeTranslucencyFramebuffer.classificationTexture}}}function Lct(e,t,n,i,o){return l(o)?!i&&l(n)?n:pt(t,o(e),!1):t}function xd(e){this.pass=e.pass,this.pickOnly=e.pickOnly,this.getShaderProgramFunction=e.getShaderProgramFunction,this.getRenderStateFunction=e.getRenderStateFunction,this.getUniformMapFunction=e.getUniformMapFunction,this.renderStateCache={}}function Fct(){return[new xd({pass:xe.GLOBE,pickOnly:!1,getShaderProgramFunction:Tct,getRenderStateFunction:Dct,getUniformMapFunction:void 0}),new xd({pass:xe.GLOBE,pickOnly:!1,getShaderProgramFunction:Ect,getRenderStateFunction:vct,getUniformMapFunction:void 0}),new xd({pass:xe.GLOBE,pickOnly:!1,getShaderProgramFunction:Kj,getRenderStateFunction:Pct,getUniformMapFunction:void 0}),new xd({pass:xe.GLOBE,pickOnly:!1,getShaderProgramFunction:Kj,getRenderStateFunction:Ict,getUniformMapFunction:void 0}),new xd({pass:xe.GLOBE,pickOnly:!1,getShaderProgramFunction:Kj,getRenderStateFunction:Oct,getUniformMapFunction:void 0}),new xd({pass:xe.TRANSLUCENT,pickOnly:!1,getShaderProgramFunction:Jj,getRenderStateFunction:$_e,getUniformMapFunction:jE}),new xd({pass:xe.TRANSLUCENT,pickOnly:!1,getShaderProgramFunction:rge,getRenderStateFunction:ege,getUniformMapFunction:jE}),new xd({pass:xe.TRANSLUCENT,pickOnly:!1,getShaderProgramFunction:bct,getRenderStateFunction:$_e,getUniformMapFunction:jE}),new xd({pass:xe.TRANSLUCENT,pickOnly:!1,getShaderProgramFunction:Sct,getRenderStateFunction:ege,getUniformMapFunction:jE}),new xd({pass:xe.TRANSLUCENT,pickOnly:!0,getShaderProgramFunction:Q_e,getRenderStateFunction:Bct,getUniformMapFunction:jE}),new xd({pass:xe.TRANSLUCENT,pickOnly:!0,getShaderProgramFunction:Q_e,getRenderStateFunction:Rct,getUniformMapFunction:jE})]}var tge=new Array(CA),nge=new Array(CA);xA.prototype.updateDerivedCommands=function(e,t){let n=this._derivedCommandTypesToUpdate,i=this._derivedCommandsToUpdateLength;if(i!==0){for(let o=0;o<i;++o)nge[o]=this._derivedCommandPacks[n[o]],tge[o]=oge[n[o]];Nct(this,e,i,n,tge,nge,t)}};function Nct(e,t,n,i,o,r,s){let a=t.derivedCommands.globeTranslucency,c=e._derivedCommandsDirty;if(t.dirty||!l(a)||c){t.dirty=!1,l(a)||(a={},t.derivedCommands.globeTranslucency=a);let u=s.frameNumber,f=y(a.uniformMapDirtyFrame,0),d=y(a.shaderProgramDirtyFrame,0),p=y(a.renderStateDirtyFrame,0),g=a.uniformMap!==t.uniformMap,m=a.shaderProgramId!==t.shaderProgram.id,A=a.renderStateId!==t.renderState.id;g&&(a.uniformMapDirtyFrame=u),m&&(a.shaderProgramDirtyFrame=u),A&&(a.renderStateDirtyFrame=u),a.uniformMap=t.uniformMap,a.shaderProgramId=t.shaderProgram.id,a.renderStateId=t.renderState.id;for(let C=0;C<n;++C){let x=r[C],b=i[C],E=o[C],S=a[E],D,v,O;l(S)?(D=S.uniformMap,v=S.shaderProg
uniform sampler2D colorTexture;
uniform sampler2D depthTexture;
uniform sampler2D classifiedTexture;
varying vec2 v_textureCoordinates;
void main()
{
vec4 color = texture2D(colorTexture, v_textureCoordinates);
if (color.a == 0.0)
{
discard;
}
bool isClassified = all(equal(texture2D(classifiedTexture, v_textureCoordinates), vec4(0.0)));
#ifdef UNCLASSIFIED
vec4 highlightColor = czm_invertClassificationColor;
if (isClassified)
{
discard;
}
#else
vec4 highlightColor = vec4(1.0);
if (!isClassified)
{
discard;
}
#endif
gl_FragColor = color * highlightColor;
gl_FragDepthEXT = texture2D(depthTexture, v_textureCoordinates).r;
}
`,Jct=`uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
void main()
{
vec4 color = texture2D(colorTexture, v_textureCoordinates);
if (color.a == 0.0)
{
discard;
}
#ifdef UNCLASSIFIED
gl_FragColor = color * czm_invertClassificationColor;
#else
gl_FragColor = color;
#endif
}
`;Wh.prototype.update=function(e,t,n){let i=this._fbo.getColorTexture(),o=this.previousFramebuffer!==this._previousFramebuffer;this._previousFramebuffer=this.previousFramebuffer;let r=this._numSamples!==t,s=e.drawingBufferWidth,a=e.drawingBufferHeight,c=!l(i)||i.width!==s||i.height!==a;if((c||o||r)&&(this._numSamples=t,this._depthStencilTexture=this._depthStencilTexture&&this._depthStencilTexture.destroy(),this._depthStencilRenderbuffer=this._depthStencilRenderbuffer&&this._depthStencilRenderbuffer.destroy(),l(this._previousFramebuffer)||(this._depthStencilTexture=new Rt({context:e,width:s,height:a,pixelFormat:ft.DEPTH_STENCIL,pixelDatatype:qe.UNSIGNED_INT_24_8}),t>1&&(this._depthStencilRenderbuffer=new Cu({context:e,width:s,height:a,format:Gc.DEPTH24_STENCIL8,numSamples:t})))),!l(this._fbo.framebuffer)||c||o||r){this._fbo.destroy(),this._fboClassified.destroy();let u,f;l(this._previousFramebuffer)?(u=n.getDepthStencilTexture(),f=n.getDepthStencilRenderbuffer()):(u=this._depthStencilTexture,f=this._depthStencilRenderbuffer),this._fbo.setDepthStencilTexture(u),l(f)&&this._fbo.setDepthStencilRenderbuffer(f),this._fbo.update(e,s,a,t),l(this._previousFramebuffer)||(this._fboClassified.setDepthStencilTexture(u),this._fboClassified.update(e,s,a))}if(l(this._rsUnclassified)||(this._rsUnclassified=Ne.fromCache(qct),this._rsClassified=Ne.fromCache(Yct),this._rsDefault=Ne.fromCache(Xct)),!l(this._unclassifiedCommand)||o||r){l(this._unclassifiedCommand)&&(this._unclassifiedCommand.shaderProgram=this._unclassifiedCommand.shaderProgram&&this._unclassifiedCommand.shaderProgram.destroy(),this._classifiedCommand.shaderProgram=this._classifiedCommand.shaderProgram&&this._classifiedCommand.shaderProgram.destroy());let u=l(this._previousFramebuffer)?Jct:Kct,f=new Ve({defines:["UNCLASSIFIED"],sources:[u]}),d=new Ve({sources:[u]});this._unclassifiedCommand=e.createViewportQuadCommand(f,{renderState:l(this._previousFramebuffer)?this._rsUnclassified:this._rsDefault,uniformMap:this._uniformMap,owner:this}),this._classifiedCommand=e.createViewportQuadCommand(d,{renderState:l(this._previousFramebuffer)?this._rsClassified:this._rsDefault,uniformMap:this._uniformMap,owner:this}),l(this._translucentCommand)&&(this._translucentCommand.shaderProgram=this._translucentCommand.shaderProgram&&this._translucentCommand.shaderProgram.destroy()),l(this._previousFramebuffer)||(this._translucentCommand=e.createViewportQuadCommand(Ql,{renderState:this._rsUnclassified,uniformMap:this._uniformMap,owner:this}))}};Wh.prototype.prepareTextures=function(e,t){this._fbo._numSamples>1&&this._fbo.prepareTextures(e,t)};Wh.prototype.clear=function(e,t){l(this._previousFramebuffer)?this._fbo.clear(e,this._clearColorCommand,t):(this._fbo.clear(e,this._clearCommand,t),this._fboClassified.clear(e,this._clearCommand,t))};Wh.prototype.executeClassified=function(e,t){if(!l(this._previousFramebuffer)){let n=t.framebuffer;this.prepareTextures(e,!0),t.framebuffer=this._fboClassified.framebuffer,this._translucentCommand.execute(e,t),t.framebuffer=n}this._classifiedCommand.execute(e,t)};Wh.prototype.executeUnclassified=function(e,t){this._unclassifiedCommand.execute(e,t)};Wh.prototype.isDestroyed=function(){return!1};Wh.prototype.destroy=function(){return this._fbo.destroy(),this._fboClassified.destroy(),this._depthStencilTexture=this._depthStencilTexture&&this._depthStencilTexture.destroy(),this._depthStencilRenderbuffer=this._depthStencilRenderbuffer&&this._depthStencilRenderbuffer.destroy(),l(this._unclassifiedCommand)&&(this._unclassifiedCommand.shaderProgram=this._unclassifiedCommand.shaderProgram&&this._unclassifiedCommand.shaderProgram.destroy(),this._classifiedCommand.shaderProgram=this._classifiedCommand.shaderProgram&&this._classifiedCommand.shaderProgram.destroy()),le(this)};var wv=Wh;function MU(e){this._total=e,this.usedThisFrame=0,this.stolenFromMeThisFrame=0,this.starvedThisFrame=!1,this.starvedLastFrame=!1}Object.defineProperties(MU.prototype,{total:{get:function(){return this._total}}});function t0(e){let t=new Array(ga.NUMBER_OF_JOB_TYPES);t[ga.TEXTURE]=new MU(l(e)?e
float ai = czm_gl_FragColor.a;
float wzi = czm_alphaWeight(ai);
gl_FragData[0] = vec4(Ci * wzi, ai);
gl_FragData[1] = vec4(ai * wzi);
`,llt=` vec3 Ci = czm_gl_FragColor.rgb * czm_gl_FragColor.a;
float ai = czm_gl_FragColor.a;
float wzi = czm_alphaWeight(ai);
gl_FragColor = vec4(Ci, ai) * wzi;
`,ult=` float ai = czm_gl_FragColor.a;
gl_FragColor = vec4(ai);
`;function tq(e,t,n,i){let o=e.shaderCache.getDerivedShaderProgram(t,n);if(!l(o)){let r=t._attributeLocations,s=t.fragmentShaderSource.clone();s.sources=s.sources.map(function(a){return a=Ve.replaceMain(a,"czm_translucent_main"),a=a.replace(/gl_FragColor/g,"czm_gl_FragColor"),a=a.replace(/\bdiscard\b/g,"czm_discard = true"),a=a.replace(/czm_phong/g,"czm_translucentPhong"),a}),s.sources.splice(0,0,`${i.indexOf("gl_FragData")!==-1?`#extension GL_EXT_draw_buffers : enable
`:""}vec4 czm_gl_FragColor;
bool czm_discard = false;
`),s.sources.push(`void main()
{
czm_translucent_main();
if (czm_discard)
{
discard;
}
${i}}
`),o=e.shaderCache.createDerivedShaderProgram(t,n,{vertexShaderSource:t.vertexShaderSource,fragmentShaderSource:s,attributeLocations:r})}return o}function flt(e,t){return tq(e,t,"translucentMRT",clt)}function dlt(e,t){return tq(e,t,"translucentMultipass",llt)}function hlt(e,t){return tq(e,t,"alphaMultipass",ult)}xp.prototype.createDerivedCommands=function(e,t,n){if(l(n)||(n={}),this._translucentMRTSupport){let i,o;l(n.translucentCommand)&&(i=n.translucentCommand.shaderProgram,o=n.translucentCommand.renderState),n.translucentCommand=Ze.shallowClone(e,n.translucentCommand),!l(i)||n.shaderProgramId!==e.shaderProgram.id?(n.translucentCommand.shaderProgram=flt(t,e.shaderProgram),n.translucentCommand.renderState=rlt(this,t,e.renderState),n.shaderProgramId=e.shaderProgram.id):(n.translucentCommand.shaderProgram=i,n.translucentCommand.renderState=o)}else{let i,o,r,s;l(n.translucentCommand)&&(i=n.translucentCommand.shaderProgram,o=n.translucentCommand.renderState,r=n.alphaCommand.shaderProgram,s=n.alphaCommand.renderState),n.translucentCommand=Ze.shallowClone(e,n.translucentCommand),n.alphaCommand=Ze.shallowClone(e,n.alphaCommand),!l(i)||n.shaderProgramId!==e.shaderProgram.id?(n.translucentCommand.shaderProgram=dlt(t,e.shaderProgram),n.translucentCommand.renderState=slt(this,t,e.renderState),n.alphaCommand.shaderProgram=hlt(t,e.shaderProgram),n.alphaCommand.renderState=alt(this,t,e.renderState),n.shaderProgramId=e.shaderProgram.id):(n.translucentCommand.shaderProgram=i,n.translucentCommand.renderState=o,n.alphaCommand.shaderProgram=r,n.alphaCommand.renderState=s)}return n};function mlt(e,t,n,i,o,r){let s,a,c,u=t.context,f=t.frameState.useLogDepth,d=t._hdr,p=i.framebuffer,g=o.length,m=t.frameState.shadowState.lightShadowsEnabled;i.framebuffer=e._adjustTranslucentFBO.framebuffer,e._adjustTranslucentCommand.execute(u,i),i.framebuffer=e._adjustAlphaFBO.framebuffer,e._adjustAlphaCommand.execute(u,i);let A=e._opaqueFBO.framebuffer;for(i.framebuffer=e._translucentFBO.framebuffer,c=0;c<g;++c)s=o[c],s=f?s.derivedCommands.logDepth.command:s,s=d?s.derivedCommands.hdr.command:s,a=m&&s.receiveShadows?s.derivedCommands.oit.shadows.translucentCommand:s.derivedCommands.oit.translucentCommand,n(a,t,u,i,A);for(l(r)&&(s=r.unclassifiedCommand,a=m&&s.receiveShadows?s.derivedCommands.oit.shadows.translucentCommand:s.derivedCommands.oit.translucentCommand,n(a,t,u,i,A)),i.framebuffer=e._alphaFBO.framebuffer,c=0;c<g;++c)s=o[c],s=f?s.derivedCommands.logDepth.command:s,s=d?s.derivedCommands.hdr.command:s,a=m&&s.receiveShadows?s.derivedCommands.oit.shadows.alphaCommand:s.derivedCommands.oit.alphaCommand,n(a,t,u,i,A);l(r)&&(s=r.unclassifiedCommand,a=m&&s.receiveShadows?s.derivedCommands.oit.shadows.alphaCommand:s.derivedCommands.oit.alphaCommand,n(a,t,u,i,A)),i.framebuffer=p}function plt(e,t,n,i,o,r){let s=t.context,a=t.frameState.useLogDepth,c=t._hdr,u=i.framebuffer,f=o.length,d=t.frameState.shadowState.lightShadowsEnabled;i.framebuffer=e._adjustTranslucentFBO.framebuffer,e._adjustTranslucentCommand.execute(s,i);let p=e._opaqueFBO.framebuffer;i.framebuffer=e._translucentFBO.framebuffer;let g,m;for(let A=0;A<f;++A)g=o[A],g=a?g.derivedCommands.logDepth.command:g,g=c?g.derivedCommands.hdr.command:g,m=d&&g.receiveShadows?g.derivedCommands.oit.shadows.translucentCommand:g.derivedCommands.oit.translucentCommand,n(m,t,s,i,p);l(r)&&(g=r.unclassifiedCommand,m=d&&g.receiveShadows?g.derivedCommands.oit.shadows.translucentCommand:g.derivedCommands.oit.translucentCommand,n(m,t,s,i,p)),i.framebuffer=u}xp.prototype.executeCommands=function(e,t,n,i,o){if(this._translucentMRTSupport){plt(this,e,t,n,i,o);return}mlt(this,e,t,n,i,o)};xp.prototype.execute=function(e,t){this._compositeCommand.execute(e,t)};xp.prototype.clear=function(e,t,n){let i=t.framebuffer;t.framebuffer=this._opaqueFBO.framebuffer,U.clone(n,this._opaqueClearCommand.color),this._opaqueClearCommand.execute(e,t),t.framebuffer=this._translucentFBO.framebuffer,(this._translucentMRTSupport?this._translucentMRTClearCommand:this._translucentMultipassClearCommand).execute(e,t),this._translucentMultipassSupport&&(t.f
varying vec2 v_textureCoordinates;
void main()
{
gl_FragColor = czm_packDepth(texture2D(u_texture, v_textureCoordinates).r);
}
`;e._copyDepthCommand=t.createViewportQuadCommand(i,{renderState:Ne.fromCache(),uniformMap:{u_texture:function(){return e._textureToCopy}},owner:e})}e._textureToCopy=n,e._copyDepthCommand.framebuffer=e.framebuffer}EA.prototype.update=function(e,t){Slt(this,e,t),wlt(this,e,t)};var Dlt=new se,vlt=new se(1,1/255,1/65025,1/16581375);EA.prototype.getDepth=function(e,t,n){if(!l(this.framebuffer))return;let i=e.readPixels({x:t,y:n,width:1,height:1,framebuffer:this.framebuffer}),o=se.unpack(i,0,Dlt);return se.divideByScalar(o,255,o),se.dot(o,vlt)};EA.prototype.executeCopyDepth=function(e,t){this._copyDepthCommand.execute(e,t)};EA.prototype.isDestroyed=function(){return!1};EA.prototype.destroy=function(){return this._framebuffer.destroy(),l(this._copyDepthCommand)&&(this._copyDepthCommand.shaderProgram=l(this._copyDepthCommand.shaderProgram)&&this._copyDepthCommand.shaderProgram.destroy()),le(this)};var GU=EA;function Iv(){this._framebuffer=new ci({color:!1,depthStencil:!0,supportsDepthTexture:!0}),this._passState=void 0}Object.defineProperties(Iv.prototype,{framebuffer:{get:function(){return this._framebuffer.framebuffer}}});function Plt(e){e._framebuffer.destroy()}function Ilt(e,t){let n=t.drawingBufferWidth,i=t.drawingBufferHeight;e._framebuffer.update(t,n,i);let o=new yc(t);o.blendingEnabled=!1,o.scissorTest={enabled:!0,rectangle:new He},o.viewport=new He,e._passState=o}Iv.prototype.update=function(e,t,n){let i=n.width,o=n.height;this._framebuffer.isDirty(i,o)&&Ilt(this,e);let r=this.framebuffer,s=this._passState;return s.framebuffer=r,s.viewport.width=i,s.viewport.height=o,s.scissorTest.rectangle.x=t.x,s.scissorTest.rectangle.y=o-t.y,s.scissorTest.rectangle.width=1,s.scissorTest.rectangle.height=1,s};Iv.prototype.isDestroyed=function(){return!1};Iv.prototype.destroy=function(){return Plt(this),le(this)};var WU=Iv;function Bv(e){let t=new yc(e);t.blendingEnabled=!1,t.scissorTest={enabled:!0,rectangle:new He},t.viewport=new He,this._context=e,this._fb=new ci({depthStencil:!0}),this._passState=t,this._width=0,this._height=0}Bv.prototype.begin=function(e,t){let n=this._context,i=t.width,o=t.height;return He.clone(e,this._passState.scissorTest.rectangle),this._width=i,this._height=o,this._fb.update(n,i,o),this._passState.framebuffer=this._fb.framebuffer,this._passState.viewport.width=i,this._passState.viewport.height=o,this._passState};var Ov=new U;Bv.prototype.end=function(e){let t=y(e.width,1),n=y(e.height,1),i=this._context,o=i.readPixels({x:e.x,y:e.y,width:t,height:n,framebuffer:this._fb.framebuffer}),r=Math.max(t,n),s=r*r,a=Math.floor(t*.5),c=Math.floor(n*.5),u=0,f=0,d=0,p=-1;for(let g=0;g<s;++g){if(-a<=u&&u<=a&&-c<=f&&f<=c){let m=4*((c-f)*t+u+a);Ov.red=U.byteToFloat(o[m]),Ov.green=U.byteToFloat(o[m+1]),Ov.blue=U.byteToFloat(o[m+2]),Ov.alpha=U.byteToFloat(o[m+3]);let A=i.getObjectByPickColor(Ov);if(l(A))return A}if(u===f||u<0&&-u===f||u>0&&u===1-f){let m=d;d=-p,p=m}u+=d,f+=p}};Bv.prototype.isDestroyed=function(){return!1};Bv.prototype.destroy=function(){return this._fb.destroy(),le(this)};var jU=Bv;function Tp(){this._numSamples=1,this._colorFramebuffer=new ci({depthStencil:!0,supportsDepthTexture:!0}),this._idFramebuffer=new ci({depthStencil:!0,supportsDepthTexture:!0}),this._idClearColor=new U(0,0,0,0),this._clearCommand=new ei({color:new U(0,0,0,0),depth:1,owner:this})}function Olt(e){e._colorFramebuffer.destroy(),e._idFramebuffer.destroy()}Object.defineProperties(Tp.prototype,{framebuffer:{get:function(){return this._colorFramebuffer.framebuffer}},idFramebuffer:{get:function(){return this._idFramebuffer.framebuffer}},depthStencilTexture:{get:function(){return this._colorFramebuffer.getDepthStencilTexture()}}});Tp.prototype.update=function(e,t,n,i){let o=t.width,r=t.height,s=n?e.halfFloatingPointTexture?qe.HALF_FLOAT:qe.FLOAT:qe.UNSIGNED_BYTE;this._numSamples=i,this._colorFramebuffer.update(e,o,r,i,s),this._idFramebuffer.update(e,o,r)};Tp.prototype.clear=function(e,t,n){U.clone(n,this._clearCommand.color),U.clone(this._idClearColor,this._clearCommand.color),this._colorFramebuffer.clear(e,this._clearCommand,t),this._idFra
void main()
{
czm_shadow_cast_main();
v_positionEC = (czm_inverseProjection * gl_Position).xyz;
}`;o.push(c)}return new Ve({defines:i,sources:o})};bA.createShadowCastFragmentShader=function(e,t,n,i){let o=e.defines.slice(0),r=e.sources.slice(0);o.push("SHADOW_MAP");let s=Ve.findPositionVarying(e),a=l(s);a||(s="v_positionEC");let c=r.length;for(let f=0;f<c;++f)r[f]=Ve.replaceMain(r[f],"czm_shadow_cast_main");let u="";return t&&(a||(u+=`varying vec3 v_positionEC;
`),u+=`uniform vec4 shadowMap_lightPositionEC;
`),i?u+=`void main()
{
`:u+=`void main()
{
czm_shadow_cast_main();
if (gl_FragColor.a == 0.0)
{
discard;
}
`,t?u+=` float distance = length(${s});
if (distance >= shadowMap_lightPositionEC.w)
{
discard;
}
distance /= shadowMap_lightPositionEC.w; // radius
gl_FragColor = czm_packDepth(distance);
`:n?u+=` gl_FragColor = vec4(1.0);
`:u+=` gl_FragColor = czm_packDepth(gl_FragCoord.z);
`,u+=`}
`,r.push(u),new Ve({defines:o,sources:r})};bA.getShadowReceiveShaderKeyword=function(e,t,n,i){let o=e._usesDepthTexture,r=e._polygonOffsetSupported,s=e._isPointLight,a=e._isSpotLight,c=e._numberOfCascades>1,u=e.debugCascadeColors,f=e.softShadows;return`receiveShadow ${o}${r}${s}${a}${c}${u}${f}${t}${n}${i}`};bA.createShadowReceiveVertexShader=function(e,t,n){let i=e.defines.slice(0),o=e.sources.slice(0);return i.push("SHADOW_MAP"),t&&(n?i.push("GENERATE_POSITION_AND_NORMAL"):i.push("GENERATE_POSITION")),new Ve({defines:i,sources:o})};bA.createShadowReceiveFragmentShader=function(e,t,n,i,o){let r=Ve.findNormalVarying(e),s=!i&&l(r)||i&&o,a=Ve.findPositionVarying(e),c=l(a),u=t._usesDepthTexture,f=t._polygonOffsetSupported,d=t._isPointLight,p=t._isSpotLight,g=t._numberOfCascades>1,m=t.debugCascadeColors,A=t.softShadows,C=d?t._pointBias:i?t._terrainBias:t._primitiveBias,x=e.defines.slice(0),b=e.sources.slice(0),E=b.length;for(let v=0;v<E;++v)b[v]=Ve.replaceMain(b[v],"czm_shadow_receive_main");d?x.push("USE_CUBE_MAP_SHADOW"):u&&x.push("USE_SHADOW_DEPTH_TEXTURE"),A&&!d&&x.push("USE_SOFT_SHADOWS"),g&&n&&i&&(s?x.push("ENABLE_VERTEX_LIGHTING"):x.push("ENABLE_DAYNIGHT_SHADING")),n&&C.normalShading&&s&&(x.push("USE_NORMAL_SHADING"),C.normalShadingSmooth>0&&x.push("USE_NORMAL_SHADING_SMOOTH"));let S="";d?S+=`uniform samplerCube shadowMap_textureCube;
`:S+=`uniform sampler2D shadowMap_texture;
`;let D;return c?D=` return vec4(${a}, 1.0);
`:D=`#ifndef LOG_DEPTH
return czm_windowToEyeCoordinates(gl_FragCoord);
#else
return vec4(v_logPositionEC, 1.0);
#endif
`,S+=`uniform mat4 shadowMap_matrix;
uniform vec3 shadowMap_lightDirectionEC;
uniform vec4 shadowMap_lightPositionEC;
uniform vec4 shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness;
uniform vec4 shadowMap_texelSizeDepthBiasAndNormalShadingSmooth;
#ifdef LOG_DEPTH
varying vec3 v_logPositionEC;
#endif
vec4 getPositionEC()
{
${D}}
vec3 getNormalEC()
{
${s?` return normalize(${r});
`:` return vec3(1.0);
`}}
void applyNormalOffset(inout vec4 positionEC, vec3 normalEC, float nDotL)
{
${C.normalOffset&&s?` float normalOffset = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.x;
float normalOffsetScale = 1.0 - nDotL;
vec3 offset = normalOffset * normalOffsetScale * normalEC;
positionEC.xyz += offset;
`:""}}
`,S+=`void main()
{
czm_shadow_receive_main();
vec4 positionEC = getPositionEC();
vec3 normalEC = getNormalEC();
float depth = -positionEC.z;
`,S+=` czm_shadowParameters shadowParameters;
shadowParameters.texelStepSize = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.xy;
shadowParameters.depthBias = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.z;
shadowParameters.normalShadingSmooth = shadowMap_texelSizeDepthBiasAndNormalShadingSmooth.w;
shadowParameters.darkness = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.w;
`,i?S+=` shadowParameters.depthBias *= max(depth * 0.01, 1.0);
`:f||(S+=` shadowParameters.depthBias *= mix(1.0, 100.0, depth * 0.0015);
`),d?S+=` vec3 directionEC = positionEC.xyz - shadowMap_lightPositionEC.xyz;
float distance = length(directionEC);
directionEC = normalize(directionEC);
float radius = shadowMap_lightPositionEC.w;
// Stop early if the fragment is beyond the point light radius
if (distance > radius)
{
return;
}
vec3 directionWC = czm_inverseViewRotation * directionEC;
shadowParameters.depth = distance / radius;
shadowParameters.nDotL = clamp(dot(normalEC, -directionEC), 0.0, 1.0);
shadowParameters.texCoords = directionWC;
float visibility = czm_shadowVisibility(shadowMap_textureCube, shadowParameters);
`:p?S+=` vec3 directionEC = normalize(positionEC.xyz - shadowMap_lightPositionEC.xyz);
float nDotL = clamp(dot(normalEC, -directionEC), 0.0, 1.0);
applyNormalOffset(positionEC, normalEC, nDotL);
vec4 shadowPosition = shadowMap_matrix * positionEC;
// Spot light uses a perspective projection, so perform the perspective divide
shadowPosition /= shadowPosition.w;
// Stop early if the fragment is not in the shadow bounds
if (any(lessThan(shadowPosition.xyz, vec3(0.0))) || any(greaterThan(shadowPosition.xyz, vec3(1.0))))
{
return;
}
shadowParameters.texCoords = shadowPosition.xy;
shadowParameters.depth = shadowPosition.z;
shadowParameters.nDotL = nDotL;
float visibility = czm_shadowVisibility(shadowMap_texture, shadowParameters);
`:g?S+=` float maxDepth = shadowMap_cascadeSplits[1].w;
// Stop early if the eye depth exceeds the last cascade
if (depth > maxDepth)
{
return;
}
// Get the cascade based on the eye-space depth
vec4 weights = czm_cascadeWeights(depth);
// Apply normal offset
float nDotL = clamp(dot(normalEC, shadowMap_lightDirectionEC), 0.0, 1.0);
applyNormalOffset(positionEC, normalEC, nDotL);
// Transform position into the cascade
vec4 shadowPosition = czm_cascadeMatrix(weights) * positionEC;
// Get visibility
shadowParameters.texCoords = shadowPosition.xy;
shadowParameters.depth = shadowPosition.z;
shadowParameters.nDotL = nDotL;
float visibility = czm_shadowVisibility(shadowMap_texture, shadowParameters);
// Fade out shadows that are far away
float shadowMapMaximumDistance = shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness.z;
float fade = max((depth - shadowMapMaximumDistance * 0.8) / (shadowMapMaximumDistance * 0.2), 0.0);
visibility = mix(visibility, 1.0, fade);
${m?` // Draw cascade colors for debugging
gl_FragColor *= czm_cascadeColor(weights);
`:""}`:S+=` float nDotL = clamp(dot(normalEC, shadowMap_lightDirectionEC), 0.0, 1.0);
applyNormalOffset(positionEC, normalEC, nDotL);
vec4 shadowPosition = shadowMap_matrix * positionEC;
// Stop early if the fragment is not in the shadow bounds
if (any(lessThan(shadowPosition.xyz, vec3(0.0))) || any(greaterThan(shadowPosition.xyz, vec3(1.0))))
{
return;
}
shadowParameters.texCoords = shadowPosition.xy;
shadowParameters.depth = shadowPosition.z;
shadowParameters.nDotL = nDotL;
float visibility = czm_shadowVisibility(shadowMap_texture, shadowParameters);
`,S+=` gl_FragColor.rgb *= visibility;
}
`,b.push(S),new Ve({defines:x,sources:b})};var Ep=bA;function jh(e){e=y(e,y.EMPTY_OBJECT);let t=e.context;this._enabled=y(e.enabled,!0),this._softShadows=y(e.softShadows,!1),this._normalOffset=y(e.normalOffset,!0),this.dirty=!0,this.fromLightSource=y(e.fromLightSource,!0),this.darkness=y(e.darkness,.3),this._darkness=this.darkness,this.fadingEnabled=y(e.fadingEnabled,!0),this.maximumDistance=y(e.maximumDistance,5e3),this._outOfView=!1,this._outOfViewPrevious=!1,this._needsUpdate=!0;let n=!0;(Lt.isInternetExplorer()||Lt.isEdge()||(Lt.isChrome()||Lt.isFirefox())&&Lt.isWindows()&&!t.depthTexture)&&(n=!1),this._polygonOffsetSupported=n,this._terrainBias={polygonOffset:n,polygonOffsetFactor:1.1,polygonOffsetUnits:4,normalOffset:this._normalOffset,normalOffsetScale:.5,normalShading:!0,normalShadingSmooth:.3,depthBias:1e-4},this._primitiveBias={polygonOffset:n,polygonOffsetFactor:1.1,polygonOffsetUnits:4,normalOffset:this._normalOffset,normalOffsetScale:.1,normalShading:!0,normalShadingSmooth:.05,depthBias:2e-5},this._pointBias={polygonOffset:!1,polygonOffsetFactor:1.1,polygonOffsetUnits:4,normalOffset:this._normalOffset,normalOffsetScale:0,normalShading:!0,normalShadingSmooth:.1,depthBias:5e-4},this._depthAttachment=void 0,this._colorAttachment=void 0,this._shadowMapMatrix=new F,this._shadowMapTexture=void 0,this._lightDirectionEC=new h,this._lightPositionEC=new se,this._distance=0,this._lightCamera=e.lightCamera,this._shadowMapCamera=new qU,this._shadowMapCullingVolume=void 0,this._sceneCamera=void 0,this._boundingSphere=new re,this._isPointLight=y(e.isPointLight,!1),this._pointLightRadius=y(e.pointLightRadius,100),this._cascadesEnabled=this._isPointLight?!1:y(e.cascadesEnabled,!0),this._numberOfCascades=this._cascadesEnabled?y(e.numberOfCascades,4):0,this._fitNearFar=!0,this._maximumCascadeDistances=[25,150,700,Number.MAX_VALUE],this._textureSize=new H,this._isSpotLight=!1,this._cascadesEnabled?this._shadowMapCamera.frustum=new Sr:l(this._lightCamera.frustum.fov)&&(this._isSpotLight=!0),this._cascadeSplits=[new se,new se],this._cascadeMatrices=[new F,new F,new F,new F],this._cascadeDistances=new se;let i;this._isPointLight?i=6:this._cascadesEnabled?i=this._numberOfCascades:i=1,this._passes=new Array(i);for(let o=0;o<i;++o)this._passes[o]=new Blt(t);this.debugShow=!1,this.debugFreezeFrame=!1,this._debugFreezeFrame=!1,this._debugCascadeColors=!1,this._debugLightFrustum=void 0,this._debugCameraFrustum=void 0,this._debugCascadeFrustums=new Array(this._numberOfCascades),this._debugShadowViewCommand=void 0,this._usesDepthTexture=t.depthTexture,this._isPointLight&&(this._usesDepthTexture=!1),this._primitiveRenderState=void 0,this._terrainRenderState=void 0,this._pointRenderState=void 0,oq(this),this._clearCommand=new ei({depth:1,color:new U}),this._clearPassState=new yc(t),this._size=y(e.size,2048),this.size=this._size}jh.MAXIMUM_DISTANCE=2e4;function Blt(e){this.camera=new qU,this.passState=new yc(e),this.framebuffer=void 0,this.textureOffsets=void 0,this.commandList=[],this.cullingVolume=void 0}function iq(e,t){return Ne.fromCache({cull:{enabled:!0,face:Ci.BACK},depthTest:{enabled:!0},colorMask:{red:e,green:e,blue:e,alpha:e},depthMask:!0,polygonOffset:{enabled:t.polygonOffset,factor:t.polygonOffsetFactor,units:t.polygonOffsetUnits}})}function oq(e){let t=!e._usesDepthTexture;e._primitiveRenderState=iq(t,e._primitiveBias),e._terrainRenderState=iq(t,e._terrainBias),e._pointRenderState=iq(t,e._pointBias)}jh.prototype.debugCreateRenderStates=function(){oq(this)};Object.defineProperties(jh.prototype,{enabled:{get:function(){return this._enabled},set:function(e){this.dirty=this._enabled!==e,this._enabled=e}},normalOffset:{get:function(){return this._normalOffset},set:function(e){this.dirty=this._normalOffset!==e,this._normalOffset=e,this._terrainBias.normalOffset=e,this._primitiveBias.normalOffset=e,this._pointBias.normalOffset=e}},softShadows:{get:function(){return this._softShadows},set:function(e){this.dirty=this._softShadows!==e,this._softShadows=e}},size:{get:function(){return this._size},set:function(e){klt(this,e)}},outOfView:{
varying vec2 v_textureCoordinates;
void main()
{
vec2 uv = v_textureCoordinates;
vec3 dir;
if (uv.y < 0.5)
{
if (uv.x < 0.333)
{
dir.x = -1.0;
dir.y = uv.x * 6.0 - 1.0;
dir.z = uv.y * 4.0 - 1.0;
}
else if (uv.x < 0.666)
{
dir.y = -1.0;
dir.x = uv.x * 6.0 - 3.0;
dir.z = uv.y * 4.0 - 1.0;
}
else
{
dir.z = -1.0;
dir.x = uv.x * 6.0 - 5.0;
dir.y = uv.y * 4.0 - 1.0;
}
}
else
{
if (uv.x < 0.333)
{
dir.x = 1.0;
dir.y = uv.x * 6.0 - 1.0;
dir.z = uv.y * 4.0 - 3.0;
}
else if (uv.x < 0.666)
{
dir.y = 1.0;
dir.x = uv.x * 6.0 - 3.0;
dir.z = uv.y * 4.0 - 3.0;
}
else
{
dir.z = 1.0;
dir.x = uv.x * 6.0 - 5.0;
dir.y = uv.y * 4.0 - 3.0;
}
}
float shadow = czm_unpackDepth(textureCube(shadowMap_textureCube, dir));
gl_FragColor = vec4(vec3(shadow), 1.0);
}
`:n=`uniform sampler2D shadowMap_texture;
varying vec2 v_textureCoordinates;
void main()
{
${e._usesDepthTexture?` float shadow = texture2D(shadowMap_texture, v_textureCoordinates).r;
`:` float shadow = czm_unpackDepth(texture2D(shadowMap_texture, v_textureCoordinates));
`} gl_FragColor = vec4(vec3(shadow), 1.0);
}
`;let i=t.createViewportQuadCommand(n,{uniformMap:{shadowMap_texture:function(){return e._shadowMapTexture},shadowMap_textureCube:function(){return e._shadowMapTexture}}});return i.pass=xe.OVERLAY,i}function zlt(e,t){let n=t.context,i=t.context.drawingBufferWidth,o=t.context.drawingBufferHeight,r=Math.min(i,o)*.3,s=Vlt;s.x=i-r,s.y=0,s.width=r,s.height=r;let a=e._debugShadowViewCommand;l(a)||(a=Ult(e,n),e._debugShadowViewCommand=a),(!l(a.renderState)||!He.equals(a.renderState.viewport,s))&&(a.renderState=Ne.fromCache({viewport:He.clone(s)})),t.commandList.push(e._debugShadowViewCommand)}var qh=new Array(8);qh[0]=new se(-1,-1,-1,1);qh[1]=new se(1,-1,-1,1);qh[2]=new se(1,1,-1,1);qh[3]=new se(-1,1,-1,1);qh[4]=new se(-1,-1,1,1);qh[5]=new se(1,-1,1,1);qh[6]=new se(1,1,1,1);qh[7]=new se(-1,1,1,1);var i0=new F,sq=new Array(8);for(let e=0;e<8;++e)sq[e]=new se;function Hlt(e,t){let n=new _t({geometry:new Bd({minimum:new h(-.5,-.5,-.5),maximum:new h(.5,.5,.5)}),attributes:{color:Bt.fromColor(t)}}),i=new _t({geometry:new z_({radius:.5}),attributes:{color:Bt.fromColor(t)}});return new Cn({geometryInstances:[n,i],appearance:new Qt({translucent:!1,flat:!0}),asynchronous:!1,modelMatrix:e})}var Glt=[U.RED,U.GREEN,U.BLUE,U.MAGENTA],Wlt=new h;function jlt(e,t){zlt(e,t);let n=e.debugFreezeFrame&&!e._debugFreezeFrame;if(e._debugFreezeFrame=e.debugFreezeFrame,e.debugFreezeFrame&&(n&&(e._debugCameraFrustum=e._debugCameraFrustum&&e._debugCameraFrustum.destroy(),e._debugCameraFrustum=new Ap({camera:e._sceneCamera,color:U.CYAN,updateOnChange:!1})),e._debugCameraFrustum.update(t)),e._cascadesEnabled){if(e.debugFreezeFrame){n&&(e._debugLightFrustum=e._debugLightFrustum&&e._debugLightFrustum.destroy(),e._debugLightFrustum=new Ap({camera:e._shadowMapCamera,color:U.YELLOW,updateOnChange:!1})),e._debugLightFrustum.update(t);for(let i=0;i<e._numberOfCascades;++i)n&&(e._debugCascadeFrustums[i]=e._debugCascadeFrustums[i]&&e._debugCascadeFrustums[i].destroy(),e._debugCascadeFrustums[i]=new Ap({camera:e._passes[i].camera,color:Glt[i],updateOnChange:!1})),e._debugCascadeFrustums[i].update(t)}}else if(e._isPointLight){if(!l(e._debugLightFrustum)||e._needsUpdate){let i=e._shadowMapCamera.positionWC,o=Be.IDENTITY,r=e._pointLightRadius*2,s=h.fromElements(r,r,r,Wlt),a=F.fromTranslationQuaternionRotationScale(i,o,s,i0);e._debugLightFrustum=e._debugLightFrustum&&e._debugLightFrustum.destroy(),e._debugLightFrustum=Hlt(a,U.YELLOW)}e._debugLightFrustum.update(t)}else(!l(e._debugLightFrustum)||e._needsUpdate)&&(e._debugLightFrustum=new Ap({camera:e._shadowMapCamera,color:U.YELLOW,updateOnChange:!1})),e._debugLightFrustum.update(t)}function qU(){this.viewMatrix=new F,this.inverseViewMatrix=new F,this.frustum=void 0,this.positionCartographic=new he,this.positionWC=new h,this.directionWC=h.clone(h.UNIT_Z),this.upWC=h.clone(h.UNIT_Y),this.rightWC=h.clone(h.UNIT_X),this.viewProjectionMatrix=new F}qU.prototype.clone=function(e){F.clone(e.viewMatrix,this.viewMatrix),F.clone(e.inverseViewMatrix,this.inverseViewMatrix),this.frustum=e.frustum.clone(this.frustum),he.clone(e.positionCartographic,this.positionCartographic),h.clone(e.positionWC,this.positionWC),h.clone(e.directionWC,this.directionWC),h.clone(e.upWC,this.upWC),h.clone(e.rightWC,this.rightWC)};var qlt=new F(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);qU.prototype.getViewProjection=function(){let e=this.viewMatrix,t=this.frustum.projectionMatrix;return F.multiply(t,e,this.viewProjectionMatrix),F.multiply(qlt,this.viewProjectionMatrix,this.viewProjectionMatrix),this.viewProjectionMatrix};var Ylt=new Array(5),Xlt=new gi,Klt=new Array(4),Pge=new h,Ige=new h;function Jlt(e,t){let n=e._shadowMapCamera,i=e._sceneCamera,o=i.frustum.near,r=i.frustum.far,s=e._numberOfCascades,a,c=r-o,u=r/o,f=.9,d=!1;t.shadowState.closestObjectSize<200&&(d=!0,f=.9);let p=Klt,g=Ylt;for(g[0]=o,g[s]=r,a=0;a<s;++a){let L=(a+1)/s,_=o*Math.pow(u,L),T=o+c*L,w=I.lerp(T,_,f);g[a+1]=w,p[a]=w-g[a]}if(d){for(a=0;a<s;++a)p[a]=Math.min(p[a],e._maximumCascadeDistances[a]);let L=g[0];for(a=0;a<s-1;++a)L+=p[a],g[a+1]=L}se.unpack(g,0,e._cascadeSplits[0]),se.unpack(g,
#ifdef DEBUG_SHOW_DEPTH
uniform sampler2D u_packedTranslucentDepth;
#endif
varying vec2 v_textureCoordinates;
void main()
{
#ifdef DEBUG_SHOW_DEPTH
if (v_textureCoordinates.x < 0.5)
{
gl_FragColor.rgb = vec3(czm_unpackDepth(texture2D(u_packedTranslucentDepth, v_textureCoordinates)));
gl_FragColor.a = 1.0;
}
#else
vec4 color = texture2D(colorTexture, v_textureCoordinates);
#ifdef PICK
if (color == vec4(0.0))
{
discard;
}
#else
color.rgb /= color.a;
#endif
gl_FragColor = color;
#endif
}
`;var fut=!1;function r0(e){this._drawClassificationFBO=new ci({createDepthAttachments:!1}),this._accumulationFBO=new ci({createDepthAttachments:!1}),this._packFBO=new ci,this._opaqueDepthStencilTexture=void 0,this._textureToComposite=void 0,this._translucentDepthStencilTexture=void 0,this._packDepthCommand=void 0,this._accumulateCommand=void 0,this._compositeCommand=void 0,this._copyCommand=void 0,this._clearColorCommand=new ei({color:new U(0,0,0,0),owner:this}),this._clearDepthStencilCommand=new ei({depth:1,stencil:0,owner:this}),this._supported=e.depthTexture,this._viewport=new He,this._rsDepth=void 0,this._rsAccumulate=void 0,this._rsComp=void 0,this._useScissorTest=void 0,this._scissorRectangle=void 0,this._hasTranslucentDepth=!1,this._frustumsDrawn=0}Object.defineProperties(r0.prototype,{hasTranslucentDepth:{get:function(){return this._hasTranslucentDepth}}});function Rge(e){e._textureToComposite=void 0,e._translucentDepthStencilTexture=e._translucentDepthStencilTexture&&!e._translucentDepthStencilTexture.isDestroyed()&&e._translucentDepthStencilTexture.destroy()}function Mge(e){e._drawClassificationFBO.destroy(),e._accumulationFBO.destroy(),e._packFBO.destroy()}function dut(e,t,n,i){Rge(e),e._translucentDepthStencilTexture=new Rt({context:t,width:n,height:i,pixelFormat:ft.DEPTH_STENCIL,pixelDatatype:qe.UNSIGNED_INT_24_8,sampler:dn.NEAREST})}function hut(e,t,n,i){Mge(e),e._drawClassificationFBO.setDepthStencilTexture(e._translucentDepthStencilTexture),e._drawClassificationFBO.update(t,n,i),e._accumulationFBO.setDepthStencilTexture(e._translucentDepthStencilTexture),e._accumulationFBO.update(t,n,i),e._packFBO.update(t,n,i)}function mut(e,t,n,i){if(!e.isSupported())return;e._opaqueDepthStencilTexture=i;let o=e._opaqueDepthStencilTexture.width,r=e._opaqueDepthStencilTexture.height;e._drawClassificationFBO.isDirty(o,r)&&(dut(e,t,o,r),hut(e,t,o,r));let s,a;if(l(e._packDepthCommand)||(s=new Ve({sources:[Yk]}),a={u_opaqueDepthTexture:function(){return e._opaqueDepthStencilTexture},u_translucentDepthTexture:function(){return e._translucentDepthStencilTexture}},e._packDepthCommand=t.createViewportQuadCommand(s,{uniformMap:a,owner:e})),!l(e._compositeCommand)){s=new Ve({sources:[KE]}),a={colorTexture:function(){return e._textureToComposite}},fut&&(s.defines=["DEBUG_SHOW_DEPTH"],a.u_packedTranslucentDepth=function(){return e._packFBO.getColorTexture()}),e._compositeCommand=t.createViewportQuadCommand(s,{uniformMap:a,owner:e});let f=e._compositeCommand,d=f.shaderProgram,p=t.shaderCache.createDerivedShaderProgram(d,"pick",{vertexShaderSource:d.vertexShaderSource,fragmentShaderSource:new Ve({sources:s.sources,defines:["PICK"]}),attributeLocations:d._attributeLocations}),g=Ze.shallowClone(f);g.shaderProgram=p,f.derivedCommands.pick=g}l(e._copyCommand)||(s=new Ve({sources:[KE]}),a={colorTexture:function(){return e._drawClassificationFBO.getColorTexture()}},e._copyCommand=t.createViewportQuadCommand(s,{uniformMap:a,owner:e})),l(e._accumulateCommand)||(s=new Ve({sources:[KE]}),a={colorTexture:function(){return e._drawClassificationFBO.getColorTexture()}},e._accumulateCommand=t.createViewportQuadCommand(s,{uniformMap:a,owner:e})),e._viewport.width=o,e._viewport.height=r;let c=!He.equals(e._viewport,n.viewport),u=c!==e._useScissorTest;e._useScissorTest=c,He.equals(e._scissorRectangle,n.viewport)||(e._scissorRectangle=He.clone(n.viewport,e._scissorRectangle),u=!0),(!l(e._rsDepth)||!He.equals(e._viewport,e._rsDepth.viewport)||u)&&(e._rsDepth=Ne.fromCache({viewport:e._viewport,scissorTest:{enabled:e._useScissorTest,rectangle:e._scissorRectangle}})),l(e._packDepthCommand)&&(e._packDepthCommand.renderState=e._rsDepth),(!l(e._rsAccumulate)||!He.equals(e._viewport,e._rsAccumulate.viewport)||u)&&(e._rsAccumulate=Ne.fromCache({viewport:e._viewport,scissorTest:{enabled:e._useScissorTest,rectangle:e._scissorRectangle},stencilTest:{enabled:!0,frontFunction:Nn.EQUAL,reference:wt.CESIUM_3D_TILE_MASK}})),l(e._accumulateCommand)&&(e._accumulateCommand.renderState=e._rsAccumulate),(!l(e._rsComp)||!He.equals(e._viewport,e._rsComp.viewport)||u)&&(e._rs
void main()
{
#ifndef SHADOW_MAP
if (czm_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard;
if (czm_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard;
#endif
czm_splitter_main();
}
`,t},addUniforms:function(t,n){n.czm_splitDirection=function(){return t.splitDirection}}},Mv=Xut;var SA={NEEDS_DECODE:0,DECODING:1,READY:2,FAILED:3};function Lv(e){this._parsedContent=void 0,this._drawCommand=void 0,this._isTranslucent=!1,this._styleTranslucent=!1,this._constantColor=U.clone(U.DARKGRAY),this._highlightColor=U.clone(U.WHITE),this._pointSize=1,this._rtcCenter=void 0,this._quantizedVolumeScale=void 0,this._quantizedVolumeOffset=void 0,this._styleableShaderAttributes=void 0,this._isQuantized=!1,this._isOctEncoded16P=!1,this._isRGB565=!1,this._hasColors=!1,this._hasNormals=!1,this._hasBatchIds=!1,this._decodingState=SA.READY,this._dequantizeInShader=!0,this._isQuantizedDraco=!1,this._isOctEncodedDraco=!1,this._quantizedRange=0,this._octEncodedRange=0,this.backFaceCulling=!1,this._backFaceCulling=!1,this.normalShading=!0,this._normalShading=!0,this._opaqueRenderState=void 0,this._translucentRenderState=void 0,this._mode=void 0,this._ready=!1,this._pointsLength=0,this._geometryByteLength=0,this._vertexShaderLoaded=e.vertexShaderLoaded,this._fragmentShaderLoaded=e.fragmentShaderLoaded,this._uniformMapLoaded=e.uniformMapLoaded,this._batchTableLoaded=e.batchTableLoaded,this._pickIdLoaded=e.pickIdLoaded,this._opaquePass=y(e.opaquePass,xe.OPAQUE),this._cull=y(e.cull,!0),this.style=void 0,this._style=void 0,this.styleDirty=!1,this.modelMatrix=F.clone(F.IDENTITY),this._modelMatrix=F.clone(F.IDENTITY),this.time=0,this.shadows=hn.ENABLED,this._boundingSphere=void 0,this.clippingPlanes=void 0,this.isClipped=!1,this.clippingPlanesDirty=!1,this.clippingPlanesOriginMatrix=void 0,this.attenuation=!1,this._attenuation=!1,this.geometricError=0,this.geometricErrorScale=1,this.maximumAttenuation=this._pointSize,this.splitDirection=y(e.splitDirection,Wc.NONE),this._splittingEnabled=!1,this._resolveReadyPromise=void 0,this._rejectReadyPromise=void 0,this._readyPromise=Kut(this,e)}Object.defineProperties(Lv.prototype,{pointsLength:{get:function(){return this._pointsLength}},geometryByteLength:{get:function(){return this._geometryByteLength}},ready:{get:function(){return this._ready}},readyPromise:{get:function(){return this._readyPromise}},color:{get:function(){return U.clone(this._highlightColor)},set:function(e){this._highlightColor=U.clone(e,this._highlightColor)}},boundingSphere:{get:function(){if(l(this._drawCommand))return this._drawCommand.boundingVolume},set:function(e){this._boundingSphere=re.clone(e,this._boundingSphere)}}});function Kut(e,t){let n=Ex.parse(t.arrayBuffer,t.byteOffset);if(e._parsedContent=n,e._rtcCenter=n.rtcCenter,e._hasNormals=n.hasNormals,e._hasColors=n.hasColors,e._hasBatchIds=n.hasBatchIds,e._isTranslucent=n.isTranslucent,!n.hasBatchIds&&l(n.batchTableBinary)&&(n.styleableProperties=e_.getBinaryProperties(n.pointsLength,n.batchTableJson,n.batchTableBinary)),l(n.draco)){let a=n.draco;e._decodingState=SA.NEEDS_DECODE,a.dequantizeInShader=e._dequantizeInShader}let i=n.positions;l(i)&&(e._isQuantized=i.isQuantized,e._quantizedVolumeScale=i.quantizedVolumeScale,e._quantizedVolumeOffset=i.quantizedVolumeOffset,e._quantizedRange=i.quantizedRange);let o=n.normals;l(o)&&(e._isOctEncoded16P=o.octEncoded);let r=n.colors;l(r)&&(l(r.constantColor)&&(e._constantColor=U.clone(r.constantColor,e._constantColor),e._hasColors=!1),e._isRGB565=r.isRGB565);let s=n.batchIds;return l(n.batchIds)&&(s.name="BATCH_ID",s.semantic="BATCH_ID",s.setIndex=void 0),n.hasBatchIds&&e._batchTableLoaded(n.batchLength,n.batchTableJson,n.batchTableBinary),e._pointsLength=n.pointsLength,new Promise(function(a,c){e._resolveReadyPromise=function(){e._ready=!0,a(e)},e._rejectReadyPromise=c})}var Jut=new h,Zut=new h,Qut=new h,Jge,$U;function $ut(e){if(!l($U)){Jge=new Qge.default(0),$U=new Array(e);for(let t=0;t<e;++t)$U[t]=Jge.random()}return $U}function eft(e){let n=e.length/3,i=Math.min(n,20),o=$ut(20),r=Number.MAX_VALUE,s=-Number.MAX_VALUE,a=h.fromElements(r,r,r,Jut),c=h.fromElements(s,s,s,Zut);for(let f=0;f<i;++f){let d=Math.floor(o[f]*n),p=h.unpack(e,d*3,Qut);h.minimumByComponent(a,p,a),h.maximumByComponent(c,p,c)}let u=re.fromCornerPoints
`));let n=/czm_3dtiles_builtin_property_(\w+)/g,i=n.exec(e);for(;i!==null;){let o=i[1];t.indexOf(o)===-1&&t.push(o),i=n.exec(e)}}function hq(e,t){let n=e.numberOfAttributes;for(let i=0;i<n;++i){let o=e.getAttribute(i);if(o.index===t)return o}}var cft={POSITION:"czm_3dtiles_builtin_property_POSITION",POSITION_ABSOLUTE:"czm_3dtiles_builtin_property_POSITION_ABSOLUTE",COLOR:"czm_3dtiles_builtin_property_COLOR",NORMAL:"czm_3dtiles_builtin_property_NORMAL"};function lft(e,t,n){let i,o,r,s=t.context,a=l(n),c=e._isQuantized,u=e._isQuantizedDraco,f=e._isOctEncoded16P,d=e._isOctEncodedDraco,p=e._isRGB565,g=e._isTranslucent,m=e._hasColors,A=e._hasNormals,C=e._hasBatchIds,x=e._backFaceCulling,b=e._normalShading,E=e._drawCommand.vertexArray,S=e.clippingPlanes,D=e._attenuation,v,O,R,M=g,L=$e(cft),_={},T=e._styleableShaderAttributes;for(o in T)T.hasOwnProperty(o)&&(r=T[o],L[o]=`czm_3dtiles_property_${r.location}`,_[r.location]=r);if(a){let oe={translucent:!1},fe="(vec3 czm_3dtiles_builtin_property_POSITION, vec3 czm_3dtiles_builtin_property_POSITION_ABSOLUTE, vec4 czm_3dtiles_builtin_property_COLOR, vec3 czm_3dtiles_builtin_property_NORMAL)";v=n.getColorShaderFunction(`getColorFromStyle${fe}`,L,oe),O=n.getShowShaderFunction(`getShowFromStyle${fe}`,L,oe),R=n.getPointSizeShaderFunction(`getPointSizeFromStyle${fe}`,L,oe),l(v)&&oe.translucent&&(M=!0)}e._styleTranslucent=M;let w=l(v),P=l(O),B=l(R),N=e.isClipped,z=[],V=[];w&&(fq(v,z),dq(v,V)),P&&(fq(O,z),dq(O,V)),B&&(fq(R,z),dq(R,V));let G=V.indexOf("COLOR")>=0,k=V.indexOf("NORMAL")>=0;if(k&&!A)throw new de("Style references the NORMAL semantic but the point cloud does not have normals");for(o in T)if(T.hasOwnProperty(o)){r=T[o];let oe=z.indexOf(r.location)>=0,fe=hq(E,r.location);fe.enabled=oe}let X=m&&(!w||G);if(m){let oe=hq(E,e4);oe.enabled=X}let q=A&&(b||x||k);if(A){let oe=hq(E,mq);oe.enabled=q}let Y={a_position:$ge};X&&(Y.a_color=e4),q&&(Y.a_normal=mq),C&&(Y.a_batchId=e0e);let W="",J=z.length;for(i=0;i<J;++i){let oe=z[i];r=_[oe];let fe=r.componentCount,ge=`czm_3dtiles_property_${oe}`,Ee;fe===1?Ee="float":Ee=`vec${fe}`,W+=`attribute ${Ee} ${ge};
`,Y[ge]=r.location}aft(e,t);let Z=`attribute vec3 a_position;
varying vec4 v_color;
uniform vec4 u_pointSizeAndTimeAndGeometricErrorAndDepthMultiplier;
uniform vec4 u_constantColor;
uniform vec4 u_highlightColor;
`;Z+=`float u_pointSize;
float tiles3d_tileset_time;
`,D&&(Z+=`float u_geometricError;
float u_depthMultiplier;
`),Z+=W,X&&(g?Z+=`attribute vec4 a_color;
`:p?Z+=`attribute float a_color;
const float SHIFT_RIGHT_11 = 1.0 / 2048.0;
const float SHIFT_RIGHT_5 = 1.0 / 32.0;
const float SHIFT_LEFT_11 = 2048.0;
const float SHIFT_LEFT_5 = 32.0;
const float NORMALIZE_6 = 1.0 / 64.0;
const float NORMALIZE_5 = 1.0 / 32.0;
`:Z+=`attribute vec3 a_color;
`),q&&(f||d?Z+=`attribute vec2 a_normal;
`:Z+=`attribute vec3 a_normal;
`),C&&(Z+=`attribute float a_batchId;
`),(c||u||d)&&(Z+=`uniform vec4 u_quantizedVolumeScaleAndOctEncodedRange;
`),w&&(Z+=v),P&&(Z+=O),B&&(Z+=R),Z+=`void main()
{
u_pointSize = u_pointSizeAndTimeAndGeometricErrorAndDepthMultiplier.x;
tiles3d_tileset_time = u_pointSizeAndTimeAndGeometricErrorAndDepthMultiplier.y;
`,D&&(Z+=` u_geometricError = u_pointSizeAndTimeAndGeometricErrorAndDepthMultiplier.z;
u_depthMultiplier = u_pointSizeAndTimeAndGeometricErrorAndDepthMultiplier.w;
`),X?g?Z+=` vec4 color = a_color;
`:p?Z+=` float compressed = a_color;
float r = floor(compressed * SHIFT_RIGHT_11);
compressed -= r * SHIFT_LEFT_11;
float g = floor(compressed * SHIFT_RIGHT_5);
compressed -= g * SHIFT_LEFT_5;
float b = compressed;
vec3 rgb = vec3(r * NORMALIZE_5, g * NORMALIZE_6, b * NORMALIZE_5);
vec4 color = vec4(rgb, 1.0);
`:Z+=` vec4 color = vec4(a_color, 1.0);
`:Z+=` vec4 color = u_constantColor;
`,c||u?Z+=` vec3 position = a_position * u_quantizedVolumeScaleAndOctEncodedRange.xyz;
`:Z+=` vec3 position = a_position;
`,Z+=` vec3 position_absolute = vec3(czm_model * vec4(position, 1.0));
`,q?(f?Z+=` vec3 normal = czm_octDecode(a_normal);
`:d?Z+=` vec3 normal = czm_octDecode(a_normal, u_quantizedVolumeScaleAndOctEncodedRange.w).zxy;
`:Z+=` vec3 normal = a_normal;
`,Z+=` vec3 normalEC = czm_normal * normal;
`):Z+=` vec3 normal = vec3(1.0);
`,w&&(Z+=` color = getColorFromStyle(position, position_absolute, color, normal);
`),P&&(Z+=` float show = float(getShowFromStyle(position, position_absolute, color, normal));
`),B?Z+=` gl_PointSize = getPointSizeFromStyle(position, position_absolute, color, normal) * czm_pixelRatio;
`:D?Z+=` vec4 positionEC = czm_modelView * vec4(position, 1.0);
float depth = -positionEC.z;
gl_PointSize = min((u_geometricError / depth) * u_depthMultiplier, u_pointSize);
`:Z+=` gl_PointSize = u_pointSize;
`,Z+=` color = color * u_highlightColor;
`,q&&b&&(Z+=` float diffuseStrength = czm_getLambertDiffuse(czm_lightDirectionEC, normalEC);
diffuseStrength = max(diffuseStrength, 0.4);
color.xyz *= diffuseStrength * czm_lightColor;
`),Z+=` v_color = color;
gl_Position = czm_modelViewProjection * vec4(position, 1.0);
`,q&&x&&(Z+=` float visible = step(-normalEC.z, 0.0);
gl_Position *= visible;
gl_PointSize *= visible;
`),P&&(Z+=` gl_Position.w *= float(show);
gl_PointSize *= float(show);
`),Z+=`}
`;let ue=`varying vec4 v_color;
`;N&&(ue+=`uniform highp sampler2D u_clippingPlanes;
uniform mat4 u_clippingPlanesMatrix;
uniform vec4 u_clippingPlanesEdgeStyle;
`,ue+=`
`,ue+=UE(S,s),ue+=`
`),ue+=`void main()
{
gl_FragColor = czm_gammaCorrect(v_color);
`,N&&(ue+=sU("u_clippingPlanes","u_clippingPlanesMatrix","u_clippingPlanesEdgeStyle")),ue+=`}
`,e.splitDirection!==Wc.NONE&&(ue=Mv.modifyFragmentShader(ue)),l(e._vertexShaderLoaded)&&(Z=e._vertexShaderLoaded(Z)),l(e._fragmentShaderLoaded)&&(ue=e._fragmentShaderLoaded(ue));let pe=e._drawCommand;l(pe.shaderProgram)&&pe.shaderProgram.destroy(),pe.shaderProgram=jt.fromCache({context:s,vertexShaderSource:Z,fragmentShaderSource:ue,attributeLocations:Y});try{pe.shaderProgram._bind()}catch{throw new de("Error generating style shader: this may be caused by a type mismatch, index out-of-bounds, or other syntax error.")}}function uft(e,t){if(e._decodingState===SA.READY)return!1;if(e._decodingState===SA.NEEDS_DECODE){let n=e._parsedContent,i=n.draco,o=l_.decodePointCloud(i,t);l(o)&&(e._decodingState=SA.DECODING,o.then(function(r){e._decodingState=SA.READY;let s=l(r.POSITION)?r.POSITION.array:void 0,a=l(r.RGB)?r.RGB.array:void 0,c=l(r.RGBA)?r.RGBA.array:void 0,u=l(r.NORMAL)?r.NORMAL.array:void 0,f=l(r.BATCH_ID)?r.BATCH_ID.array:void 0,d=l(s)&&l(r.POSITION.data.quantization),p=l(u)&&l(r.NORMAL.data.quantization);if(d){let C=r.POSITION.data.quantization,x=C.range;e._quantizedVolumeScale=h.fromElements(x,x,x),e._quantizedVolumeOffset=h.unpack(C.minValues),e._quantizedRange=(1<<C.quantizationBits)-1,e._isQuantizedDraco=!0}p&&(e._octEncodedRange=(1<<r.NORMAL.data.quantization.quantizationBits)-1,e._isOctEncodedDraco=!0);let g=n.styleableProperties,m=i.batchTableProperties;for(let C in m)if(m.hasOwnProperty(C)){let x=r[C];l(g)||(g={}),g[C]={typedArray:x.array,componentCount:x.data.componentsPerAttribute}}l(s)&&(n.positions={typedArray:s});let A=y(c,a);l(A)&&(n.colors={typedArray:A}),l(u)&&(n.normals={typedArray:u}),l(f)&&(n.batchIds={typedArray:f}),n.styleableProperties=g}).catch(function(r){e._decodingState=SA.FAILED,e._rejectReadyPromise(r)}))}return!0}var fft=new se,dft=new h;Lv.prototype.update=function(e){let t=e.context;if(uft(this,t))return;let i=!1,o=!F.equals(this._modelMatrix,this.modelMatrix);if(this._mode!==e.mode&&(this._mode=e.mode,o=!0),l(this._drawCommand)||(sft(this,e),o=!0,i=!0,this._resolveReadyPromise(),this._parsedContent=void 0),o){F.clone(this.modelMatrix,this._modelMatrix);let u=this._drawCommand.modelMatrix;if(F.clone(this._modelMatrix,u),l(this._rtcCenter)&&F.multiplyByTranslation(u,this._rtcCenter,u),l(this._quantizedVolumeOffset)&&F.multiplyByTranslation(u,this._quantizedVolumeOffset,u),e.mode!==ee.SCENE3D){let d=e.mapProjection,p=F.getColumn(u,3,fft);se.equals(p,se.UNIT_W)||vt.basisTo2D(d,u,u)}let f=this._drawCommand.boundingVolume;if(re.clone(this._boundingSphere,f),this._cull){let d=f.center;F.multiplyByPoint(u,d,d);let p=F.getScale(u,dft);f.radius*=h.maximumComponent(p)}}this.clippingPlanesDirty&&(this.clippingPlanesDirty=!1,i=!0),this._attenuation!==this.attenuation&&(this._attenuation=this.attenuation,i=!0),this.backFaceCulling!==this._backFaceCulling&&(this._backFaceCulling=this.backFaceCulling,i=!0),this.normalShading!==this._normalShading&&(this._normalShading=this.normalShading,i=!0),(this._style!==this.style||this.styleDirty)&&(this._style=this.style,this.styleDirty=!1,i=!0);let r=this.splitDirection!==Wc.NONE;this._splittingEnabled!==r&&(this._splittingEnabled=r,i=!0),i&&lft(this,e,this._style),this._drawCommand.castShadows=hn.castShadows(this.shadows),this._drawCommand.receiveShadows=hn.receiveShadows(this.shadows);let s=this._highlightColor.alpha<1||this._constantColor.alpha<1||this._styleTranslucent;this._drawCommand.renderState=s?this._translucentRenderState:this._opaqueRenderState,this._drawCommand.pass=s?xe.TRANSLUCENT:this._opaquePass;let a=e.commandList,c=e.passes;(c.render||c.pick)&&a.push(this._drawCommand)};Lv.prototype.isDestroyed=function(){return!1};Lv.prototype.destroy=function(){let e=this._drawCommand;return l(e)&&(e.vertexArray=e.vertexArray&&e.vertexArray.destroy(),e.shaderProgram=e.shaderProgram&&e.shaderProgram.destroy()),le(this)};var t4=Lv;var hft={NEAREST:0,LINEAR:1},af=hft;function wA(e){e=y(e,y.EMPTY_OBJECT);let t=e.fragmentShader,n=y(e.textureScale,1),i=y(e.pixelFormat,ft.RGBA);this._fragmentShader=t,this._uniforms=e.uniforms,this._textureScale=n,this._forcePowerOf
uniform sampler2D czm_idTexture;
uniform sampler2D czm_selectedIdTexture;
uniform float czm_selectedIdTextureStep;
varying vec2 v_textureCoordinates;
bool czm_selected(vec2 offset)
{
bool selected = false;
vec4 id = texture2D(czm_idTexture, v_textureCoordinates + offset);
for (int i = 0; i < ${o}; ++i)
{
vec4 selectedId = texture2D(czm_selectedIdTexture, vec2((float(i) + 0.5) * czm_selectedIdTextureStep, 0.5));
if (all(equal(id, selectedId)))
{
return true;
}
}
return false;
}
bool czm_selected()
{
return czm_selected(vec2(0.0));
}
${n}`}let i=new Ve({defines:[e._useLogDepth?"LOG_DEPTH":""],sources:[n]});e._command=t.createViewportQuadCommand(i,{uniformMap:e._uniformMap,owner:e})}function Cft(e){let t=e._sampleMode,n,i;t===af.LINEAR?(n=cn.LINEAR,i=Qi.LINEAR):(n=cn.NEAREST,i=Qi.NEAREST);let o=e._sampler;(!l(o)||o.minificationFilter!==n||o.magnificationFilter!==i)&&(e._sampler=new dn({wrapS:In.CLAMP_TO_EDGE,wrapT:In.CLAMP_TO_EDGE,minificationFilter:n,magnificationFilter:i}))}function xft(e,t){return function(n){e._texturesToCreate.push({name:t,source:n})}}function Tft(e,t){return function(){return e._textureCache.getOutputTexture(t)}}function Eft(e,t){let n,i,o,r=e._texturesToRelease,s=r.length;for(n=0;n<s;++n)i=r[n],i=i&&i.destroy();r.length=0;let a=e._texturesToCreate;for(s=a.length,n=0;n<s;++n){let d=a[n];o=d.name;let p=d.source;e._actualUniforms[o]=new Rt({context:t,source:p})}a.length=0;let c=e._dirtyUniforms;if(c.length===0&&!l(e._texturePromise)){e._ready=!0;return}if(c.length===0||l(e._texturePromise))return;s=c.length;let u=e._uniforms,f=[];for(n=0;n<s;++n){o=c[n];let d=u[o],p=e._textureCache.getStageByName(d);if(l(p))e._actualUniforms[o]=Tft(e,d);else if(typeof d=="string"){let g=new Pe({url:d});f.push(g.fetchImage().then(xft(e,o)))}else e._texturesToCreate.push({name:o,source:d})}c.length=0,f.length>0?(e._ready=!1,e._texturePromise=Promise.all(f).then(function(){e._ready=!0,e._texturePromise=void 0})):e._ready=!0}function t0e(e){l(e._command)&&(e._command.shaderProgram=e._command.shaderProgram&&e._command.shaderProgram.destroy(),e._command=void 0),e._selectedIdTexture=e._selectedIdTexture&&e._selectedIdTexture.destroy();let t=e._textureCache;if(!l(t))return;let n=e._uniforms,i=e._actualUniforms;for(let o in i)i.hasOwnProperty(o)&&i[o]instanceof Rt&&(l(t.getStageByName(n[o]))||i[o].destroy(),e._dirtyUniforms.push(o))}function bft(e){let t=l(e._selected)?e._selected.length:0,n=l(e._parentSelected)?e._parentSelected:0,i=e._selected!==e._selectedShadow||t!==e._selectedLength;if(i=i||e._parentSelected!==e._parentSelectedShadow||n!==e._parentSelectedLength,l(e._selected)&&l(e._parentSelected)?e._combinedSelected=e._selected.concat(e._parentSelected):l(e._parentSelected)?e._combinedSelected=e._parentSelected:e._combinedSelected=e._selected,!i&&l(e._combinedSelected)){if(!l(e._combinedSelectedShadow))return!0;t=e._combinedSelected.length;for(let o=0;o<t;++o)if(e._combinedSelected[o]!==e._combinedSelectedShadow[o])return!0}return i}function Sft(e,t){if(!e._selectedDirty)return;e._selectedIdTexture=e._selectedIdTexture&&e._selectedIdTexture.destroy(),e._selectedIdTexture=void 0;let n=e._combinedSelected;if(!l(n))return;let i,o,r=0,s=n.length;for(i=0;i<s;++i)o=n[i],l(o.pickIds)?r+=o.pickIds.length:l(o.pickId)&&++r;if(s===0||r===0){let f=new Uint8Array(4);f[0]=255,f[1]=255,f[2]=255,f[3]=255,e._selectedIdTexture=new Rt({context:t,pixelFormat:ft.RGBA,pixelDatatype:qe.UNSIGNED_BYTE,source:{arrayBufferView:f,width:1,height:1},sampler:dn.NEAREST});return}let a,c=0,u=new Uint8Array(r*4);for(i=0;i<s;++i)if(o=n[i],l(o.pickIds)){let f=o.pickIds,d=f.length;for(let p=0;p<d;++p)a=f[p].color,u[c]=U.floatToByte(a.red),u[c+1]=U.floatToByte(a.green),u[c+2]=U.floatToByte(a.blue),u[c+3]=U.floatToByte(a.alpha),c+=4}else l(o.pickId)&&(a=o.pickId.color,u[c]=U.floatToByte(a.red),u[c+1]=U.floatToByte(a.green),u[c+2]=U.floatToByte(a.blue),u[c+3]=U.floatToByte(a.alpha),c+=4);e._selectedIdTexture=new Rt({context:t,pixelFormat:ft.RGBA,pixelDatatype:qe.UNSIGNED_BYTE,source:{arrayBufferView:u,width:r,height:1},sampler:dn.NEAREST})}wA.prototype.update=function(e,t){if(this.enabled!==this._enabled&&!this.enabled&&t0e(this),this._enabled=this.enabled,!this._enabled||(this._logDepthChanged=t!==this._useLogDepth,this._useLogDepth=t,this._selectedDirty=bft(this),this._selectedShadow=this._selected,this._parentSelectedShadow=this._parentSelected,this._combinedSelectedShadow=this._combinedSelected,this._selectedLength=l(this._selected)?this._selected.length:0,this._parentSelectedLength=l(this._parentSelected)?this._parentSelected.length:0,Sft(this,e),yft(this),Eft(this,e),Aft(this,e),Cf
varying vec2 v_textureCoordinates;
#ifdef AUTO_EXPOSURE
uniform sampler2D autoExposure;
#endif
void main()
{
vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
vec3 color = fragmentColor.rgb;
#ifdef AUTO_EXPOSURE
color /= texture2D(autoExposure, vec2(0.5)).r;
#endif
color = czm_acesTonemapping(color);
color = czm_inverseGamma(color);
gl_FragColor = vec4(color, fragmentColor.a);
}
`;var i4=`uniform sampler2D randomTexture;
uniform sampler2D depthTexture;
uniform float intensity;
uniform float bias;
uniform float lengthCap;
uniform float stepSize;
uniform float frustumLength;
varying vec2 v_textureCoordinates;
vec4 clipToEye(vec2 uv, float depth)
{
vec2 xy = vec2((uv.x * 2.0 - 1.0), ((1.0 - uv.y) * 2.0 - 1.0));
vec4 posEC = czm_inverseProjection * vec4(xy, depth, 1.0);
posEC = posEC / posEC.w;
return posEC;
}
vec3 getNormalXEdge(vec3 posInCamera, float depthU, float depthD, float depthL, float depthR, vec2 pixelSize)
{
vec4 posInCameraUp = clipToEye(v_textureCoordinates - vec2(0.0, pixelSize.y), depthU);
vec4 posInCameraDown = clipToEye(v_textureCoordinates + vec2(0.0, pixelSize.y), depthD);
vec4 posInCameraLeft = clipToEye(v_textureCoordinates - vec2(pixelSize.x, 0.0), depthL);
vec4 posInCameraRight = clipToEye(v_textureCoordinates + vec2(pixelSize.x, 0.0), depthR);
vec3 up = posInCamera.xyz - posInCameraUp.xyz;
vec3 down = posInCameraDown.xyz - posInCamera.xyz;
vec3 left = posInCamera.xyz - posInCameraLeft.xyz;
vec3 right = posInCameraRight.xyz - posInCamera.xyz;
vec3 DX = length(left) < length(right) ? left : right;
vec3 DY = length(up) < length(down) ? up : down;
return normalize(cross(DY, DX));
}
void main(void)
{
float depth = czm_readDepth(depthTexture, v_textureCoordinates);
vec4 posInCamera = clipToEye(v_textureCoordinates, depth);
if (posInCamera.z > frustumLength)
{
gl_FragColor = vec4(1.0);
return;
}
vec2 pixelSize = czm_pixelRatio / czm_viewport.zw;
float depthU = czm_readDepth(depthTexture, v_textureCoordinates - vec2(0.0, pixelSize.y));
float depthD = czm_readDepth(depthTexture, v_textureCoordinates + vec2(0.0, pixelSize.y));
float depthL = czm_readDepth(depthTexture, v_textureCoordinates - vec2(pixelSize.x, 0.0));
float depthR = czm_readDepth(depthTexture, v_textureCoordinates + vec2(pixelSize.x, 0.0));
vec3 normalInCamera = getNormalXEdge(posInCamera.xyz, depthU, depthD, depthL, depthR, pixelSize);
float ao = 0.0;
vec2 sampleDirection = vec2(1.0, 0.0);
float gapAngle = 90.0 * czm_radiansPerDegree;
float randomVal = texture2D(randomTexture, v_textureCoordinates).x;
for (int i = 0; i < 4; i++)
{
float newGapAngle = gapAngle * (float(i) + randomVal);
float cosVal = cos(newGapAngle);
float sinVal = sin(newGapAngle);
vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);
float localAO = 0.0;
float localStepSize = stepSize;
for (int j = 0; j < 6; j++)
{
vec2 newCoords = v_textureCoordinates + rotatedSampleDirection * localStepSize * pixelSize;
if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0)
{
break;
}
float stepDepthInfo = czm_readDepth(depthTexture, newCoords);
vec4 stepPosInCamera = clipToEye(newCoords, stepDepthInfo);
vec3 diffVec = stepPosInCamera.xyz - posInCamera.xyz;
float len = length(diffVec);
if (len > lengthCap)
{
break;
}
float dotVal = clamp(dot(normalInCamera, normalize(diffVec)), 0.0, 1.0 );
float weight = len / lengthCap;
weight = 1.0 - weight * weight;
if (dotVal < bias)
{
dotVal = 0.0;
}
localAO = max(localAO, dotVal * weight);
localStepSize += stepSize;
}
ao += localAO;
}
ao /= 4.0;
ao = 1.0 - clamp(ao, 0.0, 1.0);
ao = pow(ao, intensity);
gl_FragColor = vec4(vec3(ao), 1.0);
}
`;var o4=`uniform sampler2D colorTexture;
uniform sampler2D ambientOcclusionTexture;
uniform bool ambientOcclusionOnly;
varying vec2 v_textureCoordinates;
void main(void)
{
vec3 color = texture2D(colorTexture, v_textureCoordinates).rgb;
vec3 ao = texture2D(ambientOcclusionTexture, v_textureCoordinates).rgb;
gl_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
}
`;var r4=`uniform sampler2D colorTexture;
uniform float gradations;
varying vec2 v_textureCoordinates;
void main(void)
{
vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
#ifdef CZM_SELECTED_FEATURE
if (czm_selected()) {
gl_FragColor = vec4(rgb, 1.0);
return;
}
#endif
float luminance = czm_luminance(rgb);
float darkness = luminance * gradations;
darkness = (darkness - fract(darkness)) / gradations;
gl_FragColor = vec4(vec3(darkness), 1.0);
}
`;var s4=`uniform sampler2D colorTexture;
uniform sampler2D bloomTexture;
uniform bool glowOnly;
varying vec2 v_textureCoordinates;
void main(void)
{
vec4 color = texture2D(colorTexture, v_textureCoordinates);
#ifdef CZM_SELECTED_FEATURE
if (czm_selected()) {
gl_FragColor = color;
return;
}
#endif
vec4 bloom = texture2D(bloomTexture, v_textureCoordinates);
gl_FragColor = glowOnly ? bloom : bloom + color;
}
`;var a4=`uniform sampler2D colorTexture;
uniform float brightness;
varying vec2 v_textureCoordinates;
void main(void)
{
vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
vec3 target = vec3(0.0);
gl_FragColor = vec4(mix(target, rgb, brightness), 1.0);
}
`;var c4=`uniform sampler2D colorTexture;
uniform float contrast;
uniform float brightness;
varying vec2 v_textureCoordinates;
void main(void)
{
vec3 sceneColor = texture2D(colorTexture, v_textureCoordinates).xyz;
sceneColor = czm_RGBToHSB(sceneColor);
sceneColor.z += brightness;
sceneColor = czm_HSBToRGB(sceneColor);
float factor = (259.0 * (contrast + 255.0)) / (255.0 * (259.0 - contrast));
sceneColor = factor * (sceneColor - vec3(0.5)) + vec3(0.5);
gl_FragColor = vec4(sceneColor, 1.0);
}
`;var l4=`uniform sampler2D colorTexture;
uniform sampler2D blurTexture;
uniform sampler2D depthTexture;
uniform float focalDistance;
varying vec2 v_textureCoordinates;
vec4 toEye(vec2 uv, float depth)
{
vec2 xy = vec2((uv.x * 2.0 - 1.0), ((1.0 - uv.y) * 2.0 - 1.0));
vec4 posInCamera = czm_inverseProjection * vec4(xy, depth, 1.0);
posInCamera = posInCamera / posInCamera.w;
return posInCamera;
}
float computeDepthBlur(float depth)
{
float f;
if (depth < focalDistance)
{
f = (focalDistance - depth) / (focalDistance - czm_currentFrustum.x);
}
else
{
f = (depth - focalDistance) / (czm_currentFrustum.y - focalDistance);
f = pow(f, 0.1);
}
f *= f;
f = clamp(f, 0.0, 1.0);
return pow(f, 0.5);
}
void main(void)
{
float depth = czm_readDepth(depthTexture, v_textureCoordinates);
vec4 posInCamera = toEye(v_textureCoordinates, depth);
float d = computeDepthBlur(-posInCamera.z);
gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), texture2D(blurTexture, v_textureCoordinates), d);
}
`;var u4=`uniform sampler2D depthTexture;
varying vec2 v_textureCoordinates;
void main(void)
{
float depth = czm_readDepth(depthTexture, v_textureCoordinates);
gl_FragColor = vec4(vec3(depth), 1.0);
}
`;var f4=`uniform sampler2D depthTexture;
uniform float length;
uniform vec4 color;
varying vec2 v_textureCoordinates;
void main(void)
{
float directions[3];
directions[0] = -1.0;
directions[1] = 0.0;
directions[2] = 1.0;
float scalars[3];
scalars[0] = 3.0;
scalars[1] = 10.0;
scalars[2] = 3.0;
float padx = czm_pixelRatio / czm_viewport.z;
float pady = czm_pixelRatio / czm_viewport.w;
#ifdef CZM_SELECTED_FEATURE
bool selected = false;
for (int i = 0; i < 3; ++i)
{
float dir = directions[i];
selected = selected || czm_selected(vec2(-padx, dir * pady));
selected = selected || czm_selected(vec2(padx, dir * pady));
selected = selected || czm_selected(vec2(dir * padx, -pady));
selected = selected || czm_selected(vec2(dir * padx, pady));
if (selected)
{
break;
}
}
if (!selected)
{
gl_FragColor = vec4(color.rgb, 0.0);
return;
}
#endif
float horizEdge = 0.0;
float vertEdge = 0.0;
for (int i = 0; i < 3; ++i)
{
float dir = directions[i];
float scale = scalars[i];
horizEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(-padx, dir * pady)).x * scale;
horizEdge += texture2D(depthTexture, v_textureCoordinates + vec2(padx, dir * pady)).x * scale;
vertEdge -= texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, -pady)).x * scale;
vertEdge += texture2D(depthTexture, v_textureCoordinates + vec2(dir * padx, pady)).x * scale;
}
float len = sqrt(horizEdge * horizEdge + vertEdge * vertEdge);
gl_FragColor = vec4(color.rgb, len > length ? color.a : 0.0);
}
`;var d4=`uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
#ifdef AUTO_EXPOSURE
uniform sampler2D autoExposure;
#endif
void main()
{
vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
vec3 color = fragmentColor.rgb;
#ifdef AUTO_EXPOSURE
float exposure = texture2D(autoExposure, vec2(0.5)).r;
color /= exposure;
#endif
const float A = 0.22;
const float B = 0.30;
const float C = 0.10;
const float D = 0.20;
const float E = 0.01;
const float F = 0.30;
const float white = 11.2;
vec3 c = ((color * (A * color + C * B) + D * E) / (color * ( A * color + B) + D * F)) - E / F;
float w = ((white * (A * white + C * B) + D * E) / (white * ( A * white + B) + D * F)) - E / F;
c = czm_inverseGamma(c / w);
gl_FragColor = vec4(c, fragmentColor.a);
}
`;var h4=`varying vec2 v_textureCoordinates;
uniform sampler2D colorTexture;
const float fxaaQualitySubpix = 0.5;
const float fxaaQualityEdgeThreshold = 0.125;
const float fxaaQualityEdgeThresholdMin = 0.0833;
void main()
{
vec2 fxaaQualityRcpFrame = vec2(1.0) / czm_viewport.zw;
vec4 color = FxaaPixelShader(
v_textureCoordinates,
colorTexture,
fxaaQualityRcpFrame,
fxaaQualitySubpix,
fxaaQualityEdgeThreshold,
fxaaQualityEdgeThresholdMin);
float alpha = texture2D(colorTexture, v_textureCoordinates).a;
gl_FragColor = vec4(color.rgb, alpha);
}
`;var DA=`#define SAMPLES 8
uniform float delta;
uniform float sigma;
uniform float direction;
uniform sampler2D colorTexture;
#ifdef USE_STEP_SIZE
uniform float stepSize;
#else
uniform vec2 step;
#endif
varying vec2 v_textureCoordinates;
void main()
{
vec2 st = v_textureCoordinates;
vec2 dir = vec2(1.0 - direction, direction);
#ifdef USE_STEP_SIZE
vec2 step = vec2(stepSize * (czm_pixelRatio / czm_viewport.zw));
#else
vec2 step = step;
#endif
vec3 g;
g.x = 1.0 / (sqrt(czm_twoPi) * sigma);
g.y = exp((-0.5 * delta * delta) / (sigma * sigma));
g.z = g.y * g.y;
vec4 result = texture2D(colorTexture, st) * g.x;
for (int i = 1; i < SAMPLES; ++i)
{
g.xy *= g.yz;
vec2 offset = float(i) * dir * step;
result += texture2D(colorTexture, st - offset) * g.x;
result += texture2D(colorTexture, st + offset) * g.x;
}
gl_FragColor = result;
}
`;var m4=`uniform sampler2D colorTexture;
uniform sampler2D dirtTexture;
uniform sampler2D starTexture;
uniform vec2 dirtTextureDimensions;
uniform float distortion;
uniform float ghostDispersal;
uniform float haloWidth;
uniform float dirtAmount;
uniform float earthRadius;
uniform float intensity;
varying vec2 v_textureCoordinates;
#define DISTANCE_TO_SPACE 6500000.0
vec4 getNDCFromWC(vec3 WC, float earthRadius)
{
vec4 positionEC = czm_view * vec4(WC, 1.0);
positionEC = vec4(positionEC.x + earthRadius, positionEC.y, positionEC.z, 1.0);
vec4 positionWC = czm_eyeToWindowCoordinates(positionEC);
return czm_viewportOrthographic * vec4(positionWC.xy, -positionWC.z, 1.0);
}
float isInEarth(vec2 texcoord, vec2 sceneSize)
{
vec2 NDC = texcoord * 2.0 - 1.0;
vec4 earthPosSC = getNDCFromWC(vec3(0.0), 0.0);
vec4 earthPosSCEdge = getNDCFromWC(vec3(0.0), earthRadius * 1.5);
NDC.xy -= earthPosSC.xy;
float X = abs(NDC.x) * sceneSize.x;
float Y = abs(NDC.y) * sceneSize.y;
return clamp(0.0, 1.0, max(sqrt(X * X + Y * Y) / max(abs(earthPosSCEdge.x * sceneSize.x), 1.0) - 0.8 , 0.0));
}
vec4 textureDistorted(sampler2D tex, vec2 texcoord, vec2 direction, vec3 distortion, bool isSpace)
{
vec2 sceneSize = czm_viewport.zw;
vec3 color;
if(isSpace)
{
color.r = isInEarth(texcoord + direction * distortion.r, sceneSize) * texture2D(tex, texcoord + direction * distortion.r).r;
color.g = isInEarth(texcoord + direction * distortion.g, sceneSize) * texture2D(tex, texcoord + direction * distortion.g).g;
color.b = isInEarth(texcoord + direction * distortion.b, sceneSize) * texture2D(tex, texcoord + direction * distortion.b).b;
}
else
{
color.r = texture2D(tex, texcoord + direction * distortion.r).r;
color.g = texture2D(tex, texcoord + direction * distortion.g).g;
color.b = texture2D(tex, texcoord + direction * distortion.b).b;
}
return vec4(clamp(color, 0.0, 1.0), 0.0);
}
void main(void)
{
vec4 originalColor = texture2D(colorTexture, v_textureCoordinates);
vec3 rgb = originalColor.rgb;
bool isSpace = length(czm_viewerPositionWC.xyz) > DISTANCE_TO_SPACE;
vec4 sunPos = czm_morphTime == 1.0 ? vec4(czm_sunPositionWC, 1.0) : vec4(czm_sunPositionColumbusView.zxy, 1.0);
vec4 sunPositionEC = czm_view * sunPos;
vec4 sunPositionWC = czm_eyeToWindowCoordinates(sunPositionEC);
sunPos = czm_viewportOrthographic * vec4(sunPositionWC.xy, -sunPositionWC.z, 1.0);
if(!isSpace || !((sunPos.x >= -1.1 && sunPos.x <= 1.1) && (sunPos.y >= -1.1 && sunPos.y <= 1.1)))
{
gl_FragColor = originalColor;
return;
}
vec2 texcoord = vec2(1.0) - v_textureCoordinates;
vec2 pixelSize = czm_pixelRatio / czm_viewport.zw;
vec2 invPixelSize = 1.0 / pixelSize;
vec3 distortionVec = pixelSize.x * vec3(-distortion, 0.0, distortion);
vec2 ghostVec = (vec2(0.5) - texcoord) * ghostDispersal;
vec3 direction = normalize(vec3(ghostVec, 0.0));
vec4 result = vec4(0.0);
vec4 ghost = vec4(0.0);
for (int i = 0; i < 4; ++i)
{
vec2 offset = fract(texcoord + ghostVec * float(i));
ghost += textureDistorted(colorTexture, offset, direction.xy, distortionVec, isSpace);
}
result += ghost;
vec2 haloVec = normalize(ghostVec) * haloWidth;
float weightForHalo = length(vec2(0.5) - fract(texcoord + haloVec)) / length(vec2(0.5));
weightForHalo = pow(1.0 - weightForHalo, 5.0);
result += textureDistorted(colorTexture, texcoord + haloVec, direction.xy, distortionVec, isSpace) * weightForHalo * 1.5;
vec2 dirtTexCoords = (v_textureCoordinates * invPixelSize) / dirtTextureDimensions;
if (dirtTexCoords.x > 1.0)
{
dirtTexCoords.x = mod(floor(dirtTexCoords.x), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.x) : fract(dirtTexCoords.x);
}
if (dirtTexCoords.y > 1.0)
{
dirtTexCoords.y = mod(floor(dirtTexCoords.y), 2.0) == 1.0 ? 1.0 - fract(dirtTexCoords.y) : fract(dirtTexCoords.y);
}
result += dirtAmount * texture2D(dirtTexture, dirtTexCoords);
float camrot = czm_view[0].z + czm_view[1].y;
float cosValue = cos(camrot);
float sinValue = sin(camrot);
mat3 rotation = mat3(
cosValue, -sinValue, 0.0,
sinValue, cosValue, 0.0,
0.0, 0.0, 1.0
);
vec3 st1 = vec3(v_textureCoordinates * 2.0 - vec2(1.0), 1.0);
vec3 st2 = vec3((rotation * st1).xy, 1.0);
vec3 st3 = st2 * 0.5 + vec3(0.5);
vec2 lensStarTexcoord = st3.xy;
float weightForLensFlare = length(vec3(sunPos.xy, 0.0));
float oneMinusWeightForLensFlare = max(1.0 - weightForLensFlare, 0.0);
if (!isSpace)
{
result *= oneMinusWeightForLensFlare * intensity * 0.2;
}
else
{
result *= oneMinusWeightForLensFlare * intensity;
result *= texture2D(starTexture, lensStarTexcoord) * pow(weightForLensFlare, 1.0) * max((1.0 - length(vec3(st1.xy, 0.0))), 0.0) * 2.0;
}
result += texture2D(colorTexture, v_textureCoordinates);
gl_FragColor = result;
}
`;var p4=`uniform sampler2D colorTexture;
uniform vec3 white;
varying vec2 v_textureCoordinates;
#ifdef AUTO_EXPOSURE
uniform sampler2D autoExposure;
#endif
void main()
{
vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
vec3 color = fragmentColor.rgb;
#ifdef AUTO_EXPOSURE
float exposure = texture2D(autoExposure, vec2(0.5)).r;
color /= exposure;
#endif
color = (color * (1.0 + color / white)) / (1.0 + color);
color = czm_inverseGamma(color);
gl_FragColor = vec4(color, fragmentColor.a);
}
`;var _4=`uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898, 78.233))) * 43758.5453);
}
void main(void)
{
float noiseValue = rand(v_textureCoordinates + sin(czm_frameNumber)) * 0.1;
vec3 rgb = texture2D(colorTexture, v_textureCoordinates).rgb;
vec3 green = vec3(0.0, 1.0, 0.0);
gl_FragColor = vec4((noiseValue + rgb) * green, 1.0);
}
`;var g4=`uniform sampler2D colorTexture;
varying vec2 v_textureCoordinates;
#ifdef AUTO_EXPOSURE
uniform sampler2D autoExposure;
#endif
void main()
{
vec4 fragmentColor = texture2D(colorTexture, v_textureCoordinates);
vec3 color = fragmentColor.rgb;
#ifdef AUTO_EXPOSURE
float exposure = texture2D(autoExposure, vec2(0.5)).r;
color /= exposure;
#endif
color = color / (1.0 + color);
color = czm_inverseGamma(color);
gl_FragColor = vec4(color, fragmentColor.a);
}
`;var y4=`uniform sampler2D colorTexture;
uniform sampler2D silhouetteTexture;
varying vec2 v_textureCoordinates;
void main(void)
{
vec4 silhouetteColor = texture2D(silhouetteTexture, v_textureCoordinates);
vec4 color = texture2D(colorTexture, v_textureCoordinates);
gl_FragColor = mix(color, silhouetteColor, silhouetteColor.a);
}
`;function vA(e){e=y(e,y.EMPTY_OBJECT),this._stages=e.stages,this._inputPreviousStageTexture=y(e.inputPreviousStageTexture,!0);let t=e.name;l(t)||(t=kn()),this._name=t,this._uniforms=e.uniforms,this._textureCache=void 0,this._index=void 0,this._selected=void 0,this._selectedShadow=void 0,this._parentSelected=void 0,this._parentSelectedShadow=void 0,this._combinedSelected=void 0,this._combinedSelectedShadow=void 0,this._selectedLength=0,this._parentSelectedLength=0,this._selectedDirty=!0}Object.defineProperties(vA.prototype,{ready:{get:function(){let e=this._stages,t=e.length;for(let n=0;n<t;++n)if(!e[n].ready)return!1;return!0}},name:{get:function(){return this._name}},enabled:{get:function(){return this._stages[0].enabled},set:function(e){let t=this._stages,n=t.length;for(let i=0;i<n;++i)t[i].enabled=e}},uniforms:{get:function(){return this._uniforms}},inputPreviousStageTexture:{get:function(){return this._inputPreviousStageTexture}},length:{get:function(){return this._stages.length}},selected:{get:function(){return this._selected},set:function(e){this._selected=e}},parentSelected:{get:function(){return this._parentSelected},set:function(e){this._parentSelected=e}}});vA.prototype._isSupported=function(e){let t=this._stages,n=t.length;for(let i=0;i<n;++i)if(!t[i]._isSupported(e))return!1;return!0};vA.prototype.get=function(e){return this._stages[e]};function wft(e){let t=l(e._selected)?e._selected.length:0,n=l(e._parentSelected)?e._parentSelected:0,i=e._selected!==e._selectedShadow||t!==e._selectedLength;if(i=i||e._parentSelected!==e._parentSelectedShadow||n!==e._parentSelectedLength,l(e._selected)&&l(e._parentSelected)?e._combinedSelected=e._selected.concat(e._parentSelected):l(e._parentSelected)?e._combinedSelected=e._parentSelected:e._combinedSelected=e._selected,!i&&l(e._combinedSelected)){if(!l(e._combinedSelectedShadow))return!0;t=e._combinedSelected.length;for(let o=0;o<t;++o)if(e._combinedSelected[o]!==e._combinedSelectedShadow[o])return!0}return i}vA.prototype.update=function(e,t){this._selectedDirty=wft(this),this._selectedShadow=this._selected,this._parentSelectedShadow=this._parentSelected,this._combinedSelectedShadow=this._combinedSelected,this._selectedLength=l(this._selected)?this._selected.length:0,this._parentSelectedLength=l(this._parentSelected)?this._parentSelected.length:0;let n=this._stages,i=n.length;for(let o=0;o<i;++o){let r=n[o];this._selectedDirty&&(r.parentSelected=this._combinedSelected),r.update(e,t)}};vA.prototype.isDestroyed=function(){return!1};vA.prototype.destroy=function(){let e=this._stages,t=e.length;for(let n=0;n<t;++n)e[n].destroy();return le(this)};var cl=vA;var Tr={};function A4(e){let o=`#define USE_STEP_SIZE
${DA}`,r=new go({name:`${e}_x_direction`,fragmentShader:o,uniforms:{delta:1,sigma:2,stepSize:1,direction:0},sampleMode:af.LINEAR}),s=new go({name:`${e}_y_direction`,fragmentShader:o,uniforms:{delta:1,sigma:2,stepSize:1,direction:1},sampleMode:af.LINEAR}),a={};return Object.defineProperties(a,{delta:{get:function(){return r.uniforms.delta},set:function(c){let u=r.uniforms,f=s.uniforms;u.delta=f.delta=c}},sigma:{get:function(){return r.uniforms.sigma},set:function(c){let u=r.uniforms,f=s.uniforms;u.sigma=f.sigma=c}},stepSize:{get:function(){return r.uniforms.stepSize},set:function(c){let u=r.uniforms,f=s.uniforms;u.stepSize=f.stepSize=c}}}),new cl({name:e,stages:[r,s],uniforms:a})}Tr.createBlurStage=function(){return A4("czm_blur")};Tr.createDepthOfFieldStage=function(){let e=A4("czm_depth_of_field_blur"),t=new go({name:"czm_depth_of_field_composite",fragmentShader:l4,uniforms:{focalDistance:5,blurTexture:e.name}}),n={};return Object.defineProperties(n,{focalDistance:{get:function(){return t.uniforms.focalDistance},set:function(i){t.uniforms.focalDistance=i}},delta:{get:function(){return e.uniforms.delta},set:function(i){e.uniforms.delta=i}},sigma:{get:function(){return e.uniforms.sigma},set:function(i){e.uniforms.sigma=i}},stepSize:{get:function(){return e.uniforms.stepSize},set:function(i){e.uniforms.stepSize=i}}}),new cl({name:"czm_depth_of_field",stages:[e,t],inputPreviousStageTexture:!1,uniforms:n})};Tr.isDepthOfFieldSupported=function(e){return e.context.depthTexture};Tr.createEdgeDetectionStage=function(){let e=kn();return new go({name:`czm_edge_detection_${e}`,fragmentShader:f4,uniforms:{length:.25,color:U.clone(U.BLACK)}})};Tr.isEdgeDetectionSupported=function(e){return e.context.depthTexture};function Dft(e){if(!l(e))return Tr.createEdgeDetectionStage();let t=new cl({name:"czm_edge_detection_multiple",stages:e,inputPreviousStageTexture:!1}),n={},i="",o="";for(let a=0;a<e.length;++a)i+=`uniform sampler2D edgeTexture${a};
`,o+=` vec4 edge${a} = texture2D(edgeTexture${a}, v_textureCoordinates);
if (edge${a}.a > 0.0)
{
color = edge${a};
break;
}
`,n[`edgeTexture${a}`]=e[a].name;let r=`${i}varying vec2 v_textureCoordinates;
void main() {
vec4 color = vec4(0.0);
for (int i = 0; i < ${e.length}; i++)
{
${o} }
gl_FragColor = color;
}
`,s=new go({name:"czm_edge_detection_combine",fragmentShader:r,uniforms:n});return new cl({name:"czm_edge_detection_composite",stages:[t,s]})}Tr.createSilhouetteStage=function(e){let t=Dft(e),n=new go({name:"czm_silhouette_color_edges",fragmentShader:y4,uniforms:{silhouetteTexture:t.name}});return new cl({name:"czm_silhouette",stages:[t,n],inputPreviousStageTexture:!1,uniforms:t.uniforms})};Tr.isSilhouetteSupported=function(e){return e.context.depthTexture};Tr.createBloomStage=function(){let e=new go({name:"czm_bloom_contrast_bias",fragmentShader:c4,uniforms:{contrast:128,brightness:-.3}}),t=A4("czm_bloom_blur"),n=new cl({name:"czm_bloom_contrast_bias_blur",stages:[e,t]}),i=new go({name:"czm_bloom_generate_composite",fragmentShader:s4,uniforms:{glowOnly:!1,bloomTexture:n.name}}),o={};return Object.defineProperties(o,{glowOnly:{get:function(){return i.uniforms.glowOnly},set:function(r){i.uniforms.glowOnly=r}},contrast:{get:function(){return e.uniforms.contrast},set:function(r){e.uniforms.contrast=r}},brightness:{get:function(){return e.uniforms.brightness},set:function(r){e.uniforms.brightness=r}},delta:{get:function(){return t.uniforms.delta},set:function(r){t.uniforms.delta=r}},sigma:{get:function(){return t.uniforms.sigma},set:function(r){t.uniforms.sigma=r}},stepSize:{get:function(){return t.uniforms.stepSize},set:function(r){t.uniforms.stepSize=r}}}),new cl({name:"czm_bloom",stages:[n,i],inputPreviousStageTexture:!1,uniforms:o})};Tr.createAmbientOcclusionStage=function(){let e=new go({name:"czm_ambient_occlusion_generate",fragmentShader:i4,uniforms:{intensity:3,bias:.1,lengthCap:.26,stepSize:1.95,frustumLength:1e3,randomTexture:void 0}}),t=A4("czm_ambient_occlusion_blur");t.uniforms.stepSize=.86;let n=new cl({name:"czm_ambient_occlusion_generate_blur",stages:[e,t]}),i=new go({name:"czm_ambient_occlusion_composite",fragmentShader:o4,uniforms:{ambientOcclusionOnly:!1,ambientOcclusionTexture:n.name}}),o={};return Object.defineProperties(o,{intensity:{get:function(){return e.uniforms.intensity},set:function(r){e.uniforms.intensity=r}},bias:{get:function(){return e.uniforms.bias},set:function(r){e.uniforms.bias=r}},lengthCap:{get:function(){return e.uniforms.lengthCap},set:function(r){e.uniforms.lengthCap=r}},stepSize:{get:function(){return e.uniforms.stepSize},set:function(r){e.uniforms.stepSize=r}},frustumLength:{get:function(){return e.uniforms.frustumLength},set:function(r){e.uniforms.frustumLength=r}},randomTexture:{get:function(){return e.uniforms.randomTexture},set:function(r){e.uniforms.randomTexture=r}},delta:{get:function(){return t.uniforms.delta},set:function(r){t.uniforms.delta=r}},sigma:{get:function(){return t.uniforms.sigma},set:function(r){t.uniforms.sigma=r}},blurStepSize:{get:function(){return t.uniforms.stepSize},set:function(r){t.uniforms.stepSize=r}},ambientOcclusionOnly:{get:function(){return i.uniforms.ambientOcclusionOnly},set:function(r){i.uniforms.ambientOcclusionOnly=r}}}),new cl({name:"czm_ambient_occlusion",stages:[n,i],inputPreviousStageTexture:!1,uniforms:o})};Tr.isAmbientOcclusionSupported=function(e){return e.context.depthTexture};var vft=`#define FXAA_QUALITY_PRESET 39
${Zk}
${h4}`;Tr.createFXAAStage=function(){return new go({name:"czm_FXAA",fragmentShader:vft,sampleMode:af.LINEAR})};Tr.createAcesTonemappingStage=function(e){let t=e?`#define AUTO_EXPOSURE
`:"";return t+=n4,new go({name:"czm_aces",fragmentShader:t,uniforms:{autoExposure:void 0}})};Tr.createFilmicTonemappingStage=function(e){let t=e?`#define AUTO_EXPOSURE
`:"";return t+=d4,new go({name:"czm_filmic",fragmentShader:t,uniforms:{autoExposure:void 0}})};Tr.createReinhardTonemappingStage=function(e){let t=e?`#define AUTO_EXPOSURE
`:"";return t+=g4,new go({name:"czm_reinhard",fragmentShader:t,uniforms:{autoExposure:void 0}})};Tr.createModifiedReinhardTonemappingStage=function(e){let t=e?`#define AUTO_EXPOSURE
`:"";return t+=p4,new go({name:"czm_modified_reinhard",fragmentShader:t,uniforms:{white:U.WHITE,autoExposure:void 0}})};Tr.createAutoExposureStage=function(){return new dV};Tr.createBlackAndWhiteStage=function(){return new go({name:"czm_black_and_white",fragmentShader:r4,uniforms:{gradations:5}})};Tr.createBrightnessStage=function(){return new go({name:"czm_brightness",fragmentShader:a4,uniforms:{brightness:.5}})};Tr.createNightVisionStage=function(){return new go({name:"czm_night_vision",fragmentShader:_4})};Tr.createDepthViewStage=function(){return new go({name:"czm_depth_view",fragmentShader:u4})};Tr.createLensFlareStage=function(){return new go({name:"czm_lens_flare",fragmentShader:m4,uniforms:{dirtTexture:Kt("Assets/Textures/LensFlare/DirtMask.jpg"),starTexture:Kt("Assets/Textures/LensFlare/StarBurst.jpg"),intensity:2,distortion:10,ghostDispersal:.4,haloWidth:.4,dirtAmount:.4,earthRadius:ie.WGS84.maximumRadius}})};var Td=Tr;function bp(e){this._collection=e,this._framebuffers=[],this._stageNameToFramebuffer={},this._width=void 0,this._height=void 0,this._updateDependencies=!1}function Nv(e){for(;l(e.length);)e=e.get(e.length-1);return e.name}function pq(e,t,n,i,o){if(!i.enabled||!i._isSupported(t))return o;let r=n[i.name]={};if(l(o)){let a=e.getStageByName(o);r[Nv(a)]=!0}let s=i.uniforms;if(l(s)){let a=Object.getOwnPropertyNames(s),c=a.length;for(let u=0;u<c;++u){let f=s[a[u]];if(typeof f=="string"){let d=e.getStageByName(f);l(d)&&(r[Nv(d)]=!0)}}}return i.name}function Fv(e,t,n,i,o){if(l(i.enabled)&&!i.enabled||l(i._isSupported)&&!i._isSupported(t))return o;let r=o,s=!l(i.inputPreviousStageTexture)||i.inputPreviousStageTexture,a=o,c=i.length;for(let d=0;d<c;++d){let p=i.get(d);l(p.length)?a=Fv(e,t,n,p,o):a=pq(e,t,n,p,o),s&&(o=a)}let u,f;if(s)for(u=1;u<c;++u)f=Nv(i.get(u)),l(n[f])||(n[f]={}),n[f][r]=!0;else for(u=1;u<c;++u){f=Nv(i.get(u));let d=n[f];for(let p=0;p<u;++p)d[Nv(i.get(p))]=!0}return a}function Pft(e,t){let n={};if(l(e.ambientOcclusion)){let i=e.ambientOcclusion,o=e.bloom,r=e._tonemapping,s=e.fxaa,a=Fv(e,t,n,i,void 0);a=Fv(e,t,n,o,a),a=pq(e,t,n,r,a),a=Fv(e,t,n,e,a),pq(e,t,n,s,a)}else Fv(e,t,n,e,void 0);return n}function Ift(e,t,n){let o=e._collection.getStageByName(t),r=o._textureScale,s=o._forcePowerOfTwo,a=o._pixelFormat,c=o._pixelDatatype,u=o._clearColor,f,d,p=e._framebuffers,g=p.length;for(f=0;f<g;++f){if(d=p[f],r!==d.textureScale||s!==d.forcePowerOfTwo||a!==d.pixelFormat||c!==d.pixelDatatype||!U.equals(u,d.clearColor))continue;let m=d.stages,A=m.length,C=!1;for(let x=0;x<A;++x)if(n[m[x]]){C=!0;break}if(!C)break}return l(d)&&f<g?(d.stages.push(t),d):(d={textureScale:r,forcePowerOfTwo:s,pixelFormat:a,pixelDatatype:c,clearColor:u,stages:[t],buffer:new ci({pixelFormat:a,pixelDatatype:c}),clear:void 0},p.push(d),d)}function Oft(e,t){let n=Pft(e._collection,t);for(let i in n)n.hasOwnProperty(i)&&(e._stageNameToFramebuffer[i]=Ift(e,i,n[i]))}function _q(e){let t=e._framebuffers,n=t.length;for(let i=0;i<n;++i)t[i].buffer.destroy()}function Bft(e,t){let n=e._width,i=e._height,o=e._framebuffers,r=o.length;for(let s=0;s<r;++s){let a=o[s],c=a.textureScale,u=Math.ceil(n*c),f=Math.ceil(i*c),d=Math.min(u,f);a.forcePowerOfTwo&&(I.isPowerOfTwo(d)||(d=I.nextPowerOfTwo(d)),u=d,f=d),a.buffer.update(t,u,f),a.clear=new ei({color:a.clearColor,framebuffer:a.buffer.framebuffer})}}bp.prototype.updateDependencies=function(){this._updateDependencies=!0};bp.prototype.update=function(e){let t=this._collection,n=this._updateDependencies,i=l(t.ambientOcclusion)&&t.ambientOcclusion.enabled&&t.ambientOcclusion._isSupported(e),o=l(t.bloom)&&t.bloom.enabled&&t.bloom._isSupported(e),r=l(t._tonemapping)&&t._tonemapping.enabled&&t._tonemapping._isSupported(e),s=l(t.fxaa)&&t.fxaa.enabled&&t.fxaa._isSupported(e),a=!l(t._activeStages)||t._activeStages.length>0||i||o||r||s;if((n||!a&&this._framebuffers.length>0)&&(_q(this),this._framebuffers.length=0,this._stageNameToFramebuffer={},this._width=void 0,this._height=void 0),!n&&!a)return;this._framebuffers.length===0&&Oft(this,e);let c=e.drawingBufferWidth,u=e.drawingBufferHeight,f=this._width!==
uniform sampler2D colorTexture2;
uniform vec2 center;
uniform float radius;
varying vec2 v_textureCoordinates;
void main()
{
vec4 color0 = texture2D(colorTexture, v_textureCoordinates);
vec4 color1 = texture2D(colorTexture2, v_textureCoordinates);
float x = length(gl_FragCoord.xy - center) / radius;
float t = smoothstep(0.5, 0.8, x);
gl_FragColor = mix(color0 + color1, color1, t);
}
`;var R4=`uniform sampler2D colorTexture;
uniform float avgLuminance;
uniform float threshold;
uniform float offset;
varying vec2 v_textureCoordinates;
float key(float avg)
{
float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0));
return max(0.0, guess) + 0.1;
}
void main()
{
vec4 color = texture2D(colorTexture, v_textureCoordinates);
vec3 xyz = czm_RGBToXYZ(color.rgb);
float luminance = xyz.r;
float scaledLum = key(avgLuminance) * luminance / avgLuminance;
float brightLum = max(scaledLum - threshold, 0.0);
float brightness = brightLum / (offset + brightLum);
xyz.r = brightness;
gl_FragColor = vec4(czm_XYZToRGB(xyz), 1.0);
}
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varying vec2 v_textureCoordinates;
void main()
{
float z_window = czm_unpackDepth(texture2D(u_depthTexture, v_textureCoordinates));
z_window = czm_reverseLogDepth(z_window);
float n_range = czm_depthRange.near;
float f_range = czm_depthRange.far;
float z_ndc = (2.0 * z_window - n_range - f_range) / (f_range - n_range);
float scale = pow(z_ndc * 0.5 + 0.5, 8.0);
gl_FragColor = vec4(mix(vec3(0.0), vec3(1.0), scale), 1.0);
}
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http://www.esri.com`,category:"Other",creationFunction:function(){return new qg({url:"https://services.arcgisonline.com/ArcGIS/rest/services/World_Imagery/MapServer",enablePickFeatures:!1})}})),e.push(new ms({name:"ESRI World Street Map",iconUrl:Kt("Widgets/Images/ImageryProviders/esriWorldStreetMap.png"),tooltip:`This worldwide street map presents highway-level data for the world. Street-level data includes the United States; much of Canada; Japan; most countries in Europe; Australia and New Zealand; India; parts of South America including Argentina, Brazil, Chile, Colombia, and Venezuela; Ghana; and parts of southern Africa including Botswana, Lesotho, Namibia, South Africa, and Swaziland.
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