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add build stuff to the repo
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nrivera-Novetta committed Jul 19, 2019
1 parent 1641e65 commit b434784
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Showing 224 changed files with 11,089 additions and 7 deletions.
7 changes: 0 additions & 7 deletions .gitignore
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Expand Up @@ -12,13 +12,6 @@ Thumbs.db
/Apps/Sandcastle/gallery/gallery-index.js
/Apps/Sandcastle/templates/bucket.css

/Source/Cesium.js

/Source/Shaders/*.js
/Source/Shaders/*/*.js
/Source/Shaders/*/*/*.js
/Source/ThirdParty/Shaders/*.js

/Specs/SpecList.js

/node_modules
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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/Animation/Animation.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/Animation/lighter.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/BaseLayerPicker/BaseLayerPicker.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/BaseLayerPicker/lighter.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/CesiumInspector/CesiumInspector.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/CesiumWidget/CesiumWidget.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/CesiumWidget/lighter.css

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1 change: 1 addition & 0 deletions Build/Cesium/Widgets/FullscreenButton/FullscreenButton.css
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.cesium-button.cesium-fullscreenButton{display:block;width:100%;height:100%;margin:0;border-radius:0;}
1 change: 1 addition & 0 deletions Build/Cesium/Widgets/Geocoder/Geocoder.css

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937 changes: 937 additions & 0 deletions Source/Cesium.js

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29 changes: 29 additions & 0 deletions Source/Shaders/AdjustTranslucentFS.js
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//This file is automatically rebuilt by the Cesium build process.
define(function() {
'use strict';
return "#ifdef MRT\n\
#extension GL_EXT_draw_buffers : enable\n\
#endif\n\
\n\
uniform vec4 u_bgColor;\n\
uniform sampler2D u_depthTexture;\n\
\n\
varying vec2 v_textureCoordinates;\n\
\n\
void main()\n\
{\n\
if (texture2D(u_depthTexture, v_textureCoordinates).r < 1.0)\n\
{\n\
#ifdef MRT\n\
gl_FragData[0] = u_bgColor;\n\
gl_FragData[1] = vec4(u_bgColor.a);\n\
#else\n\
gl_FragColor = u_bgColor;\n\
#endif\n\
return;\n\
}\n\
\n\
discard;\n\
}\n\
";
});
34 changes: 34 additions & 0 deletions Source/Shaders/Appearances/AllMaterialAppearanceFS.js
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//This file is automatically rebuilt by the Cesium build process.
define(function() {
'use strict';
return "varying vec3 v_positionEC;\n\
varying vec3 v_normalEC;\n\
varying vec3 v_tangentEC;\n\
varying vec3 v_bitangentEC;\n\
varying vec2 v_st;\n\
\n\
void main()\n\
{\n\
vec3 positionToEyeEC = -v_positionEC;\n\
mat3 tangentToEyeMatrix = czm_tangentToEyeSpaceMatrix(v_normalEC, v_tangentEC, v_bitangentEC);\n\
\n\
vec3 normalEC = normalize(v_normalEC);\n\
#ifdef FACE_FORWARD\n\
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);\n\
#endif\n\
\n\
czm_materialInput materialInput;\n\
materialInput.normalEC = normalEC;\n\
materialInput.tangentToEyeMatrix = tangentToEyeMatrix;\n\
materialInput.positionToEyeEC = positionToEyeEC;\n\
materialInput.st = v_st;\n\
czm_material material = czm_getMaterial(materialInput);\n\
\n\
#ifdef FLAT\n\
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
#else\n\
gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
#endif\n\
}\n\
";
});
31 changes: 31 additions & 0 deletions Source/Shaders/Appearances/AllMaterialAppearanceVS.js
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//This file is automatically rebuilt by the Cesium build process.
define(function() {
'use strict';
return "attribute vec3 position3DHigh;\n\
attribute vec3 position3DLow;\n\
attribute vec3 normal;\n\
attribute vec3 tangent;\n\
attribute vec3 bitangent;\n\
attribute vec2 st;\n\
attribute float batchId;\n\
\n\
varying vec3 v_positionEC;\n\
varying vec3 v_normalEC;\n\
varying vec3 v_tangentEC;\n\
varying vec3 v_bitangentEC;\n\
varying vec2 v_st;\n\
\n\
void main()\n\
{\n\
vec4 p = czm_computePosition();\n\
\n\
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates\n\
v_normalEC = czm_normal * normal; // normal in eye coordinates\n\
v_tangentEC = czm_normal * tangent; // tangent in eye coordinates\n\
v_bitangentEC = czm_normal * bitangent; // bitangent in eye coordinates\n\
v_st = st;\n\
\n\
gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
}\n\
";
});
28 changes: 28 additions & 0 deletions Source/Shaders/Appearances/BasicMaterialAppearanceFS.js
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//This file is automatically rebuilt by the Cesium build process.
define(function() {
'use strict';
return "varying vec3 v_positionEC;\n\
varying vec3 v_normalEC;\n\
\n\
void main()\n\
{\n\
vec3 positionToEyeEC = -v_positionEC;\n\
\n\
vec3 normalEC = normalize(v_normalEC);\n\
#ifdef FACE_FORWARD\n\
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);\n\
#endif\n\
\n\
czm_materialInput materialInput;\n\
materialInput.normalEC = normalEC;\n\
materialInput.positionToEyeEC = positionToEyeEC;\n\
czm_material material = czm_getMaterial(materialInput);\n\
\n\
#ifdef FLAT\n\
gl_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
#else\n\
gl_FragColor = czm_phong(normalize(positionToEyeEC), material);\n\
#endif\n\
}\n\
";
});
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