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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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.cesium-button.cesium-fullscreenButton{display:block;width:100%;height:100%;margin:0;border-radius:0;} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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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\ | ||
"; | ||
}); |
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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\ | ||
"; | ||
}); |
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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\ | ||
"; | ||
}); |
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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\ | ||
"; | ||
}); |