Add existing to tracked
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import Frozen from "../Core/Frozen.js";
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import defined from "../Core/defined.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import Appearance from "./Appearance.js";
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/**
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* Visualizes a vertex attribute by displaying it as a color for debugging.
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* <p>
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* Components for well-known unit-length vectors, i.e., <code>normal</code>,
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* <code>tangent</code>, and <code>bitangent</code>, are scaled and biased
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* from [-1.0, 1.0] to (-1.0, 1.0).
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* </p>
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*
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* @alias DebugAppearance
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* @constructor
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*
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* @param {object} options Object with the following properties:
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* @param {string} options.attributeName The name of the attribute to visualize.
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* @param {boolean} [options.perInstanceAttribute=false] Boolean that determines whether this attribute is a per-instance geometry attribute.
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* @param {string} [options.glslDatatype='vec3'] The GLSL datatype of the attribute. Supported datatypes are <code>float</code>, <code>vec2</code>, <code>vec3</code>, and <code>vec4</code>.
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* @param {string} [options.vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader.
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* @param {string} [options.fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader.
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* @param {object} [options.renderState] Optional render state to override the default render state.
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*
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* @exception {DeveloperError} options.glslDatatype must be float, vec2, vec3, or vec4.
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*
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* @example
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* const primitive = new Cesium.Primitive({
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* geometryInstances : // ...
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* appearance : new Cesium.DebugAppearance({
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* attributeName : 'normal'
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* })
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* });
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*/
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function DebugAppearance(options) {
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options = options ?? Frozen.EMPTY_OBJECT;
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const attributeName = options.attributeName;
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let perInstanceAttribute = options.perInstanceAttribute;
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//>>includeStart('debug', pragmas.debug);
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if (!defined(attributeName)) {
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throw new DeveloperError("options.attributeName is required.");
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}
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//>>includeEnd('debug');
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if (!defined(perInstanceAttribute)) {
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perInstanceAttribute = false;
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}
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let glslDatatype = options.glslDatatype ?? "vec3";
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const varyingName = `v_${attributeName}`;
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let getColor;
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// Well-known normalized vector attributes in VertexFormat
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if (
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attributeName === "normal" ||
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attributeName === "tangent" ||
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attributeName === "bitangent"
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) {
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getColor = `vec4 getColor() { return vec4((${varyingName} + vec3(1.0)) * 0.5, 1.0); }\n`;
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} else {
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// All other attributes, both well-known and custom
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if (attributeName === "st") {
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glslDatatype = "vec2";
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}
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switch (glslDatatype) {
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case "float":
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getColor = `vec4 getColor() { return vec4(vec3(${varyingName}), 1.0); }\n`;
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break;
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case "vec2":
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getColor = `vec4 getColor() { return vec4(${varyingName}, 0.0, 1.0); }\n`;
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break;
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case "vec3":
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getColor = `vec4 getColor() { return vec4(${varyingName}, 1.0); }\n`;
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break;
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case "vec4":
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getColor = `vec4 getColor() { return ${varyingName}; }\n`;
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break;
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//>>includeStart('debug', pragmas.debug);
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default:
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throw new DeveloperError(
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"options.glslDatatype must be float, vec2, vec3, or vec4.",
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);
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//>>includeEnd('debug');
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}
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}
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const vs =
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`${
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"in vec3 position3DHigh;\n" +
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"in vec3 position3DLow;\n" +
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"in float batchId;\n"
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}${
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perInstanceAttribute ? "" : `in ${glslDatatype} ${attributeName};\n`
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}out ${glslDatatype} ${varyingName};\n` +
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`void main()\n` +
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`{\n` +
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`vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);\n${
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perInstanceAttribute
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? `${varyingName} = czm_batchTable_${attributeName}(batchId);\n`
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: `${varyingName} = ${attributeName};\n`
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}gl_Position = czm_modelViewProjectionRelativeToEye * p;\n` +
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`}`;
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const fs =
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`in ${glslDatatype} ${varyingName};\n${getColor}\n` +
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`void main()\n` +
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`{\n` +
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`out_FragColor = getColor();\n` +
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`}`;
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/**
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* This property is part of the {@link Appearance} interface, but is not
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* used by {@link DebugAppearance} since a fully custom fragment shader is used.
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*
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* @type Material
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*
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* @default undefined
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*/
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this.material = undefined;
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/**
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* When <code>true</code>, the geometry is expected to appear translucent.
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*
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* @type {boolean}
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*
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* @default false
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*/
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this.translucent = options.translucent ?? false;
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this._vertexShaderSource = options.vertexShaderSource ?? vs;
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this._fragmentShaderSource = options.fragmentShaderSource ?? fs;
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this._renderState = Appearance.getDefaultRenderState(
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false,
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false,
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options.renderState,
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);
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this._closed = options.closed ?? false;
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// Non-derived members
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this._attributeName = attributeName;
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this._glslDatatype = glslDatatype;
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}
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Object.defineProperties(DebugAppearance.prototype, {
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/**
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* The GLSL source code for the vertex shader.
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*
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* @memberof DebugAppearance.prototype
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*
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* @type {string}
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* @readonly
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*/
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vertexShaderSource: {
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get: function () {
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return this._vertexShaderSource;
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},
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},
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/**
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* The GLSL source code for the fragment shader. The full fragment shader
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* source is built procedurally taking into account the {@link DebugAppearance#material}.
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* Use {@link DebugAppearance#getFragmentShaderSource} to get the full source.
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*
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* @memberof DebugAppearance.prototype
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*
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* @type {string}
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* @readonly
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*/
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fragmentShaderSource: {
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get: function () {
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return this._fragmentShaderSource;
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},
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},
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/**
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* The WebGL fixed-function state to use when rendering the geometry.
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*
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* @memberof DebugAppearance.prototype
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*
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* @type {object}
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* @readonly
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*/
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renderState: {
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get: function () {
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return this._renderState;
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},
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},
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/**
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* When <code>true</code>, the geometry is expected to be closed.
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*
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* @memberof DebugAppearance.prototype
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*
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* @type {boolean}
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* @readonly
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*
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* @default false
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*/
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closed: {
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get: function () {
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return this._closed;
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},
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},
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/**
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* The name of the attribute being visualized.
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*
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* @memberof DebugAppearance.prototype
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*
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* @type {string}
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* @readonly
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*/
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attributeName: {
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get: function () {
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return this._attributeName;
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},
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},
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/**
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* The GLSL datatype of the attribute being visualized.
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*
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* @memberof DebugAppearance.prototype
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*
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* @type {string}
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* @readonly
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*/
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glslDatatype: {
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get: function () {
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return this._glslDatatype;
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},
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},
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});
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/**
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* Returns the full GLSL fragment shader source, which for {@link DebugAppearance} is just
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* {@link DebugAppearance#fragmentShaderSource}.
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*
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* @function
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*
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* @returns {string} The full GLSL fragment shader source.
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*/
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DebugAppearance.prototype.getFragmentShaderSource =
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Appearance.prototype.getFragmentShaderSource;
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/**
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* Determines if the geometry is translucent based on {@link DebugAppearance#translucent}.
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*
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* @function
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*
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* @returns {boolean} <code>true</code> if the appearance is translucent.
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*/
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DebugAppearance.prototype.isTranslucent = Appearance.prototype.isTranslucent;
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/**
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* Creates a render state. This is not the final render state instance; instead,
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* it can contain a subset of render state properties identical to the render state
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* created in the context.
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*
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* @function
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*
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* @returns {object} The render state.
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*/
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DebugAppearance.prototype.getRenderState = Appearance.prototype.getRenderState;
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export default DebugAppearance;
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