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 VertexFormat from "../Core/VertexFormat.js";
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import AllMaterialAppearanceFS from "../Shaders/Appearances/AllMaterialAppearanceFS.js";
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import AllMaterialAppearanceVS from "../Shaders/Appearances/AllMaterialAppearanceVS.js";
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import BasicMaterialAppearanceFS from "../Shaders/Appearances/BasicMaterialAppearanceFS.js";
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import BasicMaterialAppearanceVS from "../Shaders/Appearances/BasicMaterialAppearanceVS.js";
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import TexturedMaterialAppearanceFS from "../Shaders/Appearances/TexturedMaterialAppearanceFS.js";
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import TexturedMaterialAppearanceVS from "../Shaders/Appearances/TexturedMaterialAppearanceVS.js";
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import Appearance from "./Appearance.js";
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import Material from "./Material.js";
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/**
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* An appearance for arbitrary geometry (as opposed to {@link EllipsoidSurfaceAppearance}, for example)
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* that supports shading with materials.
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*
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* @alias MaterialAppearance
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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 {boolean} [options.flat=false] When <code>true</code>, flat shading is used in the fragment shader, which means lighting is not taking into account.
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* @param {boolean} [options.faceForward=!options.closed] When <code>true</code>, the fragment shader flips the surface normal as needed to ensure that the normal faces the viewer to avoid dark spots. This is useful when both sides of a geometry should be shaded like {@link WallGeometry}.
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* @param {boolean} [options.translucent=true] When <code>true</code>, the geometry is expected to appear translucent so {@link MaterialAppearance#renderState} has alpha blending enabled.
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* @param {boolean} [options.closed=false] When <code>true</code>, the geometry is expected to be closed so {@link MaterialAppearance#renderState} has backface culling enabled.
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* @param {MaterialAppearance.MaterialSupportType} [options.materialSupport=MaterialAppearance.MaterialSupport.TEXTURED] The type of materials that will be supported.
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* @param {Material} [options.material=Material.ColorType] The material used to determine the fragment color.
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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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* @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}
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* @demo {@link https://sandcastle.cesium.com/index.html?id=materials|Cesium Sandcastle Material Appearance Demo}
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*
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* @example
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* const primitive = new Cesium.Primitive({
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* geometryInstances : new Cesium.GeometryInstance({
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* geometry : new Cesium.WallGeometry({
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materialSupport : Cesium.MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
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* // ...
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* })
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* }),
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* appearance : new Cesium.MaterialAppearance({
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* material : Cesium.Material.fromType('Color'),
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* faceForward : true
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* })
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*
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* });
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*/
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function MaterialAppearance(options) {
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options = options ?? Frozen.EMPTY_OBJECT;
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const translucent = options.translucent ?? true;
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const closed = options.closed ?? false;
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const materialSupport =
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options.materialSupport ?? MaterialAppearance.MaterialSupport.TEXTURED;
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/**
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* The material used to determine the fragment color. Unlike other {@link MaterialAppearance}
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* properties, this is not read-only, so an appearance's material can change on the fly.
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*
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* @type Material
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*
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* @default {@link Material.ColorType}
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*
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* @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}
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*/
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this.material = defined(options.material)
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? options.material
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: Material.fromType(Material.ColorType);
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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 true
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*/
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this.translucent = translucent;
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this._vertexShaderSource =
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options.vertexShaderSource ?? materialSupport.vertexShaderSource;
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this._fragmentShaderSource =
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options.fragmentShaderSource ?? materialSupport.fragmentShaderSource;
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this._renderState = Appearance.getDefaultRenderState(
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translucent,
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closed,
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options.renderState,
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);
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this._closed = closed;
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// Non-derived members
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this._materialSupport = materialSupport;
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this._vertexFormat = materialSupport.vertexFormat;
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this._flat = options.flat ?? false;
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this._faceForward = options.faceForward ?? !closed;
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}
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Object.defineProperties(MaterialAppearance.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 MaterialAppearance.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 {@link MaterialAppearance#material},
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* {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}.
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* Use {@link MaterialAppearance#getFragmentShaderSource} to get the full source.
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*
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* @memberof MaterialAppearance.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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* <p>
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* The render state can be explicitly defined when constructing a {@link MaterialAppearance}
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* instance, or it is set implicitly via {@link MaterialAppearance#translucent}
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* and {@link MaterialAppearance#closed}.
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* </p>
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*
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* @memberof MaterialAppearance.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 so
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* {@link MaterialAppearance#renderState} has backface culling enabled.
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* If the viewer enters the geometry, it will not be visible.
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*
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* @memberof MaterialAppearance.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 type of materials supported by this instance. This impacts the required
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* {@link VertexFormat} and the complexity of the vertex and fragment shaders.
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*
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* @memberof MaterialAppearance.prototype
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*
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* @type {MaterialAppearance.MaterialSupportType}
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* @readonly
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*
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* @default {@link MaterialAppearance.MaterialSupport.TEXTURED}
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*/
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materialSupport: {
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get: function () {
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return this._materialSupport;
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},
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},
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/**
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* The {@link VertexFormat} that this appearance instance is compatible with.
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* A geometry can have more vertex attributes and still be compatible - at a
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* potential performance cost - but it can't have less.
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*
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* @memberof MaterialAppearance.prototype
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*
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* @type VertexFormat
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* @readonly
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*
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* @default {@link MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat}
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*/
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vertexFormat: {
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get: function () {
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return this._vertexFormat;
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},
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},
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/**
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* When <code>true</code>, flat shading is used in the fragment shader,
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* which means lighting is not taking into account.
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*
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* @memberof MaterialAppearance.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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flat: {
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get: function () {
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return this._flat;
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},
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},
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/**
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* When <code>true</code>, the fragment shader flips the surface normal
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* as needed to ensure that the normal faces the viewer to avoid
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* dark spots. This is useful when both sides of a geometry should be
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* shaded like {@link WallGeometry}.
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*
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* @memberof MaterialAppearance.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 true
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*/
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faceForward: {
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get: function () {
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return this._faceForward;
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},
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},
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});
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/**
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* Procedurally creates the full GLSL fragment shader source. For {@link MaterialAppearance},
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* this is derived from {@link MaterialAppearance#fragmentShaderSource}, {@link MaterialAppearance#material},
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* {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}.
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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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MaterialAppearance.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 MaterialAppearance#translucent} and {@link Material#isTranslucent}.
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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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MaterialAppearance.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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MaterialAppearance.prototype.getRenderState =
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Appearance.prototype.getRenderState;
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/**
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* @typedef MaterialAppearance.MaterialSupportType
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* @type {object}
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* @property {VertexFormat} vertexFormat
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* @property {string} vertexShaderSource
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* @property {string} fragmentShaderSource
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*/
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/**
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* Determines the type of {@link Material} that is supported by a
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* {@link MaterialAppearance} instance. This is a trade-off between
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* flexibility (a wide array of materials) and memory/performance
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* (required vertex format and GLSL shader complexity.
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* @namespace
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*/
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MaterialAppearance.MaterialSupport = {
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/**
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* Only basic materials, which require just <code>position</code> and
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* <code>normal</code> vertex attributes, are supported.
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*
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* @type {MaterialAppearance.MaterialSupportType}
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* @constant
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*/
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BASIC: Object.freeze({
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vertexFormat: VertexFormat.POSITION_AND_NORMAL,
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vertexShaderSource: BasicMaterialAppearanceVS,
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fragmentShaderSource: BasicMaterialAppearanceFS,
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}),
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/**
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* Materials with textures, which require <code>position</code>,
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* <code>normal</code>, and <code>st</code> vertex attributes,
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* are supported. The vast majority of materials fall into this category.
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*
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* @type {MaterialAppearance.MaterialSupportType}
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* @constant
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*/
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TEXTURED: Object.freeze({
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vertexFormat: VertexFormat.POSITION_NORMAL_AND_ST,
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vertexShaderSource: TexturedMaterialAppearanceVS,
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fragmentShaderSource: TexturedMaterialAppearanceFS,
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}),
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/**
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* All materials, including those that work in tangent space, are supported.
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* This requires <code>position</code>, <code>normal</code>, <code>st</code>,
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* <code>tangent</code>, and <code>bitangent</code> vertex attributes.
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*
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* @type {MaterialAppearance.MaterialSupportType}
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* @constant
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*/
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ALL: Object.freeze({
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vertexFormat: VertexFormat.ALL,
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vertexShaderSource: AllMaterialAppearanceVS,
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fragmentShaderSource: AllMaterialAppearanceFS,
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}),
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};
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export default MaterialAppearance;
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