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 PolylineMaterialAppearanceVS from "../Shaders/Appearances/PolylineMaterialAppearanceVS.js";
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import PolylineCommon from "../Shaders/PolylineCommon.js";
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import PolylineFS from "../Shaders/PolylineFS.js";
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import Appearance from "./Appearance.js";
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import Material from "./Material.js";
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const defaultVertexShaderSource = `#define CLIP_POLYLINE \n${PolylineCommon}\n${PolylineMaterialAppearanceVS}`;
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const defaultFragmentShaderSource = PolylineFS;
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/**
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* An appearance for {@link PolylineGeometry} that supports shading with materials.
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*
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* @alias PolylineMaterialAppearance
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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.translucent=true] When <code>true</code>, the geometry is expected to appear translucent so {@link PolylineMaterialAppearance#renderState} has alpha blending enabled.
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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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*
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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.PolylineGeometry({
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* positions : Cesium.Cartesian3.fromDegreesArray([
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* 0.0, 0.0,
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* 5.0, 0.0
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* ]),
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* width : 10.0,
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* vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
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* })
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* }),
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* appearance : new Cesium.PolylineMaterialAppearance({
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* material : Cesium.Material.fromType('Color')
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* })
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* });
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*/
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function PolylineMaterialAppearance(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 = false;
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const vertexFormat = PolylineMaterialAppearance.VERTEX_FORMAT;
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/**
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* The material used to determine the fragment color. Unlike other {@link PolylineMaterialAppearance}
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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 so
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* {@link PolylineMaterialAppearance#renderState} has alpha blending enabled.
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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 ?? defaultVertexShaderSource;
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this._fragmentShaderSource =
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options.fragmentShaderSource ?? defaultFragmentShaderSource;
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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._vertexFormat = vertexFormat;
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}
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Object.defineProperties(PolylineMaterialAppearance.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 PolylineMaterialAppearance.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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let vs = this._vertexShaderSource;
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if (
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this.material.shaderSource.search(/in\s+float\s+v_polylineAngle;/g) !==
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-1
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) {
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vs = `#define POLYLINE_DASH\n${vs}`;
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}
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return vs;
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},
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},
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/**
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* The GLSL source code for the fragment shader.
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*
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* @memberof PolylineMaterialAppearance.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 PolylineMaterialAppearance}
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* instance, or it is set implicitly via {@link PolylineMaterialAppearance#translucent}
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* and {@link PolylineMaterialAppearance#closed}.
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* </p>
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*
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* @memberof PolylineMaterialAppearance.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 PolylineMaterialAppearance#renderState} has backface culling enabled.
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* This is always <code>false</code> for <code>PolylineMaterialAppearance</code>.
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*
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* @memberof PolylineMaterialAppearance.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 {@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 PolylineMaterialAppearance.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 PolylineMaterialAppearance.VERTEX_FORMAT}
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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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/**
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* The {@link VertexFormat} that all {@link PolylineMaterialAppearance} instances
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* are compatible with. This requires <code>position</code> and <code>st</code> attributes.
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*
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* @type VertexFormat
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*
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* @constant
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*/
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PolylineMaterialAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST;
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/**
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* Procedurally creates the full GLSL fragment shader source. For {@link PolylineMaterialAppearance},
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* this is derived from {@link PolylineMaterialAppearance#fragmentShaderSource} and {@link PolylineMaterialAppearance#material}.
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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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PolylineMaterialAppearance.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 PolylineMaterialAppearance#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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PolylineMaterialAppearance.prototype.isTranslucent =
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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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PolylineMaterialAppearance.prototype.getRenderState =
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Appearance.prototype.getRenderState;
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export default PolylineMaterialAppearance;
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