Add existing to tracked

This commit is contained in:
Jay
2026-08-11 09:53:42 -04:00
parent afe07f3055
commit ffd6e3d73c
8531 changed files with 4396230 additions and 0 deletions
@@ -0,0 +1,29 @@
in vec3 v_positionEC;
in vec3 v_normalEC;
in vec3 v_tangentEC;
in vec3 v_bitangentEC;
in vec2 v_st;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
mat3 tangentToEyeMatrix = czm_tangentToEyeSpaceMatrix(v_normalEC, v_tangentEC, v_bitangentEC);
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.tangentToEyeMatrix = tangentToEyeMatrix;
materialInput.positionToEyeEC = positionToEyeEC;
materialInput.st = v_st;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
@@ -0,0 +1,31 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 v_positionEC;\n\
in vec3 v_normalEC;\n\
in vec3 v_tangentEC;\n\
in vec3 v_bitangentEC;\n\
in 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\
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
#else\n\
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
#endif\n\
}\n\
";
@@ -0,0 +1,26 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec3 normal;
in vec3 tangent;
in vec3 bitangent;
in vec2 st;
in float batchId;
out vec3 v_positionEC;
out vec3 v_normalEC;
out vec3 v_tangentEC;
out vec3 v_bitangentEC;
out vec2 v_st;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_normalEC = czm_normal * normal; // normal in eye coordinates
v_tangentEC = czm_normal * tangent; // tangent in eye coordinates
v_bitangentEC = czm_normal * bitangent; // bitangent in eye coordinates
v_st = st;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
@@ -0,0 +1,28 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec3 normal;\n\
in vec3 tangent;\n\
in vec3 bitangent;\n\
in vec2 st;\n\
in float batchId;\n\
\n\
out vec3 v_positionEC;\n\
out vec3 v_normalEC;\n\
out vec3 v_tangentEC;\n\
out vec3 v_bitangentEC;\n\
out 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\
";
@@ -0,0 +1,23 @@
in vec3 v_positionEC;
in vec3 v_normalEC;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
@@ -0,0 +1,25 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 v_positionEC;\n\
in 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\
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
#else\n\
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
#endif\n\
}\n\
";
@@ -0,0 +1,17 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec3 normal;
in float batchId;
out vec3 v_positionEC;
out vec3 v_normalEC;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_normalEC = czm_normal * normal; // normal in eye coordinates
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
@@ -0,0 +1,19 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec3 normal;\n\
in float batchId;\n\
\n\
out vec3 v_positionEC;\n\
out vec3 v_normalEC;\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\
\n\
gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
}\n\
";
@@ -0,0 +1,33 @@
in vec3 v_positionMC;
in vec3 v_positionEC;
in vec2 v_st;
void main()
{
czm_materialInput materialInput;
vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
materialInput.s = v_st.s;
materialInput.st = v_st;
materialInput.str = vec3(v_st, 0.0);
// Convert tangent space material normal to eye space
materialInput.normalEC = normalEC;
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);
// Convert view vector to world space
vec3 positionToEyeEC = -v_positionEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
@@ -0,0 +1,35 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 v_positionMC;\n\
in vec3 v_positionEC;\n\
in vec2 v_st;\n\
\n\
void main()\n\
{\n\
czm_materialInput materialInput;\n\
\n\
vec3 normalEC = normalize(czm_normal3D * czm_geodeticSurfaceNormal(v_positionMC, vec3(0.0), vec3(1.0)));\n\
#ifdef FACE_FORWARD\n\
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);\n\
#endif\n\
\n\
materialInput.s = v_st.s;\n\
materialInput.st = v_st;\n\
materialInput.str = vec3(v_st, 0.0);\n\
\n\
// Convert tangent space material normal to eye space\n\
materialInput.normalEC = normalEC;\n\
materialInput.tangentToEyeMatrix = czm_eastNorthUpToEyeCoordinates(v_positionMC, materialInput.normalEC);\n\
\n\
// Convert view vector to world space\n\
vec3 positionToEyeEC = -v_positionEC;\n\
materialInput.positionToEyeEC = positionToEyeEC;\n\
\n\
czm_material material = czm_getMaterial(materialInput);\n\
\n\
#ifdef FLAT\n\
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
#else\n\
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
#endif\n\
}\n\
";
@@ -0,0 +1,19 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec2 st;
in float batchId;
out vec3 v_positionMC;
out vec3 v_positionEC;
out vec2 v_st;
void main()
{
vec4 p = czm_computePosition();
v_positionMC = position3DHigh + position3DLow; // position in model coordinates
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_st = st;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
@@ -0,0 +1,21 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec2 st;\n\
in float batchId;\n\
\n\
out vec3 v_positionMC;\n\
out vec3 v_positionEC;\n\
out vec2 v_st;\n\
\n\
void main()\n\
{\n\
vec4 p = czm_computePosition();\n\
\n\
v_positionMC = position3DHigh + position3DLow; // position in model coordinates\n\
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates\n\
v_st = st;\n\
\n\
gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
}\n\
";
@@ -0,0 +1,24 @@
in vec3 v_positionEC;
in vec3 v_normalEC;
in vec4 v_color;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
vec4 color = czm_gammaCorrect(v_color);
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
czm_material material = czm_getDefaultMaterial(materialInput);
material.diffuse = color.rgb;
material.alpha = color.a;
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
}
@@ -0,0 +1,26 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 v_positionEC;\n\
in vec3 v_normalEC;\n\
in vec4 v_color;\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\
vec4 color = czm_gammaCorrect(v_color);\n\
\n\
czm_materialInput materialInput;\n\
materialInput.normalEC = normalEC;\n\
materialInput.positionToEyeEC = positionToEyeEC;\n\
czm_material material = czm_getDefaultMaterial(materialInput);\n\
material.diffuse = color.rgb;\n\
material.alpha = color.a;\n\
\n\
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
}\n\
";
@@ -0,0 +1,20 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec3 normal;
in vec4 color;
in float batchId;
out vec3 v_positionEC;
out vec3 v_normalEC;
out vec4 v_color;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_normalEC = czm_normal * normal; // normal in eye coordinates
v_color = color;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
@@ -0,0 +1,22 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec3 normal;\n\
in vec4 color;\n\
in float batchId;\n\
\n\
out vec3 v_positionEC;\n\
out vec3 v_normalEC;\n\
out vec4 v_color;\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_color = color;\n\
\n\
gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
}\n\
";
@@ -0,0 +1,6 @@
in vec4 v_color;
void main()
{
out_FragColor = czm_gammaCorrect(v_color);
}
@@ -0,0 +1,8 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec4 v_color;\n\
\n\
void main()\n\
{\n\
out_FragColor = czm_gammaCorrect(v_color);\n\
}\n\
";
@@ -0,0 +1,15 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec4 color;
in float batchId;
out vec4 v_color;
void main()
{
vec4 p = czm_computePosition();
v_color = color;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
@@ -0,0 +1,17 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec4 color;\n\
in float batchId;\n\
\n\
out vec4 v_color;\n\
\n\
void main()\n\
{\n\
vec4 p = czm_computePosition();\n\
\n\
v_color = color;\n\
\n\
gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
}\n\
";
@@ -0,0 +1,28 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec3 prevPosition3DHigh;
in vec3 prevPosition3DLow;
in vec3 nextPosition3DHigh;
in vec3 nextPosition3DLow;
in vec2 expandAndWidth;
in vec4 color;
in float batchId;
out vec4 v_color;
void main()
{
float expandDir = expandAndWidth.x;
float width = abs(expandAndWidth.y) + 0.5;
bool usePrev = expandAndWidth.y < 0.0;
vec4 p = czm_computePosition();
vec4 prev = czm_computePrevPosition();
vec4 next = czm_computeNextPosition();
float angle;
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);
gl_Position = czm_viewportOrthographic * positionWC;
v_color = color;
}
@@ -0,0 +1,30 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec3 prevPosition3DHigh;\n\
in vec3 prevPosition3DLow;\n\
in vec3 nextPosition3DHigh;\n\
in vec3 nextPosition3DLow;\n\
in vec2 expandAndWidth;\n\
in vec4 color;\n\
in float batchId;\n\
\n\
out vec4 v_color;\n\
\n\
void main()\n\
{\n\
float expandDir = expandAndWidth.x;\n\
float width = abs(expandAndWidth.y) + 0.5;\n\
bool usePrev = expandAndWidth.y < 0.0;\n\
\n\
vec4 p = czm_computePosition();\n\
vec4 prev = czm_computePrevPosition();\n\
vec4 next = czm_computeNextPosition();\n\
\n\
float angle;\n\
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);\n\
gl_Position = czm_viewportOrthographic * positionWC;\n\
\n\
v_color = color;\n\
}\n\
";
@@ -0,0 +1,33 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec3 prevPosition3DHigh;
in vec3 prevPosition3DLow;
in vec3 nextPosition3DHigh;
in vec3 nextPosition3DLow;
in vec2 expandAndWidth;
in vec2 st;
in float batchId;
out float v_width;
out vec2 v_st;
out float v_polylineAngle;
void main()
{
float expandDir = expandAndWidth.x;
float width = abs(expandAndWidth.y) + 0.5;
bool usePrev = expandAndWidth.y < 0.0;
vec4 p = czm_computePosition();
vec4 prev = czm_computePrevPosition();
vec4 next = czm_computeNextPosition();
float angle;
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);
gl_Position = czm_viewportOrthographic * positionWC;
v_width = width;
v_st.s = st.s;
v_st.t = czm_writeNonPerspective(st.t, gl_Position.w);
v_polylineAngle = angle;
}
@@ -0,0 +1,35 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec3 prevPosition3DHigh;\n\
in vec3 prevPosition3DLow;\n\
in vec3 nextPosition3DHigh;\n\
in vec3 nextPosition3DLow;\n\
in vec2 expandAndWidth;\n\
in vec2 st;\n\
in float batchId;\n\
\n\
out float v_width;\n\
out vec2 v_st;\n\
out float v_polylineAngle;\n\
\n\
void main()\n\
{\n\
float expandDir = expandAndWidth.x;\n\
float width = abs(expandAndWidth.y) + 0.5;\n\
bool usePrev = expandAndWidth.y < 0.0;\n\
\n\
vec4 p = czm_computePosition();\n\
vec4 prev = czm_computePrevPosition();\n\
vec4 next = czm_computeNextPosition();\n\
\n\
float angle;\n\
vec4 positionWC = getPolylineWindowCoordinates(p, prev, next, expandDir, width, usePrev, angle);\n\
gl_Position = czm_viewportOrthographic * positionWC;\n\
\n\
v_width = width;\n\
v_st.s = st.s;\n\
v_st.t = czm_writeNonPerspective(st.t, gl_Position.w);\n\
v_polylineAngle = angle;\n\
}\n\
";
@@ -0,0 +1,25 @@
in vec3 v_positionEC;
in vec3 v_normalEC;
in vec2 v_st;
void main()
{
vec3 positionToEyeEC = -v_positionEC;
vec3 normalEC = normalize(v_normalEC);
#ifdef FACE_FORWARD
normalEC = faceforward(normalEC, vec3(0.0, 0.0, 1.0), -normalEC);
#endif
czm_materialInput materialInput;
materialInput.normalEC = normalEC;
materialInput.positionToEyeEC = positionToEyeEC;
materialInput.st = v_st;
czm_material material = czm_getMaterial(materialInput);
#ifdef FLAT
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);
#else
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);
#endif
}
@@ -0,0 +1,27 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 v_positionEC;\n\
in vec3 v_normalEC;\n\
in vec2 v_st;\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\
materialInput.st = v_st;\n\
czm_material material = czm_getMaterial(materialInput);\n\
\n\
#ifdef FLAT\n\
out_FragColor = vec4(material.diffuse + material.emission, material.alpha);\n\
#else\n\
out_FragColor = czm_phong(normalize(positionToEyeEC), material, czm_lightDirectionEC);\n\
#endif\n\
}\n\
";
@@ -0,0 +1,20 @@
in vec3 position3DHigh;
in vec3 position3DLow;
in vec3 normal;
in vec2 st;
in float batchId;
out vec3 v_positionEC;
out vec3 v_normalEC;
out vec2 v_st;
void main()
{
vec4 p = czm_computePosition();
v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
v_normalEC = czm_normal * normal; // normal in eye coordinates
v_st = st;
gl_Position = czm_modelViewProjectionRelativeToEye * p;
}
@@ -0,0 +1,22 @@
//This file is automatically rebuilt by the Cesium build process.
export default "in vec3 position3DHigh;\n\
in vec3 position3DLow;\n\
in vec3 normal;\n\
in vec2 st;\n\
in float batchId;\n\
\n\
out vec3 v_positionEC;\n\
out vec3 v_normalEC;\n\
out 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_st = st;\n\
\n\
gl_Position = czm_modelViewProjectionRelativeToEye * p;\n\
}\n\
";