Add existing to tracked
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//This file is automatically rebuilt by the Cesium build process.
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export default "#ifdef USE_FLOAT64\n\
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in vec3 positionHigh;\n\
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in vec3 positionLow;\n\
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in vec3 prevPositionHigh;\n\
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in vec3 prevPositionLow;\n\
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in vec3 nextPositionHigh;\n\
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in vec3 nextPositionLow;\n\
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#else\n\
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in vec3 position;\n\
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in vec3 prevPosition;\n\
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in vec3 nextPosition;\n\
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#endif\n\
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in vec4 pickColor;\n\
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in vec4 showColorWidthAndTexCoord;\n\
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in float alpha;\n\
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\n\
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out vec4 v_pickColor;\n\
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out vec4 v_color;\n\
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out vec2 v_st;\n\
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out float v_width;\n\
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out float v_polylineAngle;\n\
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\n\
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void main()\n\
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{\n\
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float show = showColorWidthAndTexCoord.x;\n\
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vec4 color = czm_decodeRGB8(showColorWidthAndTexCoord.y);\n\
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float width = showColorWidthAndTexCoord.z;\n\
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float texCoord = showColorWidthAndTexCoord.w;\n\
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\n\
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///////////////////////////////////////////////////////////////////////////\n\
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\n\
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bool usePrevious = texCoord == 1.0;\n\
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float expandDir = gl_VertexID % 2 == 1 ? 1.0 : -1.0;\n\
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float polylineAngle;\n\
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\n\
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#ifdef USE_FLOAT64\n\
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vec4 positionEC = czm_translateRelativeToEye(positionHigh, positionLow);\n\
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vec4 prevPositionEC = czm_translateRelativeToEye(prevPositionHigh, prevPositionLow);\n\
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vec4 nextPositionEC = czm_translateRelativeToEye(nextPositionHigh, nextPositionLow);\n\
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vec4 positionWC = getPolylineWindowCoordinates(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);\n\
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#else\n\
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vec4 positionEC = czm_modelView * vec4(position, 1.0);\n\
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vec4 prevPositionEC = czm_modelView * vec4(prevPosition, 1.0);\n\
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vec4 nextPositionEC = czm_modelView * vec4(nextPosition, 1.0);\n\
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// Positions are already in eye space; use the EC variant to skip the redundant transform.\n\
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vec4 positionWC = getPolylineWindowCoordinatesEC(positionEC, prevPositionEC, nextPositionEC, expandDir, width, usePrevious, polylineAngle);\n\
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#endif\n\
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\n\
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///////////////////////////////////////////////////////////////////////////\n\
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\n\
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gl_Position = czm_viewportOrthographic * positionWC * show;\n\
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\n\
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v_pickColor = pickColor / 255.0;\n\
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\n\
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v_color = color;\n\
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v_color.a *= alpha / 255.0 * show;\n\
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\n\
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v_st.s = texCoord;\n\
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v_st.t = czm_writeNonPerspective(clamp(expandDir, 0.0, 1.0), gl_Position.w);\n\
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\n\
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v_width = width;\n\
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v_polylineAngle = polylineAngle;\n\
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}\n\
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";
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