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 +1,9 @@
/**
* @name czm_depthRangeStruct
* @glslStruct
*/
struct czm_depthRangeStruct
{
float near;
float far;
};
@@ -0,0 +1,11 @@
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* @name czm_depthRangeStruct\n\
* @glslStruct\n\
*/\n\
struct czm_depthRangeStruct\n\
{\n\
float near;\n\
float far;\n\
};\n\
";
@@ -0,0 +1,22 @@
/**
* Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.
*
* @name czm_material
* @glslStruct
*
* @property {vec3} diffuse Incoming light that scatters evenly in all directions.
* @property {float} specular Intensity of incoming light reflecting in a single direction.
* @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.
* @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.
* @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.
*/
struct czm_material
{
vec3 diffuse;
float specular;
float shininess;
vec3 normal;
vec3 emission;
float alpha;
};
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//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Holds material information that can be used for lighting. Returned by all czm_getMaterial functions.\n\
*\n\
* @name czm_material\n\
* @glslStruct\n\
*\n\
* @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\
* @property {float} specular Intensity of incoming light reflecting in a single direction.\n\
* @property {float} shininess The sharpness of the specular reflection. Higher values create a smaller, more focused specular highlight.\n\
* @property {vec3} normal Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\
* @property {vec3} emission Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\
* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\
*/\n\
struct czm_material\n\
{\n\
vec3 diffuse;\n\
float specular;\n\
float shininess;\n\
vec3 normal;\n\
vec3 emission;\n\
float alpha;\n\
};\n\
";
@@ -0,0 +1,30 @@
/**
* Used as input to every material's czm_getMaterial function.
*
* @name czm_materialInput
* @glslStruct
*
* @property {float} s 1D texture coordinates.
* @property {vec2} st 2D texture coordinates.
* @property {vec3} str 3D texture coordinates.
* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.
* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.
* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.
* @property {float} height The height of the terrain in meters above or below the ellipsoid. Only available for globe materials.
* @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.
* @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.
* @property {float} waterMask The value of the water mask. 0 is land, 1 is water. Only available for globe materials.
*/
struct czm_materialInput
{
float s;
vec2 st;
vec3 str;
vec3 normalEC;
mat3 tangentToEyeMatrix;
vec3 positionToEyeEC;
float height;
float slope;
float aspect;
float waterMask;
};
@@ -0,0 +1,32 @@
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Used as input to every material's czm_getMaterial function.\n\
*\n\
* @name czm_materialInput\n\
* @glslStruct\n\
*\n\
* @property {float} s 1D texture coordinates.\n\
* @property {vec2} st 2D texture coordinates.\n\
* @property {vec3} str 3D texture coordinates.\n\
* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.\n\
* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.\n\
* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.\n\
* @property {float} height The height of the terrain in meters above or below the ellipsoid. Only available for globe materials.\n\
* @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.\n\
* @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.\n\
* @property {float} waterMask The value of the water mask. 0 is land, 1 is water. Only available for globe materials.\n\
*/\n\
struct czm_materialInput\n\
{\n\
float s;\n\
vec2 st;\n\
vec3 str;\n\
vec3 normalEC;\n\
mat3 tangentToEyeMatrix;\n\
vec3 positionToEyeEC;\n\
float height;\n\
float slope;\n\
float aspect;\n\
float waterMask;\n\
};\n\
";
@@ -0,0 +1,45 @@
/**
* Struct for representing a material for a {@link Model}. The model
* rendering pipeline will pass this struct between material, custom shaders,
* and lighting stages. This is not to be confused with {@link czm_material}
* which is used by the older Fabric materials system, although they are similar.
* <p>
* All color values (diffuse, specular, emissive) are in linear color space.
* </p>
*
* @name czm_modelMaterial
* @glslStruct
*
* @property {vec4} baseColor The base color of the material.
* @property {vec3} diffuse Incoming light that scatters evenly in all directions.
* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.
* @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature.
* @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces.
* @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.
* @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded.
* @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.
*/
struct czm_modelMaterial {
vec4 baseColor;
vec3 diffuse;
float alpha;
vec3 specular;
float roughness;
vec3 normalEC;
float occlusion;
vec3 emissive;
#ifdef USE_SPECULAR
float specularWeight;
#endif
#ifdef USE_ANISOTROPY
vec3 anisotropicT;
vec3 anisotropicB;
float anisotropyStrength;
#endif
#ifdef USE_CLEARCOAT
float clearcoatFactor;
float clearcoatRoughness;
vec3 clearcoatNormal;
// Add clearcoatF0 when KHR_materials_ior is implemented
#endif
};
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//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Struct for representing a material for a {@link Model}. The model\n\
* rendering pipeline will pass this struct between material, custom shaders,\n\
* and lighting stages. This is not to be confused with {@link czm_material}\n\
* which is used by the older Fabric materials system, although they are similar.\n\
* <p>\n\
* All color values (diffuse, specular, emissive) are in linear color space.\n\
* </p>\n\
*\n\
* @name czm_modelMaterial\n\
* @glslStruct\n\
*\n\
* @property {vec4} baseColor The base color of the material.\n\
* @property {vec3} diffuse Incoming light that scatters evenly in all directions.\n\
* @property {float} alpha Alpha of this material. 0.0 is completely transparent; 1.0 is completely opaque.\n\
* @property {vec3} specular Color of reflected light at normal incidence in PBR materials. This is sometimes referred to as f0 in the literature.\n\
* @property {float} roughness A number from 0.0 to 1.0 representing how rough the surface is. Values near 0.0 produce glossy surfaces, while values near 1.0 produce rough surfaces.\n\
* @property {vec3} normalEC Surface's normal in eye coordinates. It is used for effects such as normal mapping. The default is the surface's unmodified normal.\n\
* @property {float} occlusion Ambient occlusion recieved at this point on the material. 1.0 means fully lit, 0.0 means fully occluded.\n\
* @property {vec3} emissive Light emitted by the material equally in all directions. The default is vec3(0.0), which emits no light.\n\
*/\n\
struct czm_modelMaterial {\n\
vec4 baseColor;\n\
vec3 diffuse;\n\
float alpha;\n\
vec3 specular;\n\
float roughness;\n\
vec3 normalEC;\n\
float occlusion;\n\
vec3 emissive;\n\
#ifdef USE_SPECULAR\n\
float specularWeight;\n\
#endif\n\
#ifdef USE_ANISOTROPY\n\
vec3 anisotropicT;\n\
vec3 anisotropicB;\n\
float anisotropyStrength;\n\
#endif\n\
#ifdef USE_CLEARCOAT\n\
float clearcoatFactor;\n\
float clearcoatRoughness;\n\
vec3 clearcoatNormal;\n\
// Add clearcoatF0 when KHR_materials_ior is implemented\n\
#endif\n\
};\n\
";
@@ -0,0 +1,16 @@
/**
* Struct for representing the output of a custom vertex shader.
*
* @name czm_modelVertexOutput
* @glslStruct
*
* @see {@link CustomShader}
* @see {@link Model}
*
* @property {vec3} positionMC The position of the vertex in model coordinates
* @property {float} pointSize A custom value for gl_PointSize. This is only used for point primitives.
*/
struct czm_modelVertexOutput {
vec3 positionMC;
float pointSize;
};
@@ -0,0 +1,18 @@
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Struct for representing the output of a custom vertex shader.\n\
* \n\
* @name czm_modelVertexOutput\n\
* @glslStruct\n\
*\n\
* @see {@link CustomShader}\n\
* @see {@link Model}\n\
*\n\
* @property {vec3} positionMC The position of the vertex in model coordinates\n\
* @property {float} pointSize A custom value for gl_PointSize. This is only used for point primitives. \n\
*/\n\
struct czm_modelVertexOutput {\n\
vec3 positionMC;\n\
float pointSize;\n\
};\n\
";
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/**
* DOC_TBA
*
* @name czm_ray
* @glslStruct
*/
struct czm_ray
{
vec3 origin;
vec3 direction;
};
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//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* DOC_TBA\n\
*\n\
* @name czm_ray\n\
* @glslStruct\n\
*/\n\
struct czm_ray\n\
{\n\
vec3 origin;\n\
vec3 direction;\n\
};\n\
";
@@ -0,0 +1,27 @@
/**
* DOC_TBA
*
* @name czm_raySegment
* @glslStruct
*/
struct czm_raySegment
{
float start;
float stop;
};
/**
* DOC_TBA
*
* @name czm_emptyRaySegment
* @glslConstant
*/
const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);
/**
* DOC_TBA
*
* @name czm_fullRaySegment
* @glslConstant
*/
const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);
@@ -0,0 +1,29 @@
//This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* DOC_TBA\n\
*\n\
* @name czm_raySegment\n\
* @glslStruct\n\
*/\n\
struct czm_raySegment\n\
{\n\
float start;\n\
float stop;\n\
};\n\
\n\
/**\n\
* DOC_TBA\n\
*\n\
* @name czm_emptyRaySegment\n\
* @glslConstant \n\
*/\n\
const czm_raySegment czm_emptyRaySegment = czm_raySegment(-czm_infinity, -czm_infinity);\n\
\n\
/**\n\
* DOC_TBA\n\
*\n\
* @name czm_fullRaySegment\n\
* @glslConstant \n\
*/\n\
const czm_raySegment czm_fullRaySegment = czm_raySegment(0.0, czm_infinity);\n\
";
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struct czm_shadowParameters
{
#ifdef USE_CUBE_MAP_SHADOW
vec3 texCoords;
#else
vec2 texCoords;
#endif
float depthBias;
float depth;
float nDotL;
vec2 texelStepSize;
float normalShadingSmooth;
float darkness;
};
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//This file is automatically rebuilt by the Cesium build process.
export default "struct czm_shadowParameters\n\
{\n\
#ifdef USE_CUBE_MAP_SHADOW\n\
vec3 texCoords;\n\
#else\n\
vec2 texCoords;\n\
#endif\n\
\n\
float depthBias;\n\
float depth;\n\
float nDotL;\n\
vec2 texelStepSize;\n\
float normalShadingSmooth;\n\
float darkness;\n\
};\n\
";