Add existing to tracked
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//This file is automatically rebuilt by the Cesium build process.
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export default "precision highp float;\n\
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\n\
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czm_modelVertexOutput defaultVertexOutput(vec3 positionMC) {\n\
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czm_modelVertexOutput vsOutput;\n\
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vsOutput.positionMC = positionMC;\n\
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vsOutput.pointSize = 1.0;\n\
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return vsOutput;\n\
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}\n\
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\n\
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void main()\n\
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{\n\
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// Initialize the attributes struct with all\n\
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// attributes except quantized ones.\n\
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ProcessedAttributes attributes;\n\
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initializeAttributes(attributes);\n\
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\n\
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#ifdef HAS_IMAGERY\n\
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initializeImageryAttributes();\n\
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#endif\n\
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\n\
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// Dequantize the quantized ones and add them to the\n\
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// attributes struct.\n\
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#ifdef USE_DEQUANTIZATION\n\
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dequantizationStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef HAS_MORPH_TARGETS\n\
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morphTargetsStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef HAS_SKINNING\n\
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skinningStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef HAS_PRIMITIVE_OUTLINE\n\
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primitiveOutlineStage();\n\
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#endif\n\
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\n\
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// Compute the bitangent according to the formula in the glTF spec.\n\
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// Normal and tangents can be affected by morphing and skinning, so\n\
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// the bitangent should not be computed until their values are finalized.\n\
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#ifdef HAS_BITANGENTS\n\
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attributes.bitangentMC = normalize(cross(attributes.normalMC, attributes.tangentMC) * attributes.tangentSignMC);\n\
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#endif\n\
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\n\
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FeatureIds featureIds;\n\
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featureIdStage(featureIds, attributes);\n\
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\n\
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#ifdef HAS_SELECTED_FEATURE_ID\n\
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SelectedFeature feature;\n\
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selectedFeatureIdStage(feature, featureIds);\n\
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// Handle any show properties that come from the style.\n\
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cpuStylingStage(attributes.positionMC, feature);\n\
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#endif\n\
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\n\
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#if defined(USE_2D_POSITIONS) || defined(USE_2D_INSTANCING)\n\
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// The scene mode 2D pipeline stage and instancing stage add a different\n\
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// model view matrix to accurately project the model to 2D. However, the\n\
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// output positions and normals should be transformed by the 3D matrices\n\
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// to keep the data the same for the fragment shader.\n\
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mat4 modelView = czm_modelView3D;\n\
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mat3 normal = czm_normal3D;\n\
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#else\n\
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// These are used for individual model projection because they will\n\
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// automatically change based on the scene mode.\n\
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mat4 modelView = czm_modelView;\n\
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mat3 normal = czm_normal;\n\
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#endif\n\
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\n\
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// Update the position for this instance in place\n\
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#ifdef HAS_INSTANCING\n\
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\n\
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// The legacy instance stage is used when rendering i3dm models that\n\
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// encode instances transforms in world space, as opposed to glTF models\n\
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// that use EXT_mesh_gpu_instancing, where instance transforms are encoded\n\
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// in object space.\n\
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#ifdef USE_LEGACY_INSTANCING\n\
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mat4 instanceModelView;\n\
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mat3 instanceModelViewInverseTranspose;\n\
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\n\
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legacyInstancingStage(attributes, instanceModelView, instanceModelViewInverseTranspose);\n\
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\n\
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modelView = instanceModelView;\n\
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normal = instanceModelViewInverseTranspose;\n\
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#else\n\
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instancingStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef USE_PICKING\n\
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v_pickColor = a_pickColor;\n\
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#endif\n\
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\n\
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#endif\n\
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\n\
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Metadata metadata;\n\
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MetadataClass metadataClass;\n\
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MetadataStatistics metadataStatistics;\n\
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metadataStage(featureIds, metadata, metadataClass, metadataStatistics, attributes);\n\
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\n\
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#ifdef HAS_VERTICAL_EXAGGERATION\n\
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verticalExaggerationStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef HAS_CUSTOM_VERTEX_SHADER\n\
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czm_modelVertexOutput vsOutput = defaultVertexOutput(attributes.positionMC);\n\
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customShaderStage(vsOutput, attributes, featureIds, metadata, metadataClass, metadataStatistics);\n\
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#endif\n\
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\n\
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// Compute the final position in each coordinate system needed.\n\
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// This returns the value that will be assigned to gl_Position.\n\
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vec4 positionClip = geometryStage(attributes, modelView, normal);\n\
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\n\
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#if defined(HAS_LINE_CUMULATIVE_DISTANCE) || defined(HAS_LINE_PATTERN)\n\
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lineStyleStageVS(attributes);\n\
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#endif\n\
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\n\
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// This must go after the geometry stage as it needs v_positionWC\n\
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#ifdef HAS_ATMOSPHERE\n\
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atmosphereStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef ENABLE_CLIPPING_POLYGONS\n\
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modelClippingPolygonsStage(attributes);\n\
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#endif\n\
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\n\
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#ifdef HAS_SILHOUETTE\n\
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silhouetteStage(attributes, positionClip);\n\
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#endif\n\
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\n\
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#ifdef HAS_POINT_CLOUD_SHOW_STYLE\n\
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float show = pointCloudShowStylingStage(attributes, metadata);\n\
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#else\n\
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float show = 1.0;\n\
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#endif\n\
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\n\
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#ifdef HAS_POINT_CLOUD_BACK_FACE_CULLING\n\
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show *= pointCloudBackFaceCullingStage();\n\
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#endif\n\
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\n\
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#ifdef HAS_POINT_CLOUD_COLOR_STYLE\n\
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v_pointCloudColor = pointCloudColorStylingStage(attributes, metadata);\n\
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#endif\n\
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\n\
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#ifdef PRIMITIVE_TYPE_POINTS\n\
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#ifdef HAS_CUSTOM_VERTEX_SHADER\n\
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gl_PointSize = vsOutput.pointSize;\n\
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#elif defined(HAS_POINT_CLOUD_POINT_SIZE_STYLE) || defined(HAS_POINT_CLOUD_ATTENUATION)\n\
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gl_PointSize = pointCloudPointSizeStylingStage(attributes, metadata);\n\
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#elif defined(HAS_POINT_DIAMETER)\n\
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gl_PointSize = u_pointDiameter;\n\
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#else\n\
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gl_PointSize = 1.0;\n\
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#endif\n\
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\n\
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gl_PointSize *= show;\n\
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#endif\n\
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\n\
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// Important NOT to compute gl_Position = show * positionClip or we hit:\n\
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// https://github.com/CesiumGS/cesium/issues/11270\n\
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//\n\
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// We will discard points with v_pointCloudShow == 0 in the fragment shader.\n\
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gl_Position = positionClip;\n\
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\n\
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#ifdef HAS_EDGE_VISIBILITY\n\
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edgeVisibilityStageVS();\n\
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#endif\n\
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\n\
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#ifdef HAS_POINT_CLOUD_SHOW_STYLE\n\
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v_pointCloudShow = show;\n\
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#endif\n\
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}\n\
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";
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