//This file is automatically rebuilt by the Cesium build process. export default "attribute vec3 position3DHigh;\n\ attribute vec3 position3DLow;\n\ #ifndef COLUMBUS_VIEW_2D\n\ attribute vec4 startHiAndForwardOffsetX;\n\ attribute vec4 startLoAndForwardOffsetY;\n\ attribute vec4 startNormalAndForwardOffsetZ;\n\ attribute vec4 endNormalAndTextureCoordinateNormalizationX;\n\ attribute vec4 rightNormalAndTextureCoordinateNormalizationY;\n\ #else\n\ attribute vec4 startHiLo2D;\n\ attribute vec4 offsetAndRight2D;\n\ attribute vec4 startEndNormals2D;\n\ attribute vec2 texcoordNormalization2D;\n\ #endif\n\ attribute float batchId;\n\ varying vec4 v_startPlaneNormalEcAndHalfWidth;\n\ varying vec4 v_endPlaneNormalEcAndBatchId;\n\ varying vec4 v_rightPlaneEC;\n\ varying vec4 v_endEcAndStartEcX;\n\ varying vec4 v_texcoordNormalizationAndStartEcYZ;\n\ #ifdef WIDTH_VARYING\n\ varying float v_width;\n\ #endif\n\ #ifdef ANGLE_VARYING\n\ varying float v_polylineAngle;\n\ #endif\n\ #ifdef PER_INSTANCE_COLOR\n\ varying vec4 v_color;\n\ #endif\n\ void main()\n\ {\n\ #ifdef COLUMBUS_VIEW_2D\n\ vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, startHiLo2D.xy), vec3(0.0, startHiLo2D.zw))).xyz;\n\ vec3 forwardDirectionEC = czm_normal * vec3(0.0, offsetAndRight2D.xy);\n\ vec3 ecEnd = forwardDirectionEC + ecStart;\n\ forwardDirectionEC = normalize(forwardDirectionEC);\n\ v_rightPlaneEC.xyz = czm_normal * vec3(0.0, offsetAndRight2D.zw);\n\ v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\ vec4 startPlaneEC;\n\ startPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.xy);\n\ startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\ vec4 endPlaneEC;\n\ endPlaneEC.xyz = czm_normal * vec3(0.0, startEndNormals2D.zw);\n\ endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\ v_texcoordNormalizationAndStartEcYZ.x = abs(texcoordNormalization2D.x);\n\ v_texcoordNormalizationAndStartEcYZ.y = texcoordNormalization2D.y;\n\ #else // COLUMBUS_VIEW_2D\n\ vec3 ecStart = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(startHiAndForwardOffsetX.xyz, startLoAndForwardOffsetY.xyz)).xyz;\n\ vec3 offset = czm_normal * vec3(startHiAndForwardOffsetX.w, startLoAndForwardOffsetY.w, startNormalAndForwardOffsetZ.w);\n\ vec3 ecEnd = ecStart + offset;\n\ vec3 forwardDirectionEC = normalize(offset);\n\ vec4 startPlaneEC;\n\ startPlaneEC.xyz = czm_normal * startNormalAndForwardOffsetZ.xyz;\n\ startPlaneEC.w = -dot(startPlaneEC.xyz, ecStart);\n\ vec4 endPlaneEC;\n\ endPlaneEC.xyz = czm_normal * endNormalAndTextureCoordinateNormalizationX.xyz;\n\ endPlaneEC.w = -dot(endPlaneEC.xyz, ecEnd);\n\ v_rightPlaneEC.xyz = czm_normal * rightNormalAndTextureCoordinateNormalizationY.xyz;\n\ v_rightPlaneEC.w = -dot(v_rightPlaneEC.xyz, ecStart);\n\ v_texcoordNormalizationAndStartEcYZ.x = abs(endNormalAndTextureCoordinateNormalizationX.w);\n\ v_texcoordNormalizationAndStartEcYZ.y = rightNormalAndTextureCoordinateNormalizationY.w;\n\ #endif // COLUMBUS_VIEW_2D\n\ v_endEcAndStartEcX.xyz = ecEnd;\n\ v_endEcAndStartEcX.w = ecStart.x;\n\ v_texcoordNormalizationAndStartEcYZ.zw = ecStart.yz;\n\ #ifdef PER_INSTANCE_COLOR\n\ v_color = czm_batchTable_color(batchId);\n\ #endif // PER_INSTANCE_COLOR\n\ vec4 positionRelativeToEye = czm_computePosition();\n\ vec4 positionEC = czm_modelViewRelativeToEye * positionRelativeToEye;\n\ float absStartPlaneDistance = abs(czm_planeDistance(startPlaneEC, positionEC.xyz));\n\ float absEndPlaneDistance = abs(czm_planeDistance(endPlaneEC, positionEC.xyz));\n\ vec3 planeDirection = czm_branchFreeTernary(absStartPlaneDistance < absEndPlaneDistance, startPlaneEC.xyz, endPlaneEC.xyz);\n\ vec3 upOrDown = normalize(cross(v_rightPlaneEC.xyz, planeDirection));\n\ vec3 normalEC = normalize(cross(planeDirection, upOrDown));\n\ upOrDown = cross(forwardDirectionEC, normalEC);\n\ upOrDown = float(czm_sceneMode == czm_sceneMode3D) * upOrDown;\n\ upOrDown = float(v_texcoordNormalizationAndStartEcYZ.y > 1.0 || v_texcoordNormalizationAndStartEcYZ.y < 0.0) * upOrDown;\n\ upOrDown = min(GLOBE_MINIMUM_ALTITUDE, czm_geometricToleranceOverMeter * length(positionRelativeToEye.xyz)) * upOrDown;\n\ positionEC.xyz += upOrDown;\n\ v_texcoordNormalizationAndStartEcYZ.y = czm_branchFreeTernary(v_texcoordNormalizationAndStartEcYZ.y > 1.0, 0.0, abs(v_texcoordNormalizationAndStartEcYZ.y));\n\ float width = czm_batchTable_width(batchId);\n\ #ifdef WIDTH_VARYING\n\ v_width = width;\n\ #endif\n\ v_startPlaneNormalEcAndHalfWidth.xyz = startPlaneEC.xyz;\n\ v_startPlaneNormalEcAndHalfWidth.w = width * 0.5;\n\ v_endPlaneNormalEcAndBatchId.xyz = endPlaneEC.xyz;\n\ v_endPlaneNormalEcAndBatchId.w = batchId;\n\ width = width * max(0.0, czm_metersPerPixel(positionEC));\n\ width = width / dot(normalEC, v_rightPlaneEC.xyz);\n\ #ifdef COLUMBUS_VIEW_2D\n\ normalEC *= sign(texcoordNormalization2D.x);\n\ #else\n\ normalEC *= sign(endNormalAndTextureCoordinateNormalizationX.w);\n\ #endif\n\ positionEC.xyz += width * normalEC;\n\ gl_Position = czm_depthClampFarPlane(czm_projection * positionEC);\n\ #ifdef ANGLE_VARYING\n\ vec2 approxLineDirection = normalize(vec2(forwardDirectionEC.x, -forwardDirectionEC.y));\n\ approxLineDirection.y = czm_branchFreeTernary(approxLineDirection.x == 0.0 && approxLineDirection.y == 0.0, -1.0, approxLineDirection.y);\n\ v_polylineAngle = czm_fastApproximateAtan(approxLineDirection.x, approxLineDirection.y);\n\ #endif\n\ }\n\ ";