//This file is automatically rebuilt by the Cesium build process. export default "attribute vec3 position3DHigh;\n\ attribute vec3 position3DLow;\n\ attribute float batchId;\n\ #ifdef EXTRUDED_GEOMETRY\n\ attribute vec3 extrudeDirection;\n\ uniform float u_globeMinimumAltitude;\n\ #endif // EXTRUDED_GEOMETRY\n\ #ifdef PER_INSTANCE_COLOR\n\ varying vec4 v_color;\n\ #endif // PER_INSTANCE_COLOR\n\ #ifdef TEXTURE_COORDINATES\n\ #ifdef SPHERICAL\n\ varying vec4 v_sphericalExtents;\n\ #else // SPHERICAL\n\ varying vec2 v_inversePlaneExtents;\n\ varying vec4 v_westPlane;\n\ varying vec4 v_southPlane;\n\ #endif // SPHERICAL\n\ varying vec3 v_uvMinAndSphericalLongitudeRotation;\n\ varying vec3 v_uMaxAndInverseDistance;\n\ varying vec3 v_vMaxAndInverseDistance;\n\ #endif // TEXTURE_COORDINATES\n\ #if defined(TEXTURE_COORDINATES) && !defined(SPHERICAL) && defined(UINT8_PACKING)\n\ vec4 clampAndMagnitude(vec4 sd)\n\ {\n\ vec4 d = sd;\n\ d.x = czm_branchFreeTernary(sd.x < 128.0, d.x, (255.0 - sd.x));\n\ d.x = floor(0.5 + d.x);\n\ d.y = floor(0.5 + d.y);\n\ d.z = floor(0.5 + d.z);\n\ d.w = floor(0.5 + d.w);\n\ return d;\n\ }\n\ float unpackLowLessThan100k(vec4 sd)\n\ {\n\ vec4 d = clampAndMagnitude(sd);\n\ return (1000.0 * d.x + 10.0 * d.y + 0.1 * d.z + 0.001 * d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0);\n\ }\n\ vec3 southwest_LOW(vec4 x, vec4 y, vec4 z)\n\ {\n\ vec3 value;\n\ value.x = unpackLowLessThan100k(x);\n\ value.y = unpackLowLessThan100k(y);\n\ value.z = unpackLowLessThan100k(z);\n\ return value;\n\ }\n\ float unpackHighMagLessThan100Million(vec4 sd)\n\ {\n\ vec4 d = clampAndMagnitude(sd);\n\ return (1000000.0 * d.x + 10000.0 * d.y + 100.0 * d.z + d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0);\n\ }\n\ vec3 southwest_HIGH(vec4 x, vec4 y, vec4 z)\n\ {\n\ vec3 value;\n\ value.x = unpackHighMagLessThan100Million(x);\n\ value.y = unpackHighMagLessThan100Million(y);\n\ value.z = unpackHighMagLessThan100Million(z);\n\ return value;\n\ }\n\ #ifdef COLUMBUS_VIEW_2D\n\ vec4 unpackPlanes2D_HIGH(vec4 x, vec4 y, vec4 z, vec4 w)\n\ {\n\ vec4 value;\n\ value.x = unpackHighMagLessThan100Million(x);\n\ value.y = unpackHighMagLessThan100Million(y);\n\ value.z = unpackHighMagLessThan100Million(z);\n\ value.w = unpackHighMagLessThan100Million(w);\n\ return value;\n\ }\n\ vec4 unpackPlanes2D_LOW(vec4 x, vec4 y, vec4 z, vec4 w)\n\ {\n\ vec4 value;\n\ value.x = unpackLowLessThan100k(x);\n\ value.y = unpackLowLessThan100k(y);\n\ value.z = unpackLowLessThan100k(z);\n\ value.w = unpackLowLessThan100k(w);\n\ return value;\n\ }\n\ #else\n\ float unpackLowLessThan1000k(vec4 sd)\n\ {\n\ vec4 d = clampAndMagnitude(sd);\n\ return (10000.0 * d.x + 100.0 * d.y + d.z + 0.01 * d.w) * czm_branchFreeTernary(sd.x < 128.0, 1.0, -1.0);\n\ }\n\ vec3 unpackExtent(vec4 x, vec4 y, vec4 z)\n\ {\n\ vec3 value;\n\ value.x = unpackLowLessThan1000k(x);\n\ value.y = unpackLowLessThan1000k(y);\n\ value.z = unpackLowLessThan1000k(z);\n\ return value;\n\ }\n\ #endif\n\ #endif\n\ void main()\n\ {\n\ vec4 position = czm_computePosition();\n\ #ifdef EXTRUDED_GEOMETRY\n\ float delta = min(u_globeMinimumAltitude, czm_geometricToleranceOverMeter * length(position.xyz));\n\ delta *= czm_sceneMode == czm_sceneMode3D ? 1.0 : 0.0;\n\ position = position + vec4(extrudeDirection * delta, 0.0);\n\ #endif\n\ #ifdef TEXTURE_COORDINATES\n\ #ifdef SPHERICAL\n\ v_sphericalExtents = czm_batchTable_sphericalExtents(batchId);\n\ v_uvMinAndSphericalLongitudeRotation.z = czm_batchTable_longitudeRotation(batchId);\n\ #else // SPHERICAL\n\ #ifdef COLUMBUS_VIEW_2D\n\ #ifdef UINT8_PACKING\n\ vec4 planes2D_high = unpackPlanes2D_HIGH(czm_batchTable_planes2D_HIGH_x(batchId),\n\ czm_batchTable_planes2D_HIGH_y(batchId),\n\ czm_batchTable_planes2D_HIGH_z(batchId),\n\ czm_batchTable_planes2D_HIGH_w(batchId));\n\ vec4 planes2D_low = unpackPlanes2D_LOW(czm_batchTable_planes2D_LOW_x(batchId),\n\ czm_batchTable_planes2D_LOW_y(batchId),\n\ czm_batchTable_planes2D_LOW_z(batchId),\n\ czm_batchTable_planes2D_LOW_w(batchId));\n\ #else // UINT8_PACKING\n\ vec4 planes2D_high = czm_batchTable_planes2D_HIGH(batchId);\n\ vec4 planes2D_low = czm_batchTable_planes2D_LOW(batchId);\n\ #endif // UINT8_PACKING\n\ vec2 idlSplitNewPlaneHiLow = vec2(EAST_MOST_X_HIGH - (WEST_MOST_X_HIGH - planes2D_high.w), EAST_MOST_X_LOW - (WEST_MOST_X_LOW - planes2D_low.w));\n\ bool idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y > 0.0;\n\ planes2D_high.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.w);\n\ planes2D_low.w = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.w);\n\ idlSplit = planes2D_high.x > planes2D_high.w && position3DLow.y < 0.0;\n\ idlSplitNewPlaneHiLow = vec2(WEST_MOST_X_HIGH - (EAST_MOST_X_HIGH - planes2D_high.x), WEST_MOST_X_LOW - (EAST_MOST_X_LOW - planes2D_low.x));\n\ planes2D_high.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.x, planes2D_high.x);\n\ planes2D_low.x = czm_branchFreeTernary(idlSplit, idlSplitNewPlaneHiLow.y, planes2D_low.x);\n\ vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.xy), vec3(0.0, planes2D_low.xy))).xyz;\n\ vec3 northWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.x, planes2D_high.z), vec3(0.0, planes2D_low.x, planes2D_low.z))).xyz;\n\ vec3 southEastCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(vec3(0.0, planes2D_high.w, planes2D_high.y), vec3(0.0, planes2D_low.w, planes2D_low.y))).xyz;\n\ #else // COLUMBUS_VIEW_2D\n\ #ifdef UINT8_PACKING\n\ vec3 low = southwest_LOW(czm_batchTable_southWest_LOW_x(batchId), czm_batchTable_southWest_LOW_y(batchId), czm_batchTable_southWest_LOW_z(batchId));\n\ vec3 high = southwest_HIGH(czm_batchTable_southWest_HIGH_x(batchId), czm_batchTable_southWest_HIGH_y(batchId), czm_batchTable_southWest_HIGH_z(batchId));\n\ vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(high, low)).xyz;\n\ vec3 northWestCorner = czm_normal * unpackExtent(\n\ czm_batchTable_northward_x(batchId),\n\ czm_batchTable_northward_y(batchId),\n\ czm_batchTable_northward_z(batchId)) + southWestCorner;\n\ vec3 southEastCorner = czm_normal * unpackExtent(\n\ czm_batchTable_eastward_x(batchId),\n\ czm_batchTable_eastward_y(batchId),\n\ czm_batchTable_eastward_z(batchId)) + southWestCorner;\n\ #else // UINT8_PACKING\n\ vec3 southWestCorner = (czm_modelViewRelativeToEye * czm_translateRelativeToEye(czm_batchTable_southWest_HIGH(batchId), czm_batchTable_southWest_LOW(batchId))).xyz;\n\ vec3 northWestCorner = czm_normal * czm_batchTable_northward(batchId) + southWestCorner;\n\ vec3 southEastCorner = czm_normal * czm_batchTable_eastward(batchId) + southWestCorner;\n\ #endif // UINT8_PACKING\n\ #endif // COLUMBUS_VIEW_2D\n\ vec3 eastWard = southEastCorner - southWestCorner;\n\ float eastExtent = length(eastWard);\n\ eastWard /= eastExtent;\n\ vec3 northWard = northWestCorner - southWestCorner;\n\ float northExtent = length(northWard);\n\ northWard /= northExtent;\n\ v_westPlane = vec4(eastWard, -dot(eastWard, southWestCorner));\n\ v_southPlane = vec4(northWard, -dot(northWard, southWestCorner));\n\ v_inversePlaneExtents = vec2(1.0 / eastExtent, 1.0 / northExtent);\n\ #endif // SPHERICAL\n\ vec4 uvMinAndExtents = czm_batchTable_uvMinAndExtents(batchId);\n\ vec4 uMaxVmax = czm_batchTable_uMaxVmax(batchId);\n\ v_uMaxAndInverseDistance = vec3(uMaxVmax.xy, uvMinAndExtents.z);\n\ v_vMaxAndInverseDistance = vec3(uMaxVmax.zw, uvMinAndExtents.w);\n\ v_uvMinAndSphericalLongitudeRotation.xy = uvMinAndExtents.xy;\n\ #endif // TEXTURE_COORDINATES\n\ #ifdef PER_INSTANCE_COLOR\n\ v_color = czm_batchTable_color(batchId);\n\ #endif\n\ gl_Position = czm_depthClampFarPlane(czm_modelViewProjectionRelativeToEye * position);\n\ }\n\ ";