// All material copyright Esri, All Rights Reserved, unless otherwise specified. // See https://js.arcgis.com/4.30/esri/copyright.txt for details. //>>built define("exports ../core/libs/gl-matrix-2/math/vec2 ../core/libs/gl-matrix-2/factories/vec2f64 ../core/libs/gl-matrix-2/factories/vec4f64 ../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput ../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl ../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUDOcclusionPass.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUDVisibility.glsl ../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl ../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff ../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl ../views/3d/webgl-engine/core/shaderModules/Float2PassUniform ../views/3d/webgl-engine/core/shaderModules/Float4PassUniform ../views/3d/webgl-engine/core/shaderModules/FloatPassUniform ../views/3d/webgl-engine/core/shaderModules/interfaces ../views/3d/webgl-engine/core/shaderModules/ShaderBuilder ../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform ../views/3d/webgl-engine/lib/TransparencyPassType ../views/3d/webgl-engine/lib/VertexAttribute".split(" "), function(r,l,t,B,m,C,D,E,F,G,H,x,I,h,J,K,u,L,y,n,M,b,N,O,v,p){function z(a){const c=new N.ShaderBuilder;var e=a.signedDistanceFieldEnabled;c.include(F.HUD,a);c.include(C.SliceDraw,a);if(a.occlusionPass)return c.include(G.HUDOcclusionPass,a),c;const {vertex:g,fragment:f}=c;c.include(u.ScreenSizePerspective);f.include(K.RgbaFloatEncoding);f.include(J.ColorConversion);c.include(I.VisualVariables,a);c.include(D.ObjectAndLayerIdColor,a);c.include(H.HUDVisibility);c.varyings.add("vcolor","vec4");c.varyings.add("vtc", "vec2");c.varyings.add("vsize","vec2");c.varyings.add("voccluded","float");g.uniforms.add(new n.Float4PassUniform("viewport",(d,q)=>q.camera.fullViewport),new y.Float2PassUniform("screenOffset",(d,q)=>l.set(A,2*d.screenOffset[0]*q.camera.pixelRatio,2*d.screenOffset[1]*q.camera.pixelRatio)),new y.Float2PassUniform("anchorPosition",d=>w(d)),new n.Float4PassUniform("materialColor",d=>d.color));L.addPixelRatio(g);e&&(g.uniforms.add(new n.Float4PassUniform("outlineColor",d=>d.outlineColor)),f.uniforms.add(new n.Float4PassUniform("outlineColor", d=>00d.texture));k=a.debugDrawLabelBorder?b.glsl`(isBorder > 0.0 ? 0.0 : ${b.glsl.float(h.defaultMaskAlphaCutoff)})`:b.glsl.float(h.defaultMaskAlphaCutoff);e=b.glsl` ${a.debugDrawLabelBorder?b.glsl` float isBorder = float(any(lessThan(debugBorderCoords.xy, debugBorderCoords.zw)) || any(greaterThan(debugBorderCoords.xy, 1.0 - debugBorderCoords.zw)));`:""} ${a.sampleSignedDistanceFieldTexelCenter?b.glsl` // Attempt to sample texel centers to avoid that thin cross outlines // disappear with large symbol sizes. // see: https://devtopia.esri.com/WebGIS/arcgis-js-api/issues/7058#issuecomment-603041 float txSize = float(textureSize(tex, 0).x); float texelSize = 1.0 / txSize; // Calculate how much we have to add/subtract to/from each texel to reach the size of an onscreen pixel vec2 scaleFactor = (vsize - txSize) * texelSize; vec2 samplePos = vtc + (vec2(1.0, -1.0) * texelSize) * scaleFactor; `:b.glsl` vec2 samplePos = vtc; `} ${e?b.glsl` vec4 fillPixelColor = vcolor; // Get distance and map it into [-0.5, 0.5] float d = rgba2float(texture(tex, samplePos)) - 0.5; // Distance in output units (i.e. pixels) float dist = d * vsize.x; // Create smooth transition from the icon into its outline float fillAlphaFactor = clamp(0.5 - dist, 0.0, 1.0); fillPixelColor.a *= fillAlphaFactor; if (outlineSize > 0.25) { vec4 outlinePixelColor = outlineColor; float clampedOutlineSize = min(outlineSize, 0.5*vsize.x); // Create smooth transition around outline float outlineAlphaFactor = clamp(0.5 - (abs(dist) - 0.5*clampedOutlineSize), 0.0, 1.0); outlinePixelColor.a *= outlineAlphaFactor; if ( outlineAlphaFactor + fillAlphaFactor < ${k} || fillPixelColor.a + outlinePixelColor.a < ${b.glsl.float(h.symbolAlphaCutoff)} ) { discard; } // perform un-premultiplied over operator (see https://en.wikipedia.org/wiki/Alpha_compositing#Description) float compositeAlpha = outlinePixelColor.a + fillPixelColor.a * (1.0 - outlinePixelColor.a); vec3 compositeColor = vec3(outlinePixelColor) * outlinePixelColor.a + vec3(fillPixelColor) * fillPixelColor.a * (1.0 - outlinePixelColor.a); fragColor = vec4(compositeColor, compositeAlpha); } else { if (fillAlphaFactor < ${k}) { discard; } fragColor = premultiplyAlpha(fillPixelColor); } // visualize SDF: // fragColor = vec4(clamp(-dist/vsize.x*2.0, 0.0, 1.0), clamp(dist/vsize.x*2.0, 0.0, 1.0), 0.0, 1.0); `:b.glsl` vec4 texColor = texture(tex, vtc, -0.5); if (texColor.a < ${k}) { discard; } fragColor = texColor * premultiplyAlpha(vcolor); `} // Draw debug border with transparency, so that original texels along border are still partially visible ${a.debugDrawLabelBorder?b.glsl`fragColor = mix(fragColor, vec4(1.0, 0.0, 1.0, 1.0), isBorder * 0.5);`:""} `;switch(a.output){case m.ShaderOutput.Color:a.transparencyPassType===v.TransparencyPassType.ColorAlpha&&(c.outputs.add("fragColor","vec4",0),c.outputs.add("fragAlpha","float",1));f.code.add(b.glsl` void main() { ${e} ${a.transparencyPassType===v.TransparencyPassType.FrontFace?"fragColor.rgb /\x3d fragColor.a;":""} ${a.transparencyPassType===v.TransparencyPassType.ColorAlpha?"fragAlpha \x3d fragColor.a;":""} }`);break;case m.ShaderOutput.ObjectAndLayerIdColor:f.code.add(b.glsl` void main() { ${e} outputObjectAndLayerIdColor(); }`);break;case m.ShaderOutput.Highlight:f.constants.add("occludedHighlightFlag","vec4",x.occludedHighlightFlag),f.constants.add("unoccludedHighlightFlag","vec4",x.unoccludedHighlightFlag),f.code.add(b.glsl` void main() { ${e} if (voccluded == 1.0) { fragColor = occludedHighlightFlag; } else { fragColor = unoccludedHighlightFlag; } }`)}return c}function w(a,c=A){if(a.textureIsSignedDistanceField){var e=a.anchorPosition;a=a.distanceFieldBoundingBox;null!=a?l.set(c,e[0]*(a[2]-a[0])+a[0],e[1]*(a[3]-a[1])+a[1]):l.set(c,0,0)}else l.copy(c,a.anchorPosition);return c}const A=t.create();t=Object.freeze(Object.defineProperty({__proto__:null,build:z,calculateAnchorPosForRendering:w},Symbol.toStringTag,{value:"Module"}));r.HUDMaterial=t;r.build=z;r.calculateAnchorPosForRendering=w});