// 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/mat4 ../core/libs/gl-matrix-2/factories/mat4f64 ../core/libs/gl-matrix-2/math/vec2 ../core/libs/gl-matrix-2/factories/vec2f64 ../views/3d/webgl-engine/core/shaderLibrary/Laserline.glsl ../views/3d/webgl-engine/core/shaderModules/Float2PassUniform ../views/3d/webgl-engine/core/shaderModules/FloatPassUniform ../views/3d/webgl-engine/core/shaderModules/interfaces ../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform ../views/3d/webgl-engine/core/shaderModules/ShaderBuilder ../views/3d/webgl-engine/lib/VertexAttribute".split(" "), function(f,p,e,q,r,t,u,g,h,k,v,d){function l(w){const a=new v.ShaderBuilder;a.include(t.Laserline,w);const {vertex:m,fragment:n}=a;m.uniforms.add(new k.Matrix4PassUniform("modelView",(c,{camera:b})=>p.translate(x,b.viewMatrix,c.origin)),new k.Matrix4PassUniform("proj",(c,{camera:b})=>b.projectionMatrix),new g.FloatPassUniform("glowWidth",(c,{camera:b})=>c.glowWidth*b.pixelRatio),new u.Float2PassUniform("pixelToNDC",(c,{camera:b})=>q.set(y,2/b.fullViewport[2],2/b.fullViewport[3])));a.attributes.add(d.VertexAttribute.START, "vec3");a.attributes.add(d.VertexAttribute.END,"vec3");a.attributes.add(d.VertexAttribute.UP,"vec3");a.attributes.add(d.VertexAttribute.EXTRUDE,"vec2");a.varyings.add("uv","vec2");a.varyings.add("vViewStart","vec3");a.varyings.add("vViewEnd","vec3");a.varyings.add("vViewPlane","vec4");m.code.add(h.glsl`void main() { vec3 pos = mix(start, end, extrude.x); vec4 viewPos = modelView * vec4(pos, 1); vec4 projPos = proj * viewPos; vec2 ndcPos = projPos.xy / projPos.w; vec3 viewUp = (modelView * vec4(extrude.y * up, 0)).xyz; vec4 projPosUp = proj * vec4(viewPos.xyz + viewUp, 1); vec2 projExtrudeDir = normalize(projPosUp.xy / projPosUp.w - ndcPos); vec2 lxy = abs(sign(projExtrudeDir) - ndcPos); ndcPos += length(lxy) * projExtrudeDir; vec3 worldPlaneNormal = normalize(cross(up, normalize(end - start))); vec3 viewPlaneNormal = (modelView * vec4(worldPlaneNormal, 0)).xyz; vViewStart = (modelView * vec4(start, 1)).xyz; vViewEnd = (modelView * vec4(end, 1)).xyz; vViewPlane = vec4(viewPlaneNormal, -dot(viewPlaneNormal, vViewStart)); float xPaddingPixels = sign(dot(viewPlaneNormal, viewPos.xyz)) * (extrude.x * 2.0 - 1.0) * glowWidth; ndcPos.x += xPaddingPixels * pixelToNDC.x; uv = ndcPos * 0.5 + 0.5; gl_Position = vec4(ndcPos, 0, 1); }`);n.uniforms.add(new g.FloatPassUniform("perScreenPixelRatio",(c,b)=>b.camera.perScreenPixelRatio));n.code.add(h.glsl`float planeDistancePixels(vec4 plane, vec3 pos, vec3 start, vec3 end) { vec3 origin = mix(start, end, 0.5); vec3 basis = end - origin; vec3 posAtOrigin = pos - origin; float x = dot(normalize(basis), posAtOrigin); float y = dot(plane.xyz, posAtOrigin); float dx = max(abs(x) - length(basis), 0.0); float dy = y; float dist = length(vec2(dx, dy)); float width = fwidth(y); float maxPixelDistance = length(pos) * perScreenPixelRatio * 2.0; float pixelDist = dist / min(width, maxPixelDistance); return abs(pixelDist); } void main() { vec3 dEndStart = vViewEnd - vViewStart; if (dot(dEndStart, dEndStart) < 1e-5) { discard; } vec3 pos; vec3 normal; float angleCutoffAdjust; float depthDiscontinuityAlpha; if (!laserlineReconstructFromDepth(pos, normal, angleCutoffAdjust, depthDiscontinuityAlpha)) { discard; } float distance = planeDistancePixels(vViewPlane, pos, vViewStart, vViewEnd); vec4 color = laserlineProfile(distance); float alpha = (1.0 - smoothstep(0.995 - angleCutoffAdjust, 0.999 - angleCutoffAdjust, abs(dot(normal, vViewPlane.xyz)))); fragColor = laserlineOutput(color * alpha * depthDiscontinuityAlpha); }`);return a}const y=r.create(),x=e.create();e=Object.freeze(Object.defineProperty({__proto__:null,build:l},Symbol.toStringTag,{value:"Module"}));f.LaserlinePath=e;f.build=l});