Custom Gis Application with Arcgis Javascript API with modern layouting
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// 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","../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.glsl","../views/3d/webgl-engine/core/shaderModules/interfaces","../views/3d/webgl-engine/core/shaderModules/ShaderBuilder","../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform"],function(f,h,a,k,e){function g(){const d=new k.ShaderBuilder;d.include(h.ScreenSpacePass);d.fragment.uniforms.add(new e.Texture2DPassUniform("edgesTexture",c=>c.inputTexture),new e.Texture2DPassUniform("areaTexture",c=>c.areaTexture),
new e.Texture2DPassUniform("searchTexture",c=>c.searchTexture));d.fragment.code.add(a.glsl`
#define SMAA_AREATEX_PIXEL_SIZE ( 1.0 / vec2( 160.0, 560.0 ) )
#define SMAA_AREATEX_SUBTEX_SIZE ( 1.0 / 7.0 )
vec4 sampleLevelZeroOffset(sampler2D tex, vec2 coord, vec2 offset, vec2 resolution) {
return texture(tex, coord + offset.x * resolution, 0.0);
}
float searchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
e.r = bias + e.r * scale;
return 255.0 * texture( searchTex, e, 0.0 ).r;
}
float searchLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end, vec2 resolution ) {
vec2 e = vec2( 0.0, 1.0 );
for ( int i = 0; i < ${a.glsl.int(b.maxSearchSteps)}; i ++ ) {
e = texture( edgesTex, texcoord, 0.0 ).rg;
texcoord -= vec2( 2.0, 0.0 ) * resolution;
if ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;
}
texcoord.x += 0.25 * resolution.x;
texcoord.x += resolution.x;
texcoord.x += 2.0 * resolution.x;
texcoord.x -= resolution.x * searchLength(searchTex, e, 0.0, 0.5);
return texcoord.x;
}
float searchRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end, vec2 resolution ) {
vec2 e = vec2( 0.0, 1.0 );
for ( int i = 0; i < ${a.glsl.int(b.maxSearchSteps)}; i ++ ) {
e = texture( edgesTex, texcoord, 0.0 ).rg;
texcoord += vec2( 2.0, 0.0 ) * resolution;
if ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;
}
texcoord.x -= 0.25 * resolution.x;
texcoord.x -= resolution.x;
texcoord.x -= 2.0 * resolution.x;
texcoord.x += resolution.x * searchLength( searchTex, e, 0.5, 0.5 );
return texcoord.x;
}
float searchUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end, vec2 resolution ) {
vec2 e = vec2( 1.0, 0.0 );
for ( int i = 0; i < ${a.glsl.int(b.maxSearchSteps)}; i ++ ) {
e = texture( edgesTex, texcoord, 0.0 ).rg;
texcoord += vec2( 0.0, 2.0 ) * resolution;
if ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;
}
texcoord.y -= 0.25 * resolution.y;
texcoord.y -= resolution.y;
texcoord.y -= 2.0 * resolution.y;
texcoord.y += resolution.y * searchLength( searchTex, e.gr, 0.0, 0.5 );
return texcoord.y;
}
float searchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end, vec2 resolution ) {
vec2 e = vec2( 1.0, 0.0 );
for ( int i = 0; i < ${a.glsl.int(b.maxSearchSteps)}; i ++ ) {
e = texture( edgesTex, texcoord, 0.0 ).rg;
texcoord -= vec2( 0.0, 2.0 ) * resolution;
if ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;
}
texcoord.y += 0.25 * resolution.y;
texcoord.y += resolution.y;
texcoord.y += 2.0 * resolution.y;
texcoord.y -= resolution.y * searchLength( searchTex, e.gr, 0.5, 0.5 );
return texcoord.y;
}
vec2 getArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {
vec2 texcoord = float( ${a.glsl.int(b.maxDistanceAreaTex)} ) * round( 4.0 * vec2( e1, e2 ) ) + dist;
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return texture( areaTex, texcoord, 0.0 ).rg;
}
void main() {
vec2 size = vec2(textureSize(edgesTexture, 0));
vec2 resolution = 1.0 / size;
vec2 pixelCoord = uv * size;
vec4 offsets[2];
offsets[0] = uv.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 );
offsets[1] = uv.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 );
vec4 maxOffset = vec4( offsets[0].xz, offsets[1].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( ${a.glsl.int(b.maxSearchSteps)} );
ivec4 subsampleIndices = ivec4(0.0);
vec4 weights = vec4(0.0);
vec2 e = texture( edgesTexture, uv ).rg;
if ( e.g > 0.0 ) {
vec2 d;
vec2 coords;
coords.x = searchLeft( edgesTexture, searchTexture, offsets[0].xy, maxOffset.x, resolution );
coords.y = offsets[1].y;
d.x = coords.x;
float e1 = texture( edgesTexture, coords, 0.0 ).r;
coords.x = searchRight( edgesTexture, searchTexture, offsets[0].zw, maxOffset.y, resolution );
d.y = coords.x;
d = d * size.x - pixelCoord.x;
vec2 sqrt_d = sqrt( abs(d) );
coords.y -= 1.0 * resolution.y;
float e2 = sampleLevelZeroOffset( edgesTexture, coords, vec2( 1.0, 0.0 ), resolution).r;
weights.rg = getArea( areaTexture, sqrt_d, e1, e2, float( subsampleIndices.y ) );
}
if ( e.r > 0.0 ) {
vec2 d;
vec2 coords;
coords.y = searchUp( edgesTexture, searchTexture, offsets[1].xy, maxOffset.z, resolution );
coords.x = offsets[0].x;
d.x = coords.y;
float e1 = texture( edgesTexture, coords, 0.0 ).g;
coords.y = searchYDown( edgesTexture, searchTexture, offsets[1].zw, maxOffset.w, resolution );
d.y = coords.y;
d = d * size.y - pixelCoord.y;
vec2 sqrt_d = sqrt(abs(d));
coords.y -= 1.0 * resolution.y;
float e2 = sampleLevelZeroOffset( edgesTexture, coords, vec2(0.0, 1.0), resolution).g;
weights.ba = getArea( areaTexture, sqrt_d, e1, e2, float( subsampleIndices.x ) );
// for some reason the following lines are necessary to prevent
// texture lookup precision issues on some Intel integrated graphics chips
vec4 dbg = (offsets[0] + offsets[1] + maxOffset + coords.xyyx);
weights.r += 0.00000001 * dot(vec4(0, 1, 0, 1), dbg);
}
fragColor = weights;
}`);return d}const b={maxSearchSteps:8,maxDistanceAreaTex:16},l=Object.freeze(Object.defineProperty({__proto__:null,build:g},Symbol.toStringTag,{value:"Module"}));f.BlendWeights=l;f.build=g});