import Cartesian3 from "../Core/Cartesian3.js";
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import defaultValue from "../Core/defaultValue.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import Ellipsoid from "../Core/Ellipsoid.js";
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import EllipsoidGeometry from "../Core/EllipsoidGeometry.js";
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import GeometryPipeline from "../Core/GeometryPipeline.js";
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import CesiumMath from "../Core/Math.js";
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import Matrix4 from "../Core/Matrix4.js";
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import VertexFormat from "../Core/VertexFormat.js";
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import BufferUsage from "../Renderer/BufferUsage.js";
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import DrawCommand from "../Renderer/DrawCommand.js";
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import RenderState from "../Renderer/RenderState.js";
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import ShaderProgram from "../Renderer/ShaderProgram.js";
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import ShaderSource from "../Renderer/ShaderSource.js";
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import VertexArray from "../Renderer/VertexArray.js";
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import SkyAtmosphereCommon from "../Shaders/SkyAtmosphereCommon.js";
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import SkyAtmosphereFS from "../Shaders/SkyAtmosphereFS.js";
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import SkyAtmosphereVS from "../Shaders/SkyAtmosphereVS.js";
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import Axis from "./Axis.js";
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import BlendingState from "./BlendingState.js";
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import CullFace from "./CullFace.js";
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import SceneMode from "./SceneMode.js";
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/**
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* An atmosphere drawn around the limb of the provided ellipsoid. Based on
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* {@link https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter16.html|Accurate Atmospheric Scattering}
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* in GPU Gems 2.
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* <p>
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* This is only supported in 3D. Atmosphere is faded out when morphing to 2D or Columbus view.
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* </p>
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*
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* @alias SkyAtmosphere
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* @constructor
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*
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* @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid that the atmosphere is drawn around.
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*
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* @example
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* scene.skyAtmosphere = new Cesium.SkyAtmosphere();
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*
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* @demo {@link https://sandcastle.cesium.com/index.html?src=Sky%20Atmosphere.html|Sky atmosphere demo in Sandcastle}
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*
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* @see Scene.skyAtmosphere
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*/
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function SkyAtmosphere(ellipsoid) {
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ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
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/**
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* Determines if the atmosphere is shown.
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*
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* @type {Boolean}
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* @default true
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*/
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this.show = true;
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/**
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* Compute atmosphere per-fragment instead of per-vertex.
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* This produces better looking atmosphere with a slight performance penalty.
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*
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* @type {Boolean}
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* @default false
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*/
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this.perFragmentAtmosphere = false;
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this._ellipsoid = ellipsoid;
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var outerEllipsoidScale = 1.025;
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var scaleVector = Cartesian3.multiplyByScalar(
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ellipsoid.radii,
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outerEllipsoidScale,
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new Cartesian3()
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);
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this._scaleMatrix = Matrix4.fromScale(scaleVector);
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this._modelMatrix = new Matrix4();
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this._command = new DrawCommand({
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owner: this,
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modelMatrix: this._modelMatrix,
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});
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this._spSkyFromSpace = undefined;
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this._spSkyFromAtmosphere = undefined;
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this._flags = undefined;
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/**
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* The hue shift to apply to the atmosphere. Defaults to 0.0 (no shift).
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* A hue shift of 1.0 indicates a complete rotation of the hues available.
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* @type {Number}
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* @default 0.0
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*/
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this.hueShift = 0.0;
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/**
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* The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift).
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* A saturation shift of -1.0 is monochrome.
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* @type {Number}
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* @default 0.0
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*/
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this.saturationShift = 0.0;
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/**
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* The brightness shift to apply to the atmosphere. Defaults to 0.0 (no shift).
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* A brightness shift of -1.0 is complete darkness, which will let space show through.
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* @type {Number}
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* @default 0.0
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*/
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this.brightnessShift = 0.0;
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this._hueSaturationBrightness = new Cartesian3();
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// outer radius, inner radius, dynamic atmosphere color flag
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var radiiAndDynamicAtmosphereColor = new Cartesian3();
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radiiAndDynamicAtmosphereColor.x =
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ellipsoid.maximumRadius * outerEllipsoidScale;
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radiiAndDynamicAtmosphereColor.y = ellipsoid.maximumRadius;
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// Toggles whether the sun position is used. 0 treats the sun as always directly overhead.
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radiiAndDynamicAtmosphereColor.z = 0;
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this._radiiAndDynamicAtmosphereColor = radiiAndDynamicAtmosphereColor;
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var that = this;
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this._command.uniformMap = {
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u_radiiAndDynamicAtmosphereColor: function () {
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return that._radiiAndDynamicAtmosphereColor;
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},
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u_hsbShift: function () {
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that._hueSaturationBrightness.x = that.hueShift;
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that._hueSaturationBrightness.y = that.saturationShift;
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that._hueSaturationBrightness.z = that.brightnessShift;
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return that._hueSaturationBrightness;
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},
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};
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}
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Object.defineProperties(SkyAtmosphere.prototype, {
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/**
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* Gets the ellipsoid the atmosphere is drawn around.
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* @memberof SkyAtmosphere.prototype
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*
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* @type {Ellipsoid}
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* @readonly
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*/
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ellipsoid: {
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get: function () {
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return this._ellipsoid;
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},
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},
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});
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/**
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* @private
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*/
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SkyAtmosphere.prototype.setDynamicAtmosphereColor = function (
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enableLighting,
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useSunDirection
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) {
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var lightEnum = enableLighting ? (useSunDirection ? 2.0 : 1.0) : 0.0;
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this._radiiAndDynamicAtmosphereColor.z = lightEnum;
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};
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var scratchModelMatrix = new Matrix4();
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/**
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* @private
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*/
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SkyAtmosphere.prototype.update = function (frameState, globe) {
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if (!this.show) {
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return undefined;
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}
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var mode = frameState.mode;
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if (mode !== SceneMode.SCENE3D && mode !== SceneMode.MORPHING) {
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return undefined;
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}
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// The atmosphere is only rendered during the render pass; it is not pickable, it doesn't cast shadows, etc.
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if (!frameState.passes.render) {
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return undefined;
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}
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// Align the ellipsoid geometry so it always faces the same direction as the
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// camera to reduce artifacts when rendering atmosphere per-vertex
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var rotationMatrix = Matrix4.fromRotationTranslation(
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frameState.context.uniformState.inverseViewRotation,
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Cartesian3.ZERO,
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scratchModelMatrix
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);
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var rotationOffsetMatrix = Matrix4.multiplyTransformation(
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rotationMatrix,
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Axis.Y_UP_TO_Z_UP,
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scratchModelMatrix
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);
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var modelMatrix = Matrix4.multiply(
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this._scaleMatrix,
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rotationOffsetMatrix,
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scratchModelMatrix
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);
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Matrix4.clone(modelMatrix, this._modelMatrix);
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var context = frameState.context;
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var colorCorrect = hasColorCorrection(this);
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var translucent = frameState.globeTranslucencyState.translucent;
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var perFragmentAtmosphere =
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this.perFragmentAtmosphere || translucent || !defined(globe) || !globe.show;
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var command = this._command;
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if (!defined(command.vertexArray)) {
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var geometry = EllipsoidGeometry.createGeometry(
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new EllipsoidGeometry({
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radii: new Cartesian3(1.0, 1.0, 1.0),
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slicePartitions: 256,
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stackPartitions: 256,
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vertexFormat: VertexFormat.POSITION_ONLY,
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})
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);
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command.vertexArray = VertexArray.fromGeometry({
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context: context,
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geometry: geometry,
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attributeLocations: GeometryPipeline.createAttributeLocations(geometry),
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bufferUsage: BufferUsage.STATIC_DRAW,
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});
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command.renderState = RenderState.fromCache({
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cull: {
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enabled: true,
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face: CullFace.FRONT,
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},
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blending: BlendingState.ALPHA_BLEND,
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depthMask: false,
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});
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}
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var flags = colorCorrect | (perFragmentAtmosphere << 2) | (translucent << 3);
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if (flags !== this._flags) {
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this._flags = flags;
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var defines = [];
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if (colorCorrect) {
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defines.push("COLOR_CORRECT");
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}
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if (perFragmentAtmosphere) {
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defines.push("PER_FRAGMENT_ATMOSPHERE");
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}
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if (translucent) {
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defines.push("GLOBE_TRANSLUCENT");
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}
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var vs = new ShaderSource({
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defines: defines.concat("SKY_FROM_SPACE"),
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sources: [SkyAtmosphereCommon, SkyAtmosphereVS],
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});
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var fs = new ShaderSource({
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defines: defines.concat("SKY_FROM_SPACE"),
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sources: [SkyAtmosphereCommon, SkyAtmosphereFS],
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});
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this._spSkyFromSpace = ShaderProgram.fromCache({
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context: context,
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vertexShaderSource: vs,
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fragmentShaderSource: fs,
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});
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vs = new ShaderSource({
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defines: defines.concat("SKY_FROM_ATMOSPHERE"),
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sources: [SkyAtmosphereCommon, SkyAtmosphereVS],
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});
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fs = new ShaderSource({
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defines: defines.concat("SKY_FROM_ATMOSPHERE"),
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sources: [SkyAtmosphereCommon, SkyAtmosphereFS],
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});
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this._spSkyFromAtmosphere = ShaderProgram.fromCache({
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context: context,
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vertexShaderSource: vs,
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fragmentShaderSource: fs,
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});
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}
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var cameraPosition = frameState.camera.positionWC;
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var cameraHeight = Cartesian3.magnitude(cameraPosition);
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if (cameraHeight > this._radiiAndDynamicAtmosphereColor.x) {
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// Camera in space
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command.shaderProgram = this._spSkyFromSpace;
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} else {
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// Camera in atmosphere
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command.shaderProgram = this._spSkyFromAtmosphere;
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}
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return command;
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};
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function hasColorCorrection(skyAtmosphere) {
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return !(
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CesiumMath.equalsEpsilon(
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skyAtmosphere.hueShift,
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0.0,
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CesiumMath.EPSILON7
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) &&
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CesiumMath.equalsEpsilon(
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skyAtmosphere.saturationShift,
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0.0,
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CesiumMath.EPSILON7
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) &&
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CesiumMath.equalsEpsilon(
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skyAtmosphere.brightnessShift,
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0.0,
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CesiumMath.EPSILON7
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)
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);
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}
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see SkyAtmosphere#destroy
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*/
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SkyAtmosphere.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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*
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* @example
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* skyAtmosphere = skyAtmosphere && skyAtmosphere.destroy();
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*
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* @see SkyAtmosphere#isDestroyed
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*/
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SkyAtmosphere.prototype.destroy = function () {
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var command = this._command;
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command.vertexArray = command.vertexArray && command.vertexArray.destroy();
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this._spSkyFromSpace = this._spSkyFromSpace && this._spSkyFromSpace.destroy();
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this._spSkyFromAtmosphere =
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this._spSkyFromAtmosphere && this._spSkyFromAtmosphere.destroy();
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return destroyObject(this);
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};
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export default SkyAtmosphere;
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