import Cartesian3 from '../Core/Cartesian3.js';
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import Cartesian4 from '../Core/Cartesian4.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 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 SkyAtmosphereFS from '../Shaders/SkyAtmosphereFS.js';
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import SkyAtmosphereVS from '../Shaders/SkyAtmosphereVS.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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this._ellipsoid = ellipsoid;
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this._command = new DrawCommand({
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owner : this
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});
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this._spSkyFromSpace = undefined;
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this._spSkyFromAtmosphere = undefined;
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this._spSkyFromSpaceColorCorrect = undefined;
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this._spSkyFromAtmosphereColorCorrect = 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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// camera height, outer radius, inner radius, dynamic atmosphere color flag
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var cameraAndRadiiAndDynamicAtmosphereColor = new Cartesian4();
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// Toggles whether the sun position is used. 0 treats the sun as always directly overhead.
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cameraAndRadiiAndDynamicAtmosphereColor.w = 0;
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cameraAndRadiiAndDynamicAtmosphereColor.y = Cartesian3.maximumComponent(Cartesian3.multiplyByScalar(ellipsoid.radii, 1.025, new Cartesian3()));
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cameraAndRadiiAndDynamicAtmosphereColor.z = ellipsoid.maximumRadius;
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this._cameraAndRadiiAndDynamicAtmosphereColor = cameraAndRadiiAndDynamicAtmosphereColor;
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var that = this;
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this._command.uniformMap = {
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u_cameraAndRadiiAndDynamicAtmosphereColor : function() {
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return that._cameraAndRadiiAndDynamicAtmosphereColor;
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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(enableLighting, useSunDirection) {
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this._cameraAndRadiiAndDynamicAtmosphereColor.w = enableLighting ? (useSunDirection ? 2.0 : 1.0) : 0.0;
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};
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/**
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* @private
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*/
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SkyAtmosphere.prototype.update = function(frameState) {
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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) &&
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(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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var command = this._command;
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if (!defined(command.vertexArray)) {
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var context = frameState.context;
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var geometry = EllipsoidGeometry.createGeometry(new EllipsoidGeometry({
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radii : Cartesian3.multiplyByScalar(this._ellipsoid.radii, 1.025, new Cartesian3()),
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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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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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var vs = new ShaderSource({
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defines : ['SKY_FROM_SPACE'],
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sources : [SkyAtmosphereVS]
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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 : SkyAtmosphereFS
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});
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vs = new ShaderSource({
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defines : ['SKY_FROM_ATMOSPHERE'],
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sources : [SkyAtmosphereVS]
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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 : SkyAtmosphereFS
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});
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}
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// Compile the color correcting versions of the shader on demand
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var useColorCorrect = colorCorrect(this);
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if (useColorCorrect && (!defined(this._spSkyFromSpaceColorCorrect) || !defined(this._spSkyFromAtmosphereColorCorrect))) {
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var contextColorCorrect = frameState.context;
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var vsColorCorrect = new ShaderSource({
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defines : ['SKY_FROM_SPACE'],
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sources : [SkyAtmosphereVS]
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});
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var fsColorCorrect = new ShaderSource({
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defines : ['COLOR_CORRECT'],
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sources : [SkyAtmosphereFS]
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});
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this._spSkyFromSpaceColorCorrect = ShaderProgram.fromCache({
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context : contextColorCorrect,
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vertexShaderSource : vsColorCorrect,
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fragmentShaderSource : fsColorCorrect
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});
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vsColorCorrect = new ShaderSource({
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defines : ['SKY_FROM_ATMOSPHERE'],
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sources : [SkyAtmosphereVS]
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});
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this._spSkyFromAtmosphereColorCorrect = ShaderProgram.fromCache({
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context : contextColorCorrect,
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vertexShaderSource : vsColorCorrect,
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fragmentShaderSource : fsColorCorrect
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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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this._cameraAndRadiiAndDynamicAtmosphereColor.x = cameraHeight;
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if (cameraHeight > this._cameraAndRadiiAndDynamicAtmosphereColor.y) {
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// Camera in space
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command.shaderProgram = useColorCorrect ? this._spSkyFromSpaceColorCorrect : this._spSkyFromSpace;
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} else {
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// Camera in atmosphere
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command.shaderProgram = useColorCorrect ? this._spSkyFromAtmosphereColorCorrect : this._spSkyFromAtmosphere;
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}
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return command;
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};
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function colorCorrect(skyAtmosphere) {
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return !(CesiumMath.equalsEpsilon(skyAtmosphere.hueShift, 0.0, CesiumMath.EPSILON7) &&
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CesiumMath.equalsEpsilon(skyAtmosphere.saturationShift, 0.0, CesiumMath.EPSILON7) &&
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CesiumMath.equalsEpsilon(skyAtmosphere.brightnessShift, 0.0, CesiumMath.EPSILON7));
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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 = this._spSkyFromAtmosphere && this._spSkyFromAtmosphere.destroy();
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this._spSkyFromSpaceColorCorrect = this._spSkyFromSpaceColorCorrect && this._spSkyFromSpaceColorCorrect.destroy();
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this._spSkyFromAtmosphereColorCorrect = this._spSkyFromAtmosphereColorCorrect && this._spSkyFromAtmosphereColorCorrect.destroy();
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return destroyObject(this);
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};
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export default SkyAtmosphere;
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