import BoundingSphere from '../Core/BoundingSphere.js';
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import Cartesian2 from '../Core/Cartesian2.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import Cartesian4 from '../Core/Cartesian4.js';
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import ComponentDatatype from '../Core/ComponentDatatype.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 IndexDatatype from '../Core/IndexDatatype.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 PixelFormat from '../Core/PixelFormat.js';
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import PrimitiveType from '../Core/PrimitiveType.js';
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import Buffer from '../Renderer/Buffer.js';
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import BufferUsage from '../Renderer/BufferUsage.js';
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import ComputeCommand from '../Renderer/ComputeCommand.js';
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import DrawCommand from '../Renderer/DrawCommand.js';
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import PixelDatatype from '../Renderer/PixelDatatype.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 Texture from '../Renderer/Texture.js';
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import VertexArray from '../Renderer/VertexArray.js';
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import SunFS from '../Shaders/SunFS.js';
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import SunTextureFS from '../Shaders/SunTextureFS.js';
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import SunVS from '../Shaders/SunVS.js';
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import BlendingState from './BlendingState.js';
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import SceneMode from './SceneMode.js';
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import SceneTransforms from './SceneTransforms.js';
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/**
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* Draws a sun billboard.
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* <p>This is only supported in 3D and Columbus view.</p>
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*
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* @alias Sun
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* @constructor
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*
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*
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* @example
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* scene.sun = new Cesium.Sun();
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*
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* @see Scene#sun
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*/
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function Sun() {
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/**
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* Determines if the sun will be 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._drawCommand = new DrawCommand({
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primitiveType : PrimitiveType.TRIANGLES,
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boundingVolume : new BoundingSphere(),
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owner : this
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});
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this._commands = {
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drawCommand : this._drawCommand,
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computeCommand : undefined
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};
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this._boundingVolume = new BoundingSphere();
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this._boundingVolume2D = new BoundingSphere();
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this._texture = undefined;
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this._drawingBufferWidth = undefined;
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this._drawingBufferHeight = undefined;
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this._radiusTS = undefined;
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this._size = undefined;
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this.glowFactor = 1.0;
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this._glowFactorDirty = false;
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this._useHdr = undefined;
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var that = this;
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this._uniformMap = {
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u_texture : function() {
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return that._texture;
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},
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u_size : function() {
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return that._size;
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}
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};
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}
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Object.defineProperties(Sun.prototype, {
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/**
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* Gets or sets a number that controls how "bright" the Sun's lens flare appears
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* to be. Zero shows just the Sun's disc without any flare.
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* Use larger values for a more pronounced flare around the Sun.
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*
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* @memberof Sun.prototype
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* @type {Number}
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* @default 1.0
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*/
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glowFactor : {
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get : function () { return this._glowFactor; },
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set : function (glowFactor) {
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glowFactor = Math.max(glowFactor, 0.0);
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this._glowFactor = glowFactor;
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this._glowFactorDirty = true;
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}
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}
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});
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var scratchPositionWC = new Cartesian2();
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var scratchLimbWC = new Cartesian2();
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var scratchPositionEC = new Cartesian4();
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var scratchCartesian4 = new Cartesian4();
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/**
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* @private
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*/
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Sun.prototype.update = function(frameState, passState, useHdr) {
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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.SCENE2D || mode === SceneMode.MORPHING) {
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return undefined;
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}
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if (!frameState.passes.render) {
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return undefined;
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}
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var context = frameState.context;
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var drawingBufferWidth = passState.viewport.width;
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var drawingBufferHeight = passState.viewport.height;
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if (!defined(this._texture) ||
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drawingBufferWidth !== this._drawingBufferWidth ||
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drawingBufferHeight !== this._drawingBufferHeight ||
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this._glowFactorDirty ||
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useHdr !== this._useHdr) {
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this._texture = this._texture && this._texture.destroy();
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this._drawingBufferWidth = drawingBufferWidth;
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this._drawingBufferHeight = drawingBufferHeight;
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this._glowFactorDirty = false;
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this._useHdr = useHdr;
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var size = Math.max(drawingBufferWidth, drawingBufferHeight);
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size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0);
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// The size computed above can be less than 1.0 if size < 4.0. This will probably
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// never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL
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// errors in the tests.
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size = Math.max(1.0, size);
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var pixelDatatype = useHdr ? (context.halfFloatingPointTexture ? PixelDatatype.HALF_FLOAT : PixelDatatype.FLOAT) : PixelDatatype.UNSIGNED_BYTE;
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this._texture = new Texture({
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context : context,
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width : size,
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height : size,
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pixelFormat : PixelFormat.RGBA,
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pixelDatatype : pixelDatatype
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});
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this._glowLengthTS = this._glowFactor * 5.0;
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this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5;
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var that = this;
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var uniformMap = {
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u_radiusTS : function() {
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return that._radiusTS;
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}
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};
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this._commands.computeCommand = new ComputeCommand({
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fragmentShaderSource : SunTextureFS,
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outputTexture : this._texture,
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uniformMap : uniformMap,
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persists : false,
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owner : this,
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postExecute : function() {
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that._commands.computeCommand = undefined;
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}
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});
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}
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var drawCommand = this._drawCommand;
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if (!defined(drawCommand.vertexArray)) {
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var attributeLocations = {
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direction : 0
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};
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var directions = new Uint8Array(4 * 2);
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directions[0] = 0;
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directions[1] = 0;
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directions[2] = 255;
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directions[3] = 0.0;
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directions[4] = 255;
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directions[5] = 255;
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directions[6] = 0.0;
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directions[7] = 255;
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var vertexBuffer = Buffer.createVertexBuffer({
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context : context,
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typedArray : directions,
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usage : BufferUsage.STATIC_DRAW
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});
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var attributes = [{
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index : attributeLocations.direction,
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vertexBuffer : vertexBuffer,
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componentsPerAttribute : 2,
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normalize : true,
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componentDatatype : ComponentDatatype.UNSIGNED_BYTE
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}];
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// Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
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var indexBuffer = Buffer.createIndexBuffer({
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context : context,
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typedArray : new Uint16Array([0, 1, 2, 0, 2, 3]),
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usage : BufferUsage.STATIC_DRAW,
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indexDatatype : IndexDatatype.UNSIGNED_SHORT
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});
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drawCommand.vertexArray = new VertexArray({
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context : context,
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attributes : attributes,
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indexBuffer : indexBuffer
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});
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drawCommand.shaderProgram = ShaderProgram.fromCache({
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context : context,
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vertexShaderSource : SunVS,
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fragmentShaderSource : SunFS,
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attributeLocations : attributeLocations
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});
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drawCommand.renderState = RenderState.fromCache({
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blending : BlendingState.ALPHA_BLEND
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});
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drawCommand.uniformMap = this._uniformMap;
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}
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var sunPosition = context.uniformState.sunPositionWC;
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var sunPositionCV = context.uniformState.sunPositionColumbusView;
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var boundingVolume = this._boundingVolume;
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var boundingVolume2D = this._boundingVolume2D;
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Cartesian3.clone(sunPosition, boundingVolume.center);
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boundingVolume2D.center.x = sunPositionCV.z;
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boundingVolume2D.center.y = sunPositionCV.x;
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boundingVolume2D.center.z = sunPositionCV.y;
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boundingVolume.radius = CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS;
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boundingVolume2D.radius = boundingVolume.radius;
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if (mode === SceneMode.SCENE3D) {
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BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume);
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} else if (mode === SceneMode.COLUMBUS_VIEW) {
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BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume);
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}
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var position = SceneTransforms.computeActualWgs84Position(frameState, sunPosition, scratchCartesian4);
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var dist = Cartesian3.magnitude(Cartesian3.subtract(position, frameState.camera.position, scratchCartesian4));
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var projMatrix = context.uniformState.projection;
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var positionEC = scratchPositionEC;
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positionEC.x = 0;
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positionEC.y = 0;
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positionEC.z = -dist;
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positionEC.w = 1;
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var positionCC = Matrix4.multiplyByVector(projMatrix, positionEC, scratchCartesian4);
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var positionWC = SceneTransforms.clipToGLWindowCoordinates(passState.viewport, positionCC, scratchPositionWC);
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positionEC.x = CesiumMath.SOLAR_RADIUS;
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var limbCC = Matrix4.multiplyByVector(projMatrix, positionEC, scratchCartesian4);
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var limbWC = SceneTransforms.clipToGLWindowCoordinates(passState.viewport, limbCC, scratchLimbWC);
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this._size = Cartesian2.magnitude(Cartesian2.subtract(limbWC, positionWC, scratchCartesian4));
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this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS);
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this._size = Math.ceil(this._size);
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return this._commands;
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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 Sun#destroy
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*/
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Sun.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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* sun = sun && sun.destroy();
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*
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* @see Sun#isDestroyed
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*/
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Sun.prototype.destroy = function() {
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var command = this._drawCommand;
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command.vertexArray = command.vertexArray && command.vertexArray.destroy();
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command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();
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this._texture = this._texture && this._texture.destroy();
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return destroyObject(this);
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};
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export default Sun;
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