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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | //This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Used as input to every material's czm_getMaterial function.\n\
*\n\
* @name czm_materialInput\n\
* @glslStruct\n\
*\n\
* @property {float} s 1D texture coordinates.\n\
* @property {vec2} st 2D texture coordinates.\n\
* @property {vec3} str 3D texture coordinates.\n\
* @property {vec3} normalEC Unperturbed surface normal in eye coordinates.\n\
* @property {mat3} tangentToEyeMatrix Matrix for converting a tangent space normal to eye space.\n\
* @property {vec3} positionToEyeEC Vector from the fragment to the eye in eye coordinates. The magnitude is the distance in meters from the fragment to the eye.\n\
* @property {float} height The height of the terrain in meters above or below the ellipsoid. Only available for globe materials.\n\
* @property {float} slope The slope of the terrain in radians. 0 is flat; pi/2 is vertical. Only available for globe materials.\n\
* @property {float} aspect The aspect of the terrain in radians. 0 is East, pi/2 is North, pi is West, 3pi/2 is South. Only available for globe materials.\n\
* @property {float} waterMask The value of the water mask. 0 is land, 1 is water. Only available for globe materials.\n\
*/\n\
struct czm_materialInput\n\
{\n\
float s;\n\
vec2 st;\n\
vec3 str;\n\
vec3 normalEC;\n\
mat3 tangentToEyeMatrix;\n\
vec3 positionToEyeEC;\n\
float height;\n\
float slope;\n\
float aspect;\n\
float waterMask;\n\
};\n\
";
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