532 lines
18 KiB
JavaScript
532 lines
18 KiB
JavaScript
defineSuite([
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'Core/BoundingRectangle',
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'Core/Cartesian3',
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'Core/Cartesian4',
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'Core/Math',
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'Core/EncodedCartesian3',
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'Specs/createCamera',
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'Specs/createContext',
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'Specs/createFrameState'
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], 'Renderer/BuiltinFunctions', function(
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BoundingRectangle,
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Cartesian3,
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Cartesian4,
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CesiumMath,
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EncodedCartesian3,
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createCamera,
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createContext,
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createFrameState) {
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'use strict';
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var context;
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beforeAll(function() {
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context = createContext();
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});
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afterAll(function() {
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context.destroyForSpecs();
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});
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it('has czm_transpose (2x2)', function() {
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var fs =
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'void main() { ' +
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' mat2 m = mat2(1.0, 2.0, 3.0, 4.0); ' +
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' mat2 mt = mat2(1.0, 3.0, 2.0, 4.0); ' +
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' gl_FragColor = vec4(czm_transpose(m) == mt); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_transpose (3x3)', function() {
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var fs =
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'void main() { ' +
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' mat3 m = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); ' +
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' mat3 mt = mat3(1.0, 4.0, 7.0, 2.0, 5.0, 8.0, 3.0, 6.0, 9.0); ' +
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' gl_FragColor = vec4(czm_transpose(m) == mt); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_transpose (4x4)', function() {
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var fs =
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'void main() { ' +
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' mat4 m = mat4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);' +
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' mat4 mt = mat4(1.0, 5.0, 9.0, 13.0, 2.0, 6.0, 10.0, 14.0, 3.0, 7.0, 11.0, 15.0, 4.0, 8.0, 12.0, 16.0);' +
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' gl_FragColor = vec4(czm_transpose(m) == mt); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_eyeToWindowCoordinates', function() {
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var camera = createCamera();
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camera.frustum.near = 1.0;
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var canvas = context.canvas;
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var width = canvas.clientWidth;
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var height = canvas.clientHeight;
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var vp = new BoundingRectangle(0.0, 0.0, width, height);
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context.uniformState.viewport = vp;
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context.uniformState.update(createFrameState(context, camera));
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var fs =
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'void main() { ' +
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' float z = czm_projection[3][2] / czm_projection[2][2];' +
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' float x = z / czm_projection[0][0];' +
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' float y = z / czm_projection[1][1];' +
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' vec4 pointEC = vec4(x, y, z, 1.0);' +
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' vec2 fragCoord = vec2(0.0, 0.0);' +
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' vec4 actual = czm_eyeToWindowCoordinates(pointEC);' +
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' vec2 diff = actual.xy - fragCoord;' +
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' gl_FragColor = vec4(all(lessThan(diff, vec2(czm_epsilon6))));' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_windowToEyeCoordinates', function() {
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var camera = createCamera();
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camera.frustum.near = 1.0;
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var canvas = context.canvas;
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var width = canvas.clientWidth;
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var height = canvas.clientHeight;
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var vp = new BoundingRectangle(0.0, 0.0, width, height);
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context.uniformState.viewport = vp;
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context.uniformState.update(createFrameState(context, camera));
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var fs =
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'void main() { ' +
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' float z = czm_projection[3][2] / czm_projection[2][2];' +
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' float x = z / czm_projection[0][0];' +
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' float y = z / czm_projection[1][1];' +
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' vec3 pointEC = vec3(x, y, z);' +
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' vec4 fragCoord = vec4(0.0, 0.0, 0.0, -z);' +
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' vec4 actual = czm_windowToEyeCoordinates(fragCoord);' +
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' vec3 diff = actual.xyz - pointEC;' +
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' gl_FragColor = vec4(all(lessThan(diff, vec3(czm_epsilon6))));' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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fs =
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'void main() { ' +
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' float z = czm_projection[3][2] / czm_projection[2][2];' +
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' float x = z / czm_projection[0][0];' +
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' float y = z / czm_projection[1][1];' +
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' vec3 pointEC = vec3(x, y, z);' +
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' vec4 actual = czm_windowToEyeCoordinates(vec2(0.0, 0.0), 0.0);' +
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' vec3 diff = actual.xyz - pointEC;' +
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' gl_FragColor = vec4(all(lessThan(diff, vec3(czm_epsilon6))));' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_planeDistance', function() {
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var fs =
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'void main() { ' +
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' vec4 plane = vec4(1.0, 0.0, 0.0, 0.0); ' +
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' vec3 point = vec3(1.0, 0.0, 0.0); ' +
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' float expected = 1.0; ' +
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' float actual = czm_planeDistance(plane, point); ' +
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' gl_FragColor = vec4(actual == expected); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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fs =
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'void main() { ' +
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' vec4 plane = vec4(1.0, 0.0, 0.0, 0.0); ' +
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' vec3 point = vec3(1.0, 0.0, 0.0); ' +
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' float expected = 1.0; ' +
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' float actual = czm_planeDistance(plane.xyz, plane.w, point); ' +
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' gl_FragColor = vec4(actual == expected); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_lineDistance', function() {
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var fs =
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'void main() { ' +
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' vec2 point1 = vec2(0.0, 0.0); ' +
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' vec2 point2 = vec2(1.0, 0.0); ' +
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' vec2 point = vec2(0.5, 1.0); ' +
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' float expected = 1.0; ' +
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' float actual = czm_lineDistance(point1, point2, point); ' +
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' gl_FragColor = vec4(actual == expected); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_tangentToEyeSpaceMatrix', function() {
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var fs =
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'void main() { ' +
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' vec3 tangent = vec3(1.0, 0.0, 0.0); ' +
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' vec3 bitangent = vec3(0.0, 1.0, 0.0); ' +
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' vec3 normal = vec3(0.0, 0.0, 1.0); ' +
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' mat3 expected = mat3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0); ' +
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' mat3 actual = czm_tangentToEyeSpaceMatrix(normal, tangent, bitangent); ' +
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' gl_FragColor = vec4(actual == expected); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_translateRelativeToEye', function() {
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var camera = createCamera({
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offset : new Cartesian3(1.0, 2.0, 3.0)
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});
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context.uniformState.update(createFrameState(context, camera));
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var p = new Cartesian3(6.0, 5.0, 4.0);
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var encoded = EncodedCartesian3.fromCartesian(p);
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var uniformMap = {
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u_high : function() {
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return encoded.high;
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},
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u_low : function() {
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return encoded.low;
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}
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};
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var fs =
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'uniform vec3 u_high;' +
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'uniform vec3 u_low;' +
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'void main() { ' +
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' vec4 p = czm_translateRelativeToEye(u_high, u_low);' +
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' gl_FragColor = vec4(p == vec4(5.0, 3.0, 1.0, 1.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs,
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uniformMap : uniformMap
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}).contextToRender();
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});
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it('has czm_antialias', function() {
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var fs =
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'void main() {' +
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' vec4 color0 = vec4(1.0, 0.0, 0.0, 1.0);' +
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' vec4 color1 = vec4(0.0, 1.0, 0.0, 1.0);' +
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' vec4 result = czm_antialias(color0, color1, color1, 0.5);' +
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' gl_FragColor = vec4(result == color1);' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('czm_pointAlongRay: point at ray origin', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_pointAlongRay(czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)), 0.0) == vec3(0.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('czm_pointAlongRay: point in front of ray origin', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_pointAlongRay(czm_ray(vec3(0.0), vec3(1.0, 0.0, 0.0)), 2.0) == vec3(2.0, 0.0, 0.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('czm_pointAlongRay: point behind ray origin', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_pointAlongRay(czm_ray(vec3(0.0), vec3(0.0, 1.0, 0.0)), -2.0) == vec3(0.0, -2.0, 0.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_octDecode(vec2)', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(all(lessThanEqual(abs(czm_octDecode(vec2(128.0, 128.0)) - vec3(0.0, 0.0, 1.0)), vec3(0.01)))); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_octDecode(float)', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(all(lessThanEqual(abs(czm_octDecode(32896.0) - vec3(0.0, 0.0, 1.0)), vec3(0.01)))); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_octDecode(vec2, vec3, vec3, vec3)', function() {
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var fs =
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'void main() { ' +
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' vec3 a, b, c;' +
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' czm_octDecode(vec2(8454016.0, 8421631.0), a, b, c);' +
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' bool decoded = all(lessThanEqual(abs(a - vec3(1.0, 0.0, 0.0)), vec3(0.01)));' +
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' decoded = decoded && all(lessThanEqual(abs(b - vec3(0.0, 1.0, 0.0)), vec3(0.01)));' +
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' decoded = decoded && all(lessThanEqual(abs(c - vec3(0.0, 0.0, 1.0)), vec3(0.01)));' +
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' gl_FragColor = vec4(decoded);' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_decompressTextureCoordinates', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_decompressTextureCoordinates(8386559.0) == vec2(0.4998779, 0.4998779)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has signNotZero : float', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_signNotZero(0.0) == 1.0, ' +
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' czm_signNotZero(5.0) == 1.0, ' +
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' czm_signNotZero(-5.0) == -1.0, 1.0); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has signNotZero : vec2', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_signNotZero(vec2(0.0, 0.0)) == vec2(1.0, 1.0), ' +
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' czm_signNotZero(vec2(1.0, 1.0)) == vec2(1.0, 1.0), ' +
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' czm_signNotZero(vec2(-1.0, -1.0)) == vec2(-1.0, -1.0), ' +
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' czm_signNotZero(vec2(-1.0, 0.0)) == vec2(-1.0, 1.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has signNotZero : vec3', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_signNotZero(vec3(0.0, 0.0, 0.0)) == vec3(1.0, 1.0, 1.0), ' +
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' czm_signNotZero(vec3(1.0, 1.0, 1.0)) == vec3(1.0, 1.0, 1.0), ' +
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' czm_signNotZero(vec3(-1.0, -1.0, -1.0)) == vec3(-1.0, -1.0, -1.0), ' +
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' czm_signNotZero(vec3(-1.0, 0.0, 1.0)) == vec3(-1.0, 1.0, 1.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has signNotZero : vec4', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(czm_signNotZero(vec4(0.0, 0.0, 0.0, 0.0)) == vec4(1.0), ' +
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' czm_signNotZero(vec4(1.0, 1.0, 1.0, 1.0)) == vec4(1.0), ' +
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' czm_signNotZero(vec4(-1.0, -1.0, -1.0, -1.0)) == vec4(-1.0), ' +
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' czm_signNotZero(vec4(-1.0, 0.0, 1.0, -10.0)) == vec4(-1.0, 1.0, 1.0, -1.0)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_cosineAndSine in all 4 quadrants', function() {
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var fs =
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'bool isBounded(float value, float min, float max) { ' +
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' return ((value < max) && (value > min)); ' +
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'}' +
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'void main() { ' +
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' gl_FragColor = vec4(isBounded(czm_cosineAndSine(czm_piOverFour).x, 0.707106, 0.707107) && isBounded(czm_cosineAndSine(czm_piOverFour).y, 0.707106, 0.707107), ' +
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' isBounded(czm_cosineAndSine(czm_pi - czm_piOverFour).x, -0.707107, -0.707106) && isBounded(czm_cosineAndSine(czm_pi - czm_piOverFour).y, 0.707106, 0.707107), ' +
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' isBounded(czm_cosineAndSine(-czm_piOverFour).x, 0.707106, 0.707107) && isBounded(czm_cosineAndSine(-czm_piOverFour).y, -0.707107, -0.707106), ' +
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' isBounded(czm_cosineAndSine(-czm_pi + czm_piOverFour).x, -0.707107, -0.707106) && isBounded(czm_cosineAndSine(-czm_pi + czm_piOverFour).y, -0.707107, -0.707106)); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('can calculate nearFarScalar', function() {
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var fs =
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'vec4 testNearFarScalar = vec4(10.0, 1.0, 20.0, 0.0);' +
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'void main() { ' +
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' gl_FragColor = vec4(czm_nearFarScalar(testNearFarScalar, 5.0 * 5.0) == 1.0, ' +
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' czm_nearFarScalar(testNearFarScalar, 10.0 * 10.0) == 1.0, ' +
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' czm_nearFarScalar(testNearFarScalar, 20.0 * 20.0) == 0.0, ' +
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' czm_nearFarScalar(testNearFarScalar, 50.0 * 50.0) == 0.0); ' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_cascadeColor', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(all(equal(czm_cascadeColor(vec4(0.5)), vec4(1.0, 0.5, 1.0, 2.0))));' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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it('has czm_approximateSphericalCoordinates', function() {
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var fs =
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'void main() { ' +
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' gl_FragColor = vec4(all(equal(czm_approximateSphericalCoordinates(vec3(1.0, 0.0, 0.0)), vec2(0.0, 0.0))));' +
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'}';
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expect({
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context : context,
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fragmentShader : fs
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}).contextToRender();
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});
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|
|
|
it('has czm_transformPlane', function() {
|
|
var fs =
|
|
'void main() { ' +
|
|
' mat4 uniformScale2 = mat4(2.0, 0.0, 0.0, 0.0,' +
|
|
' 0.0, 2.0, 0.0, 0.0,' +
|
|
' 0.0, 0.0, 2.0, 0.0,' +
|
|
' 0.0, 0.0, 0.0, 1.0);' +
|
|
' gl_FragColor = vec4(all(equal(czm_transformPlane(vec4(1.0, 0.0, 0.0, 10.0), uniformScale2), vec4(1.0, 0.0, 0.0, 20.0))));' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fs
|
|
}).contextToRender();
|
|
});
|
|
|
|
it('has czm_unpackFloat', function() {
|
|
var packed = Cartesian4.packFloat(1);
|
|
var vec4 = 'vec4(' + packed.x + ', ' + packed.y + ', ' + packed.z + ', ' + packed.w + ')';
|
|
var fs =
|
|
'void main() { ' +
|
|
' gl_FragColor = vec4(czm_unpackFloat(' + vec4 + '));' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fs
|
|
}).contextToRender();
|
|
});
|
|
|
|
it('has czm_branchFreeTernary', function() {
|
|
var fs =
|
|
'void main() { ' +
|
|
' gl_FragColor = vec4(czm_branchFreeTernary(true, 1.0, 0.0));' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fs
|
|
}).contextToRender();
|
|
|
|
fs =
|
|
'void main() { ' +
|
|
' gl_FragColor = vec4(czm_branchFreeTernary(true, vec2(1.0), vec2(0.0)), 1.0, 1.0);' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fs
|
|
}).contextToRender();
|
|
|
|
fs =
|
|
'void main() { ' +
|
|
' gl_FragColor = vec4(czm_branchFreeTernary(true, vec3(1.0), vec3(0.0)), 1.0);' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fs
|
|
}).contextToRender();
|
|
|
|
fs =
|
|
'void main() { ' +
|
|
' gl_FragColor = czm_branchFreeTernary(true, vec4(1.0), vec4(0.0));' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fs
|
|
}).contextToRender();
|
|
});
|
|
|
|
it('has czm_fastApproximateAtan', function() {
|
|
var fsAtan =
|
|
'void main() { ' +
|
|
' gl_FragColor = vec4(czm_fastApproximateAtan(0.0) == 0.0);' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fsAtan
|
|
}).contextToRender();
|
|
|
|
var fsAtan2 =
|
|
'void main() { ' +
|
|
' gl_FragColor = vec4(czm_fastApproximateAtan(1.0, 0.0) == 0.0);' +
|
|
'}';
|
|
expect({
|
|
context : context,
|
|
fragmentShader : fsAtan2
|
|
}).contextToRender();
|
|
});
|
|
|
|
}, 'WebGL');
|