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288 lines
15 KiB
Markdown
288 lines
15 KiB
Markdown
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# `CustomShader` Documentation
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**Note**: This README is stored in `ModelExperimental/` temporarily while
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this is an experimental feature. In the future, this may move to the
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`Documentation/` directory.
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## Constructor
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```js
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var customShader = new Cesium.CustomShader({
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// Any custom uniforms the user wants to add to the shader.
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// these can be changed at runtime via customShader.setUniform()
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uniforms: {
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u_time: {
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value: 0, // initial value
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type: Cesium.UniformType.FLOAT
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},
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// Textures can be loaded from a URL, a Resource, or a TypedArray.
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// See the Uniforms section for more detail
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u_externalTexture: {
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value: new Cesium.TextureUniform({
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url: "http://example.com/image.png"
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}),
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type: Cesium.UniformType.SAMPLER_2D
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}
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}
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// Custom varyings that will appear in the custom vertex and fragment shader
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// text.
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varyings: {
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v_customTexCoords: Cesium.VaryingType.VEC2
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},
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// configure where in the fragment shader's materials/lighting pipeline the
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// custom shader goes. More on this below.
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mode: Cesium.CustomShaderMode.MODIFY_MATERIAL,
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// either PBR (physically-based rendering) or UNLIT depending on the desired
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// results.
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lightingModel: Cesium.LightingModel.PBR,
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// required when setting material.alpha in the fragment shader
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isTranslucent: true,
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// Custom vertex shader. This is a function from model space -> model space.
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// VertexInput is documented below
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vertexShaderText: `
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// IMPORTANT: the function signature must use these parameter names. This
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// makes it easier for the runtime to generate the shader and make optimizations.
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void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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// code goes here. An empty body is a no-op.
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}
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`,
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// Custom fragment shader.
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// FragmentInput will be documented below
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// Regardless of the mode, this always takes in a material and modifies it in place.
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fragmentShaderText: `
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// IMPORTANT: the function signature must use these parameter names. This
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// makes it easier for the runtime to generate the shader and make optimizations.
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void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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// code goes here. e.g. to set the diffuse color to a translucent red:
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material.diffuse = vec3(1.0, 0.0, 0.0);
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material.alpha = 0.5;
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}
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`,
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});
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```
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## Applying A Custom Shader
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Custom shaders can be applied to either 3D Tiles or `ModelExperimental` as
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follows:
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```js
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var customShader = new Cesium.CustomShader(/* ... */);
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// Applying to all tiles in a tileset.
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var tileset = viewer.scene.primitives.add(new Cesium.Cesium3DTileset({
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url: "http://example.com/tileset.json",
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customShader: customShader
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}));
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// Applying to a model directly
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var model = Cesium.ModelExperimental.fromGltf({,
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gltf: "http://example.com/model.gltf",
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customShader: customShader
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});
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```
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**Note**: As of this writing, only tilesets that use the `3DTILES_content_gltf`
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extension will support `CustomShaders`. Future releases will add support for
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other formats such as b3dm.
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## Uniforms
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Custom Shaders currently supports the following uniform types:
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| UniformType | GLSL type | JS type |
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| ------------ | ----------- | ---------------- |
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| `FLOAT` | `float` | `Number` |
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| `VEC2` | `vec2` | `Cartesian2` |
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| `VEC3` | `vec3` | `Cartesian3` |
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| `VEC4` | `vec4` | `Cartesian4` |
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| `INT` | `int` | `Number` |
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| `INT_VEC2` | `ivec2` | `Cartesian2` |
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| `INT_VEC3` | `ivec3` | `Cartesian3` |
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| `INT_VEC4` | `ivec4` | `Cartesian4` |
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| `BOOL` | `bool` | `Boolean` |
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| `BOOL_VEC2` | `bvec2` | `Cartesian2` |
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| `BOOL_VEC3` | `bvec3` | `Cartesian3` |
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| `BOOL_VEC4` | `bvec4` | `Cartesian4` |
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| `MAT2` | `mat2` | `Matrix2` |
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| `MAT3` | `mat3` | `Matrix3` |
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| `MAT4` | `mat4` | `Matrix4` |
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| `SAMPLER_2D` | `sampler2D` | `TextureUniform` |
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### Texture Uniforms
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Texture uniforms have more options, which have been encapsulated in the
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`TextureUniform` class. Textures can be loaded from a URL, a `Resource` or a
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typed array. Here are some examples:
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```js
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var textureFromUrl = new Cesium.TextureUniform({
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url: "https://example.com/image.png",
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});
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var textureFromTypedArray = new Cesium.TextureUniform({
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typedArray: new Uint8Array([255, 0, 0, 255]),
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width: 1,
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height: 1,
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pixelFormat: Cesium.PixelFormat.RGBA,
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pixelDatatype: Cesium.PixelDatatype.UNSIGNED_BYTE,
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});
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// TextureUniform also provides options for controlling the sampler
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var textureWithSampler = new Cesium.TextureUniform({
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url: "https://example.com/image.png",
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repeat: false,
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minificationFilter: Cesium.TextureMinificationFilter.NEAREST,
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magnificationFilter: Cesium.TextureMagnificationFilter.NEAREST,
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});
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```
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## Varyings
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Varyings are declared in the `CustomShader` constructor. This automatically
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adds a line such as `varying float v_userDefinedVarying;` to the top of the
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GLSL shader.
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The user is responsible for assigning a value to this varying in
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`vertexShaderText` and using it in `fragmentShaderText`. For example:
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```js
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var customShader = new Cesium.CustomShader({
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// Varying is declared here
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varyings: {
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v_selectedColor: VaryingType.VEC3,
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},
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// User assigns the varying in the vertex shader
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vertexShaderText: `
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void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
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float positiveX = step(0.0, positionMC.x);
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v_selectedColor = mix(
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vsInput.attributes.color_0,
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vsInput.attributes.color_1,
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vsOutput.positionMC.x
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);
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}
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`,
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// User uses the varying in the fragment shader
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fragmentShaderText: `
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void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
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material.diffuse = v_selectedColor;
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}
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`,
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});
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```
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Custom Shaders supports the following varying types:
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| VaryingType | GLSL type |
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| ----------- | --------- |
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| `FLOAT` | `float` |
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| `VEC2` | `vec2` |
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| `VEC3` | `vec3` |
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| `VEC4` | `vec4` |
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| `MAT2` | `mat2` |
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| `MAT3` | `mat3` |
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| `MAT4` | `mat4` |
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## Custom Shader Modes
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The custom fragment shader is configurable so it can go before/after materials or lighting. here's a summary of what
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modes are available.
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| Mode | Fragment shader pipeline | Description |
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| --------------------------- | ------------------------------------- | -------------------------------------------------------------------------------------- |
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| `MODIFY_MATERIAL` (default) | material -> custom shader -> lighting | The custom shader modifies the results of the material stage |
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| `REPLACE_MATERIAL` | custom shader -> lighting | Don't run the material stage at all, but procedurally generate it in the custom shader |
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In the above, "material" does preprocessing of textures, resulting in a `czm_modelMaterial`. This is mostly relevant for PBR, but even for UNLIT, the base color texture is handled.
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## `VertexInput` struct
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An automatically-generated GLSL struct that contains attributes.
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```glsl
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struct VertexInput {
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// Processed attributes. See the Attributes Struct section below.
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Attributes attributes;
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// In the future, metadata will be added here.
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};
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```
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## `FragmentInput` struct
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This struct is similar to `VertexInput`, but there are a few more automatic
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variables for positions in various coordinate spaces.
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```glsl
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struct FragmentInput {
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// Processed attribute values. See the Attributes Struct section below.
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Attributes attributes;
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// In the future, metadata will be added here.
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};
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```
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## Attributes Struct
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The `Attributes` struct is dynamically generated given the variables used in
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the custom shader and the attributes available in the primitive to render.
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For example, if the user uses `fsInput.attributes.texCoord_0` in the shader,
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the runtime will generate the code needed to supply this value from the
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attribute `TEXCOORD_0` in the model (where available)
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If a primitive does not have the attributes necessary to satisfy the custom
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shader, a default value will be inferred where possible so the shader still
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compiles. Otherwise, the custom vertex/fragment shader portion will be disabled
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for that primitive.
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The full list of built-in attributes are as follows. Some attributes have a set
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index, which is one of `0, 1, 2, ...` (e.g. `texCoord_0`), these are denoted
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with an `N`.
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| Corresponding Attribute in Model | variable in shader | Type | Available in Vertex Shader? | Available in Fragment Shader? | Description |
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| -------------------------------- | ------------------ | ------- | --------------------------- | ----------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
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| `POSITION` | `positionMC` | `vec3` | Yes | Yes | Position in model coordinates |
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| `POSITION` | `positionWC` | `vec3` | No | Yes | Position in world coordinates (WGS84 ECEF `(x, y, z)`). Low precision. |
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| `POSITION` | `positionEC` | `vec3` | No | Yes | Position in eye coordinates. |
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| `NORMAL` | `normalMC` | `vec3` | Yes | No | Unit-length normal vector in model coordinates. Only available in the vertex shader |
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| `NORMAL` | `normalEC` | `vec3` | No | Yes | Unit-length normal vector in eye coordinates. Only available in the vertex shader |
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| `TANGENT` | `tangentMC` | `vec3` | Yes | No | Unit-length tangent vector in model coordinates. This is always a `vec3`. For models that provide a `w` component, that is removed after computing the bitangent vector. |
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| `TANGENT` | `tangentEC` | `vec3` | No | Yes | Unit-length tangent vector in eye coordinates. This is always a `vec3`. For models that provide a `w` component, that is removed after computing the bitangent vector. |
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| `NORMAL` & `TANGENT` | `bitangentMC` | `vec3` | Yes | No | Unit-length bitangent vector in model coordinates. Only available when both normal and tangent vectors are available. |
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| `NORMAL` & `TANGENT` | `bitangentEC` | `vec3` | No | Yes | Unit-length bitangent vector in eye coordinates. Only available when both normal and tangent vectors are available. |
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| `TEXCOORD_N` | `texCoord_N` | `vec2` | Yes | Yes | `N`-th set of texture coordinates. |
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| `COLOR_N` | `color_N` | `vec4` | Yes | Yes | `N`-th set of vertex colors. This is always a `vec4`; if the model does not specify an alpha value, it is assumed to be 1. |
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| `JOINTS_N` | `joints_N` | `ivec4` | Yes | Yes | `N`-th set of joint indices |
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| `WEIGHTS_N` | `weights_N` | `vec4` |
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Custom attributes are also available, though they are renamed to use lowercase
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letters and underscores. For example, an attribute called `_SURFACE_TEMPERATURE`
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in the model would become `fsInput.attributes.surface_temperature` in the shader.
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## `czm_modelVertexOutput` struct
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This struct is built-in, see the [documentation comment](../../../Shaders/Builtin/Structs/modelVertexOutput.glsl).
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This struct contains the output of the custom vertex shader. This includes:
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- `positionMC` - The vertex position in model space coordinates. This struct
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field can be used e.g. to perturb or animate vertices. It is initialized to
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`vsInput.attributes.positionMC`. The custom shader may modify this, and the
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result is used to compute `gl_Position`.
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- `pointSize` - corresponds to `gl_PointSize`. This is only applied for models
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rendered as `gl.POINTS`, and ignored otherwise.
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> **Implementation Note**: `positionMC` does not modify the primitive's bounding
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> sphere. If vertices are moved outside the bounding sphere, the primitive may
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> be unintentionally culled depending on the view frustum.
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## `czm_modelMaterial` struct
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This struct is a built-in, see the [documentation comment](../../../Shaders/Builtin/Structs/modelMaterial.glsl). This is similar to `czm_material` from the old Fabric system, but slightly different fields as this one supports PBR lighting.
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This struct serves as the basic input/output of the fragment shader pipeline stages. For example:
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- the material stage produces a material
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- the lighting stage takes in a material, computes lighting, and stores the result into `material.diffuse`
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- Custom shaders (regardless of where in the pipeline it is) takes in a material (even if it's a material with default values) and modifies this.
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