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Color blend mode support for vertex shaders #5874
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@lilleyse, thanks for the pull request! Maintainers, we have a signed CLA from @lilleyse, so you can review this at any time. I noticed that CHANGES.md has not been updated. If this change updates the public API in any way, fixes a bug, or makes any non-trivial update, please add a bullet point to I am a bot who helps you make Cesium awesome! Thanks again. |
@@ -943,19 +960,29 @@ define([ | |||
// Replace: tile_colorBlend is 1.0 and the tile color is used | |||
// Mix: tile_colorBlend is between 0.0 and 1.0, causing the source color and tile color to mix | |||
var finalDiffuseFunction = | |||
'bool isWhite(vec3 color) \n' + |
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I added this because I noticed the == vec3(1.0)
was too exact and started causing lots of aliasing on my desktop.
Thanks for the quick tunraround. Code looks OK at quick glance. Bump when ready for @bagnell to review. |
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@@ -52,6 +56,7 @@ Change Log | |||
* Added `customTags` property to the UrlTemplateImageryProvider to allow custom keywords in the template URL. [#5696](https://github.com/AnalyticalGraphicsInc/cesium/pull/5696) | |||
* Added `eyeSeparation` and `focalLength` properties to `Scene` to configure VR settings. [#5917](https://github.com/AnalyticalGraphicsInc/cesium/pull/5917) | |||
* Improved CZML Reference Properties example [#5754](https://github.com/AnalyticalGraphicsInc/cesium/pull/5754) | |||
>>>>>>> master |
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A diff marker slipped through here.
All these changes are now in #6089 |
Adds support for
tileset.colorBlendMode
ofREPLACE
orMIX
when the diffuse uniform marked with the_3DTILESDIFFUSE
semantic is used in the vertex shader. The common case where this happens is if the vertex shader uses a color lookup table. Another case is vertex colors, which isn't supported right now but I think it's just a matter of tweaking a regex.TODO