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Contents
o: ActiveSupport::Cache::Entry :@compressedF:@expires_in0:@created_atf1389617751.9314508:@value"Ì{I" class:ETI"BundledAsset; FI"logical_path; TI"-Shaders/Builtin/Structs/materialInput.js; TI" pathname; TI"f/Users/bogumil/www/engines/cesium/app/assets/javascripts/Shaders/Builtin/Structs/materialInput.js; FI"content_type; TI"application/javascript; TI" mtime; TI"2014-01-13T10:29:06+01:00; TI"length; Ti¾I"digest; TI"%e0d26cdc5eb9eaf2f94add2f9605f1cf; FI"source; TI"¾ //This file is automatically rebuilt by the Cesium build process. /*global define*/ define(function() { "use strict"; return "/**\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\ */\n\ struct czm_materialInput\n\ {\n\ float s;\n\ vec2 st;\n\ vec3 str;\n\ vec3 normalEC;\n\ mat3 tangentToEyeMatrix;\n\ vec3 positionToEyeEC;\n\ };"; }); ; TI"required_assets_digest; TI"%969f30a2abf6b0736a62791830042651; FI" _version; TI"%6776f581a4329e299531e1d52aa59832; F
Version data entries
2 entries across 2 versions & 1 rubygems