text: /* This file is automatically rebuilt by the Cesium build process. */
  define(['exports', './Matrix2-53a99ae0', './ComponentDatatype-7bff63c1', './RuntimeError-1ff80201', './when-8166c7dd'], (function (exports, Matrix2, ComponentDatatype, RuntimeError, when) { 'use strict';
  
    /**
     * An enum describing the attribute type for glTF and 3D Tiles.
     *
     * @enum {String}
     *
     * @private
     */
    const AttributeType = {
      /**
       * The attribute is a single component.
       *
       * @type {String}
       * @constant
       */
      SCALAR: "SCALAR",
  
      /**
       * The attribute is a two-component vector.
       *
       * @type {String}
       * @constant
       */
      VEC2: "VEC2",
  
      /**
       * The attribute is a three-component vector.
       *
       * @type {String}
       * @constant
       */
      VEC3: "VEC3",
  
      /**
       * The attribute is a four-component vector.
       *
       * @type {String}
       * @constant
       */
      VEC4: "VEC4",
  
      /**
       * The attribute is a 2x2 matrix.
       *
       * @type {String}
       * @constant
       */
      MAT2: "MAT2",
  
      /**
       * The attribute is a 3x3 matrix.
       *
       * @type {String}
       * @constant
       */
      MAT3: "MAT3",
  
      /**
       * The attribute is a 4x4 matrix.
       *
       * @type {String}
       * @constant
       */
      MAT4: "MAT4",
    };
  
    /**
     * Gets the scalar, vector, or matrix type for the attribute type.
     *
     * @param {AttributeType} attributeType The attribute type.
     * @returns {*} The math type.
     *
     * @private
     */
    AttributeType.getMathType = function (attributeType) {
      switch (attributeType) {
        case AttributeType.SCALAR:
          return Number;
        case AttributeType.VEC2:
          return Matrix2.Cartesian2;
        case AttributeType.VEC3:
          return Matrix2.Cartesian3;
        case AttributeType.VEC4:
          return Matrix2.Cartesian4;
        case AttributeType.MAT2:
          return Matrix2.Matrix2;
        case AttributeType.MAT3:
          return Matrix2.Matrix3;
        case AttributeType.MAT4:
          return Matrix2.Matrix4;
        //>>includeStart('debug', pragmas.debug);
        default:
          throw new RuntimeError.DeveloperError("attributeType is not a valid value.");
        //>>includeEnd('debug');
      }
    };
  
    /**
     * Gets the number of components per attribute.
     *
     * @param {AttributeType} attributeType The attribute type.
     * @returns {Number} The number of components.
     *
     * @private
     */
    AttributeType.getNumberOfComponents = function (attributeType) {
      switch (attributeType) {
        case AttributeType.SCALAR:
          return 1;
        case AttributeType.VEC2:
          return 2;
        case AttributeType.VEC3:
          return 3;
        case AttributeType.VEC4:
        case AttributeType.MAT2:
          return 4;
        case AttributeType.MAT3:
          return 9;
        case AttributeType.MAT4:
          return 16;
        //>>includeStart('debug', pragmas.debug);
        default:
          throw new RuntimeError.DeveloperError("attributeType is not a valid value.");
        //>>includeEnd('debug');
      }
    };
  
    /**
     * Gets the GLSL type for the attribute type.
     *
     * @param {AttributeType} attributeType The attribute type.
     * @returns {String} The GLSL type for the attribute type.
     *
     * @private
     */
    AttributeType.getGlslType = function (attributeType) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.typeOf.string("attributeType", attributeType);
      //>>includeEnd('debug');
  
      switch (attributeType) {
        case AttributeType.SCALAR:
          return "float";
        case AttributeType.VEC2:
          return "vec2";
        case AttributeType.VEC3:
          return "vec3";
        case AttributeType.VEC4:
          return "vec4";
        case AttributeType.MAT2:
          return "mat2";
        case AttributeType.MAT3:
          return "mat3";
        case AttributeType.MAT4:
          return "mat4";
        //>>includeStart('debug', pragmas.debug);
        default:
          throw new RuntimeError.DeveloperError("attributeType is not a valid value.");
        //>>includeEnd('debug');
      }
    };
  
    var AttributeType$1 = Object.freeze(AttributeType);
  
    const RIGHT_SHIFT = 1.0 / 256.0;
    const LEFT_SHIFT = 256.0;
  
    /**
     * Attribute compression and decompression functions.
     *
     * @namespace AttributeCompression
     *
     * @private
     */
    const AttributeCompression = {};
  
    /**
     * Encodes a normalized vector into 2 SNORM values in the range of [0-rangeMax] following the 'oct' encoding.
     *
     * Oct encoding is a compact representation of unit length vectors.
     * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
     * Cigolle et al 2014: {@link http://jcgt.org/published/0003/02/01/}
     *
     * @param {Cartesian3} vector The normalized vector to be compressed into 2 component 'oct' encoding.
     * @param {Cartesian2} result The 2 component oct-encoded unit length vector.
     * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
     * @returns {Cartesian2} The 2 component oct-encoded unit length vector.
     *
     * @exception {DeveloperError} vector must be normalized.
     *
     * @see AttributeCompression.octDecodeInRange
     */
    AttributeCompression.octEncodeInRange = function (vector, rangeMax, result) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("vector", vector);
      RuntimeError.Check.defined("result", result);
      const magSquared = Matrix2.Cartesian3.magnitudeSquared(vector);
      if (Math.abs(magSquared - 1.0) > ComponentDatatype.CesiumMath.EPSILON6) {
        throw new RuntimeError.DeveloperError("vector must be normalized.");
      }
      //>>includeEnd('debug');
  
      result.x =
        vector.x / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z));
      result.y =
        vector.y / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z));
      if (vector.z < 0) {
        const x = result.x;
        const y = result.y;
        result.x = (1.0 - Math.abs(y)) * ComponentDatatype.CesiumMath.signNotZero(x);
        result.y = (1.0 - Math.abs(x)) * ComponentDatatype.CesiumMath.signNotZero(y);
      }
  
      result.x = ComponentDatatype.CesiumMath.toSNorm(result.x, rangeMax);
      result.y = ComponentDatatype.CesiumMath.toSNorm(result.y, rangeMax);
  
      return result;
    };
  
    /**
     * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding.
     *
     * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding.
     * @param {Cartesian2} result The 2 byte oct-encoded unit length vector.
     * @returns {Cartesian2} The 2 byte oct-encoded unit length vector.
     *
     * @exception {DeveloperError} vector must be normalized.
     *
     * @see AttributeCompression.octEncodeInRange
     * @see AttributeCompression.octDecode
     */
    AttributeCompression.octEncode = function (vector, result) {
      return AttributeCompression.octEncodeInRange(vector, 255, result);
    };
  
    const octEncodeScratch = new Matrix2.Cartesian2();
    const uint8ForceArray = new Uint8Array(1);
    function forceUint8(value) {
      uint8ForceArray[0] = value;
      return uint8ForceArray[0];
    }
    /**
     * @param {Cartesian3} vector The normalized vector to be compressed into 4 byte 'oct' encoding.
     * @param {Cartesian4} result The 4 byte oct-encoded unit length vector.
     * @returns {Cartesian4} The 4 byte oct-encoded unit length vector.
     *
     * @exception {DeveloperError} vector must be normalized.
     *
     * @see AttributeCompression.octEncodeInRange
     * @see AttributeCompression.octDecodeFromCartesian4
     */
    AttributeCompression.octEncodeToCartesian4 = function (vector, result) {
      AttributeCompression.octEncodeInRange(vector, 65535, octEncodeScratch);
      result.x = forceUint8(octEncodeScratch.x * RIGHT_SHIFT);
      result.y = forceUint8(octEncodeScratch.x);
      result.z = forceUint8(octEncodeScratch.y * RIGHT_SHIFT);
      result.w = forceUint8(octEncodeScratch.y);
      return result;
    };
  
    /**
     * Decodes a unit-length vector in 'oct' encoding to a normalized 3-component vector.
     *
     * @param {Number} x The x component of the oct-encoded unit length vector.
     * @param {Number} y The y component of the oct-encoded unit length vector.
     * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
     * @param {Cartesian3} result The decoded and normalized vector
     * @returns {Cartesian3} The decoded and normalized vector.
     *
     * @exception {DeveloperError} x and y must be unsigned normalized integers between 0 and rangeMax.
     *
     * @see AttributeCompression.octEncodeInRange
     */
    AttributeCompression.octDecodeInRange = function (x, y, rangeMax, result) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("result", result);
      if (x < 0 || x > rangeMax || y < 0 || y > rangeMax) {
        throw new RuntimeError.DeveloperError(
          "x and y must be unsigned normalized integers between 0 and " + rangeMax
        );
      }
      //>>includeEnd('debug');
  
      result.x = ComponentDatatype.CesiumMath.fromSNorm(x, rangeMax);
      result.y = ComponentDatatype.CesiumMath.fromSNorm(y, rangeMax);
      result.z = 1.0 - (Math.abs(result.x) + Math.abs(result.y));
  
      if (result.z < 0.0) {
        const oldVX = result.x;
        result.x = (1.0 - Math.abs(result.y)) * ComponentDatatype.CesiumMath.signNotZero(oldVX);
        result.y = (1.0 - Math.abs(oldVX)) * ComponentDatatype.CesiumMath.signNotZero(result.y);
      }
  
      return Matrix2.Cartesian3.normalize(result, result);
    };
  
    /**
     * Decodes a unit-length vector in 2 byte 'oct' encoding to a normalized 3-component vector.
     *
     * @param {Number} x The x component of the oct-encoded unit length vector.
     * @param {Number} y The y component of the oct-encoded unit length vector.
     * @param {Cartesian3} result The decoded and normalized vector.
     * @returns {Cartesian3} The decoded and normalized vector.
     *
     * @exception {DeveloperError} x and y must be an unsigned normalized integer between 0 and 255.
     *
     * @see AttributeCompression.octDecodeInRange
     */
    AttributeCompression.octDecode = function (x, y, result) {
      return AttributeCompression.octDecodeInRange(x, y, 255, result);
    };
  
    /**
     * Decodes a unit-length vector in 4 byte 'oct' encoding to a normalized 3-component vector.
     *
     * @param {Cartesian4} encoded The oct-encoded unit length vector.
     * @param {Cartesian3} result The decoded and normalized vector.
     * @returns {Cartesian3} The decoded and normalized vector.
     *
     * @exception {DeveloperError} x, y, z, and w must be unsigned normalized integers between 0 and 255.
     *
     * @see AttributeCompression.octDecodeInRange
     * @see AttributeCompression.octEncodeToCartesian4
     */
    AttributeCompression.octDecodeFromCartesian4 = function (encoded, result) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.typeOf.object("encoded", encoded);
      RuntimeError.Check.typeOf.object("result", result);
      //>>includeEnd('debug');
      const x = encoded.x;
      const y = encoded.y;
      const z = encoded.z;
      const w = encoded.w;
      //>>includeStart('debug', pragmas.debug);
      if (
        x < 0 ||
        x > 255 ||
        y < 0 ||
        y > 255 ||
        z < 0 ||
        z > 255 ||
        w < 0 ||
        w > 255
      ) {
        throw new RuntimeError.DeveloperError(
          "x, y, z, and w must be unsigned normalized integers between 0 and 255"
        );
      }
      //>>includeEnd('debug');
  
      const xOct16 = x * LEFT_SHIFT + y;
      const yOct16 = z * LEFT_SHIFT + w;
      return AttributeCompression.octDecodeInRange(xOct16, yOct16, 65535, result);
    };
  
    /**
     * Packs an oct encoded vector into a single floating-point number.
     *
     * @param {Cartesian2} encoded The oct encoded vector.
     * @returns {Number} The oct encoded vector packed into a single float.
     *
     */
    AttributeCompression.octPackFloat = function (encoded) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("encoded", encoded);
      //>>includeEnd('debug');
      return 256.0 * encoded.x + encoded.y;
    };
  
    const scratchEncodeCart2 = new Matrix2.Cartesian2();
  
    /**
     * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding and
     * stores those values in a single float-point number.
     *
     * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding.
     * @returns {Number} The 2 byte oct-encoded unit length vector.
     *
     * @exception {DeveloperError} vector must be normalized.
     */
    AttributeCompression.octEncodeFloat = function (vector) {
      AttributeCompression.octEncode(vector, scratchEncodeCart2);
      return AttributeCompression.octPackFloat(scratchEncodeCart2);
    };
  
    /**
     * Decodes a unit-length vector in 'oct' encoding packed in a floating-point number to a normalized 3-component vector.
     *
     * @param {Number} value The oct-encoded unit length vector stored as a single floating-point number.
     * @param {Cartesian3} result The decoded and normalized vector
     * @returns {Cartesian3} The decoded and normalized vector.
     *
     */
    AttributeCompression.octDecodeFloat = function (value, result) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("value", value);
      //>>includeEnd('debug');
  
      const temp = value / 256.0;
      const x = Math.floor(temp);
      const y = (temp - x) * 256.0;
  
      return AttributeCompression.octDecode(x, y, result);
    };
  
    /**
     * Encodes three normalized vectors into 6 SNORM values in the range of [0-255] following the 'oct' encoding and
     * packs those into two floating-point numbers.
     *
     * @param {Cartesian3} v1 A normalized vector to be compressed.
     * @param {Cartesian3} v2 A normalized vector to be compressed.
     * @param {Cartesian3} v3 A normalized vector to be compressed.
     * @param {Cartesian2} result The 'oct' encoded vectors packed into two floating-point numbers.
     * @returns {Cartesian2} The 'oct' encoded vectors packed into two floating-point numbers.
     *
     */
    AttributeCompression.octPack = function (v1, v2, v3, result) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("v1", v1);
      RuntimeError.Check.defined("v2", v2);
      RuntimeError.Check.defined("v3", v3);
      RuntimeError.Check.defined("result", result);
      //>>includeEnd('debug');
  
      const encoded1 = AttributeCompression.octEncodeFloat(v1);
      const encoded2 = AttributeCompression.octEncodeFloat(v2);
  
      const encoded3 = AttributeCompression.octEncode(v3, scratchEncodeCart2);
      result.x = 65536.0 * encoded3.x + encoded1;
      result.y = 65536.0 * encoded3.y + encoded2;
      return result;
    };
  
    /**
     * Decodes three unit-length vectors in 'oct' encoding packed into a floating-point number to a normalized 3-component vector.
     *
     * @param {Cartesian2} packed The three oct-encoded unit length vectors stored as two floating-point number.
     * @param {Cartesian3} v1 One decoded and normalized vector.
     * @param {Cartesian3} v2 One decoded and normalized vector.
     * @param {Cartesian3} v3 One decoded and normalized vector.
     */
    AttributeCompression.octUnpack = function (packed, v1, v2, v3) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("packed", packed);
      RuntimeError.Check.defined("v1", v1);
      RuntimeError.Check.defined("v2", v2);
      RuntimeError.Check.defined("v3", v3);
      //>>includeEnd('debug');
  
      let temp = packed.x / 65536.0;
      const x = Math.floor(temp);
      const encodedFloat1 = (temp - x) * 65536.0;
  
      temp = packed.y / 65536.0;
      const y = Math.floor(temp);
      const encodedFloat2 = (temp - y) * 65536.0;
  
      AttributeCompression.octDecodeFloat(encodedFloat1, v1);
      AttributeCompression.octDecodeFloat(encodedFloat2, v2);
      AttributeCompression.octDecode(x, y, v3);
    };
  
    /**
     * Pack texture coordinates into a single float. The texture coordinates will only preserve 12 bits of precision.
     *
     * @param {Cartesian2} textureCoordinates The texture coordinates to compress.  Both coordinates must be in the range 0.0-1.0.
     * @returns {Number} The packed texture coordinates.
     *
     */
    AttributeCompression.compressTextureCoordinates = function (
      textureCoordinates
    ) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("textureCoordinates", textureCoordinates);
      //>>includeEnd('debug');
  
      // Move x and y to the range 0-4095;
      const x = (textureCoordinates.x * 4095.0) | 0;
      const y = (textureCoordinates.y * 4095.0) | 0;
      return 4096.0 * x + y;
    };
  
    /**
     * Decompresses texture coordinates that were packed into a single float.
     *
     * @param {Number} compressed The compressed texture coordinates.
     * @param {Cartesian2} result The decompressed texture coordinates.
     * @returns {Cartesian2} The modified result parameter.
     *
     */
    AttributeCompression.decompressTextureCoordinates = function (
      compressed,
      result
    ) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("compressed", compressed);
      RuntimeError.Check.defined("result", result);
      //>>includeEnd('debug');
  
      const temp = compressed / 4096.0;
      const xZeroTo4095 = Math.floor(temp);
      result.x = xZeroTo4095 / 4095.0;
      result.y = (compressed - xZeroTo4095 * 4096) / 4095;
      return result;
    };
  
    function zigZagDecode(value) {
      return (value >> 1) ^ -(value & 1);
    }
  
    /**
     * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place.
     *
     * @param {Uint16Array} uBuffer The buffer view of u values.
     * @param {Uint16Array} vBuffer The buffer view of v values.
     * @param {Uint16Array} [heightBuffer] The buffer view of height values.
     *
     * @see {@link https://github.com/CesiumGS/quantized-mesh|quantized-mesh-1.0 terrain format}
     */
    AttributeCompression.zigZagDeltaDecode = function (
      uBuffer,
      vBuffer,
      heightBuffer
    ) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("uBuffer", uBuffer);
      RuntimeError.Check.defined("vBuffer", vBuffer);
      RuntimeError.Check.typeOf.number.equals(
        "uBuffer.length",
        "vBuffer.length",
        uBuffer.length,
        vBuffer.length
      );
      if (when.defined(heightBuffer)) {
        RuntimeError.Check.typeOf.number.equals(
          "uBuffer.length",
          "heightBuffer.length",
          uBuffer.length,
          heightBuffer.length
        );
      }
      //>>includeEnd('debug');
  
      const count = uBuffer.length;
  
      let u = 0;
      let v = 0;
      let height = 0;
  
      for (let i = 0; i < count; ++i) {
        u += zigZagDecode(uBuffer[i]);
        v += zigZagDecode(vBuffer[i]);
  
        uBuffer[i] = u;
        vBuffer[i] = v;
  
        if (when.defined(heightBuffer)) {
          height += zigZagDecode(heightBuffer[i]);
          heightBuffer[i] = height;
        }
      }
    };
  
    /**
     * Dequantizes a quantized typed array into a floating point typed array.
     *
     * @see {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data}
     *
     * @param {Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array} typedArray The typed array for the quantized data.
     * @param {ComponentDatatype} componentDatatype The component datatype of the quantized data.
     * @param {AttributeType} type The attribute type of the quantized data.
     * @param {Number} count The number of attributes referenced in the dequantized array.
     *
     * @returns {Float32Array} The dequantized array.
     */
    AttributeCompression.dequantize = function (
      typedArray,
      componentDatatype,
      type,
      count
    ) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("typedArray", typedArray);
      RuntimeError.Check.defined("componentDatatype", componentDatatype);
      RuntimeError.Check.defined("type", type);
      RuntimeError.Check.defined("count", count);
      //>>includeEnd('debug');
  
      const componentsPerAttribute = AttributeType$1.getNumberOfComponents(type);
  
      let divisor;
      switch (componentDatatype) {
        case ComponentDatatype.ComponentDatatype.BYTE:
          divisor = 127.0;
          break;
        case ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE:
          divisor = 255.0;
          break;
        case ComponentDatatype.ComponentDatatype.SHORT:
          divisor = 32767.0;
          break;
        case ComponentDatatype.ComponentDatatype.UNSIGNED_SHORT:
          divisor = 65535.0;
          break;
        case ComponentDatatype.ComponentDatatype.INT:
          divisor = 2147483647.0;
          break;
        case ComponentDatatype.ComponentDatatype.UNSIGNED_INT:
          divisor = 4294967295.0;
          break;
        //>>includeStart('debug', pragmas.debug);
        default:
          throw new RuntimeError.DeveloperError(
            "Cannot dequantize component datatype: " + componentDatatype
          );
        //>>includeEnd('debug');
      }
  
      const dequantizedTypedArray = new Float32Array(
        count * componentsPerAttribute
      );
  
      for (let i = 0; i < count; i++) {
        for (let j = 0; j < componentsPerAttribute; j++) {
          const index = i * componentsPerAttribute + j;
          dequantizedTypedArray[index] = Math.max(
            typedArray[index] / divisor,
            -1.0
          );
        }
      }
  
      return dequantizedTypedArray;
    };
  
    /**
     * Decode RGB565-encoded colors into a floating point typed array containing
     * normalized RGB values.
     *
     * @param {Uint16Array} typedArray Array of RGB565 values
     * @param {Float32Array} [result] Array to store the normalized VEC3 result
     */
    AttributeCompression.decodeRGB565 = function (typedArray, result) {
      //>>includeStart('debug', pragmas.debug);
      RuntimeError.Check.defined("typedArray", typedArray);
  
      const expectedLength = typedArray.length * 3;
      if (when.defined(result)) {
        RuntimeError.Check.typeOf.number.equals(
          "result.length",
          "typedArray.length * 3",
          result.length,
          expectedLength
        );
      }
      //>>includeEnd('debug');
  
      const count = typedArray.length;
      if (!when.defined(result)) {
        result = new Float32Array(count * 3);
      }
  
      const mask5 = (1 << 5) - 1;
      const mask6 = (1 << 6) - 1;
      const normalize5 = 1.0 / 31.0;
      const normalize6 = 1.0 / 63.0;
      for (let i = 0; i < count; i++) {
        const value = typedArray[i];
        const red = value >> 11;
        const green = (value >> 5) & mask6;
        const blue = value & mask5;
  
        const offset = 3 * i;
        result[offset] = red * normalize5;
        result[offset + 1] = green * normalize6;
        result[offset + 2] = blue * normalize5;
      }
  
      return result;
    };
  
    exports.AttributeCompression = AttributeCompression;
  
  }));
  