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cesiumjs-materials-shaders

CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primit

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Overview

CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.

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CesiumJS Materials, Shaders & Post-Processing

Version baseline: CesiumJS 1.144 (August 2026). All imports use ES module style.

Material System (Fabric JSON)

Material defines surface appearance for Primitives through a JSON schema called Fabric. Materials compile to GLSL and are consumed by MaterialAppearance or PolylineMaterialAppearance.

While a material's image loads, CesiumJS renders a placeholder texture that defaults to white. Since 1.144 the static Texture.defaultColor changes that placeholder color to avoid white flashes during material construction. Note that the Texture class is runtime-public but absent from the published TypeScript definitions, so TypeScript callers need a cast.

Built-in Material Types

Surface: Color (color), Image (image, repeat), DiffuseMap, AlphaMap, SpecularMap, EmissionMap (image, channel(s), repeat), BumpMap, NormalMap (image, channel(s), strength, repeat).

Patterns: Grid (color, cellAlpha, lineCount, lineThickness), Stripe (evenColor, oddColor, repeat), Checkerboard (lightColor, darkColor, repeat), Dot (lightColor, darkColor, repeat).

Effects: Water (baseWaterColor, blendColor, normalMap, frequency, animationSpeed, amplitude), RimLighting (color, rimColor, width), Fade (fadeInColor, fadeOutColor, maximumDistance).

Terrain: ElevationContour (color, spacing, width), ElevationRamp (image, minimumHeight, maximumHeight).

Polyline: PolylineArrow (color), PolylineDash (color, gapColor, dashLength, dashPattern), PolylineGlow (color, glowPower, taperPower), PolylineOutline (color, outlineColor, outlineWidth).

Creating Materials
import { Material, Color, Cartesian2 } from "cesium";

// Shorthand with fromType (preferred for built-in types)
const colorMat = Material.fromType("Color", { color: new Color(1.0, 0.0, 0.0, 0.5) });

// Full Fabric notation
const gridMat = new Material({
  fabric: {
    type: "Grid",
    uniforms: { color: Color.GREEN, cellAlpha: 0.1, lineCount: new Cartesian2(8, 8) },
  },
});

// Async loading -- awaits textures before first frame, no flicker
const imageMat = await Material.fromTypeAsync("Image", { image: "./textures/facade.png" });

Fabric materials are for primitive appearances. Do not use non-existent entity constructors such as WaterMaterialProperty; for the built-in water material, create Material.fromType("Water", ...) and apply it through MaterialAppearance on a Primitive.

Custom Fabric with GLSL Source

Use source for inline GLSL. Uniforms declared in uniforms are available by name in the shader.

import { Material, Color } from "cesium";

const pulseMaterial = new Material({
  fabric: {
    uniforms: { color: Color.CYAN, speed: 2.0 },
    source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
      czm_material material = czm_getDefaultMaterial(materialInput);
      float pulse = sin(czm_frameNumber * speed * 0.01) * 0.5 + 0.5;
      material.diffuse = color.rgb;
      material.alpha = color.a * pulse;
      return material;
    }`,
  },
  translucent: true,
});
Applying Materials to Primitives
import { Primitive, GeometryInstance, RectangleGeometry, Rectangle,
  MaterialAppearance, Material, Color, Cartesian2 } from "cesium";

viewer.scene.primitives.add(new Primitive({
  geometryInstances: new GeometryInstance({
    geometry: new RectangleGeometry({ rectangle: Rectangle.fromDegrees(-100, 30, -90, 40) }),
  }),
  appearance: new MaterialAppearance({
    material: Material.fromType("Checkerboard", {
      lightColor: Color.WHITE, darkColor: Color.BLACK, repeat: new Cartesian2(4, 4),
    }),
  }),
}));
Compositing Sub-Materials (Fabric materials + components)
import { Material, Color } from "cesium";

const compositeMat = new Material({ fabric: {
  materials: {
    gridMaterial: { type: "Grid" },
    colorMaterial: { type: "Color", uniforms: { color: Color.BLUE } },
  },
  components: {
    diffuse: "gridMaterial.diffuse + 0.2 * colorMaterial.diffuse",
    alpha: "min(gridMaterial.alpha, colorMaterial.alpha)",
  },
}});

CustomShader

CustomShader injects user GLSL into Model, Cesium3DTileset, and VoxelPrimitive rendering, with access to vertex attributes, feature IDs, and EXT_structural_metadata.

For shader authoring — struct reference, metadata access, feature IDs, voxel subset, 1.139 breaking changes, and seven worked examples — see the cesiumjs-custom-shader skill. This skill owns the CustomShader integration surface; the authoring depth lives there.

Minimal example:

import { CustomShader, Model } from "cesium";

const shader = new CustomShader({
  fragmentShaderText: `
    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
      material.diffuse = vec3(1.0, 0.5, 0.0);
    }
  `,
});
const model = await Model.fromGltfAsync({ url: "./building.glb", customShader: shader });
viewer.scene.primitives.add(model);

ImageBasedLighting

Controls PBR image-based lighting for Model and Cesium3DTileset. imageBasedLightingFactor (Cartesian2) scales diffuse (x) and specular (y) from 0 to 1. Diffuse comes from sphericalHarmonicCoefficients (array of 9 Cartesian3, L0-L2). Specular comes from specularEnvironmentMaps (URL to KTX2 cube map).

import { ImageBasedLighting, Model, Cartesian2, Cartesian3 } from "cesium";

const coefficients = [ // 9 Cartesian3 values for L0..L2 bands
  new Cartesian3(0.35, 0.35, 0.38), new Cartesian3(0.11, 0.11, 0.11),
  new Cartesian3(0.04, 0.04, 0.04), new Cartesian3(-0.08, -0.08, -0.08),
  new Cartesian3(-0.02, -0.02, -0.02), new Cartesian3(0.04, 0.04, 0.04),
  new Cartesian3(-0.06, -0.06, -0.06), new Cartesian3(0.01, 0.01, 0.01),
  new Cartesian3(-0.03, -0.03, -0.03),
];
const ibl = new ImageBasedLighting({
  imageBasedLightingFactor: new Cartesian2(1.0, 1.0),
  sphericalHarmonicCoefficients: coefficients,
  specularEnvironmentMaps: "./environment/specular.ktx2",
});
const model = await Model.fromGltfAsync({ url: "./helmet.glb", imageBasedLighting: ibl });
viewer.scene.primitives.add(model);
// Disable: model.imageBasedLighting.imageBasedLightingFactor = new Cartesian2(0.0, 0.0);

Post-Processing

Screen-space pipeline via viewer.scene.postProcessStages (PostProcessStageCollection). Stages execute in order; each reads colorTexture and depthTexture.

Built-in Effects (PostProcessStageLibrary)

All factory functions return stage composites that must be added via viewer.scene.postProcessStages.add().

createBloomStage() (contrast, brightness, glowOnly, delta, sigma, stepSize), createBlurStage() (delta, sigma, stepSize), createDepthOfFieldStage() (focalDistance, delta, sigma, stepSize), createEdgeDetectionStage() (color, length), createSilhouetteStage([edgeStage]) (wraps an edge detection stage into a silhouette composite), createBlackAndWhiteStage() (gradations), createBrightnessStage() (brightness), createNightVisionStage(), createLensFlareStage() (intensity, distortion, ghostDispersal, haloWidth).

Bloom via factory (use this to add a distinct bloom instance via postProcessStages.add):

import { PostProcessStageLibrary } from "cesium";

const bloom = viewer.scene.postProcessStages.add(
  PostProcessStageLibrary.createBloomStage()
);
bloom.enabled = true;
bloom.uniforms.contrast = 128.0;
bloom.uniforms.brightness = -0.3;
bloom.uniforms.glowOnly = false;
bloom.uniforms.delta = 1.0;
bloom.uniforms.sigma = 3.78;
bloom.uniforms.stepSize = 5.0;

Silhouette via factory (pass an edge detection stage into the silhouette composite):

import { PostProcessStageLibrary, Color } from "cesium";

const edgeStage = PostProcessStageLibrary.createEdgeDetectionStage();
edgeStage.uniforms.color = Color.YELLOW;
edgeStage.uniforms.length = 0.25;
const silhouette = PostProcessStageLibrary.createSilhouetteStage([edgeStage]);
viewer.scene.postProcessStages.add(silhouette);
Collection Stages (Bloom, AO, FXAA, Tonemapping)

The collection exposes always-present built-in composites for bloom, ambient occlusion, and FXAA — these do not require add(). Tonemapping defaults to PBR_NEUTRAL.

import { Tonemapper, PostProcessStageLibrary } from "cesium";

// Bloom (collection shortcut — always present, no add() needed)
viewer.scene.postProcessStages.bloom.enabled = true;
viewer.scene.postProcessStages.bloom.uniforms.contrast = 128.0;
viewer.scene.postProcessStages.bloom.uniforms.brightness = -0.3;

// Ambient Occlusion (HBAO)
viewer.scene.postProcessStages.ambientOcclusion.enabled = true;
viewer.scene.postProcessStages.ambientOcclusion.uniforms.intensity = 3.0;

// FXAA
viewer.scene.postProcessStages.fxaa.enabled = true;

// Tonemapping: REINHARD, MODIFIED_REINHARD, FILMIC, ACES, PBR_NEUTRAL (default)
viewer.scene.postProcessStages.tonemapper = Tonemapper.ACES;
viewer.scene.postProcessStages.exposure = 1.2; // <1 darker, >1 brighter

// Depth of field (added via library)
const dof = viewer.scene.postProcessStages.add(
  PostProcessStageLibrary.createDepthOfFieldStage()
);
dof.uniforms.focalDistance = 500.0; // meters from camera
dof.uniforms.sigma = 3.8;

Night/bloom visual evals: bloom should make bright city lights glow while preserving dark surrounding areas. If an OSM base layer is present beneath night imagery, reduce the base layer's alpha/brightness and use restrained bloom (brightness more negative, lower exposure) so labels and land do not wash out to white. A pale daylight map with yellow haze is not a successful night-lights render.

Custom PostProcessStage

Custom stages receive colorTexture, depthTexture (sampler2D) and v_textureCoordinates (vec2). Output via out_FragColor. Uniforms can be constants or functions (re-evaluated each frame).

import { PostProcessStage } from "cesium";

const sepia = viewer.scene.postProcessStages.add(new PostProcessStage({
  fragmentShader: `
    uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform float intensity;
    void main() {
      vec4 c = texture(colorTexture, v_textureCoordinates);
      float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114));
      out_FragColor = vec4(mix(c.rgb, gray * vec3(1.2, 1.0, 0.8), intensity), c.a);
    }`,
  uniforms: { intensity: () => 0.8 }, // function uniform, re-evaluated each frame
}));
Selected Feature Highlighting

Use czm_selected() in the fragment shader and assign features to stage.selected.

import { PostProcessStage, Color } from "cesium";

const highlight = viewer.scene.postProcessStages.add(new PostProcessStage({
  fragmentShader: `
    uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform vec4 highlight;
    void main() {
      vec4 color = texture(colorTexture, v_textureCoordinates);
      if (czm_selected()) {
        out_FragColor = vec4(mix(color.rgb, highlight.rgb, highlight.a), 1.0);
      } else { out_FragColor = color; }
    }`,
  uniforms: { highlight: () => new Color(1.0, 1.0, 0.0, 0.5) },
}));
highlight.selected = [pickedFeature];
PostProcessStageComposite
import { PostProcessStage, PostProcessStageComposite, PostProcessStageLibrary } from "cesium";

const blur = PostProcessStageLibrary.createBlurStage();
const combine = new PostProcessStage({
  fragmentShader: `
    uniform sampler2D colorTexture; uniform sampler2D blurTexture;
    in vec2 v_textureCoordinates;
    void main() {
      vec4 orig = texture(colorTexture, v_textureCoordinates);
File metadata
name: cesiumjs-materials-shaders
description: "CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects."
View original text
---
name: cesiumjs-materials-shaders
description: "CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects."
---
# CesiumJS Materials, Shaders & Post-Processing

Version baseline: CesiumJS 1.144 (August 2026). All imports use ES module style.

## Material System (Fabric JSON)

`Material` defines surface appearance for **Primitives** through a JSON schema called Fabric. Materials compile to GLSL and are consumed by `MaterialAppearance` or `PolylineMaterialAppearance`.

While a material's image loads, CesiumJS renders a placeholder texture that
defaults to white. Since 1.144 the static `Texture.defaultColor` changes that
placeholder color to avoid white flashes during material construction. Note
that the `Texture` class is runtime-public but absent from the published
TypeScript definitions, so TypeScript callers need a cast.

### Built-in Material Types

**Surface:** `Color` (color), `Image` (image, repeat), `DiffuseMap`, `AlphaMap`, `SpecularMap`, `EmissionMap` (image, channel(s), repeat), `BumpMap`, `NormalMap` (image, channel(s), strength, repeat).

**Patterns:** `Grid` (color, cellAlpha, lineCount, lineThickness), `Stripe` (evenColor, oddColor, repeat), `Checkerboard` (lightColor, darkColor, repeat), `Dot` (lightColor, darkColor, repeat).

**Effects:** `Water` (baseWaterColor, blendColor, normalMap, frequency, animationSpeed, amplitude), `RimLighting` (color, rimColor, width), `Fade` (fadeInColor, fadeOutColor, maximumDistance).

**Terrain:** `ElevationContour` (color, spacing, width), `ElevationRamp` (image, minimumHeight, maximumHeight).

**Polyline:** `PolylineArrow` (color), `PolylineDash` (color, gapColor, dashLength, dashPattern), `PolylineGlow` (color, glowPower, taperPower), `PolylineOutline` (color, outlineColor, outlineWidth).

### Creating Materials

```js
import { Material, Color, Cartesian2 } from "cesium";

// Shorthand with fromType (preferred for built-in types)
const colorMat = Material.fromType("Color", { color: new Color(1.0, 0.0, 0.0, 0.5) });

// Full Fabric notation
const gridMat = new Material({
  fabric: {
    type: "Grid",
    uniforms: { color: Color.GREEN, cellAlpha: 0.1, lineCount: new Cartesian2(8, 8) },
  },
});

// Async loading -- awaits textures before first frame, no flicker
const imageMat = await Material.fromTypeAsync("Image", { image: "./textures/facade.png" });
```

Fabric materials are for primitive appearances. Do not use non-existent entity
constructors such as `WaterMaterialProperty`; for the built-in water material,
create `Material.fromType("Water", ...)` and apply it through
`MaterialAppearance` on a `Primitive`.

### Custom Fabric with GLSL Source

Use `source` for inline GLSL. Uniforms declared in `uniforms` are available by name in the shader.

```js
import { Material, Color } from "cesium";

const pulseMaterial = new Material({
  fabric: {
    uniforms: { color: Color.CYAN, speed: 2.0 },
    source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
      czm_material material = czm_getDefaultMaterial(materialInput);
      float pulse = sin(czm_frameNumber * speed * 0.01) * 0.5 + 0.5;
      material.diffuse = color.rgb;
      material.alpha = color.a * pulse;
      return material;
    }`,
  },
  translucent: true,
});
```

### Applying Materials to Primitives

```js
import { Primitive, GeometryInstance, RectangleGeometry, Rectangle,
  MaterialAppearance, Material, Color, Cartesian2 } from "cesium";

viewer.scene.primitives.add(new Primitive({
  geometryInstances: new GeometryInstance({
    geometry: new RectangleGeometry({ rectangle: Rectangle.fromDegrees(-100, 30, -90, 40) }),
  }),
  appearance: new MaterialAppearance({
    material: Material.fromType("Checkerboard", {
      lightColor: Color.WHITE, darkColor: Color.BLACK, repeat: new Cartesian2(4, 4),
    }),
  }),
}));
```

### Compositing Sub-Materials (Fabric `materials` + `components`)

```js
import { Material, Color } from "cesium";

const compositeMat = new Material({ fabric: {
  materials: {
    gridMaterial: { type: "Grid" },
    colorMaterial: { type: "Color", uniforms: { color: Color.BLUE } },
  },
  components: {
    diffuse: "gridMaterial.diffuse + 0.2 * colorMaterial.diffuse",
    alpha: "min(gridMaterial.alpha, colorMaterial.alpha)",
  },
}});
```

## CustomShader

`CustomShader` injects user GLSL into `Model`, `Cesium3DTileset`, and `VoxelPrimitive` rendering, with access to vertex attributes, feature IDs, and `EXT_structural_metadata`.

**For shader authoring — struct reference, metadata access, feature IDs, voxel subset, 1.139 breaking changes, and seven worked examples — see the `cesiumjs-custom-shader` skill.** This skill owns the `CustomShader` integration surface; the authoring depth lives there.

Minimal example:

```js
import { CustomShader, Model } from "cesium";

const shader = new CustomShader({
  fragmentShaderText: `
    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
      material.diffuse = vec3(1.0, 0.5, 0.0);
    }
  `,
});
const model = await Model.fromGltfAsync({ url: "./building.glb", customShader: shader });
viewer.scene.primitives.add(model);
```

## ImageBasedLighting

Controls PBR image-based lighting for `Model` and `Cesium3DTileset`. `imageBasedLightingFactor` (Cartesian2) scales diffuse (x) and specular (y) from 0 to 1. Diffuse comes from `sphericalHarmonicCoefficients` (array of 9 Cartesian3, L0-L2). Specular comes from `specularEnvironmentMaps` (URL to KTX2 cube map).

```js
import { ImageBasedLighting, Model, Cartesian2, Cartesian3 } from "cesium";

const coefficients = [ // 9 Cartesian3 values for L0..L2 bands
  new Cartesian3(0.35, 0.35, 0.38), new Cartesian3(0.11, 0.11, 0.11),
  new Cartesian3(0.04, 0.04, 0.04), new Cartesian3(-0.08, -0.08, -0.08),
  new Cartesian3(-0.02, -0.02, -0.02), new Cartesian3(0.04, 0.04, 0.04),
  new Cartesian3(-0.06, -0.06, -0.06), new Cartesian3(0.01, 0.01, 0.01),
  new Cartesian3(-0.03, -0.03, -0.03),
];
const ibl = new ImageBasedLighting({
  imageBasedLightingFactor: new Cartesian2(1.0, 1.0),
  sphericalHarmonicCoefficients: coefficients,
  specularEnvironmentMaps: "./environment/specular.ktx2",
});
const model = await Model.fromGltfAsync({ url: "./helmet.glb", imageBasedLighting: ibl });
viewer.scene.primitives.add(model);
// Disable: model.imageBasedLighting.imageBasedLightingFactor = new Cartesian2(0.0, 0.0);
```

## Post-Processing

Screen-space pipeline via `viewer.scene.postProcessStages` (`PostProcessStageCollection`). Stages execute in order; each reads `colorTexture` and `depthTexture`.

### Built-in Effects (PostProcessStageLibrary)

All factory functions return stage composites that must be added via `viewer.scene.postProcessStages.add()`.

`createBloomStage()` (contrast, brightness, glowOnly, delta, sigma, stepSize), `createBlurStage()` (delta, sigma, stepSize), `createDepthOfFieldStage()` (focalDistance, delta, sigma, stepSize), `createEdgeDetectionStage()` (color, length), `createSilhouetteStage([edgeStage])` (wraps an edge detection stage into a silhouette composite), `createBlackAndWhiteStage()` (gradations), `createBrightnessStage()` (brightness), `createNightVisionStage()`, `createLensFlareStage()` (intensity, distortion, ghostDispersal, haloWidth).

**Bloom via factory** (use this to add a distinct bloom instance via `postProcessStages.add`):

```js
import { PostProcessStageLibrary } from "cesium";

const bloom = viewer.scene.postProcessStages.add(
  PostProcessStageLibrary.createBloomStage()
);
bloom.enabled = true;
bloom.uniforms.contrast = 128.0;
bloom.uniforms.brightness = -0.3;
bloom.uniforms.glowOnly = false;
bloom.uniforms.delta = 1.0;
bloom.uniforms.sigma = 3.78;
bloom.uniforms.stepSize = 5.0;
```

**Silhouette via factory** (pass an edge detection stage into the silhouette composite):

```js
import { PostProcessStageLibrary, Color } from "cesium";

const edgeStage = PostProcessStageLibrary.createEdgeDetectionStage();
edgeStage.uniforms.color = Color.YELLOW;
edgeStage.uniforms.length = 0.25;
const silhouette = PostProcessStageLibrary.createSilhouetteStage([edgeStage]);
viewer.scene.postProcessStages.add(silhouette);
```

### Collection Stages (Bloom, AO, FXAA, Tonemapping)

The collection exposes always-present built-in composites for bloom, ambient occlusion, and FXAA — these do not require `add()`. Tonemapping defaults to `PBR_NEUTRAL`.

```js
import { Tonemapper, PostProcessStageLibrary } from "cesium";

// Bloom (collection shortcut — always present, no add() needed)
viewer.scene.postProcessStages.bloom.enabled = true;
viewer.scene.postProcessStages.bloom.uniforms.contrast = 128.0;
viewer.scene.postProcessStages.bloom.uniforms.brightness = -0.3;

// Ambient Occlusion (HBAO)
viewer.scene.postProcessStages.ambientOcclusion.enabled = true;
viewer.scene.postProcessStages.ambientOcclusion.uniforms.intensity = 3.0;

// FXAA
viewer.scene.postProcessStages.fxaa.enabled = true;

// Tonemapping: REINHARD, MODIFIED_REINHARD, FILMIC, ACES, PBR_NEUTRAL (default)
viewer.scene.postProcessStages.tonemapper = Tonemapper.ACES;
viewer.scene.postProcessStages.exposure = 1.2; // <1 darker, >1 brighter

// Depth of field (added via library)
const dof = viewer.scene.postProcessStages.add(
  PostProcessStageLibrary.createDepthOfFieldStage()
);
dof.uniforms.focalDistance = 500.0; // meters from camera
dof.uniforms.sigma = 3.8;
```

> **Night/bloom visual evals:** bloom should make bright city lights glow while
> preserving dark surrounding areas. If an OSM base layer is present beneath
> night imagery, reduce the base layer's `alpha`/`brightness` and use restrained
> bloom (`brightness` more negative, lower exposure) so labels and land do not
> wash out to white. A pale daylight map with yellow haze is not a successful
> night-lights render.

### Custom PostProcessStage

Custom stages receive `colorTexture`, `depthTexture` (sampler2D) and `v_textureCoordinates` (vec2). Output via `out_FragColor`. Uniforms can be constants or functions (re-evaluated each frame).

```js
import { PostProcessStage } from "cesium";

const sepia = viewer.scene.postProcessStages.add(new PostProcessStage({
  fragmentShader: `
    uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform float intensity;
    void main() {
      vec4 c = texture(colorTexture, v_textureCoordinates);
      float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114));
      out_FragColor = vec4(mix(c.rgb, gray * vec3(1.2, 1.0, 0.8), intensity), c.a);
    }`,
  uniforms: { intensity: () => 0.8 }, // function uniform, re-evaluated each frame
}));
```

### Selected Feature Highlighting

Use `czm_selected()` in the fragment shader and assign features to `stage.selected`.

```js
import { PostProcessStage, Color } from "cesium";

const highlight = viewer.scene.postProcessStages.add(new PostProcessStage({
  fragmentShader: `
    uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform vec4 highlight;
    void main() {
      vec4 color = texture(colorTexture, v_textureCoordinates);
      if (czm_selected()) {
        out_FragColor = vec4(mix(color.rgb, highlight.rgb, highlight.a), 1.0);
      } else { out_FragColor = color; }
    }`,
  uniforms: { highlight: () => new Color(1.0, 1.0, 0.0, 0.5) },
}));
highlight.selected = [pickedFeature];
```

### PostProcessStageComposite

```js
import { PostProcessStage, PostProcessStageComposite, PostProcessStageLibrary } from "cesium";

const blur = PostProcessStageLibrary.createBlurStage();
const combine = new PostProcessStage({
  fragmentShader: `
    uniform sampler2D colorTexture; uniform sampler2D blurTexture;
    in vec2 v_textureCoordinates;
    void main() {
      vec4 orig = texture(colorTexture, v_textureCoordinates);
      

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CesiumGS/cesiumjs-skills
License
Apache-2.0
Version
Unknown
Last GitHub push
Sep 14, 2026
Registry updated
Nov 6, 2026

Version reported in registry metadata; check source releases before relying on it.

Quality

58/100

Promising

Trust

70/100

Sandbox only

Audit

76/100

Needs review

  • AI review approval is missing
  • Quality score needs review
  • Stars/forks activity: 194 stars, 21 forks; issue activity unavailable in current metadata
  • Review status: AI review approval is missing
Verified installs
—
Outcomes
—

Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.

Agent access

This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.

More details
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    "name": "cesiumjs-materials-shaders",
    "description": "CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.",
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    "AI review approval is missing",
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}

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CesiumGS
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