Can't Access Time Dynamic Stories Example

When I tried to access this case: Cesium Stories.
I got an error like this:

Hi, sorry you are having trouble with the story.

  • What browser and operating system are you using?
  • What country are you trying to access the story from? (You can message support@cesium.com and reference this issue if you don’t want to post publicly)
  • Are you able to view the browser console and see if there are any errors?

My browser is: Google Chrome 118.0.5993.71 (Official Build) (64-bit).
My OS is: Windows 11 Version 22H2 (Build 22621.2428).
I’m trying to access from China.
And the Error Messages from browser console is below:

Cesium.js:81 [Cesium WebGL] Vertex shader compile log: ERROR: 0:48: 'w' : vector field selection out of range

index.js:1561 Vertex shader failed to compile.  Compile log: ERROR: 0:48: 'w' : vector field selection out of range

[Cesium WebGL]  Vertex shader source:
#version 300 es
#define HAS_NORMALS
#define HAS_TANGENTS
#define HAS_TEXCOORD_0
#define HAS_BITANGENTS
#define LOG_DEPTH
#define OES_texture_float_linear

#define OES_texture_float


#line 0
uniform vec2 czm_currentFrustum;
uniform mat4 czm_inverseProjection;
#ifdef LOG_DEPTH

out float v_depthFromNearPlusOne;
#ifdef SHADOW_MAP
out vec3 v_logPositionEC;
#endif
#endif

vec4 czm_updatePositionDepth(vec4 coords) {
#if defined(LOG_DEPTH)

#ifdef SHADOW_MAP
    vec3 logPositionEC = (czm_inverseProjection * coords).xyz;
    v_logPositionEC = logPositionEC;
#endif

    
    
    
    
    
    
    
    coords.z = clamp(coords.z / coords.w, -1.0, 1.0) * coords.w;
#endif

    return coords;
}







void czm_vertexLogDepth()
{
#ifdef LOG_DEPTH
    v_depthFromNearPlusOne = (gl_Position.w - czm_currentFrustum.x) + 1.0;
    gl_Position = czm_updatePositionDepth(gl_Position);
#endif
}















void czm_vertexLogDepth(vec4 clipCoords)
{
#ifdef LOG_DEPTH
    v_depthFromNearPlusOne = (clipCoords.w - czm_currentFrustum.x) + 1.0;
    czm_updatePositionDepth(clipCoords);
#endif
}

uniform mat3 czm_normal;
uniform mat4 czm_modelView;
uniform mat3 czm_normal3D;
uniform mat4 czm_modelView3D;












struct czm_modelVertexOutput {
  vec3 positionMC;
  float pointSize;
};

uniform mat4 czm_model;
uniform mat4 czm_projection;


#line 0
in vec3 a_positionMC;
in vec3 a_normalMC;
in vec3 a_tangentMC;
in vec2 a_texCoord_0;
in vec3 a_bitangent;
out vec3 v_positionWC;
out vec3 v_positionEC;
out vec3 v_normalEC;
out vec3 v_positionMC;
out vec3 v_tangentEC;
out vec2 v_texCoord_0;
out vec3 v_bitangent;
out vec3 v_bitangentEC;
struct ProcessedAttributes
{
    vec3 normalMC;
    vec3 positionMC;
    vec3 tangentMC;
    float tangentSignMC;
    vec2 texCoord_0;
    vec3 bitangent;
    vec3 bitangentMC;
};
struct SelectedFeature
{
    float _empty;
};
struct FeatureIds
{
    float _empty;
};
struct Metadata
{
    float _empty;
};
struct MetadataClass
{
    float _empty;
};
struct MetadataStatistics
{
    float _empty;
};
void initializeAttributes(out ProcessedAttributes attributes)
{
    attributes.normalMC = a_normalMC;
    attributes.positionMC = a_positionMC;
    attributes.tangentMC = a_tangentMC.xyz;
    attributes.tangentSignMC = a_tangentMC.w;
    attributes.texCoord_0 = a_texCoord_0;
    attributes.bitangent = a_bitangent;
}
void setDynamicVaryings(inout ProcessedAttributes attributes)
{
    v_texCoord_0 = attributes.texCoord_0;
    v_bitangent = attributes.bitangent;
}
void initializeFeatureIds(out FeatureIds featureIds, ProcessedAttributes attributes)
{
}
void initializeFeatureIdAliases(inout FeatureIds featureIds)
{
}
void setFeatureIdVaryings()
{
}
void initializeMetadata(out Metadata metadata, out MetadataClass metadataClass, out MetadataStatistics metadataStatistics, ProcessedAttributes attributes)
{
}
void setMetadataVaryings()
{
}
vec4 geometryStage(inout ProcessedAttributes attributes, mat4 modelView, mat3 normal) 
{
    vec4 computedPosition;

    
    vec3 positionMC = attributes.positionMC;
    v_positionMC = positionMC;
    v_positionEC = (modelView * vec4(positionMC, 1.0)).xyz;

    #if defined(USE_2D_POSITIONS) || defined(USE_2D_INSTANCING)
    vec3 position2D = attributes.position2D;
    vec3 positionEC = (u_modelView2D * vec4(position2D, 1.0)).xyz;
    computedPosition = czm_projection * vec4(positionEC, 1.0);
    #else
    computedPosition = czm_projection * vec4(v_positionEC, 1.0);
    #endif

    
    #if defined(COMPUTE_POSITION_WC_CUSTOM_SHADER) || defined(COMPUTE_POSITION_WC_STYLE)
    
    
    v_positionWC = (czm_model * vec4(positionMC, 1.0)).xyz;
    #endif

    #ifdef HAS_NORMALS
    v_normalEC = normalize(normal * attributes.normalMC);
    #endif

    #ifdef HAS_TANGENTS
    v_tangentEC = normalize(normal * attributes.tangentMC);    
    #endif

    #ifdef HAS_BITANGENTS
    v_bitangentEC = normalize(normal * attributes.bitangentMC);
    #endif

    
    
    setDynamicVaryings(attributes);
    
    return computedPosition;
}

void featureIdStage(out FeatureIds featureIds, ProcessedAttributes attributes) 
{
  initializeFeatureIds(featureIds, attributes);
  initializeFeatureIdAliases(featureIds);
  setFeatureIdVaryings();
}

void metadataStage(
  out Metadata metadata,
  out MetadataClass metadataClass,
  out MetadataStatistics metadataStatistics,
  ProcessedAttributes attributes
  )
{
  initializeMetadata(metadata, metadataClass, metadataStatistics, attributes);
  setMetadataVaryings();
}



czm_modelVertexOutput defaultVertexOutput(vec3 positionMC) {
    czm_modelVertexOutput vsOutput;
    vsOutput.positionMC = positionMC;
    vsOutput.pointSize = 1.0;
    return vsOutput;
}

void czm_log_depth_main() 
{
    
    
    ProcessedAttributes attributes;
    initializeAttributes(attributes);

    
    
    #ifdef USE_DEQUANTIZATION
    dequantizationStage(attributes);
    #endif

    #ifdef HAS_MORPH_TARGETS
    morphTargetsStage(attributes);
    #endif

    #ifdef HAS_SKINNING
    skinningStage(attributes);
    #endif

    #ifdef HAS_PRIMITIVE_OUTLINE
    primitiveOutlineStage();
    #endif

    
    
    
    #ifdef HAS_BITANGENTS
    attributes.bitangentMC = normalize(cross(attributes.normalMC, attributes.tangentMC) * attributes.tangentSignMC);
    #endif

    FeatureIds featureIds;
    featureIdStage(featureIds, attributes);

    #ifdef HAS_SELECTED_FEATURE_ID
    SelectedFeature feature;
    selectedFeatureIdStage(feature, featureIds);
    
    cpuStylingStage(attributes.positionMC, feature);
    #endif

    #if defined(USE_2D_POSITIONS) || defined(USE_2D_INSTANCING)
    
    
    
    
    mat4 modelView = czm_modelView3D;
    mat3 normal = czm_normal3D;
    #else
    
    
    mat4 modelView = czm_modelView;
    mat3 normal = czm_normal;
    #endif

    
    #ifdef HAS_INSTANCING

        
        
        
        
        #ifdef USE_LEGACY_INSTANCING
        mat4 instanceModelView;
        mat3 instanceModelViewInverseTranspose;
        
        legacyInstancingStage(attributes, instanceModelView, instanceModelViewInverseTranspose);

        modelView = instanceModelView;
        normal = instanceModelViewInverseTranspose;
        #else
        instancingStage(attributes);
        #endif

        #ifdef USE_PICKING
        v_pickColor = a_pickColor;
        #endif

    #endif

    Metadata metadata;
    MetadataClass metadataClass;
    MetadataStatistics metadataStatistics;
    metadataStage(metadata, metadataClass, metadataStatistics, attributes);

    #ifdef HAS_CUSTOM_VERTEX_SHADER
    czm_modelVertexOutput vsOutput = defaultVertexOutput(attributes.positionMC);
    customShaderStage(vsOutput, attributes, featureIds, metadata, metadataClass, metadataStatistics);
    #endif

    
    
    vec4 positionClip = geometryStage(attributes, modelView, normal);    

    #ifdef HAS_SILHOUETTE
    silhouetteStage(attributes, positionClip);
    #endif

    #ifdef HAS_POINT_CLOUD_SHOW_STYLE
    float show = pointCloudShowStylingStage(attributes, metadata);
    #else
    float show = 1.0;
    #endif

    #ifdef HAS_POINT_CLOUD_BACK_FACE_CULLING
    show *= pointCloudBackFaceCullingStage();
    #endif

    #ifdef HAS_POINT_CLOUD_COLOR_STYLE
    v_pointCloudColor = pointCloudColorStylingStage(attributes, metadata);
    #endif

    #ifdef PRIMITIVE_TYPE_POINTS
        #ifdef HAS_CUSTOM_VERTEX_SHADER
        gl_PointSize = vsOutput.pointSize;
        #elif defined(HAS_POINT_CLOUD_POINT_SIZE_STYLE) || defined(HAS_POINT_CLOUD_ATTENUATION)
        gl_PointSize = pointCloudPointSizeStylingStage(attributes, metadata);
        #else
        gl_PointSize = 1.0;
        #endif

        gl_PointSize *= show;
    #endif

    gl_Position = show * positionClip;
}

#line 0


void main() 
{ 
    czm_log_depth_main(); 
    czm_vertexLogDepth(); 
} 

gIe @ Cesium.js:81
index.js:1561 Vertex shader failed to compile.  Compile log: ERROR: 0:48: 'w' : vector field selection out of range

Sorry, I didn’t describe the problem clearly. I got this error when I clieck the “1/5 Next”(from 1/5 to 2/5) button in the left bottom corner.

Thank you for providing that additional information. I was able to reproduce the error you reported. I have created an issue for the team to investigate the error and update the story with a fix.