@allmaps/render
Version:
Render functions for WebGL and image buffers
6 lines (5 loc) • 1.15 kB
JavaScript
var vertex_shader_default = "#version 300 es\n\nprecision highp float;\n\nfloat easing(float t) {\n return t;\n\n \n \n}\n\nuniform mat4 u_renderHomogeneousTransform;\nuniform float u_animationProgress;\n\nin float a_viewportSize;\nin vec4 a_color;\nin float a_viewportBorderSize;\nin vec4 a_borderColor;\n\nin vec2 a_clipPoint;\nin vec2 a_clipPreviousPoint;\n\nout float v_viewportSize;\nout vec4 v_color;\nout float v_viewportBorderSize;\nout vec4 v_borderColor;\nout float v_viewportFeatherSize;\nout float v_viewportTotalSize;\n\nvoid main() {\n vec2 clipPoint = mix(a_clipPreviousPoint, a_clipPoint, easing(u_animationProgress));\n\n gl_Position = u_renderHomogeneousTransform * vec4(clipPoint, 0.0f, 1.0f);\n\n v_viewportFeatherSize = 1.0;\n\n v_viewportTotalSize = a_viewportSize + a_viewportBorderSize + v_viewportFeatherSize;\n gl_PointSize = v_viewportTotalSize;\n \n \n \n \n \n \n \n\n v_viewportSize = a_viewportSize;\n v_color = a_color;\n v_viewportBorderSize = a_viewportBorderSize;\n v_borderColor = a_borderColor;\n}";
export {
vertex_shader_default as default
};
//# sourceMappingURL=vertex-shader.glsl.js.map