@deck.gl/carto
Version:
CARTO official integration with Deck.gl. Build geospatial applications using CARTO and Deck.gl.
65 lines • 2.33 kB
JavaScript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
export default `\
in vec3 positions;
in vec3 normals;
in float instanceElevations;
in vec4 instanceFillColors;
in vec4 instanceLineColors;
in vec3 instancePickingColors;
out vec4 vColor;
out vec4 position_commonspace;
void main(void) {
vec2 tileOrigin = column.offset.xy;
float scale = column.widthScale;
int yIndex = - (gl_InstanceID / BLOCK_WIDTH);
int xIndex = gl_InstanceID + (yIndex * BLOCK_WIDTH);
vec2 cellCenter = scale * vec2(float(xIndex) + 0.5, float(yIndex) - 0.5);
vec4 color = column.isStroke ? instanceLineColors : instanceFillColors;
float shouldRender = float(color.a > 0.0 && instanceElevations >= 0.0);
float cellWidth = column.coverage * scale;
geometry.position = vec4(tileOrigin, 0.0, 1.0);
if (project.projectionMode == PROJECTION_MODE_WEB_MERCATOR_AUTO_OFFSET) {
geometry.position.xyz -= project.commonOrigin;
}
geometry.position.xy += cellCenter;
float elevation = 0.0;
float strokeOffsetRatio = 1.0;
if (column.extruded) {
elevation = instanceElevations * (positions.z + 1.0) / 2.0 * column.elevationScale;
} else if (column.stroked) {
float halfOffset = project_pixel_size(column.widthScale) / cellWidth;
if (column.isStroke) {
strokeOffsetRatio -= sign(positions.z) * halfOffset;
} else {
strokeOffsetRatio -= halfOffset;
}
}
geometry.pickingColor = instancePickingColors;
vec2 base = positions.xy * scale * strokeOffsetRatio * column.coverage * shouldRender;
vec3 cell = vec3(base, project_size(elevation));
DECKGL_FILTER_SIZE(cell, geometry);
geometry.position.xyz += cell;
gl_Position = project_common_position_to_clipspace(geometry.position);
geometry.normal = project_normal(normals);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
if (column.extruded && !column.isStroke) {
position_commonspace = geometry.position;
vColor = vec4(color.rgb, color.a * layer.opacity);
vec3 lightColor = lighting_getLightColor(color.rgb, project.cameraPosition, geometry.position.xyz, geometry.normal);
vColor = vec4(lightColor, color.a * layer.opacity);
} else {
vColor = vec4(color.rgb, color.a * layer.opacity);
}
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;
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