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@deck.gl/core

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deck.gl core library

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// deck.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors const source = /* wgsl */ `\ const SMOOTH_EDGE_RADIUS: f32 = 0.5; struct VertexGeometry { position: vec4<f32>, worldPosition: vec3<f32>, worldPositionAlt: vec3<f32>, normal: vec3<f32>, uv: vec2<f32>, pickingColor: vec3<f32>, }; var<private> geometry_: VertexGeometry = VertexGeometry( vec4<f32>(0.0, 0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec2<f32>(0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0) ); struct FragmentGeometry { uv: vec2<f32>, }; var<private> fragmentGeometry: FragmentGeometry; fn smoothedge(edge: f32, x: f32) -> f32 { return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x); } `; const defines = '#define SMOOTH_EDGE_RADIUS 0.5'; const vs = /* glsl */ `\ ${defines} struct VertexGeometry { vec4 position; vec3 worldPosition; vec3 worldPositionAlt; vec3 normal; vec2 uv; vec3 pickingColor; } geometry = VertexGeometry( vec4(0.0, 0.0, 1.0, 0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec2(0.0), vec3(0.0) ); `; const fs = /* glsl */ `\ ${defines} struct FragmentGeometry { vec2 uv; } geometry; float smoothedge(float edge, float x) { return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x); } `; export default { name: 'geometry', source, vs, fs }; //# sourceMappingURL=geometry.js.map