UNPKG

@deck.gl/experimental-layers

Version:

Experimental layers for deck.gl

28 lines (27 loc) 3.85 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.default = void 0; // Copyright (c) 2015 - 2017 Uber Technologies, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. var _default = "#define SHADER_NAME bezier-curve-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 instanceSourcePositions;\nattribute vec3 instanceTargetPositions;\nattribute vec3 instanceControlPoints;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float numSegments;\nuniform float strokeWidth;\nuniform float opacity;\n\nvarying vec4 vColor;\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize);\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset_screenspace = dir_screenspace * offset_direction * strokeWidth / 2.0;\n vec2 offset_clipspace = project_pixel_to_clipspace(offset_screenspace).xy;\n\n return offset_clipspace;\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / numSegments);\n}\n\nvec4 computeBezierCurve(vec4 source, vec4 target, vec4 controlPoint, float segmentRatio) {\n float mt = 1.0 - segmentRatio;\n float mt2 = pow(mt, 2.0);\n float t2 = pow(segmentRatio, 2.0);\n float a = mt2;\n float b = mt * segmentRatio * 2.0;\n float c = t2;\n vec4 ret = vec4(\n a * source.x + b * controlPoint.x + c * target.x,\n a * source.y + b * controlPoint.y + c * target.y,\n a * source.z + b * controlPoint.z + c * target.z,\n 1.0\n );\n return ret;\n}\n\nvoid main(void) {\n vec3 sourcePos = project_position(instanceSourcePositions);\n vec3 targetPos = project_position(instanceTargetPositions);\n vec3 controlPointPos = project_position(instanceControlPoints);\n vec4 source = project_to_clipspace(vec4(sourcePos, 1.0));\n vec4 target = project_to_clipspace(vec4(targetPos, 1.0));\n vec4 controlPoint = project_to_clipspace(vec4(controlPointPos, 1.0));\n float segmentIndex = positions.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n vec4 p = computeBezierCurve(source, target, controlPoint, segmentRatio);\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n vec4 nextP = computeBezierCurve(source, target, controlPoint, nextSegmentRatio);\n float direction = float(positions.y);\n direction = mix(-1.0, 1.0, step(segmentIndex, 0.0)) * direction;\n vec2 offset = getExtrusionOffset(nextP.xy - p.xy, direction);\n gl_Position = p + vec4(offset, 0.0, 0.0);\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n picking_setPickingColor(instancePickingColors);\n}\n"; exports.default = _default; //# sourceMappingURL=bezier-curve-layer-vertex.glsl.js.map