@deck.gl/experimental-layers
Version:
Experimental layers for deck.gl
9 lines (8 loc) • 1.63 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _default = "\n#define SHADER_NAME mesh-layer-vs\nuniform float sizeScale;\nattribute vec3 positions;\nattribute vec3 normals;\nattribute vec2 texCoords;\nattribute vec3 instancePositions;\nattribute vec2 instancePositions64xy;\nattribute vec3 instanceRotations;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nvarying vec2 vTexCoord;\nvarying vec4 vColor;\nvarying float vLightWeight;\nmat3 getRotationMatrix(vec3 rotation) {\n float sr = sin(rotation.x);\n float sp = sin(rotation.y);\n float sw = sin(rotation.z);\n\n float cr = cos(rotation.x);\n float cp = cos(rotation.y);\n float cw = cos(rotation.z);\n\n return mat3(\n cw * cp,\n sw * cp,\n -sp,\n -sw * cr + cw * sp * sr,\n cw * cr + sw * sp * sr,\n cp * sr,\n sw * sr + cw * sp * cr,\n -cw * sr + sw * sp * cr,\n cp * cr\n );\n}\n\nvoid main(void) {\n mat3 rotationMatrix = getRotationMatrix(instanceRotations);\n\n vec3 pos = positions;\n pos = rotationMatrix * pos;\n pos = project_scale(pos * sizeScale);\n if (project_uPixelsPerMeter.y < 0.0) {\n pos.y = -pos.y;\n }\n\n vec4 worldPosition;\n gl_Position = project_position_to_clipspace(instancePositions, instancePositions64xy, pos, worldPosition);\n\n picking_setPickingColor(instancePickingColors);\n\n vTexCoord = texCoords;\n vColor = instanceColors;\n vLightWeight = lighting_getLightWeight(worldPosition.xyz, project_normal(normals));\n}\n";
exports.default = _default;
//# sourceMappingURL=mesh-layer-vertex.glsl.js.map