@deck.gl/experimental-layers
Version:
Experimental layers for deck.gl
45 lines (39 loc) • 1.91 kB
JavaScript
// 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.
export default `\
precision highp float;
uniform float opacity;
uniform float smoothing;
uniform sampler2D iconsTexture;
varying float vColorMode;
varying vec4 vColor;
varying vec2 vTextureCoords;
void main(void) {
float distance = texture2D(iconsTexture, vTextureCoords).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
gl_FragColor = vec4(vColor.rgb, vColor.a * alpha * opacity);
// use highlight color if this fragment belongs to the selected object.
gl_FragColor = picking_filterHighlightColor(gl_FragColor);
// use picking color if rendering to picking FBO.
gl_FragColor = picking_filterPickingColor(gl_FragColor);
}
`;
//# sourceMappingURL=advanced-text-layer-fragment.glsl.js.map