@deck.gl/experimental-layers
Version:
Experimental layers for deck.gl
44 lines (38 loc) • 1.75 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 `\
attribute vec3 positions;
attribute vec3 colors;
uniform float opacity;
uniform float currentTime;
uniform float trailLength;
varying float vTime;
varying vec4 vColor;
void main(void) {
vec2 p = project_position(positions.xy);
// the magic de-flickering factor
vec4 shift = vec4(0., 0., mod(positions.z, trailLength) * 1e-4, 0.);
gl_Position = project_to_clipspace(vec4(p, 1., 1.)) + shift;
vColor = vec4(colors / 255.0, opacity);
vTime = 1.0 - (currentTime - positions.z) / trailLength;
}
`;
//# sourceMappingURL=trips-layer-vertex.glsl.js.map