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@deck.gl/experimental-layers

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Experimental layers for deck.gl

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// 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 "#define SHADER_NAME advanced-text-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform float smoothing;\nuniform sampler2D iconsTexture;\n\nvarying float vColorMode;\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\n\nvoid main(void) {\n float distance = texture2D(iconsTexture, vTextureCoords).a;\n float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);\n gl_FragColor = vec4(vColor.rgb, vColor.a * alpha * opacity);\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"; //# sourceMappingURL=advanced-text-layer-fragment.glsl.js.map