@deck.gl/experimental-layers
Version:
Experimental layers for deck.gl
21 lines • 1.94 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 "#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