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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-vertex-shader attribute vec2 positions; attribute vec3 instancePositions; attribute vec2 instancePositions64xyLow; attribute float instanceSizes; attribute float instanceAngles; attribute vec4 instanceColors; attribute vec3 instancePickingColors; attribute vec4 instanceIconFrames; attribute float instanceColorModes; attribute vec2 instanceOffsets; uniform float sizeScale; uniform vec2 iconsTextureDim; varying float vColorMode; varying vec4 vColor; varying vec2 vTextureCoords; vec2 rotate_by_angle(vec2 vertex, float angle) { float angle_radian = angle * PI / 180.0; float cos_angle = cos(angle_radian); float sin_angle = sin(angle_radian); mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle); return rotationMatrix * vertex; } void main(void) { vec2 iconSize = instanceIconFrames.zw; // scale and rotate vertex in "pixel" value and convert back to fraction in clipspace vec2 pixelOffset = positions / 2.0 * iconSize + instanceOffsets; pixelOffset = rotate_by_angle(pixelOffset, instanceAngles) * sizeScale * instanceSizes; pixelOffset.y *= -1.0; gl_Position = project_position_to_clipspace(instancePositions, instancePositions64xyLow, vec3(0.0)); gl_Position += project_pixel_to_clipspace(pixelOffset); vTextureCoords = mix( instanceIconFrames.xy, instanceIconFrames.xy + iconSize, (positions.xy + 1.0) / 2.0 ) / iconsTextureDim; vTextureCoords.y = 1.0 - vTextureCoords.y; vColor = instanceColors / 255.; vColorMode = instanceColorModes; // Set color to be rendered to picking fbo (also used to check for selection highlight). picking_setPickingColor(instancePickingColors); } `;