@deck.gl/layers
Version:
deck.gl core layers
9 lines (8 loc) • 1.41 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _default = "#define SHADER_NAME scatterplot-layer-fragment-shader\n\nprecision highp float;\n\nuniform bool filled;\nuniform float stroked;\nuniform bool antialiasing;\n\nvarying vec4 vFillColor;\nvarying vec4 vLineColor;\nvarying vec2 unitPosition;\nvarying float innerUnitRadius;\nvarying float outerRadiusPixels;\n\nvoid main(void) {\n geometry.uv = unitPosition;\n\n float distToCenter = length(unitPosition) * outerRadiusPixels;\n float inCircle = antialiasing ? \n smoothedge(distToCenter, outerRadiusPixels) : \n step(distToCenter, outerRadiusPixels);\n\n if (inCircle == 0.0) {\n discard;\n }\n\n if (stroked > 0.5) {\n float isLine = antialiasing ? \n smoothedge(innerUnitRadius * outerRadiusPixels, distToCenter) :\n step(innerUnitRadius * outerRadiusPixels, distToCenter);\n\n if (filled) {\n gl_FragColor = mix(vFillColor, vLineColor, isLine);\n } else {\n if (isLine == 0.0) {\n discard;\n }\n gl_FragColor = vec4(vLineColor.rgb, vLineColor.a * isLine);\n }\n } else if (filled) {\n gl_FragColor = vFillColor;\n } else {\n discard;\n }\n\n gl_FragColor.a *= inCircle;\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
exports.default = _default;
//# sourceMappingURL=scatterplot-layer-fragment.glsl.js.map