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@deck.gl/layers

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.default = void 0; var _default = "\nattribute vec2 vertexPositions;\nattribute float vertexValid;\n\nuniform bool extruded;\nuniform bool isWireframe;\nuniform float elevationScale;\nuniform float opacity;\n\nvarying vec4 vColor;\n\nstruct PolygonProps {\n vec4 fillColors;\n vec4 lineColors;\n vec3 positions;\n vec3 nextPositions;\n vec3 pickingColors;\n vec3 positions64Low;\n vec3 nextPositions64Low;\n float elevations;\n};\n\nvec3 project_offset_normal(vec3 vector) {\n if (project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||\n project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSETS) {\n return normalize(vector * project_uCommonUnitsPerWorldUnit);\n }\n return project_normal(vector);\n}\n\nvoid calculatePosition(PolygonProps props) {\n#ifdef IS_SIDE_VERTEX\n if(vertexValid < 0.5){\n gl_Position = vec4(0.);\n return;\n }\n#endif\n\n vec3 pos;\n vec3 pos64Low;\n vec3 normal;\n vec4 colors = isWireframe ? props.lineColors : props.fillColors;\n\n geometry.worldPosition = props.positions;\n geometry.worldPositionAlt = props.nextPositions;\n geometry.pickingColor = props.pickingColors;\n\n#ifdef IS_SIDE_VERTEX\n pos = mix(props.positions, props.nextPositions, vertexPositions.x);\n pos64Low = mix(props.positions64Low, props.nextPositions64Low, vertexPositions.x);\n#else\n pos = props.positions;\n pos64Low = props.positions64Low;\n#endif\n\n if (extruded) {\n pos.z += props.elevations * vertexPositions.y * elevationScale;\n }\n gl_Position = project_position_to_clipspace(pos, pos64Low, vec3(0.), geometry.position);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n if (extruded) {\n #ifdef IS_SIDE_VERTEX\n normal = vec3(\n props.positions.y - props.nextPositions.y + (props.positions64Low.y - props.nextPositions64Low.y),\n props.nextPositions.x - props.positions.x + (props.nextPositions64Low.x - props.positions64Low.x),\n 0.0);\n normal = project_offset_normal(normal);\n #else\n normal = project_normal(vec3(0.0, 0.0, 1.0));\n #endif\n geometry.normal = normal;\n vec3 lightColor = lighting_getLightColor(colors.rgb, project_uCameraPosition, geometry.position.xyz, normal);\n vColor = vec4(lightColor, colors.a * opacity);\n } else {\n vColor = vec4(colors.rgb, colors.a * opacity);\n }\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n"; exports.default = _default; //# sourceMappingURL=solid-polygon-layer-vertex-main.glsl.js.map