@deck.gl/layers
Version:
deck.gl core layers
48 lines (41 loc) • 1.8 kB
text/typescript
// 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 `
precision highp float;
uniform vec3 project_uCameraPosition;
uniform bool extruded;
uniform bool isStroke;
out vec4 fragColor;
in vec4 vColor;
in vec4 position_commonspace;
void main(void) {
fragColor = vColor;
if (extruded && !isStroke && !picking_uActive) {
vec3 normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
fragColor.rgb = lighting_getLightColor(vColor.rgb, project_uCameraPosition, position_commonspace.xyz, normal);
}
DECKGL_FILTER_COLOR(fragColor, geometry);
}
`;