@deck.gl/layers
Version:
deck.gl core layers
58 lines (50 loc) • 2.13 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 float miterLimit;
varying vec4 vColor;
varying vec2 vCornerOffset;
varying float vMiterLength;
/*
* vPathPosition represents the relative coordinates of the current fragment on the path segment.
* vPathPosition.x - position along the width of the path, between [-1, 1]. 0 is the center line.
* vPathPosition.y - position along the length of the path, between [0, L / width].
*/
varying vec2 vPathPosition;
varying float vPathLength;
varying float vJointType;
void main(void) {
geometry.uv = vPathPosition;
if (vPathPosition.y < 0.0 || vPathPosition.y > vPathLength) {
// if joint is rounded, test distance from the corner
if (vJointType > 0.5 && length(vCornerOffset) > 1.0) {
discard;
}
// trim miter
if (vJointType < 0.5 && vMiterLength > miterLimit + 1.0) {
discard;
}
}
gl_FragColor = vColor;
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
}
`;