@deck.gl/layers
Version:
deck.gl core layers
63 lines (52 loc) • 2.56 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 `\
attribute vec3 positions;
attribute vec3 instanceNormals;
attribute vec4 instanceColors;
attribute vec3 instancePositions;
attribute vec3 instancePositions64Low;
attribute vec3 instancePickingColors;
uniform float opacity;
uniform float radiusPixels;
uniform int sizeUnits;
varying vec4 vColor;
varying vec2 unitPosition;
void main(void) {
geometry.worldPosition = instancePositions;
geometry.normal = project_normal(instanceNormals);
// position on the containing square in [-1, 1] space
unitPosition = positions.xy;
geometry.uv = unitPosition;
geometry.pickingColor = instancePickingColors;
// Find the center of the point and add the current vertex
vec3 offset = vec3(positions.xy * project_size_to_pixel(radiusPixels, sizeUnits), 0.0);
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.), geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);
// Apply lighting
vec3 lightColor = lighting_getLightColor(instanceColors.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal);
// Apply opacity to instance color, or return instance picking color
vColor = vec4(lightColor, instanceColors.a * opacity);
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;