@deck.gl/layers
Version:
deck.gl core layers
103 lines (87 loc) • 3.97 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 instancePositions;
attribute vec3 instancePositions64Low;
attribute float instanceRadius;
attribute float instanceLineWidths;
attribute vec4 instanceFillColors;
attribute vec4 instanceLineColors;
attribute vec3 instancePickingColors;
uniform float opacity;
uniform float radiusScale;
uniform float radiusMinPixels;
uniform float radiusMaxPixels;
uniform float lineWidthScale;
uniform float lineWidthMinPixels;
uniform float lineWidthMaxPixels;
uniform float stroked;
uniform bool filled;
uniform bool antialiasing;
uniform bool billboard;
uniform int radiusUnits;
uniform int lineWidthUnits;
varying vec4 vFillColor;
varying vec4 vLineColor;
varying vec2 unitPosition;
varying float innerUnitRadius;
varying float outerRadiusPixels;
void main(void) {
geometry.worldPosition = instancePositions;
// Multiply out radius and clamp to limits
outerRadiusPixels = clamp(
project_size_to_pixel(radiusScale * instanceRadius, radiusUnits),
radiusMinPixels, radiusMaxPixels
);
// Multiply out line width and clamp to limits
float lineWidthPixels = clamp(
project_size_to_pixel(lineWidthScale * instanceLineWidths, lineWidthUnits),
lineWidthMinPixels, lineWidthMaxPixels
);
// outer radius needs to offset by half stroke width
outerRadiusPixels += stroked * lineWidthPixels / 2.0;
// Expand geometry to accomodate edge smoothing
float edgePadding = antialiasing ? (outerRadiusPixels + SMOOTH_EDGE_RADIUS) / outerRadiusPixels : 1.0;
// position on the containing square in [-1, 1] space
unitPosition = edgePadding * positions.xy;
geometry.uv = unitPosition;
geometry.pickingColor = instancePickingColors;
innerUnitRadius = 1.0 - stroked * lineWidthPixels / outerRadiusPixels;
if (billboard) {
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
vec3 offset = edgePadding * positions * outerRadiusPixels;
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);
} else {
vec3 offset = edgePadding * positions * project_pixel_size(outerRadiusPixels);
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset, geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
}
// Apply opacity to instance color, or return instance picking color
vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * opacity);
DECKGL_FILTER_COLOR(vFillColor, geometry);
vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * opacity);
DECKGL_FILTER_COLOR(vLineColor, geometry);
}
`;