@deck.gl/layers
Version:
deck.gl core layers
81 lines (68 loc) • 2.77 kB
text/typescript
export default `\
attribute vec2 positions;
attribute vec3 instancePositions;
attribute vec3 instancePositions64Low;
attribute vec4 instanceRects;
attribute float instanceSizes;
attribute float instanceAngles;
attribute vec2 instancePixelOffsets;
attribute float instanceLineWidths;
attribute vec4 instanceFillColors;
attribute vec4 instanceLineColors;
attribute vec3 instancePickingColors;
uniform bool billboard;
uniform float opacity;
uniform float sizeScale;
uniform float sizeMinPixels;
uniform float sizeMaxPixels;
uniform vec4 padding;
uniform int sizeUnits;
varying vec4 vFillColor;
varying vec4 vLineColor;
varying float vLineWidth;
varying vec2 uv;
varying vec2 dimensions;
vec2 rotate_by_angle(vec2 vertex, float angle) {
float angle_radian = radians(angle);
float cos_angle = cos(angle_radian);
float sin_angle = sin(angle_radian);
mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);
return rotationMatrix * vertex;
}
void main(void) {
geometry.worldPosition = instancePositions;
geometry.uv = positions;
geometry.pickingColor = instancePickingColors;
uv = positions;
vLineWidth = instanceLineWidths;
// convert size in meters to pixels, then scaled and clamp
// project meters to pixels and clamp to limits
float sizePixels = clamp(
project_size_to_pixel(instanceSizes * sizeScale, sizeUnits),
sizeMinPixels, sizeMaxPixels
);
dimensions = instanceRects.zw * sizePixels + padding.xy + padding.zw;
vec2 pixelOffset = (positions * instanceRects.zw + instanceRects.xy) * sizePixels + mix(-padding.xy, padding.zw, positions);
pixelOffset = rotate_by_angle(pixelOffset, instanceAngles);
pixelOffset += instancePixelOffsets;
pixelOffset.y *= -1.0;
if (billboard) {
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
vec3 offset = vec3(pixelOffset, 0.0);
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);
} else {
vec3 offset_common = vec3(project_pixel_size(pixelOffset), 0.0);
DECKGL_FILTER_SIZE(offset_common, geometry);
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset_common, 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);
}
`;