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@deck.gl/layers

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declare const _default: "#define SHADER_NAME path-layer-fragment-shader\n\nprecision highp float;\n\nuniform float miterLimit;\n\nvarying vec4 vColor;\nvarying vec2 vCornerOffset;\nvarying float vMiterLength;\n/*\n * vPathPosition represents the relative coordinates of the current fragment on the path segment.\n * vPathPosition.x - position along the width of the path, between [-1, 1]. 0 is the center line.\n * vPathPosition.y - position along the length of the path, between [0, L / width].\n */\nvarying vec2 vPathPosition;\nvarying float vPathLength;\nvarying float vJointType;\n\nvoid main(void) {\n geometry.uv = vPathPosition;\n\n if (vPathPosition.y < 0.0 || vPathPosition.y > vPathLength) {\n // if joint is rounded, test distance from the corner\n if (vJointType > 0.5 && length(vCornerOffset) > 1.0) {\n discard;\n }\n // trim miter\n if (vJointType < 0.5 && vMiterLength > miterLimit + 1.0) {\n discard;\n }\n }\n gl_FragColor = vColor;\n\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n"; export default _default; //# sourceMappingURL=path-layer-fragment.glsl.d.ts.map