@deck.gl/layers
Version:
deck.gl core layers
70 lines (60 loc) • 2.3 kB
JavaScript
// 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 bool filled;
uniform float stroked;
uniform bool antialiasing;
varying vec4 vFillColor;
varying vec4 vLineColor;
varying vec2 unitPosition;
varying float innerUnitRadius;
varying float outerRadiusPixels;
void main(void) {
geometry.uv = unitPosition;
float distToCenter = length(unitPosition) * outerRadiusPixels;
float inCircle = antialiasing ?
smoothedge(distToCenter, outerRadiusPixels) :
step(distToCenter, outerRadiusPixels);
if (inCircle == 0.0) {
discard;
}
if (stroked > 0.5) {
float isLine = antialiasing ?
smoothedge(innerUnitRadius * outerRadiusPixels, distToCenter) :
step(innerUnitRadius * outerRadiusPixels, distToCenter);
if (filled) {
gl_FragColor = mix(vFillColor, vLineColor, isLine);
} else {
if (isLine == 0.0) {
discard;
}
gl_FragColor = vec4(vLineColor.rgb, vLineColor.a * isLine);
}
} else if (filled) {
gl_FragColor = vFillColor;
} else {
discard;
}
gl_FragColor.a *= inCircle;
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
}
`;