UNPKG

@deck.gl/layers

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// 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 vec2 vertexPositions; attribute float vertexValid; uniform bool extruded; uniform bool isWireframe; uniform float elevationScale; uniform float opacity; varying vec4 vColor; struct PolygonProps { vec4 fillColors; vec4 lineColors; vec3 positions; vec3 nextPositions; vec3 pickingColors; vec3 positions64Low; vec3 nextPositions64Low; float elevations; }; vec3 project_offset_normal(vec3 vector) { if (project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT || project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSETS) { // normals generated by the polygon tesselator are in lnglat offsets instead of meters return normalize(vector * project_uCommonUnitsPerWorldUnit); } return project_normal(vector); } void calculatePosition(PolygonProps props) { #ifdef IS_SIDE_VERTEX if(vertexValid < 0.5){ gl_Position = vec4(0.); return; } #endif vec3 pos; vec3 pos64Low; vec3 normal; vec4 colors = isWireframe ? props.lineColors : props.fillColors; geometry.worldPosition = props.positions; geometry.worldPositionAlt = props.nextPositions; geometry.pickingColor = props.pickingColors; #ifdef IS_SIDE_VERTEX pos = mix(props.positions, props.nextPositions, vertexPositions.x); pos64Low = mix(props.positions64Low, props.nextPositions64Low, vertexPositions.x); #else pos = props.positions; pos64Low = props.positions64Low; #endif if (extruded) { pos.z += props.elevations * vertexPositions.y * elevationScale; } gl_Position = project_position_to_clipspace(pos, pos64Low, vec3(0.), geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); if (extruded) { #ifdef IS_SIDE_VERTEX normal = vec3( props.positions.y - props.nextPositions.y + (props.positions64Low.y - props.nextPositions64Low.y), props.nextPositions.x - props.positions.x + (props.nextPositions64Low.x - props.positions64Low.x), 0.0); normal = project_offset_normal(normal); #else normal = project_normal(vec3(0.0, 0.0, 1.0)); #endif geometry.normal = normal; vec3 lightColor = lighting_getLightColor(colors.rgb, project_uCameraPosition, geometry.position.xyz, normal); vColor = vec4(lightColor, colors.a * opacity); } else { vColor = vec4(colors.rgb, colors.a * opacity); } DECKGL_FILTER_COLOR(vColor, geometry); } `;