@deck.gl/layers
Version:
deck.gl core layers
3 lines • 1.36 kB
TypeScript
declare const _default: "#define SHADER_NAME multi-icon-layer-fragment-shader\n\nprecision highp float;\n\nuniform float opacity;\nuniform sampler2D iconsTexture;\nuniform float gamma;\nuniform bool sdf;\nuniform float alphaCutoff;\nuniform float sdfBuffer;\nuniform float outlineBuffer;\nuniform vec4 outlineColor;\n\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\nvarying vec2 uv;\n\nvoid main(void) {\n geometry.uv = uv;\n\n if (!picking_uActive) {\n float alpha = texture2D(iconsTexture, vTextureCoords).a;\n vec4 color = vColor;\n\n // if enable sdf (signed distance fields)\n if (sdf) {\n float distance = alpha;\n alpha = smoothstep(sdfBuffer - gamma, sdfBuffer + gamma, distance);\n\n if (outlineBuffer > 0.0) {\n float inFill = alpha;\n float inBorder = smoothstep(outlineBuffer - gamma, outlineBuffer + gamma, distance);\n color = mix(outlineColor, vColor, inFill);\n alpha = inBorder;\n }\n }\n\n // Take the global opacity and the alpha from color into account for the alpha component\n float a = alpha * color.a;\n \n if (a < alphaCutoff) {\n discard;\n }\n\n gl_FragColor = vec4(color.rgb, a * opacity);\n }\n\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
export default _default;
//# sourceMappingURL=multi-icon-layer-fragment.glsl.d.ts.map