@deck.gl/layers
Version:
deck.gl core layers
71 lines (59 loc) • 2.34 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 float opacity;
uniform sampler2D iconsTexture;
uniform float gamma;
uniform bool sdf;
uniform float alphaCutoff;
uniform float buffer;
uniform float outlineBuffer;
uniform vec4 outlineColor;
varying vec4 vColor;
varying vec2 vTextureCoords;
varying vec2 uv;
void main(void) {
geometry.uv = uv;
if (!picking_uActive) {
float alpha = texture2D(iconsTexture, vTextureCoords).a;
vec4 color = vColor;
// if enable sdf (signed distance fields)
if (sdf) {
float distance = alpha;
alpha = smoothstep(buffer - gamma, buffer + gamma, distance);
if (outlineBuffer > 0.0) {
float inFill = alpha;
float inBorder = smoothstep(outlineBuffer - gamma, outlineBuffer + gamma, distance);
color = mix(outlineColor, vColor, inFill);
alpha = inBorder;
}
}
// Take the global opacity and the alpha from color into account for the alpha component
float a = alpha * color.a;
if (a < alphaCutoff) {
discard;
}
gl_FragColor = vec4(color.rgb, a * opacity);
}
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
}
`;