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@deck.gl/layers

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deck.gl core layers

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export declare const shaderWGSL = "// TODO(ibgreen): Hack for Layer uniforms (move to new \"color\" module?)\nstruct LayerUniforms {\n opacity: f32,\n};\nvar<private> layer: LayerUniforms = LayerUniforms(1.0);\n// @group(0) @binding(1) var<uniform> layer: LayerUniforms;\n\n// ---------- Helper Structures & Functions ----------\n\n// Placeholder filter functions.\nfn deckgl_filter_size(offset: vec3<f32>, geometry: Geometry) -> vec3<f32> {\n return offset;\n}\nfn deckgl_filter_gl_position(p: vec4<f32>, geometry: Geometry) -> vec4<f32> {\n return p;\n}\nfn deckgl_filter_color(color: vec4<f32>, geometry: Geometry) -> vec4<f32> {\n return color;\n}\n\n// Compute an extrusion offset given a line direction (in clipspace),\n// an offset direction (-1 or 1), and a width in pixels.\n// Assumes a uniform \"project\" with a viewportSize field is available.\nfn getExtrusionOffset(line_clipspace: vec2<f32>, offset_direction: f32, width: f32) -> vec2<f32> {\n // project.viewportSize should be provided as a uniform (not shown here)\n let dir_screenspace = normalize(line_clipspace * project.viewportSize);\n // Rotate by 90\u00B0: (x,y) becomes (-y,x)\n let rotated = vec2<f32>(-dir_screenspace.y, dir_screenspace.x);\n return rotated * offset_direction * width / 2.0;\n}\n\n// Splits the line between two points at a given x coordinate.\n// Interpolates the y and z components.\nfn splitLine(a: vec3<f32>, b: vec3<f32>, x: f32) -> vec3<f32> {\n let t: f32 = (x - a.x) / (b.x - a.x);\n return vec3<f32>(x, a.yz + t * (b.yz - a.yz));\n}\n\n// ---------- Uniforms & Global Structures ----------\n\n// Uniforms for line, layer, and project are assumed to be defined elsewhere.\n// For example:\n//\n// @group(0) @binding(0)\n// var<uniform> line: LineUniform;\n//\n// struct LayerUniform {\n// opacity: f32,\n// };\n// @group(0) @binding(1)\n// var<uniform> layer: LayerUniform;\n//\n// struct ProjectUniform {\n// viewportSize: vec2<f32>,\n// };\n// @group(0) @binding(2)\n// var<uniform> project: ProjectUniform;\n\n\n\n// ---------- Vertex Output Structure ----------\n\nstruct Varyings {\n @builtin(position) gl_Position: vec4<f32>,\n @location(0) vColor: vec4<f32>,\n @location(1) uv: vec2<f32>,\n};\n\n// ---------- Vertex Shader Entry Point ----------\n\n@vertex\nfn vertexMain(\n @location(0) positions: vec3<f32>,\n @location(1) instanceSourcePositions: vec3<f32>,\n @location(2) instanceTargetPositions: vec3<f32>,\n @location(3) instanceSourcePositions64Low: vec3<f32>,\n @location(4) instanceTargetPositions64Low: vec3<f32>,\n @location(5) instanceColors: vec4<f32>,\n @location(6) instancePickingColors: vec3<f32>,\n @location(7) instanceWidths: f32\n) -> Varyings {\n var geometry: Geometry;\n geometry.worldPosition = instanceSourcePositions;\n geometry.worldPositionAlt = instanceTargetPositions;\n\n var source_world: vec3<f32> = instanceSourcePositions;\n var target_world: vec3<f32> = instanceTargetPositions;\n var source_world_64low: vec3<f32> = instanceSourcePositions64Low;\n var target_world_64low: vec3<f32> = instanceTargetPositions64Low;\n\n // Apply shortest-path adjustments if needed.\n if (line.useShortestPath > 0.5 || line.useShortestPath < -0.5) {\n source_world.x = (source_world.x + 180.0 % 360.0) - 180.0;\n target_world.x = (target_world.x + 180.0 % 360.0) - 180.0;\n let deltaLng: f32 = target_world.x - source_world.x;\n\n if (deltaLng * line.useShortestPath > 180.0) {\n source_world.x = source_world.x + 360.0 * line.useShortestPath;\n source_world = splitLine(source_world, target_world, 180.0 * line.useShortestPath);\n source_world_64low = vec3<f32>(0.0, 0.0, 0.0);\n } else if (deltaLng * line.useShortestPath < -180.0) {\n target_world.x = target_world.x + 360.0 * line.useShortestPath;\n target_world = splitLine(source_world, target_world, 180.0 * line.useShortestPath);\n target_world_64low = vec3<f32>(0.0, 0.0, 0.0);\n } else if (line.useShortestPath < 0.0) {\n var abortOut: Varyings;\n abortOut.gl_Position = vec4<f32>(0.0);\n abortOut.vColor = vec4<f32>(0.0);\n abortOut.uv = vec2<f32>(0.0);\n return abortOut;\n }\n }\n\n // Project Pos and target positions to clip space.\n let sourceResult = project_position_to_clipspace_and_commonspace(source_world, source_world_64low, vec3<f32>(0.0));\n let targetResult = project_position_to_clipspace_and_commonspace(target_world, target_world_64low, vec3<f32>(0.0));\n let sourcePos: vec4<f32> = sourceResult.clipPosition;\n let targetPos: vec4<f32> = targetResult.clipPosition;\n let source_commonspace: vec4<f32> = sourceResult.commonPosition;\n let target_commonspace: vec4<f32> = targetResult.commonPosition;\n\n // Interpolate along the line segment.\n let segmentIndex: f32 = positions.x;\n let p: vec4<f32> = sourcePos + segmentIndex * (targetPos - sourcePos);\n geometry.position = source_commonspace + segmentIndex * (target_commonspace - source_commonspace);\n let uv: vec2<f32> = positions.xy;\n geometry.uv = uv;\n geometry.pickingColor = instancePickingColors;\n\n // Determine width in pixels.\n let widthPixels: f32 = clamp(\n project_unit_size_to_pixel(instanceWidths * line.widthScale, line.widthUnits),\n line.widthMinPixels, line.widthMaxPixels\n );\n\n // Compute extrusion offset.\n let extrusion: vec2<f32> = getExtrusionOffset(targetPos.xy - sourcePos.xy, positions.y, widthPixels);\n let offset: vec3<f32> = vec3<f32>(extrusion, 0.0);\n\n // Apply deck.gl filter functions.\n let filteredOffset = deckgl_filter_size(offset, geometry);\n let filteredP = deckgl_filter_gl_position(p, geometry);\n\n let clipOffset: vec2<f32> = project_pixel_size_to_clipspace(filteredOffset.xy);\n let finalPosition: vec4<f32> = filteredP + vec4<f32>(clipOffset, 0.0, 0.0);\n\n // Compute color.\n var vColor: vec4<f32> = vec4<f32>(instanceColors.rgb, instanceColors.a * layer.opacity);\n // vColor = deckgl_filter_color(vColor, geometry);\n\n var output: Varyings;\n output.gl_Position = finalPosition;\n output.vColor = vColor;\n output.uv = uv;\n return output;\n}\n\n@fragment\nfn fragmentMain(\n @location(0) vColor: vec4<f32>,\n @location(1) uv: vec2<f32>\n) -> @location(0) vec4<f32> {\n // Create and initialize geometry with the provided uv.\n var geometry: Geometry;\n geometry.uv = uv;\n\n // Start with the input color.\n var fragColor: vec4<f32> = vColor;\n\n // Apply the deck.gl filter to the color.\n fragColor = deckgl_filter_color(fragColor, geometry);\n\n return fragColor;\n}\n"; //# sourceMappingURL=line-layer.wgsl.d.ts.map