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@deck.gl/layers

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deck.gl core layers

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declare const _default: "// TODO(ibgreen): Hack for Layer uniforms (move to new \"color\" module?)\n\nstruct LayerUniforms {\n opacity: f32,\n};\n\nvar<private> layer: LayerUniforms = LayerUniforms(1.0);\n// @group(0) @binding(1) var<uniform> layer: LayerUniforms;\n\n// Main shaders\n\nstruct ScatterplotUniforms {\n radiusScale: f32,\n radiusMinPixels: f32,\n radiusMaxPixels: f32,\n lineWidthScale: f32,\n lineWidthMinPixels: f32,\n lineWidthMaxPixels: f32,\n stroked: f32,\n filled: i32,\n antialiasing: i32,\n billboard: i32,\n radiusUnits: i32,\n lineWidthUnits: i32,\n};\n\nstruct ConstantAttributeUniforms {\n instancePositions: vec3<f32>,\n instancePositions64Low: vec3<f32>,\n instanceRadius: f32,\n instanceLineWidths: f32,\n instanceFillColors: vec4<f32>,\n instanceLineColors: vec4<f32>,\n instancePickingColors: vec3<f32>,\n\n instancePositionsConstant: i32,\n instancePositions64LowConstant: i32,\n instanceRadiusConstant: i32,\n instanceLineWidthsConstant: i32,\n instanceFillColorsConstant: i32,\n instanceLineColorsConstant: i32,\n instancePickingColorsConstant: i32\n};\n\n@group(0) @binding(2) var<uniform> scatterplot: ScatterplotUniforms;\n\nstruct ConstantAttributes {\n instancePositions: vec3<f32>,\n instancePositions64Low: vec3<f32>,\n instanceRadius: f32,\n instanceLineWidths: f32,\n instanceFillColors: vec4<f32>,\n instanceLineColors: vec4<f32>,\n instancePickingColors: vec3<f32>\n};\n\nconst constants = ConstantAttributes(\n vec3<f32>(0.0),\n vec3<f32>(0.0),\n 0.0,\n 0.0,\n vec4<f32>(0.0, 0.0, 0.0, 1.0),\n vec4<f32>(0.0, 0.0, 0.0, 1.0),\n vec3<f32>(0.0)\n);\n\nstruct Attributes {\n @builtin(instance_index) instanceIndex : u32,\n @builtin(vertex_index) vertexIndex : u32,\n @location(0) positions: vec3<f32>,\n @location(1) instancePositions: vec3<f32>,\n @location(2) instancePositions64Low: vec3<f32>,\n @location(3) instanceRadius: f32,\n @location(4) instanceLineWidths: f32,\n @location(5) instanceFillColors: vec4<f32>,\n @location(6) instanceLineColors: vec4<f32>,\n @location(7) instancePickingColors: vec3<f32>\n};\n\nstruct Varyings {\n @builtin(position) position: vec4<f32>,\n @location(0) vFillColor: vec4<f32>,\n @location(1) vLineColor: vec4<f32>,\n @location(2) unitPosition: vec2<f32>,\n @location(3) innerUnitRadius: f32,\n @location(4) outerRadiusPixels: f32,\n};\n\n@vertex\nfn vertexMain(attributes: Attributes) -> Varyings {\n var varyings: Varyings;\n\n // Draw an inline geometry constant array clip space triangle to verify that rendering works.\n // var positions = array<vec2<f32>, 3>(vec2(0.0, 0.5), vec2(-0.5, -0.5), vec2(0.5, -0.5));\n // if (attributes.instanceIndex == 0) {\n // varyings.position = vec4<f32>(positions[attributes.vertexIndex], 0.0, 1.0);\n // return varyings;\n // }\n\n // var geometry: Geometry;\n // geometry.worldPosition = instancePositions;\n\n // Multiply out radius and clamp to limits\n varyings.outerRadiusPixels = clamp(\n project_unit_size_to_pixel(scatterplot.radiusScale * attributes.instanceRadius, scatterplot.radiusUnits),\n scatterplot.radiusMinPixels, scatterplot.radiusMaxPixels\n );\n\n // Multiply out line width and clamp to limits\n let lineWidthPixels = clamp(\n project_unit_size_to_pixel(scatterplot.lineWidthScale * attributes.instanceLineWidths, scatterplot.lineWidthUnits),\n scatterplot.lineWidthMinPixels, scatterplot.lineWidthMaxPixels\n );\n\n // outer radius needs to offset by half stroke width\n varyings.outerRadiusPixels += scatterplot.stroked * lineWidthPixels / 2.0;\n // Expand geometry to accommodate edge smoothing\n let edgePadding = select(\n (varyings.outerRadiusPixels + SMOOTH_EDGE_RADIUS) / varyings.outerRadiusPixels,\n 1.0,\n scatterplot.antialiasing != 0\n );\n\n // position on the containing square in [-1, 1] space\n varyings.unitPosition = edgePadding * attributes.positions.xy;\n geometry.uv = varyings.unitPosition;\n geometry.pickingColor = attributes.instancePickingColors;\n\n varyings.innerUnitRadius = 1.0 - scatterplot.stroked * lineWidthPixels / varyings.outerRadiusPixels;\n\n if (scatterplot.billboard != 0) {\n varyings.position = project_position_to_clipspace(attributes.instancePositions, attributes.instancePositions64Low, vec3<f32>(0.0)); // TODO , geometry.position);\n // DECKGL_FILTER_GL_POSITION(varyings.position, geometry);\n let offset = attributes.positions; // * edgePadding * varyings.outerRadiusPixels;\n // DECKGL_FILTER_SIZE(offset, geometry);\n let clipPixels = project_pixel_size_to_clipspace(offset.xy);\n varyings.position.x = clipPixels.x;\n varyings.position.y = clipPixels.y;\n } else {\n let offset = edgePadding * attributes.positions * project_pixel_size_float(varyings.outerRadiusPixels);\n // DECKGL_FILTER_SIZE(offset, geometry);\n varyings.position = project_position_to_clipspace(attributes.instancePositions, attributes.instancePositions64Low, offset); // TODO , geometry.position);\n // DECKGL_FILTER_GL_POSITION(varyings.position, geometry);\n }\n\n // Apply opacity to instance color, or return instance picking color\n varyings.vFillColor = vec4<f32>(attributes.instanceFillColors.rgb, attributes.instanceFillColors.a * layer.opacity);\n // DECKGL_FILTER_COLOR(varyings.vFillColor, geometry);\n varyings.vLineColor = vec4<f32>(attributes.instanceLineColors.rgb, attributes.instanceLineColors.a * layer.opacity);\n // DECKGL_FILTER_COLOR(varyings.vLineColor, geometry);\n\n return varyings;\n}\n\n@fragment\nfn fragmentMain(varyings: Varyings) -> @location(0) vec4<f32> {\n // var geometry: Geometry;\n // geometry.uv = unitPosition;\n\n let distToCenter = length(varyings.unitPosition) * varyings.outerRadiusPixels;\n let inCircle = select(\n smoothedge(distToCenter, varyings.outerRadiusPixels),\n step(distToCenter, varyings.outerRadiusPixels),\n scatterplot.antialiasing != 0\n );\n\n if (inCircle == 0.0) {\n // discard;\n }\n\n var fragColor: vec4<f32>;\n\n if (scatterplot.stroked != 0) {\n let isLine = select(\n smoothedge(varyings.innerUnitRadius * varyings.outerRadiusPixels, distToCenter),\n step(varyings.innerUnitRadius * varyings.outerRadiusPixels, distToCenter),\n scatterplot.antialiasing != 0\n );\n\n if (scatterplot.filled != 0) {\n fragColor = mix(varyings.vFillColor, varyings.vLineColor, isLine);\n } else {\n if (isLine == 0.0) {\n // discard;\n }\n fragColor = vec4<f32>(varyings.vLineColor.rgb, varyings.vLineColor.a * isLine);\n }\n } else if (scatterplot.filled == 0) {\n // discard;\n } else {\n fragColor = varyings.vFillColor;\n }\n\n fragColor.a *= inCircle;\n // DECKGL_FILTER_COLOR(fragColor, geometry);\n\n return fragColor;\n // return vec4<f32>(0, 0, 1, 1);\n}\n"; export default _default; //# sourceMappingURL=scatterplot-layer.wgsl.d.ts.map