@deck.gl/layers
Version:
deck.gl core layers
91 lines (75 loc) • 3.09 kB
text/typescript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
export default `
in vec3 positions;
in vec3 normals;
in vec3 instancePositions;
in float instanceElevations;
in vec3 instancePositions64Low;
in vec4 instanceFillColors;
in vec4 instanceLineColors;
in float instanceStrokeWidths;
in vec3 instancePickingColors;
// Result
out vec4 vColor;
out vec3 cameraPosition;
out vec4 position_commonspace;
void main(void) {
geometry.worldPosition = instancePositions;
vec4 color = column.isStroke ? instanceLineColors : instanceFillColors;
// rotate primitive position and normal
mat2 rotationMatrix = mat2(cos(column.angle), sin(column.angle), -sin(column.angle), cos(column.angle));
// calculate elevation, if 3d not enabled set to 0
// cylindar gemoetry height are between -1.0 to 1.0, transform it to between 0, 1
float elevation = 0.0;
// calculate stroke offset
float strokeOffsetRatio = 1.0;
if (column.extruded) {
elevation = instanceElevations * (positions.z + 1.0) / 2.0 * column.elevationScale;
} else if (column.stroked) {
float widthPixels = clamp(
project_size_to_pixel(instanceStrokeWidths * column.widthScale, column.widthUnits),
column.widthMinPixels, column.widthMaxPixels) / 2.0;
float halfOffset = project_pixel_size(widthPixels) / project_size(column.edgeDistance * column.coverage * column.radius);
if (column.isStroke) {
strokeOffsetRatio -= sign(positions.z) * halfOffset;
} else {
strokeOffsetRatio -= halfOffset;
}
}
// if alpha == 0.0 or z < 0.0, do not render element
float shouldRender = float(color.a > 0.0 && instanceElevations >= 0.0);
float dotRadius = column.radius * column.coverage * shouldRender;
geometry.pickingColor = instancePickingColors;
// project center of column
vec3 centroidPosition = vec3(instancePositions.xy, instancePositions.z + elevation);
vec3 centroidPosition64Low = instancePositions64Low;
vec2 offset = (rotationMatrix * positions.xy * strokeOffsetRatio + column.offset) * dotRadius;
if (column.radiusUnits == UNIT_METERS) {
offset = project_size(offset);
}
vec3 pos = vec3(offset, 0.);
DECKGL_FILTER_SIZE(pos, geometry);
gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);
geometry.normal = project_normal(vec3(rotationMatrix * normals.xy, normals.z));
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
// Light calculations
if (column.extruded && !column.isStroke) {
cameraPosition = project.cameraPosition;
position_commonspace = geometry.position;
vColor = vec4(color.rgb, color.a * layer.opacity);
vec3 lightColor = lighting_getLightColor(color.rgb, project.cameraPosition, geometry.position.xyz, geometry.normal);
vColor = vec4(lightColor, color.a * layer.opacity);
} else {
vColor = vec4(color.rgb, color.a * layer.opacity);
}
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;