@deck.gl/layers
Version:
deck.gl core layers
85 lines (69 loc) • 2.63 kB
text/typescript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
export default `\
in vec2 positions;
in vec3 instancePositions;
in vec3 instancePositions64Low;
in float instanceSizes;
in float instanceAngles;
in vec4 instanceColors;
in vec3 instancePickingColors;
in vec4 instanceIconFrames;
in float instanceColorModes;
in vec2 instanceOffsets;
in vec2 instancePixelOffset;
out float vColorMode;
out vec4 vColor;
out vec2 vTextureCoords;
out vec2 uv;
vec2 rotate_by_angle(vec2 vertex, float angle) {
float angle_radian = angle * PI / 180.0;
float cos_angle = cos(angle_radian);
float sin_angle = sin(angle_radian);
mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);
return rotationMatrix * vertex;
}
void main(void) {
geometry.worldPosition = instancePositions;
geometry.uv = positions;
geometry.pickingColor = instancePickingColors;
uv = positions;
vec2 iconSize = instanceIconFrames.zw;
// convert size in meters to pixels, then scaled and clamp
// project meters to pixels and clamp to limits
float sizePixels = clamp(
project_size_to_pixel(instanceSizes * icon.sizeScale, icon.sizeUnits),
icon.sizeMinPixels, icon.sizeMaxPixels
);
// scale icon height to match instanceSize
float instanceScale = iconSize.y == 0.0 ? 0.0 : sizePixels / iconSize.y;
// scale and rotate vertex in "pixel" value and convert back to fraction in clipspace
vec2 pixelOffset = positions / 2.0 * iconSize + instanceOffsets;
pixelOffset = rotate_by_angle(pixelOffset, instanceAngles) * instanceScale;
pixelOffset += instancePixelOffset;
pixelOffset.y *= -1.0;
if (icon.billboard) {
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
vec3 offset = vec3(pixelOffset, 0.0);
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);
} else {
vec3 offset_common = vec3(project_pixel_size(pixelOffset), 0.0);
DECKGL_FILTER_SIZE(offset_common, geometry);
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset_common, geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
}
vTextureCoords = mix(
instanceIconFrames.xy,
instanceIconFrames.xy + iconSize,
(positions.xy + 1.0) / 2.0
) / icon.iconsTextureDim;
vColor = instanceColors;
DECKGL_FILTER_COLOR(vColor, geometry);
vColorMode = instanceColorModes;
}
`;