@deck.gl/layers
Version:
deck.gl core layers
99 lines (83 loc) • 3.4 kB
text/typescript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
export default `\
in vec3 positions;
in vec3 instanceSourcePositions;
in vec3 instanceTargetPositions;
in vec3 instanceSourcePositions64Low;
in vec3 instanceTargetPositions64Low;
in vec4 instanceColors;
in vec3 instancePickingColors;
in float instanceWidths;
out vec4 vColor;
out vec2 uv;
// offset vector by strokeWidth pixels
// offset_direction is -1 (left) or 1 (right)
vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction, float width) {
// normalized direction of the line
vec2 dir_screenspace = normalize(line_clipspace * project.viewportSize);
// rotate by 90 degrees
dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
return dir_screenspace * offset_direction * width / 2.0;
}
vec3 splitLine(vec3 a, vec3 b, float x) {
float t = (x - a.x) / (b.x - a.x);
return vec3(x, mix(a.yz, b.yz, t));
}
void main(void) {
geometry.worldPosition = instanceSourcePositions;
geometry.worldPositionAlt = instanceTargetPositions;
vec3 source_world = instanceSourcePositions;
vec3 target_world = instanceTargetPositions;
vec3 source_world_64low = instanceSourcePositions64Low;
vec3 target_world_64low = instanceTargetPositions64Low;
if (line.useShortestPath > 0.5 || line.useShortestPath < -0.5) {
source_world.x = mod(source_world.x + 180., 360.0) - 180.;
target_world.x = mod(target_world.x + 180., 360.0) - 180.;
float deltaLng = target_world.x - source_world.x;
if (deltaLng * line.useShortestPath > 180.) {
source_world.x += 360. * line.useShortestPath;
source_world = splitLine(source_world, target_world, 180. * line.useShortestPath);
source_world_64low = vec3(0.0);
} else if (deltaLng * line.useShortestPath < -180.) {
target_world.x += 360. * line.useShortestPath;
target_world = splitLine(source_world, target_world, 180. * line.useShortestPath);
target_world_64low = vec3(0.0);
} else if (line.useShortestPath < 0.) {
// Line is not split, abort
gl_Position = vec4(0.);
return;
}
}
// Position
vec4 source_commonspace;
vec4 target_commonspace;
vec4 source = project_position_to_clipspace(source_world, source_world_64low, vec3(0.), source_commonspace);
vec4 target = project_position_to_clipspace(target_world, target_world_64low, vec3(0.), target_commonspace);
// linear interpolation of source & target to pick right coord
float segmentIndex = positions.x;
vec4 p = mix(source, target, segmentIndex);
geometry.position = mix(source_commonspace, target_commonspace, segmentIndex);
uv = positions.xy;
geometry.uv = uv;
geometry.pickingColor = instancePickingColors;
// Multiply out width and clamp to limits
float widthPixels = clamp(
project_size_to_pixel(instanceWidths * line.widthScale, line.widthUnits),
line.widthMinPixels, line.widthMaxPixels
);
// extrude
vec3 offset = vec3(
getExtrusionOffset(target.xy - source.xy, positions.y, widthPixels),
0.0);
DECKGL_FILTER_SIZE(offset, geometry);
DECKGL_FILTER_GL_POSITION(p, geometry);
gl_Position = p + vec4(project_pixel_size_to_clipspace(offset.xy), 0.0, 0.0);
// Color
vColor = vec4(instanceColors.rgb, instanceColors.a * layer.opacity);
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;