@deck.gl/layers
Version:
deck.gl core layers
73 lines (59 loc) • 2.67 kB
text/typescript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
export default /* glsl */ `\
in vec3 positions;
in vec3 instancePositions;
in vec3 instancePositions64Low;
in float instanceRadius;
in float instanceLineWidths;
in vec4 instanceFillColors;
in vec4 instanceLineColors;
in vec3 instancePickingColors;
out vec4 vFillColor;
out vec4 vLineColor;
out vec2 unitPosition;
out float innerUnitRadius;
out float outerRadiusPixels;
void main(void) {
geometry.worldPosition = instancePositions;
// Multiply out radius and clamp to limits
outerRadiusPixels = clamp(
project_size_to_pixel(scatterplot.radiusScale * instanceRadius, scatterplot.radiusUnits),
scatterplot.radiusMinPixels, scatterplot.radiusMaxPixels
);
// Multiply out line width and clamp to limits
float lineWidthPixels = clamp(
project_size_to_pixel(scatterplot.lineWidthScale * instanceLineWidths, scatterplot.lineWidthUnits),
scatterplot.lineWidthMinPixels, scatterplot.lineWidthMaxPixels
);
// outer radius needs to offset by half stroke width
outerRadiusPixels += scatterplot.stroked * lineWidthPixels / 2.0;
// Expand geometry to accomodate edge smoothing
float edgePadding = scatterplot.antialiasing ? (outerRadiusPixels + SMOOTH_EDGE_RADIUS) / outerRadiusPixels : 1.0;
// position on the containing square in [-1, 1] space
unitPosition = edgePadding * positions.xy;
geometry.uv = unitPosition;
geometry.pickingColor = instancePickingColors;
innerUnitRadius = 1.0 - scatterplot.stroked * lineWidthPixels / outerRadiusPixels;
if (scatterplot.billboard) {
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
vec3 offset = edgePadding * positions * outerRadiusPixels;
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);
} else {
vec3 offset = edgePadding * positions * project_pixel_size(outerRadiusPixels);
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset, geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
}
// Apply opacity to instance color, or return instance picking color
vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * layer.opacity);
DECKGL_FILTER_COLOR(vFillColor, geometry);
vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * layer.opacity);
DECKGL_FILTER_COLOR(vLineColor, geometry);
}
`;