@webviz/subsurface-viewer
Version:
3D visualization component for subsurface reservoir data
3 lines (2 loc) • 1.21 kB
TypeScript
declare const _default: "#version 300 es\n#define SHADER_NAME texture-vertex-shader\n\n// Primitive attributes\nin vec3 positions;\nin vec3 normals;\nin vec2 texCoords;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\n\nout vec4 vPosition;\nout vec3 vNormal;\nout vec2 vTexCoords;\nout vec4 vColor;\n \nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) {\n geometry.pickingColor = pickingColor;\n\n cameraPosition = project.cameraPosition;\n\n // apply Z increasing downwards transformation if needed\n vec3 position = positions;\n position[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;\n vec3 normal = normals;\n normal[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;\n\n vTexCoords = texCoords;\n \n // convert from projection system to cartesian common space\n vPosition = vec4(project_position(position), 0.0);\n // should the normal be projected: project_normal(normal) ?\n vNormal = normal;\n gl_Position = project_common_position_to_clipspace(vPosition);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(1.0, 1.0, 1.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
export default _default;