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@webviz/subsurface-viewer

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3D visualization component for subsurface reservoir data

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export default `\ #version 300 es #define SHADER_NAME texture-vertex-shader // Primitive attributes in vec3 positions; in vec3 normals; in vec2 texCoords; // Outputs to fragment shader out vec3 cameraPosition; out vec4 vPosition; out vec3 vNormal; out vec2 vTexCoords; out vec4 vColor; const vec3 pickingColor = vec3(1.0, 1.0, 0.0); void main(void) { geometry.pickingColor = pickingColor; cameraPosition = project.cameraPosition; // apply Z increasing downwards transformation if needed vec3 position = positions; position[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0; vec3 normal = normals; normal[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0; vTexCoords = texCoords; // convert from projection system to cartesian common space vPosition = vec4(project_position(position), 0.0); // should the normal be projected: project_normal(normal) ? vNormal = normal; gl_Position = project_common_position_to_clipspace(vPosition); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); vColor = vec4(triangles.uColor.rgb, triangles.uColor.a * layer.opacity); DECKGL_FILTER_COLOR(vColor, geometry); } `; //# sourceMappingURL=triangle.vs.glsl.js.map