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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 grid3d-node-fragment-shader in vec3 cameraPosition; in vec4 position_commonspace; in float property; in vec4 vColor; flat in vec3 normal; flat in int vertexIndex; out vec4 fragColor; uniform sampler2D colormap; vec4 getPropertyColor (float propertyValue) { vec4 color = vec4(1.0, 1.0, 1.0, 1.0); float normalizedValue = (propertyValue - grid.colormapRangeMin) / (grid.colormapRangeMax - grid.colormapRangeMin); if (normalizedValue < 0.0 || normalizedValue > 1.0) { // Out of range. Use clampcolor. if (grid.isClampColor) { color = grid.colormapClampColor; if( color[3] == 0.0 ) { discard; } } else { // Use min/max color to clamp. normalizedValue = clamp (normalizedValue, 0.0, 1.0); color = texture(colormap, vec2(normalizedValue, 0.5)); } } else { color = texture(colormap, vec2(normalizedValue, 0.5)); } return color; } void main(void) { if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) { fragColor = encodeVertexIndexToRGB(vertexIndex); return; } // This may happen due to GPU interpolation precision causing color artifacts. float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax); vec4 color = getPropertyColor(propertyValue); // Use two sided phong lighting. This has no effect if "material" property is not set. vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal); fragColor = vec4(lightColor, vColor.a); DECKGL_FILTER_COLOR(fragColor, geometry); } `; //# sourceMappingURL=nodeProperty.fs.glsl.js.map