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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-vertex-shader in vec3 positions; in vec3 normals; // Outputs to fragment shader out vec3 cameraPosition; out vec4 position_commonspace; out float property; out vec4 vColor; flat out vec3 normal; flat out int vertexIndex; const vec3 pickingColor = vec3(1.0, 1.0, 0.0); void main(void) { vertexIndex = gl_VertexID; cameraPosition = project.cameraPosition; geometry.pickingColor = pickingColor; normal = normals; vec3 position = positions; float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0; position.z *= zSign; normal.z *= zSign; switch(int(grid.coloringMode)) { case 2: property = position.x; break; case 3: property = position.y; break; case 4: property = position.z; break; // case 0 or default should never be used default: property = position.z; break; } position_commonspace = vec4(project_position(position), 0.0); gl_Position = project_common_position_to_clipspace(position_commonspace); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); vColor = vec4(0.0, 0.0, 0.0, layer.opacity); DECKGL_FILTER_COLOR(vColor, geometry); } `; //# sourceMappingURL=nodeProperty.vs.glsl.js.map