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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 map-vertex-shader // Primitive attributes in vec3 positions; in float properties; in vec3 normals; in vec3 colors; // Outputs to fragment shader out vec2 vTexCoord; out vec3 cameraPosition; out vec3 normals_commonspace; out vec4 position_commonspace; out vec4 vColor; out vec3 worldPos; out float property; flat out int vertexIndex; void main(void) { geometry.pickingColor = vec3(1.0, 1.0, 0.0); vertexIndex = gl_VertexID; vec3 position = positions; position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0; cameraPosition = project.cameraPosition; worldPos = position; geometry.worldPosition = position; normals_commonspace = normals; property = properties; 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(colors.rgb, layer.opacity); DECKGL_FILTER_COLOR(vColor, geometry); } `; //# sourceMappingURL=map.vs.glsl.js.map