// deck.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors export default `\ #version 300 es #define SHADER_NAME multi-icon-layer-fragment-shader precision highp float; uniform sampler2D iconsTexture; in vec4 vColor; in vec2 vTextureCoords; in vec2 uv; out vec4 fragColor; void main(void) { geometry.uv = uv; if (!bool(picking.isActive)) { float alpha = texture(iconsTexture, vTextureCoords).a; vec4 color = vColor; if (sdf.enabled) { float distance = alpha; alpha = smoothstep(sdf.buffer - sdf.gamma, sdf.buffer + sdf.gamma, distance); if (sdf.outlineBuffer > 0.0) { float inFill = alpha; float inBorder = smoothstep(sdf.outlineBuffer - sdf.gamma, sdf.outlineBuffer + sdf.gamma, distance); color = mix(sdf.outlineColor, vColor, inFill); alpha = inBorder; } } float a = alpha * color.a; if (a < icon.alphaCutoff) { discard; } fragColor = vec4(color.rgb, a * layer.opacity); } DECKGL_FILTER_COLOR(fragColor, geometry); } `; //# sourceMappingURL=multi-icon-layer-fragment.glsl.js.map