// deck.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors export default `#version 300 es #define SHADER_NAME column-layer-vertex-shader in vec3 positions; in vec3 normals; in vec3 instancePositions; in float instanceElevations; in vec3 instancePositions64Low; in vec4 instanceFillColors; in vec4 instanceLineColors; in float instanceStrokeWidths; in vec3 instancePickingColors; // Result out vec4 vColor; #ifdef FLAT_SHADING out vec3 cameraPosition; out vec4 position_commonspace; #endif void main(void) { geometry.worldPosition = instancePositions; vec4 color = column.isStroke ? instanceLineColors : instanceFillColors; // rotate primitive position and normal mat2 rotationMatrix = mat2(cos(column.angle), sin(column.angle), -sin(column.angle), cos(column.angle)); // calculate elevation, if 3d not enabled set to 0 // cylindar gemoetry height are between -1.0 to 1.0, transform it to between 0, 1 float elevation = 0.0; // calculate stroke offset float strokeOffsetRatio = 1.0; if (column.extruded) { elevation = instanceElevations * (positions.z + 1.0) / 2.0 * column.elevationScale; } else if (column.stroked) { float widthPixels = clamp( project_size_to_pixel(instanceStrokeWidths * column.widthScale, column.widthUnits), column.widthMinPixels, column.widthMaxPixels) / 2.0; float halfOffset = project_pixel_size(widthPixels) / project_size(column.edgeDistance * column.coverage * column.radius); if (column.isStroke) { strokeOffsetRatio -= sign(positions.z) * halfOffset; } else { strokeOffsetRatio -= halfOffset; } } // if alpha == 0.0 or z < 0.0, do not render element float shouldRender = float(color.a > 0.0 && instanceElevations >= 0.0); float dotRadius = column.radius * column.coverage * shouldRender; geometry.pickingColor = instancePickingColors; // project center of column vec3 centroidPosition = vec3(instancePositions.xy, instancePositions.z + elevation); vec3 centroidPosition64Low = instancePositions64Low; vec2 offset = (rotationMatrix * positions.xy * strokeOffsetRatio + column.offset) * dotRadius; if (column.radiusUnits == UNIT_METERS) { offset = project_size(offset); } vec3 pos = vec3(offset, 0.); DECKGL_FILTER_SIZE(pos, geometry); gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position); geometry.normal = project_normal(vec3(rotationMatrix * normals.xy, normals.z)); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); // Light calculations if (column.extruded && !column.isStroke) { #ifdef FLAT_SHADING cameraPosition = project.cameraPosition; position_commonspace = geometry.position; vColor = vec4(color.rgb, color.a * layer.opacity); #else vec3 lightColor = lighting_getLightColor(color.rgb, project.cameraPosition, geometry.position.xyz, geometry.normal); vColor = vec4(lightColor, color.a * layer.opacity); #endif } else { vColor = vec4(color.rgb, color.a * layer.opacity); } DECKGL_FILTER_COLOR(vColor, geometry); } `;