// Copyright (c) 2015 - 2017 Uber Technologies, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. 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; // Custom uniforms uniform float opacity; uniform float radius; uniform float angle; uniform vec2 offset; uniform bool extruded; uniform bool stroked; uniform bool isStroke; uniform float coverage; uniform float elevationScale; uniform float edgeDistance; uniform float widthScale; uniform float widthMinPixels; uniform float widthMaxPixels; uniform int radiusUnits; uniform int widthUnits; // Result out vec4 vColor; #ifdef FLAT_SHADING out vec4 position_commonspace; #endif void main(void) { geometry.worldPosition = instancePositions; vec4 color = isStroke ? instanceLineColors : instanceFillColors; // rotate primitive position and normal mat2 rotationMatrix = mat2(cos(angle), sin(angle), -sin(angle), cos(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 (extruded) { elevation = instanceElevations * (positions.z + 1.0) / 2.0 * elevationScale; } else if (stroked) { float widthPixels = clamp( project_size_to_pixel(instanceStrokeWidths * widthScale, widthUnits), widthMinPixels, widthMaxPixels) / 2.0; float halfOffset = project_pixel_size(widthPixels) / project_size(edgeDistance * coverage * radius); if (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 = radius * 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 + offset) * dotRadius; if (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 (extruded && !isStroke) { #ifdef FLAT_SHADING position_commonspace = geometry.position; vColor = vec4(color.rgb, color.a * opacity); #else vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal); vColor = vec4(lightColor, color.a * opacity); #endif } else { vColor = vec4(color.rgb, color.a * opacity); } DECKGL_FILTER_COLOR(vColor, geometry); } `;