// 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 icon-layer-fragment-shader precision highp float; uniform float opacity; uniform sampler2D iconsTexture; uniform float alphaCutoff; in float vColorMode; in vec4 vColor; in vec2 vTextureCoords; in vec2 uv; out vec4 fragColor; void main(void) { geometry.uv = uv; vec4 texColor = texture(iconsTexture, vTextureCoords); // if colorMode == 0, use pixel color from the texture // if colorMode == 1 or rendering picking buffer, use texture as transparency mask vec3 color = mix(texColor.rgb, vColor.rgb, vColorMode); // Take the global opacity and the alpha from vColor into account for the alpha component float a = texColor.a * opacity * vColor.a; if (a < alphaCutoff) { discard; } fragColor = vec4(color, a); DECKGL_FILTER_COLOR(fragColor, geometry); } `;