// 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 point-cloud-layer-vertex-shader in vec3 positions; in vec3 instanceNormals; in vec4 instanceColors; in vec3 instancePositions; in vec3 instancePositions64Low; in vec3 instancePickingColors; uniform float opacity; uniform float radiusPixels; uniform int sizeUnits; out vec4 vColor; out vec2 unitPosition; void main(void) { geometry.worldPosition = instancePositions; geometry.normal = project_normal(instanceNormals); // position on the containing square in [-1, 1] space unitPosition = positions.xy; geometry.uv = unitPosition; geometry.pickingColor = instancePickingColors; // Find the center of the point and add the current vertex vec3 offset = vec3(positions.xy * project_size_to_pixel(radiusPixels, sizeUnits), 0.0); DECKGL_FILTER_SIZE(offset, geometry); gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.), geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); gl_Position.xy += project_pixel_size_to_clipspace(offset.xy); // Apply lighting vec3 lightColor = lighting_getLightColor(instanceColors.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal); // Apply opacity to instance color, or return instance picking color vColor = vec4(lightColor, instanceColors.a * opacity); DECKGL_FILTER_COLOR(vColor, geometry); } `;