// 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 scatterplot-layer-fragment-shader precision highp float; uniform bool filled; uniform float stroked; uniform bool antialiasing; in vec4 vFillColor; in vec4 vLineColor; in vec2 unitPosition; in float innerUnitRadius; in float outerRadiusPixels; out vec4 fragColor; void main(void) { geometry.uv = unitPosition; float distToCenter = length(unitPosition) * outerRadiusPixels; float inCircle = antialiasing ? smoothedge(distToCenter, outerRadiusPixels) : step(distToCenter, outerRadiusPixels); if (inCircle == 0.0) { discard; } if (stroked > 0.5) { float isLine = antialiasing ? smoothedge(innerUnitRadius * outerRadiusPixels, distToCenter) : step(innerUnitRadius * outerRadiusPixels, distToCenter); if (filled) { fragColor = mix(vFillColor, vLineColor, isLine); } else { if (isLine == 0.0) { discard; } fragColor = vec4(vLineColor.rgb, vLineColor.a * isLine); } } else if (!filled) { discard; } else { fragColor = vFillColor; } fragColor.a *= inCircle; DECKGL_FILTER_COLOR(fragColor, geometry); } `;