// deck.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors export default `\ #version 300 es #define SHADER_NAME scatterplot-layer-vertex-shader in vec3 positions; in vec3 instancePositions; in vec3 instancePositions64Low; in float instanceRadius; in float instanceLineWidths; in vec4 instanceFillColors; in vec4 instanceLineColors; in vec3 instancePickingColors; out vec4 vFillColor; out vec4 vLineColor; out vec2 unitPosition; out float innerUnitRadius; out float outerRadiusPixels; void main(void) { geometry.worldPosition = instancePositions; // Multiply out radius and clamp to limits outerRadiusPixels = clamp( project_size_to_pixel(scatterplot.radiusScale * instanceRadius, scatterplot.radiusUnits), scatterplot.radiusMinPixels, scatterplot.radiusMaxPixels ); // Multiply out line width and clamp to limits float lineWidthPixels = clamp( project_size_to_pixel(scatterplot.lineWidthScale * instanceLineWidths, scatterplot.lineWidthUnits), scatterplot.lineWidthMinPixels, scatterplot.lineWidthMaxPixels ); // outer radius needs to offset by half stroke width outerRadiusPixels += scatterplot.stroked * lineWidthPixels / 2.0; // Expand geometry to accomodate edge smoothing float edgePadding = scatterplot.antialiasing ? (outerRadiusPixels + SMOOTH_EDGE_RADIUS) / outerRadiusPixels : 1.0; // position on the containing square in [-1, 1] space unitPosition = edgePadding * positions.xy; geometry.uv = unitPosition; geometry.pickingColor = instancePickingColors; innerUnitRadius = 1.0 - scatterplot.stroked * lineWidthPixels / outerRadiusPixels; if (scatterplot.billboard) { gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); vec3 offset = edgePadding * positions * outerRadiusPixels; DECKGL_FILTER_SIZE(offset, geometry); gl_Position.xy += project_pixel_size_to_clipspace(offset.xy); } else { vec3 offset = edgePadding * positions * project_pixel_size(outerRadiusPixels); DECKGL_FILTER_SIZE(offset, geometry); gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset, geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); } // Apply opacity to instance color, or return instance picking color vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * layer.opacity); DECKGL_FILTER_COLOR(vFillColor, geometry); vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * layer.opacity); DECKGL_FILTER_COLOR(vLineColor, geometry); } `;