// 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 `\ uniform bool extruded; uniform bool isWireframe; uniform float elevationScale; uniform float opacity; in vec4 fillColors; in vec4 lineColors; in vec3 pickingColors; out vec4 vColor; struct PolygonProps { vec3 positions; vec3 positions64Low; vec3 normal; float elevations; }; vec3 project_offset_normal(vec3 vector) { if (project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT || project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSETS) { // normals generated by the polygon tesselator are in lnglat offsets instead of meters return normalize(vector * project_uCommonUnitsPerWorldUnit); } return project_normal(vector); } void calculatePosition(PolygonProps props) { vec3 pos = props.positions; vec3 pos64Low = props.positions64Low; vec3 normal = props.normal; vec4 colors = isWireframe ? lineColors : fillColors; geometry.worldPosition = props.positions; geometry.pickingColor = pickingColors; if (extruded) { pos.z += props.elevations * elevationScale; } gl_Position = project_position_to_clipspace(pos, pos64Low, vec3(0.), geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); if (extruded) { #ifdef IS_SIDE_VERTEX normal = project_offset_normal(normal); #else normal = project_normal(normal); #endif geometry.normal = normal; vec3 lightColor = lighting_getLightColor(colors.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal); vColor = vec4(lightColor, colors.a * opacity); } else { vColor = vec4(colors.rgb, colors.a * opacity); } DECKGL_FILTER_COLOR(vColor, geometry); } `;