// 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. import main from './solid-polygon-layer-vertex-main.glsl'; export default `\ #version 300 es #define SHADER_NAME solid-polygon-layer-vertex-shader in vec3 vertexPositions; in vec3 vertexPositions64Low; in float elevations; ${main} void main(void) { PolygonProps props; props.positions = vertexPositions; props.positions64Low = vertexPositions64Low; props.elevations = elevations; props.normal = vec3(0.0, 0.0, 1.0); calculatePosition(props); } `;