// 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 multi-icon-layer-fragment-shader precision highp float; uniform float opacity; uniform sampler2D iconsTexture; uniform float gamma; uniform bool sdf; uniform float alphaCutoff; uniform float sdfBuffer; uniform float outlineBuffer; uniform vec4 outlineColor; in vec4 vColor; in vec2 vTextureCoords; in vec2 uv; out vec4 fragColor; void main(void) { geometry.uv = uv; if (!bool(picking.isActive)) { float alpha = texture(iconsTexture, vTextureCoords).a; vec4 color = vColor; // if enable sdf (signed distance fields) if (sdf) { float distance = alpha; alpha = smoothstep(sdfBuffer - gamma, sdfBuffer + gamma, distance); if (outlineBuffer > 0.0) { float inFill = alpha; float inBorder = smoothstep(outlineBuffer - gamma, outlineBuffer + gamma, distance); color = mix(outlineColor, vColor, inFill); alpha = inBorder; } } // Take the global opacity and the alpha from color into account for the alpha component float a = alpha * color.a; if (a < alphaCutoff) { discard; } fragColor = vec4(color.rgb, a * opacity); } DECKGL_FILTER_COLOR(fragColor, geometry); } `;