export default `#version 300 es #define SHADER_NAME simple-mesh-layer-vs uniform float sizeScale; uniform bool composeModelMatrix; uniform bool pickFeatureIds; in vec3 positions; in vec3 normals; in vec3 colors; in vec2 texCoords; in vec4 uvRegions; in vec3 featureIdsPickingColors; in vec4 instanceColors; in vec3 instancePickingColors; in vec3 instanceModelMatrixCol0; in vec3 instanceModelMatrixCol1; in vec3 instanceModelMatrixCol2; out vec2 vTexCoord; out vec3 cameraPosition; out vec3 normals_commonspace; out vec4 position_commonspace; out vec4 vColor; vec2 applyUVRegion(vec2 uv) { #ifdef HAS_UV_REGIONS return fract(uv) * (uvRegions.zw - uvRegions.xy) + uvRegions.xy; #else return uv; #endif } void main(void) { vec2 uv = applyUVRegion(texCoords); geometry.uv = uv; if (pickFeatureIds) { geometry.pickingColor = featureIdsPickingColors; } else { geometry.pickingColor = instancePickingColors; } mat3 instanceModelMatrix = mat3(instanceModelMatrixCol0, instanceModelMatrixCol1, instanceModelMatrixCol2); vTexCoord = uv; cameraPosition = project_uCameraPosition; vColor = vec4(colors * instanceColors.rgb, instanceColors.a); vec3 pos = (instanceModelMatrix * positions) * sizeScale; vec3 projectedPosition = project_position(positions); position_commonspace = vec4(projectedPosition, 1.0); gl_Position = project_common_position_to_clipspace(position_commonspace); geometry.position = position_commonspace; normals_commonspace = project_normal(instanceModelMatrix * normals); geometry.normal = normals_commonspace; DECKGL_FILTER_GL_POSITION(gl_Position, geometry); #ifdef MODULE_PBR pbr_vPosition = geometry.position.xyz; #ifdef HAS_NORMALS pbr_vNormal = geometry.normal; #endif #ifdef HAS_UV pbr_vUV = uv; #else pbr_vUV = vec2(0., 0.); #endif geometry.uv = pbr_vUV; #endif DECKGL_FILTER_COLOR(vColor, geometry); } `;