// 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 column-layer-fragment-shader precision highp float; uniform vec3 project_uCameraPosition; uniform bool extruded; uniform bool isStroke; out vec4 fragColor; in vec4 vColor; #ifdef FLAT_SHADING in vec4 position_commonspace; #endif void main(void) { fragColor = vColor; geometry.uv = vec2(0.); #ifdef FLAT_SHADING if (extruded && !isStroke && !bool(picking.isActive)) { vec3 normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz))); fragColor.rgb = lighting_getLightColor(vColor.rgb, project_uCameraPosition, position_commonspace.xyz, normal); } #endif DECKGL_FILTER_COLOR(fragColor, geometry); } `;