// deck.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors export default `\ #version 300 es #define SHADER_NAME point-cloud-layer-vertex-shader in vec3 positions; in vec3 instanceNormals; in vec4 instanceColors; in vec3 instancePositions; in vec3 instancePositions64Low; in vec3 instancePickingColors; out vec4 vColor; out vec2 unitPosition; void main(void) { geometry.worldPosition = instancePositions; geometry.normal = project_normal(instanceNormals); unitPosition = positions.xy; geometry.uv = unitPosition; geometry.pickingColor = instancePickingColors; vec3 offset = vec3(positions.xy * project_size_to_pixel(pointCloud.radiusPixels, pointCloud.sizeUnits), 0.0); DECKGL_FILTER_SIZE(offset, geometry); gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.), geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); gl_Position.xy += project_pixel_size_to_clipspace(offset.xy); vec3 lightColor = lighting_getLightColor(instanceColors.rgb, project.cameraPosition, geometry.position.xyz, geometry.normal); vColor = vec4(lightColor, instanceColors.a * layer.opacity); DECKGL_FILTER_COLOR(vColor, geometry); } `; //# sourceMappingURL=point-cloud-layer-vertex.glsl.js.map