// 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.js"; export default `\ #version 300 es #define SHADER_NAME solid-polygon-layer-vertex-shader-side #define IS_SIDE_VERTEX in vec2 positions; in vec3 vertexPositions; in vec3 nextVertexPositions; in vec3 vertexPositions64Low; in vec3 nextVertexPositions64Low; in float elevations; in float instanceVertexValid; ${main} void main(void) { if(instanceVertexValid < 0.5){ gl_Position = vec4(0.); return; } PolygonProps props; vec3 pos; vec3 pos64Low; vec3 nextPos; vec3 nextPos64Low; #if RING_WINDING_ORDER_CW == 1 pos = vertexPositions; pos64Low = vertexPositions64Low; nextPos = nextVertexPositions; nextPos64Low = nextVertexPositions64Low; #else pos = nextVertexPositions; pos64Low = nextVertexPositions64Low; nextPos = vertexPositions; nextPos64Low = vertexPositions64Low; #endif props.positions = mix(pos, nextPos, positions.x); props.positions64Low = mix(pos64Low, nextPos64Low, positions.x); props.normal = vec3( pos.y - nextPos.y + (pos64Low.y - nextPos64Low.y), nextPos.x - pos.x + (nextPos64Low.x - pos64Low.x), 0.0); props.elevations = elevations * positions.y; calculatePosition(props); } `;