@agrotools1/at-components 0.3.6 → 0.3.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (3797) hide show
  1. package/dist/Accordion/Accordion.vue.js +79 -0
  2. package/dist/Accordion/Accordion.vue2.js +56 -0
  3. package/dist/Accordion/Accordion.vue3.js +4 -0
  4. package/dist/Avatar/Avatar.vue.js +26 -0
  5. package/dist/Avatar/Avatar.vue2.js +58 -0
  6. package/dist/Avatar/Avatar.vue3.js +4 -0
  7. package/dist/Button/Button.vue.js +24 -0
  8. package/dist/Button/Button.vue2.js +39 -0
  9. package/dist/Button/Button.vue3.js +4 -0
  10. package/dist/CardWithInsights/CardWithInsights.vue.js +60 -0
  11. package/dist/CardWithInsights/CardWithInsights.vue2.js +32 -0
  12. package/dist/CardWithInsights/CardWithInsights.vue3.js +4 -0
  13. package/dist/CardWithInsights/CardWithInsights.vue4.js +4 -0
  14. package/dist/Checkbox/Checkbox.vue.js +38 -0
  15. package/dist/Checkbox/Checkbox.vue2.js +73 -0
  16. package/dist/Checkbox/Checkbox.vue3.js +4 -0
  17. package/dist/Checkbox/img/checkmarck.svg.js +4 -0
  18. package/dist/ColorPicker/ColorPicker.Saturation.vue.js +31 -0
  19. package/dist/ColorPicker/ColorPicker.Saturation.vue2.js +82 -0
  20. package/dist/ColorPicker/ColorPicker.Saturation.vue3.js +4 -0
  21. package/dist/ColorPicker/ColorPicker.vue.js +86 -0
  22. package/dist/ColorPicker/ColorPicker.vue2.js +180 -0
  23. package/dist/ColorPicker/ColorPicker.vue3.js +4 -0
  24. package/dist/DataTable/Column/Column.vue.js +35 -0
  25. package/dist/DataTable/Column/Column.vue2.js +73 -0
  26. package/dist/DataTable/Column/Column.vue3.js +4 -0
  27. package/dist/DataTable/Column/imgs/filter.svg.js +4 -0
  28. package/dist/DataTable/Counters/Counters.vue.js +44 -0
  29. package/dist/DataTable/Counters/Counters.vue2.js +71 -0
  30. package/dist/DataTable/Counters/Counters.vue3.js +4 -0
  31. package/dist/DataTable/Counters/imgs/close.svg.js +4 -0
  32. package/dist/DataTable/DataTable.d.ts +11 -0
  33. package/dist/DataTable/DataTable.vue.js +95 -0
  34. package/dist/DataTable/DataTable.vue2.js +141 -0
  35. package/dist/DataTable/DataTable.vue3.js +4 -0
  36. package/dist/DataTable/index.d.ts +11 -0
  37. package/dist/DataTable/index.js +11 -0
  38. package/dist/DatePicker/DatePicker.helper.js +84 -0
  39. package/dist/DatePicker/DatePicker.scss.js +4 -0
  40. package/dist/DatePicker/DatePicker.vue.js +105 -0
  41. package/dist/DatePicker/DatePicker.vue2.js +182 -0
  42. package/dist/DatePicker/DatePickerCalendar/DatePickerCalendar.helper.js +62 -0
  43. package/dist/DatePicker/DatePickerCalendar/DatePickerCalendar.scss.js +4 -0
  44. package/dist/DatePicker/DatePickerCalendar/DatePickerCalendar.vue.js +34 -0
  45. package/dist/DatePicker/DatePickerCalendar/DatePickerCalendar.vue2.js +59 -0
  46. package/dist/DatePicker/DatePickerHeader/DatePickerHeader.scss.js +4 -0
  47. package/dist/DatePicker/DatePickerHeader/DatePickerHeader.vue.js +50 -0
  48. package/dist/DatePicker/DatePickerHeader/DatePickerHeader.vue2.js +46 -0
  49. package/dist/DatePicker/DatePickerListSelector/DatePickerListSelector.scss.js +4 -0
  50. package/dist/DatePicker/DatePickerListSelector/DatePickerListSelector.vue.js +20 -0
  51. package/dist/DatePicker/DatePickerListSelector/DatePickerListSelector.vue2.js +86 -0
  52. package/dist/DatePicker/DatePickerTime/DatePickerTime.scss.js +4 -0
  53. package/dist/DatePicker/DatePickerTime/DatePickerTime.vue.js +73 -0
  54. package/dist/DatePicker/DatePickerTime/DatePickerTime.vue2.js +72 -0
  55. package/dist/Dropdown/Checklist/Dropdown.Checklist.vue.js +143 -0
  56. package/dist/Dropdown/Checklist/Dropdown.Checklist.vue2.js +87 -0
  57. package/dist/Dropdown/Checklist/Dropdown.Checklist.vue3.js +4 -0
  58. package/dist/Dropdown/Checklist/draggable.d.ts +2 -0
  59. package/dist/Dropdown/Checklist/draggable.js +81 -0
  60. package/dist/Dropdown/Dropdown.core.vue.js +19 -0
  61. package/dist/Dropdown/Dropdown.core.vue2.js +37 -0
  62. package/dist/Dropdown/Dropdown.core.vue3.js +4 -0
  63. package/dist/Faq/Faq.vue.js +62 -0
  64. package/dist/Faq/Faq.vue2.js +42 -0
  65. package/dist/Faq/Faq.vue3.js +4 -0
  66. package/dist/Faq/Faq.vue4.js +4 -0
  67. package/dist/Filter/components/Filter.vue.js +200 -0
  68. package/dist/Filter/components/Filter.vue2.js +113 -0
  69. package/dist/Filter/components/Filter.vue3.js +4 -0
  70. package/dist/Icons/icons.js +340 -0
  71. package/dist/Illustration/Illustration.js +117 -0
  72. package/dist/Illustration/Illustration.vue.js +17 -0
  73. package/dist/Illustration/Illustration.vue2.js +32 -0
  74. package/dist/Illustration/Illustration.vue3.js +4 -0
  75. package/dist/Illustration/images/renovabio-illustrations/biomass.svg.js +4 -0
  76. package/dist/Illustration/images/renovabio-illustrations/volume.svg.js +4 -0
  77. package/dist/Illustration/images/system-images/add-file.svg.js +4 -0
  78. package/dist/Illustration/images/system-images/cloud-connection.svg.js +4 -0
  79. package/dist/Illustration/images/system-images/cloud-download.svg.js +4 -0
  80. package/dist/Illustration/images/system-images/cloud-upload.svg.js +4 -0
  81. package/dist/Illustration/images/system-images/corrupted-file.svg.js +4 -0
  82. package/dist/Illustration/images/system-images/empty-box.svg.js +4 -0
  83. package/dist/Illustration/images/system-images/empty-folder-2.svg.js +4 -0
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  85. package/dist/Illustration/images/system-images/empty.svg.js +4 -0
  86. package/dist/Illustration/images/system-images/error-illustration.svg.js +4 -0
  87. package/dist/Illustration/images/system-images/file-backup-2.svg.js +4 -0
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  89. package/dist/Illustration/images/system-images/filtering-upload.svg.js +4 -0
  90. package/dist/Illustration/images/system-images/flight.svg.js +4 -0
  91. package/dist/Illustration/images/system-images/fly.svg.js +4 -0
  92. package/dist/Illustration/images/system-images/movies.svg.js +4 -0
  93. package/dist/Illustration/images/system-images/multimedia.svg.js +4 -0
  94. package/dist/Illustration/images/system-images/notification-bell.svg.js +4 -0
  95. package/dist/Illustration/images/system-images/page-2.svg.js +4 -0
  96. package/dist/Illustration/images/system-images/page.svg.js +4 -0
  97. package/dist/Illustration/images/system-images/photos.svg.js +4 -0
  98. package/dist/Illustration/images/system-images/recycle-bin.svg.js +4 -0
  99. package/dist/Illustration/images/system-images/rocket-launch.svg.js +4 -0
  100. package/dist/Illustration/images/system-images/signal.svg.js +4 -0
  101. package/dist/Illustration/images/system-images/wrong.svg.js +4 -0
  102. package/dist/Illustration/images/tools-images/advanced-analysis.svg.js +4 -0
  103. package/dist/Illustration/images/tools-images/agriculture.svg.js +4 -0
  104. package/dist/Illustration/images/tools-images/alert-center.svg.js +4 -0
  105. package/dist/Illustration/images/tools-images/area.svg.js +4 -0
  106. package/dist/Illustration/images/tools-images/at-insights.svg.js +4 -0
  107. package/dist/Illustration/images/tools-images/conservation-unit.svg.js +4 -0
  108. package/dist/Illustration/images/tools-images/credit.svg.js +4 -0
  109. package/dist/Illustration/images/tools-images/deforestation.svg.js +4 -0
  110. package/dist/Illustration/images/tools-images/distance-proximity-rivers.svg.js +4 -0
  111. package/dist/Illustration/images/tools-images/estimated-productivity-penalty.svg.js +4 -0
  112. package/dist/Illustration/images/tools-images/extract.svg.js +4 -0
  113. package/dist/Illustration/images/tools-images/farm.svg.js +4 -0
  114. package/dist/Illustration/images/tools-images/geographical-consultation-municipalities.svg.js +4 -0
  115. package/dist/Illustration/images/tools-images/gix.svg.js +4 -0
  116. package/dist/Illustration/images/tools-images/insurance.svg.js +4 -0
  117. package/dist/Illustration/images/tools-images/land-appreciation.svg.js +4 -0
  118. package/dist/Illustration/images/tools-images/lockdown.svg.js +4 -0
  119. package/dist/Illustration/images/tools-images/map.svg.js +4 -0
  120. package/dist/Illustration/images/tools-images/pasture.svg.js +4 -0
  121. package/dist/Illustration/images/tools-images/rating-2.svg.js +4 -0
  122. package/dist/Illustration/images/tools-images/rating.svg.js +4 -0
  123. package/dist/Illustration/images/tools-images/recurrence.svg.js +4 -0
  124. package/dist/Illustration/images/tools-images/refrigerators.svg.js +4 -0
  125. package/dist/Illustration/images/tools-images/settings.svg.js +4 -0
  126. package/dist/Illustration/images/tools-images/socio-environmental-analysis.svg.js +4 -0
  127. package/dist/Illustration/images/tools-images/soil-use.svg.js +4 -0
  128. package/dist/Illustration/images/tools-images/storm.svg.js +4 -0
  129. package/dist/Illustration/images/tools-images/territory-details.svg.js +4 -0
  130. package/dist/Illustration/images/tools-images/timeline.svg.js +4 -0
  131. package/dist/Input/Input.core.vue.js +86 -0
  132. package/dist/Input/Input.core.vue2.js +177 -0
  133. package/dist/Input/Input.core.vue3.js +4 -0
  134. package/dist/Input/imgs/error.svg.js +4 -0
  135. package/dist/Input/index.js +7 -0
  136. package/dist/Legend/Legend.vue.js +60 -0
  137. package/dist/Legend/Legend.vue2.js +52 -0
  138. package/dist/Legend/Legend.vue3.js +4 -0
  139. package/dist/List/components/List.vue.js +77 -0
  140. package/dist/List/components/List.vue2.js +68 -0
  141. package/dist/List/components/List.vue3.js +4 -0
  142. package/dist/Map/Map.vue.js +22 -0
  143. package/dist/Map/Map.vue2.js +156 -0
  144. package/dist/Map/Map.vue3.js +4 -0
  145. package/dist/Map/utils/index.js +24 -0
  146. package/dist/Modal/Modal.d.ts +2 -2
  147. package/dist/Modal/Modal.vue.js +96 -0
  148. package/dist/Modal/Modal.vue2.js +118 -0
  149. package/dist/Modal/Modal.vue3.js +4 -0
  150. package/dist/Modal/images/cross.svg.js +4 -0
  151. package/dist/Notifications/Notification/Notification.vue.js +59 -0
  152. package/dist/Notifications/Notification/Notification.vue2.js +82 -0
  153. package/dist/Notifications/Notification/Notification.vue3.js +4 -0
  154. package/dist/Notifications/Notifications.vue.js +55 -0
  155. package/dist/Notifications/Notifications.vue2.js +60 -0
  156. package/dist/Notifications/Notifications.vue3.js +4 -0
  157. package/dist/Paginator/Paginator.vue.js +102 -0
  158. package/dist/Paginator/Paginator.vue2.js +74 -0
  159. package/dist/Paginator/Paginator.vue3.js +4 -0
  160. package/dist/Paginator/imgs/double-left-arrow.svg.js +4 -0
  161. package/dist/Paginator/imgs/double-right-arrow.svg.js +4 -0
  162. package/dist/Paginator/imgs/left-arrow.svg.js +4 -0
  163. package/dist/Paginator/imgs/right-arrow.svg.js +4 -0
  164. package/dist/ProgressBar/ProgressBar.vue.js +73 -0
  165. package/dist/ProgressBar/ProgressBar.vue2.js +75 -0
  166. package/dist/ProgressBar/ProgressBar.vue3.js +4 -0
  167. package/dist/RadioButton/RadioButton.vue.js +46 -0
  168. package/dist/RadioButton/RadioButton.vue2.js +57 -0
  169. package/dist/RadioButton/RadioButton.vue3.js +4 -0
  170. package/dist/Search/Search.vue.js +55 -0
  171. package/dist/Search/Search.vue2.js +101 -0
  172. package/dist/Search/Search.vue3.js +4 -0
  173. package/dist/Select/Item/Item.vue.js +52 -0
  174. package/dist/Select/Item/Item.vue2.js +57 -0
  175. package/dist/Select/Item/Item.vue3.js +4 -0
  176. package/dist/Select/Multiple/Select.multiple.vue.js +57 -0
  177. package/dist/Select/Multiple/Select.multiple.vue2.js +120 -0
  178. package/dist/Select/Multiple/Select.multiple.vue3.js +4 -0
  179. package/dist/Select/Select.core.vue.js +28 -0
  180. package/dist/Select/Select.core.vue2.js +73 -0
  181. package/dist/Select/Single/Select.single.vue.js +48 -0
  182. package/dist/Select/Single/Select.single.vue2.js +76 -0
  183. package/dist/Select/Single/Select.single.vue3.js +4 -0
  184. package/dist/Select/imgs/indicator.svg.js +4 -0
  185. package/dist/Select/index.js +9 -0
  186. package/dist/Stepper/Stepper.vue.js +100 -0
  187. package/dist/Stepper/Stepper.vue2.js +104 -0
  188. package/dist/Stepper/Stepper.vue3.js +4 -0
  189. package/dist/TableConfig/TableConfig.vue.js +68 -0
  190. package/dist/TableConfig/TableConfig.vue2.js +89 -0
  191. package/dist/TableConfig/TableConfig.vue3.js +4 -0
  192. package/dist/Tabs/Tab/Tab.vue.js +7 -0
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  194. package/dist/Tabs/Tab/Tab.vue3.js +4 -0
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  196. package/dist/Tabs/Tabs.vue2.js +33 -0
  197. package/dist/Tabs/Tabs.vue3.js +4 -0
  198. package/dist/Tag/Tag.vue.js +31 -0
  199. package/dist/Tag/Tag.vue2.js +46 -0
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  201. package/dist/Tipograph/Paragraph/Paragraph.vue.js +18 -0
  202. package/dist/Tipograph/Paragraph/Paragraph.vue2.js +21 -0
  203. package/dist/Tipograph/Paragraph/Paragraph.vue3.js +4 -0
  204. package/dist/Tipograph/Title/Title.vue.js +18 -0
  205. package/dist/Tipograph/Title/Title.vue2.js +21 -0
  206. package/dist/Tipograph/Title/Title.vue3.js +4 -0
  207. package/dist/Tipograph/index.js +9 -0
  208. package/dist/Toggle/Toggle.vue.js +30 -0
  209. package/dist/Toggle/Toggle.vue2.js +44 -0
  210. package/dist/Toggle/Toggle.vue3.js +4 -0
  211. package/dist/Tooltip/Tooltip.vue.js +42 -0
  212. package/dist/Tooltip/Tooltip.vue2.js +183 -0
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  214. package/dist/Upload/Upload.vue.js +126 -0
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  3675. package/dist/plane-e6309fb6.js +0 -160
  3676. package/dist/popupUtils-3e3652c3.js +0 -50
  3677. package/dist/popupUtils-91a6593a.js +0 -22
  3678. package/dist/portalItemUtils-9fe0753b.js +0 -57
  3679. package/dist/portalLayers-c4780447.js +0 -312
  3680. package/dist/portalUtils-dc516580.js +0 -7
  3681. package/dist/programUtils-af41c65f.js +0 -59
  3682. package/dist/project-5431a252.js +0 -21
  3683. package/dist/projectPointToVector-0079622b.js +0 -14
  3684. package/dist/projectVectorToVector-f0efb06b.js +0 -13
  3685. package/dist/quantityUtils-de778fce.js +0 -33
  3686. package/dist/quantizationUtils-2be4bff3.js +0 -68
  3687. package/dist/quat-c6160033.js +0 -104
  3688. package/dist/quatf64-bec1af25.js +0 -19
  3689. package/dist/query-fcb1a91d.js +0 -89
  3690. package/dist/queryAttachments-97b9756a.js +0 -39
  3691. package/dist/queryEngineUtils-95bf7d7c.js +0 -21
  3692. package/dist/queryTopFeatures-ce8d1ecc.js +0 -50
  3693. package/dist/queryZScale-201978da.js +0 -12
  3694. package/dist/rasterProjectionHelper-29c41430.js +0 -577
  3695. package/dist/rasterUtils-9175fa83.js +0 -122
  3696. package/dist/rasterizingUtils-83fc560b.js +0 -46
  3697. package/dist/request-a1e40067.js +0 -46
  3698. package/dist/requestImageUtils-176ebc00.js +0 -8
  3699. package/dist/resourceExtension-7fe8f270.js +0 -17
  3700. package/dist/resourceUtils-318f1fd0.js +0 -62
  3701. package/dist/resourceUtils-bf624bf9.js +0 -69
  3702. package/dist/resourceUtils-cba1effe.js +0 -42
  3703. package/dist/saveAPIKeyUtils-c407e113.js +0 -8
  3704. package/dist/saveUtils-9d95f409.js +0 -24
  3705. package/dist/scaleUtils-0293f229.js +0 -23
  3706. package/dist/scrim-c147b918.js +0 -114
  3707. package/dist/serviceCapabilitiesUtils-98603a14.js +0 -64
  3708. package/dist/sizeVariableUtils-a1b694d8.js +0 -27
  3709. package/dist/sourceUtils-eec26b0e.js +0 -71
  3710. package/dist/sphere-5e0ae541.js +0 -199
  3711. package/dist/statsWorker-7a85b336.js +0 -37
  3712. package/dist/streamLayerUtils-1b89041d.js +0 -31
  3713. package/dist/styleUtils-a42848e6.js +0 -14
  3714. package/dist/styleUtils-b62393b9.js +0 -75
  3715. package/dist/sublayerUtils-398c21ad.js +0 -37
  3716. package/dist/substitute-011c53db.js +0 -52
  3717. package/dist/symbolColorUtils-37d56009.js +0 -8
  3718. package/dist/symbolLayerUtils-864ff340.js +0 -31
  3719. package/dist/symbologySnappingCandidates-8de8e353.js +0 -221
  3720. package/dist/t9n-d9b9c6cb.js +0 -349
  3721. package/dist/testSVGPremultipliedAlpha-10b2acab.js +0 -94
  3722. package/dist/tileUtils-3e0c8c1d.js +0 -7
  3723. package/dist/timeSupport-97c324f3.js +0 -410
  3724. package/dist/triangle-558b5e1a.js +0 -98
  3725. package/dist/types-adba9034.js +0 -19
  3726. package/dist/unitConversionUtils-c6c847c9.js +0 -17
  3727. package/dist/unitFormatUtils-b34af073.js +0 -40
  3728. package/dist/uploadAssetErrors-f4548e09.js +0 -70
  3729. package/dist/uploadAssets-2cf4f3df.js +0 -330
  3730. package/dist/utils-2aa1ef8c.js +0 -34
  3731. package/dist/utils-4e8b0dcd.js +0 -91
  3732. package/dist/utils-514bee8e.js +0 -73
  3733. package/dist/utils-7d755f59.js +0 -433
  3734. package/dist/utils-8b01c610.js +0 -232
  3735. package/dist/utils-9210b64d.js +0 -79
  3736. package/dist/utils-b1ab6c91.js +0 -419
  3737. package/dist/utils-f5731fc4.js +0 -2746
  3738. package/dist/utils3-f341d95b.js +0 -75
  3739. package/dist/vec3-7da55ff1.js +0 -81
  3740. package/dist/vec3f32-304a6a9c.js +0 -36
  3741. package/dist/vec42-689e76ac.js +0 -125
  3742. package/dist/vec4f32-b2628ced.js +0 -38
  3743. package/dist/vec4f64-043e974c.js +0 -45
  3744. package/dist/versionUtils-d824fad7.js +0 -161
  3745. package/dist/visualVariableUtils-88773652.js +0 -267
  3746. package/dist/webStyleSymbolUtils-c596a4f1.js +0 -48
  3747. package/dist/webglDeps-f821d060.js +0 -23
  3748. package/dist/wfsUtils-bfa5d7fa.js +0 -343
  3749. package/dist/workerHelper-b0f47acf.js +0 -11
  3750. package/dist/xmlUtils-64cc47e1.js +0 -24
  3751. package/dist/xyChart-a2e4acb8.js +0 -3335
  3752. package/dist/zipjs-wrapper-1bd67e07.js +0 -6496
  3753. /package/dist/{ar-a17f8064.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/ar.js} +0 -0
  3754. /package/dist/{bg_BG-9950a70b.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/bg_BG.js} +0 -0
  3755. /package/dist/{bs_BA-60482871.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/bs_BA.js} +0 -0
  3756. /package/dist/{ca_ES-a121088e.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/ca_ES.js} +0 -0
  3757. /package/dist/{cs_CZ-1b968650.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/cs_CZ.js} +0 -0
  3758. /package/dist/{da_DK-e0fe1642.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/da_DK.js} +0 -0
  3759. /package/dist/{de_CH-b0dbd4c8.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/de_CH.js} +0 -0
  3760. /package/dist/{de_DE-8609ef65.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/de_DE.js} +0 -0
  3761. /package/dist/{el_GR-5cfd1e7e.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/el_GR.js} +0 -0
  3762. /package/dist/{en_CA-47f2633b.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/en_CA.js} +0 -0
  3763. /package/dist/{en_US-47f2633b.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/en_US.js} +0 -0
  3764. /package/dist/{es_ES-489878a2.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/es_ES.js} +0 -0
  3765. /package/dist/{et_EE-6472669a.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/et_EE.js} +0 -0
  3766. /package/dist/{fi_FI-d7a3a525.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/fi_FI.js} +0 -0
  3767. /package/dist/{fr_FR-a88f2596.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/fr_FR.js} +0 -0
  3768. /package/dist/{he_IL-e34cf273.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/he_IL.js} +0 -0
  3769. /package/dist/{hr_HR-6a124f87.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/hr_HR.js} +0 -0
  3770. /package/dist/{hu_HU-58f3feb6.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/hu_HU.js} +0 -0
  3771. /package/dist/{id_ID-18d97715.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/id_ID.js} +0 -0
  3772. /package/dist/{it_IT-49e70bbf.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/it_IT.js} +0 -0
  3773. /package/dist/{ja_JP-eaef2cc3.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/ja_JP.js} +0 -0
  3774. /package/dist/{ko_KR-5c972fd8.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/ko_KR.js} +0 -0
  3775. /package/dist/{lt_LT-26f13fd1.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/lt_LT.js} +0 -0
  3776. /package/dist/{lv_LV-4feafa92.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/lv_LV.js} +0 -0
  3777. /package/dist/{nb_NO-21543153.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/nb_NO.js} +0 -0
  3778. /package/dist/{nl_NL-7876d97f.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/nl_NL.js} +0 -0
  3779. /package/dist/{pl_PL-276c6dae.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/pl_PL.js} +0 -0
  3780. /package/dist/{pt_BR-4fae3055.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/pt_BR.js} +0 -0
  3781. /package/dist/{pt_PT-14d9efb1.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/pt_PT.js} +0 -0
  3782. /package/dist/{ro_RO-8e733cf5.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/ro_RO.js} +0 -0
  3783. /package/dist/{ru_RU-f7bafc90.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/ru_RU.js} +0 -0
  3784. /package/dist/{sk_SK-c279eea3.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/sk_SK.js} +0 -0
  3785. /package/dist/{sl_SL-e40950dd.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/sl_SL.js} +0 -0
  3786. /package/dist/{sr_RS-b1835dfa.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/sr_RS.js} +0 -0
  3787. /package/dist/{sv_SE-15ca9e36.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/sv_SE.js} +0 -0
  3788. /package/dist/{th_TH-bf624a56.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/th_TH.js} +0 -0
  3789. /package/dist/{tr_TR-ca5c315f.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/tr_TR.js} +0 -0
  3790. /package/dist/{uk_UA-4b3cb86d.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/uk_UA.js} +0 -0
  3791. /package/dist/{vi_VN-ad09e708.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/vi_VN.js} +0 -0
  3792. /package/dist/{zh_Hans-61faef57.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/zh_Hans.js} +0 -0
  3793. /package/dist/{zh_Hant-87a9767b.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/chunks/zh_Hant.js} +0 -0
  3794. /package/dist/{mask-svg-30f64a7b.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/views/magnifier/mask-svg.js} +0 -0
  3795. /package/dist/{overlay-svg-c3941b3b.js → node_modules/.pnpm/@arcgis_core@4.29.10/node_modules/@arcgis/core/views/magnifier/overlay-svg.js} +0 -0
  3796. /package/dist/{component-51a10bc0.js → node_modules/.pnpm/@esri_calcite-components@2.7.1/node_modules/@esri/calcite-components/dist/components/component.js} +0 -0
  3797. /package/dist/{guid-5ee54248.js → node_modules/.pnpm/@esri_calcite-components@2.7.1/node_modules/@esri/calcite-components/dist/components/guid.js} +0 -0
@@ -0,0 +1,3885 @@
1
+ const e = { background: { "background.frag": `uniform lowp vec4 u_color;
2
+ void main() {
3
+ gl_FragColor = u_color;
4
+ }`, "background.vert": `attribute vec2 a_pos;
5
+ uniform highp mat3 u_dvsMat3;
6
+ uniform mediump vec2 u_coord_range;
7
+ uniform mediump float u_depth;
8
+ void main() {
9
+ vec3 v_pos = u_dvsMat3 * vec3(u_coord_range * a_pos, 1.0);
10
+ gl_Position = vec4(v_pos.xy, 0.0, 1.0);
11
+ }` }, bitBlit: { "bitBlit.frag": `uniform lowp sampler2D u_tex;
12
+ uniform lowp float u_opacity;
13
+ varying mediump vec2 v_uv;
14
+ void main() {
15
+ lowp vec4 color = texture2D(u_tex, v_uv);
16
+ gl_FragColor = color * u_opacity;
17
+ }`, "bitBlit.vert": `attribute vec2 a_pos;
18
+ attribute vec2 a_tex;
19
+ varying mediump vec2 v_uv;
20
+ void main(void) {
21
+ gl_Position = vec4(a_pos , 0.0, 1.0);
22
+ v_uv = a_tex;
23
+ }` }, blend: { "blend.frag": `precision mediump float;
24
+ uniform sampler2D u_layerTexture;
25
+ uniform lowp float u_opacity;
26
+ uniform lowp float u_inFadeOpacity;
27
+ #ifndef NORMAL
28
+ uniform sampler2D u_backbufferTexture;
29
+ #endif
30
+ varying mediump vec2 v_uv;
31
+ float rgb2v(in vec3 c) {
32
+ return max(c.x, max(c.y, c.z));
33
+ }
34
+ vec3 rgb2hsv(in vec3 c) {
35
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
36
+ vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
37
+ vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
38
+ float d = q.x - min(q.w, q.y);
39
+ float e = 1.0e-10;
40
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), min(d / (q.x + e), 1.0), q.x);
41
+ }
42
+ vec3 hsv2rgb(in vec3 c) {
43
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
44
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
45
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
46
+ }
47
+ vec3 tint(in vec3 Cb, in vec3 Cs) {
48
+ float vIn = rgb2v(Cb);
49
+ vec3 hsvTint = rgb2hsv(Cs);
50
+ vec3 hsvOut = vec3(hsvTint.x, hsvTint.y, vIn * hsvTint.z);
51
+ return hsv2rgb(hsvOut);
52
+ }
53
+ float overlay(in float Cb, in float Cs) {
54
+ return (1.0 - step(0.5, Cs)) * (1.0 - 2.0 * (1.0 - Cs ) * (1.0 - Cb)) + step(0.5, Cs) * (2.0 * Cs * Cb);
55
+ }
56
+ float colorDodge(in float Cb, in float Cs) {
57
+ return (Cb == 0.0) ? 0.0 : (Cs == 1.0) ? 1.0 : min(1.0, Cb / (1.0 - Cs));
58
+ }
59
+ float colorBurn(in float Cb, in float Cs) {
60
+ return (Cb == 1.0) ? 1.0 : (Cs == 0.0) ? 0.0 : 1.0 - min(1.0, (1.0 - Cb) / Cs);
61
+ }
62
+ float hardLight(in float Cb, in float Cs) {
63
+ return (1.0 - step(0.5, Cs)) * (2.0 * Cs * Cb) + step(0.5, Cs) * (1.0 - 2.0 * (1.0 - Cs) * (1.0 - Cb));
64
+ }
65
+ float reflectBlend(in float Cb, in float Cs) {
66
+ return (Cs == 1.0) ? Cs : min(Cb * Cb / (1.0 - Cs), 1.0);
67
+ }
68
+ float softLight(in float Cb, in float Cs) {
69
+ if (Cs <= 0.5) {
70
+ return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);
71
+ }
72
+ if (Cb <= 0.25) {
73
+ return Cb + (2.0 * Cs - 1.0) * Cb * ((16.0 * Cb - 12.0) * Cb + 3.0);
74
+ }
75
+ return Cb + (2.0 * Cs - 1.0) * (sqrt(Cb) - Cb);
76
+ }
77
+ float vividLight(in float Cb, in float Cs) {
78
+ return (1.0 - step(0.5, Cs)) * colorBurn(Cb, 2.0 * Cs) + step(0.5, Cs) * colorDodge(Cb, (2.0 * (Cs - 0.5)));
79
+ }
80
+ float minv3(in vec3 c) {
81
+ return min(min(c.r, c.g), c.b);
82
+ }
83
+ float maxv3(in vec3 c) {
84
+ return max(max(c.r, c.g), c.b);
85
+ }
86
+ float lumv3(in vec3 c) {
87
+ return dot(c, vec3(0.3, 0.59, 0.11));
88
+ }
89
+ float satv3(vec3 c) {
90
+ return maxv3(c) - minv3(c);
91
+ }
92
+ vec3 clipColor(vec3 color) {
93
+ float lum = lumv3(color);
94
+ float mincol = minv3(color);
95
+ float maxcol = maxv3(color);
96
+ if (mincol < 0.0) {
97
+ color = lum + ((color - lum) * lum) / (lum - mincol);
98
+ }
99
+ if (maxcol > 1.0) {
100
+ color = lum + ((color - lum) * (1.0 - lum)) / (maxcol - lum);
101
+ }
102
+ return color;
103
+ }
104
+ vec3 setLum(vec3 cbase, vec3 clum) {
105
+ float lbase = lumv3(cbase);
106
+ float llum = lumv3(clum);
107
+ float ldiff = llum - lbase;
108
+ vec3 color = cbase + vec3(ldiff);
109
+ return clipColor(color);
110
+ }
111
+ vec3 setLumSat(vec3 cbase, vec3 csat, vec3 clum)
112
+ {
113
+ float minbase = minv3(cbase);
114
+ float sbase = satv3(cbase);
115
+ float ssat = satv3(csat);
116
+ vec3 color;
117
+ if (sbase > 0.0) {
118
+ color = (cbase - minbase) * ssat / sbase;
119
+ } else {
120
+ color = vec3(0.0);
121
+ }
122
+ return setLum(color, clum);
123
+ }
124
+ void main() {
125
+ vec4 src = texture2D(u_layerTexture, v_uv);
126
+ #ifdef NORMAL
127
+ gl_FragColor = src * u_opacity;
128
+ #else
129
+ vec4 dst = texture2D(u_backbufferTexture, v_uv);
130
+ vec3 Cs = src.a == 0.0 ? src.rgb : vec3(src.rgb / src.a);
131
+ vec3 Cb = dst.a == 0.0 ? dst.rgb : vec3(dst.rgb / dst.a);
132
+ float as = u_opacity * src.a;
133
+ float ab = dst.a;
134
+ #ifdef DESTINATION_OVER
135
+ gl_FragColor = vec4(as * Cs * (1.0 - ab) + ab * Cb, as + ab - as * ab);
136
+ #endif
137
+ #ifdef SOURCE_IN
138
+ vec4 color = vec4(as * Cs * ab, as * ab);
139
+ vec4 fadeColor = (1.0 - u_opacity) * u_inFadeOpacity * vec4(ab * Cb, ab);
140
+ gl_FragColor = color + fadeColor;
141
+ #endif
142
+ #ifdef DESTINATION_IN
143
+ vec4 color = vec4(ab * Cb * as, ab * as);
144
+ vec4 fadeColor = (1.0 - u_opacity) * u_inFadeOpacity * vec4(ab * Cb, ab);
145
+ gl_FragColor = color + fadeColor;
146
+ #endif
147
+ #ifdef SOURCE_OUT
148
+ gl_FragColor = vec4(as * Cs * (1.0 - ab), as * (1.0 - ab));
149
+ #endif
150
+ #ifdef DESTINATION_OUT
151
+ gl_FragColor = vec4(ab * Cb * (1.0 - as), ab * (1.0 - as));
152
+ #endif
153
+ #ifdef SOURCE_ATOP
154
+ gl_FragColor = vec4(as * Cs * ab + ab * Cb * (1.0 - as), ab);
155
+ #endif
156
+ #ifdef DESTINATION_ATOP
157
+ gl_FragColor = vec4(as * Cs * (1.0 - ab) + ab * Cb * as, as);
158
+ #endif
159
+ #ifdef XOR
160
+ gl_FragColor = vec4(as * Cs * (1.0 - ab) + ab * Cb * (1.0 - as),
161
+ as * (1.0 - ab) + ab * (1.0 - as));
162
+ #endif
163
+ #ifdef MULTIPLY
164
+ gl_FragColor = vec4(as * Cs * ab * Cb + (1.0 - ab) * as * Cs + (1.0 - as) * ab * Cb,
165
+ as + ab * (1.0 - as));
166
+ #endif
167
+ #ifdef SCREEN
168
+ gl_FragColor = vec4((Cs + Cb - Cs * Cb) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
169
+ as + ab * (1.0 - as));
170
+ #endif
171
+ #ifdef OVERLAY
172
+ vec3 f = vec3(overlay(Cb.r, Cs.r), overlay(Cb.g, Cs.g), overlay(Cb.b, Cs.b));
173
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
174
+ as + ab * (1.0 - as));
175
+ #endif
176
+ #ifdef DARKEN
177
+ gl_FragColor = vec4(min(Cs, Cb) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
178
+ as + ab * (1.0 - as));
179
+ #endif
180
+ #ifdef LIGHTER
181
+ gl_FragColor = vec4(as * Cs + ab * Cb, as + ab);
182
+ #endif
183
+ #ifdef LIGHTEN
184
+ gl_FragColor = vec4(max(Cs, Cb) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
185
+ as + ab * (1.0 - as));
186
+ #endif
187
+ #ifdef COLOR_DODGE
188
+ vec3 f = clamp(vec3(colorDodge(Cb.r, Cs.r), colorDodge(Cb.g, Cs.g), colorDodge(Cb.b, Cs.b)), vec3(0.0), vec3(1.0));
189
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
190
+ as + ab * (1.0 - as));
191
+ #endif
192
+ #ifdef COLOR_BURN
193
+ vec3 f = vec3(colorBurn(Cb.r, Cs.r), colorBurn(Cb.g, Cs.g), colorBurn(Cb.b, Cs.b));
194
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
195
+ as + ab * (1.0 - as));
196
+ #endif
197
+ #ifdef HARD_LIGHT
198
+ vec3 f = vec3(hardLight(Cb.r, Cs.r), hardLight(Cb.g, Cs.g), hardLight(Cb.b, Cs.b));
199
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
200
+ as + ab * (1.0 - as));
201
+ #endif
202
+ #ifdef SOFT_LIGHT
203
+ vec3 f = vec3(softLight(Cb.r, Cs.r), softLight(Cb.g, Cs.g), softLight(Cb.b, Cs.b));
204
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
205
+ as + ab * (1.0 - as));
206
+ #endif
207
+ #ifdef DIFFERENCE
208
+ gl_FragColor = vec4(abs(Cb - Cs) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
209
+ as + ab * (1.0 - as));
210
+ #endif
211
+ #ifdef EXCLUSION
212
+ vec3 f = Cs + Cb - 2.0 * Cs * Cb;
213
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
214
+ as + ab * (1.0 - as));
215
+ #endif
216
+ #ifdef INVERT
217
+ gl_FragColor = vec4((1.0 - Cb) * as * ab + Cb * ab * (1.0 - as), ab);
218
+ #endif
219
+ #ifdef VIVID_LIGHT
220
+ vec3 f = vec3(clamp(vividLight(Cb.r, Cs.r), 0.0, 1.0),
221
+ clamp(vividLight(Cb.g, Cs.g), 0.0, 1.0),
222
+ clamp(vividLight(Cb.b, Cs.b), 0.0, 1.0));
223
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
224
+ as + ab * (1.0 - as));
225
+ #endif
226
+ #ifdef HUE
227
+ vec3 f = setLumSat(Cs,Cb,Cb);
228
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
229
+ as + ab * (1.0 - as));
230
+ #endif
231
+ #ifdef SATURATION
232
+ vec3 f = setLumSat(Cb,Cs,Cb);
233
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
234
+ as + ab * (1.0 - as));
235
+ #endif
236
+ #ifdef COLOR
237
+ vec3 f = setLum(Cs,Cb);
238
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
239
+ as + ab * (1.0 - as));
240
+ #endif
241
+ #ifdef LUMINOSITY
242
+ vec3 f = setLum(Cb,Cs);
243
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
244
+ as + ab * (1.0 - as));
245
+ #endif
246
+ #ifdef PLUS
247
+ gl_FragColor = clamp(vec4(src.r + Cb.r, src.g + Cb.g, src.b + Cb.b, as + ab), 0.0, 1.0);
248
+ #endif
249
+ #ifdef MINUS
250
+ gl_FragColor = vec4(clamp(vec3(Cb.r - src.r, Cb.g - src.g, Cb.b - src.b), 0.0, 1.0), ab * as);
251
+ #endif
252
+ #ifdef AVERAGE
253
+ vec3 f = (Cb + Cs) / 2.0;
254
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
255
+ as + ab * (1.0 - as));
256
+ #endif
257
+ #ifdef REFLECT
258
+ vec3 f = clamp(vec3(reflectBlend(Cb.r, Cs.r),
259
+ reflectBlend(Cb.g, Cs.g),
260
+ reflectBlend(Cb.b, Cs.b)), vec3(0.0), vec3(1.0));
261
+ gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as),
262
+ as + ab * (1.0 - as));
263
+ #endif
264
+ #endif
265
+ }`, "blend.vert": `attribute vec2 a_position;
266
+ varying mediump vec2 v_uv;
267
+ void main(void) {
268
+ gl_Position = vec4(a_position , 0.0, 1.0);
269
+ v_uv = (a_position + 1.0) / 2.0;
270
+ }` }, debug: { overlay: { "overlay.frag": `precision mediump float;
271
+ varying vec4 v_color;
272
+ void main(void) {
273
+ gl_FragColor = v_color;
274
+ }`, "overlay.vert": `attribute vec3 a_PositionAndFlags;
275
+ uniform mat3 u_dvsMat3;
276
+ uniform vec4 u_colors[4];
277
+ uniform float u_opacities[4];
278
+ varying vec4 v_color;
279
+ void main(void) {
280
+ vec2 position = a_PositionAndFlags.xy;
281
+ float flags = a_PositionAndFlags.z;
282
+ int colorIndex = int(mod(flags, 4.0));
283
+ vec4 color;
284
+ for (int i = 0; i < 4; i++) {
285
+ color = u_colors[i];
286
+ if (i == colorIndex) {
287
+ break;
288
+ }
289
+ }
290
+ int opacityIndex = int(mod(floor(flags / 4.0), 4.0));
291
+ float opacity;
292
+ for (int i = 0; i < 4; i++) {
293
+ opacity = u_opacities[i];
294
+ if (i == opacityIndex) {
295
+ break;
296
+ }
297
+ }
298
+ v_color = color * opacity;
299
+ gl_Position = vec4((u_dvsMat3 * vec3(position, 1.0)).xy, 0.0, 1.0);
300
+ }` } }, dot: { dot: { "dot.frag": `precision mediump float;
301
+ varying vec4 v_color;
302
+ varying float v_dotRatio;
303
+ varying float v_invEdgeRatio;
304
+ uniform highp float u_tileZoomFactor;
305
+ void main()
306
+ {
307
+ float dist = length(gl_PointCoord - vec2(.5, .5)) * 2.;
308
+ float alpha = smoothstep(0., 1., v_invEdgeRatio * (dist - v_dotRatio) + 1.);
309
+ gl_FragColor = v_color * alpha;
310
+ }`, "dot.vert": `precision highp float;
311
+ attribute vec2 a_pos;
312
+ uniform sampler2D u_texture;
313
+ uniform highp mat3 u_dvsMat3;
314
+ uniform highp float u_tileZoomFactor;
315
+ uniform highp float u_dotSize;
316
+ uniform highp float u_pixelRatio;
317
+ varying vec2 v_pos;
318
+ varying vec4 v_color;
319
+ varying float v_dotRatio;
320
+ varying float v_invEdgeRatio;
321
+ const float EPSILON = 0.000001;
322
+ void main()
323
+ {
324
+ mat3 tileToTileTexture = mat3( 1., 0., 0.,
325
+ 0., -1., 0.,
326
+ 0., 1., 1. );
327
+ vec3 texCoords = tileToTileTexture * vec3(a_pos.xy / 512., 1.);
328
+ v_color = texture2D(u_texture, texCoords.xy);
329
+ float smoothEdgeWidth = max(u_dotSize / 2., 1.) ;
330
+ float z = 0.;
331
+ z += 2.0 * step(v_color.a, EPSILON);
332
+ gl_PointSize = (smoothEdgeWidth + u_dotSize);
333
+ gl_Position = vec4((u_dvsMat3 * vec3(a_pos + .5, 1.)).xy, z, 1.);
334
+ v_dotRatio = u_dotSize / gl_PointSize;
335
+ v_invEdgeRatio = -1. / ( smoothEdgeWidth / gl_PointSize );
336
+ gl_PointSize *= (u_pixelRatio * u_tileZoomFactor);
337
+ }` } }, filtering: { "bicubic.glsl": `vec4 computeWeights(float v) {
338
+ float b = 1.0 / 6.0;
339
+ float v2 = v * v;
340
+ float v3 = v2 * v;
341
+ float w0 = b * (-v3 + 3.0 * v2 - 3.0 * v + 1.0);
342
+ float w1 = b * (3.0 * v3 - 6.0 * v2 + 4.0);
343
+ float w2 = b * (-3.0 * v3 + 3.0 * v2 + 3.0 * v + 1.0);
344
+ float w3 = b * v3;
345
+ return vec4(w0, w1, w2, w3);
346
+ }
347
+ vec4 bicubicOffsetsAndWeights(float v) {
348
+ vec4 w = computeWeights(v);
349
+ float g0 = w.x + w.y;
350
+ float g1 = w.z + w.w;
351
+ float h0 = 1.0 - (w.y / g0) + v;
352
+ float h1 = 1.0 + (w.w / g1) - v;
353
+ return vec4(h0, h1, g0, g1);
354
+ }
355
+ vec4 sampleBicubicBSpline(sampler2D sampler, vec2 coords, vec2 texSize) {
356
+ vec2 eX = vec2(1.0 / texSize.x, 0.0);
357
+ vec2 eY = vec2(0.0, 1.0 / texSize.y);
358
+ vec2 texel = coords * texSize - 0.5;
359
+ vec3 hgX = bicubicOffsetsAndWeights(fract(texel).x).xyz;
360
+ vec3 hgY = bicubicOffsetsAndWeights(fract(texel).y).xyz;
361
+ vec2 coords10 = coords + hgX.x * eX;
362
+ vec2 coords00 = coords - hgX.y * eX;
363
+ vec2 coords11 = coords10 + hgY.x * eY;
364
+ vec2 coords01 = coords00 + hgY.x * eY;
365
+ coords10 = coords10 - hgY.y * eY;
366
+ coords00 = coords00 - hgY.y * eY;
367
+ vec4 color00 = texture2D(sampler, coords00);
368
+ vec4 color10 = texture2D(sampler, coords10);
369
+ vec4 color01 = texture2D(sampler, coords01);
370
+ vec4 color11 = texture2D(sampler, coords11);
371
+ color00 = mix(color00, color01, hgY.z);
372
+ color10 = mix(color10, color11, hgY.z);
373
+ color00 = mix(color00, color10, hgX.z);
374
+ return color00;
375
+ }`, "bilinear.glsl": `vec4 sampleBilinear(sampler2D sampler, vec2 coords, vec2 texSize) {
376
+ vec2 texelStart = floor(coords * texSize);
377
+ vec2 coord0 = texelStart / texSize;
378
+ vec2 coord1 = (texelStart + vec2(1.0, 0.0)) / texSize;
379
+ vec2 coord2 = (texelStart + vec2(0.0, 1.0)) / texSize;
380
+ vec2 coord3 = (texelStart + vec2(1.0, 1.0)) / texSize;
381
+ vec4 color0 = texture2D(sampler, coord0);
382
+ vec4 color1 = texture2D(sampler, coord1);
383
+ vec4 color2 = texture2D(sampler, coord2);
384
+ vec4 color3 = texture2D(sampler, coord3);
385
+ vec2 blend = fract(coords * texSize);
386
+ vec4 color01 = mix(color0, color1, blend.x);
387
+ vec4 color23 = mix(color2, color3, blend.x);
388
+ vec4 color = mix(color01, color23, blend.y);
389
+ #ifdef NNEDGE
390
+ float alpha = floor(color0.a * color1.a * color2.a * color3.a + 0.5);
391
+ color = color * alpha + (1.0 - alpha) * texture2D(sampler, coords);
392
+ #endif
393
+ return color;
394
+ }`, "epx.glsl": `vec4 sampleEPX(sampler2D sampler, float size, vec2 coords, vec2 texSize) {
395
+ vec2 invSize = 1.0 / texSize;
396
+ vec2 texel = coords * texSize;
397
+ vec2 texel_i = floor(texel);
398
+ vec2 texel_frac = fract(texel);
399
+ vec4 colorP = texture2D(sampler, texel_i * invSize);
400
+ vec4 colorP1 = vec4(colorP);
401
+ vec4 colorP2 = vec4(colorP);
402
+ vec4 colorP3 = vec4(colorP);
403
+ vec4 colorP4 = vec4(colorP);
404
+ vec4 colorA = texture2D(sampler, (texel_i - vec2(0.0, 1.0)) * invSize);
405
+ vec4 colorB = texture2D(sampler, (texel_i + vec2(1.0, 0.0)) * invSize);
406
+ vec4 colorC = texture2D(sampler, (texel_i - vec2(1.0, 0.0)) * invSize);
407
+ vec4 colorD = texture2D(sampler, (texel_i + vec2(0.0, 1.0)) * invSize);
408
+ if (colorC == colorA && colorC != colorD && colorA != colorB) {
409
+ colorP1 = colorA;
410
+ }
411
+ if (colorA == colorB && colorA != colorC && colorB != colorD) {
412
+ colorP2 = colorB;
413
+ }
414
+ if (colorD == colorC && colorD != colorB && colorC != colorA) {
415
+ colorP3 = colorC;
416
+ }
417
+ if (colorB == colorD && colorB != colorA && colorD != colorC) {
418
+ colorP4 = colorD;
419
+ }
420
+ vec4 colorP12 = mix(colorP1, colorP2, texel_frac.x);
421
+ vec4 colorP34 = mix(colorP1, colorP2, texel_frac.x);
422
+ return mix(colorP12, colorP34, texel_frac.y);
423
+ }` }, fx: { integrate: { "integrate.frag": `precision mediump float;
424
+ uniform lowp sampler2D u_sourceTexture;
425
+ uniform lowp sampler2D u_maskTexture;
426
+ uniform mediump float u_zoomLevel;
427
+ uniform highp float u_timeDelta;
428
+ uniform highp float u_animationTime;
429
+ varying highp vec2 v_texcoord;
430
+ #include <materials/utils.glsl>
431
+ void main()
432
+ {
433
+ #ifdef DELTA
434
+ vec4 texel = texture2D(u_sourceTexture, v_texcoord);
435
+ vec4 data0 = texture2D(u_maskTexture, v_texcoord);
436
+ float flags = data0.r * 255.0;
437
+ float groupMinZoom = data0.g * 255.0;
438
+ float wouldClip = float(groupMinZoom == 0.);
439
+ float direction = wouldClip * 1.0 + (1.0 - wouldClip) * -1.0;
440
+ float dt = u_timeDelta / max(u_animationTime, 0.0001);
441
+ vec4 nextState = vec4(texel + direction * dt);
442
+ gl_FragColor = vec4(nextState);
443
+ #elif defined(UPDATE)
444
+ vec4 texel = texture2D(u_sourceTexture, v_texcoord);
445
+ gl_FragColor = texel;
446
+ #endif
447
+ }`, "integrate.vert": `precision mediump float;
448
+ attribute vec2 a_pos;
449
+ varying highp vec2 v_texcoord;
450
+ void main()
451
+ {
452
+ v_texcoord = a_pos;
453
+ gl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0);
454
+ }` } }, heatmap: { heatmapResolve: { "heatmapResolve.frag": `precision highp float;
455
+ #ifdef HEATMAP_PRECISION_HALF_FLOAT
456
+ #define COMPRESSION_FACTOR 4.0
457
+ #else
458
+ #define COMPRESSION_FACTOR 1.0
459
+ #endif
460
+ uniform sampler2D u_texture;
461
+ uniform sampler2D u_gradient;
462
+ uniform vec2 u_densityMinAndInvRange;
463
+ uniform float u_densityNormalization;
464
+ varying vec2 v_uv;
465
+ void main() {
466
+ vec4 data = texture2D(u_texture, v_uv);
467
+ float density = data.r * COMPRESSION_FACTOR;
468
+ density *= u_densityNormalization;
469
+ density = (density - u_densityMinAndInvRange.x) * u_densityMinAndInvRange.y;
470
+ vec4 color = texture2D(u_gradient, vec2(density, 0.5));
471
+ gl_FragColor = vec4(color.rgb * color.a, color.a);
472
+ }`, "heatmapResolve.vert": `precision highp float;
473
+ attribute vec2 a_pos;
474
+ varying vec2 v_uv;
475
+ void main() {
476
+ v_uv = a_pos;
477
+ gl_Position = vec4(a_pos * 2.0 - 1.0, 1., 1.);
478
+ }` } }, highlight: { "blur.frag": `varying mediump vec2 v_texcoord;
479
+ uniform mediump vec4 u_direction;
480
+ uniform mediump mat4 u_channelSelector;
481
+ uniform mediump float u_sigma;
482
+ uniform sampler2D u_texture;
483
+ mediump float gauss1(mediump vec2 dir) {
484
+ return exp(-dot(dir, dir) / (2.0 * u_sigma * u_sigma));
485
+ }
486
+ mediump vec4 selectChannel(mediump vec4 sample) {
487
+ return u_channelSelector * sample;
488
+ }
489
+ void accumGauss1(mediump float i, inout mediump float tot, inout mediump float weight) {
490
+ mediump float w = gauss1(i * u_direction.xy);
491
+ tot += selectChannel(texture2D(u_texture, v_texcoord + i * u_direction.zw))[3] * w;
492
+ weight += w;
493
+ }
494
+ void main(void) {
495
+ mediump float tot = 0.0;
496
+ mediump float weight = 0.0;
497
+ accumGauss1(-5.0, tot, weight);
498
+ accumGauss1(-4.0, tot, weight);
499
+ accumGauss1(-3.0, tot, weight);
500
+ accumGauss1(-2.0, tot, weight);
501
+ accumGauss1(-1.0, tot, weight);
502
+ accumGauss1(0.0, tot, weight);
503
+ accumGauss1(1.0, tot, weight);
504
+ accumGauss1(2.0, tot, weight);
505
+ accumGauss1(3.0, tot, weight);
506
+ accumGauss1(4.0, tot, weight);
507
+ accumGauss1(5.0, tot, weight);
508
+ gl_FragColor = vec4(0.0, 0.0, 0.0, tot / weight);
509
+ }`, "highlight.frag": `varying mediump vec2 v_texcoord;
510
+ uniform sampler2D u_texture;
511
+ uniform mediump float u_sigma;
512
+ uniform sampler2D u_shade;
513
+ uniform mediump vec2 u_minMaxDistance;
514
+ mediump float estimateDistance() {
515
+ mediump float y = texture2D(u_texture, v_texcoord)[3];
516
+ const mediump float y0 = 0.5;
517
+ mediump float m0 = 1.0 / (sqrt(2.0 * 3.1415) * u_sigma);
518
+ mediump float d = (y - y0) / m0;
519
+ return d;
520
+ }
521
+ mediump vec4 shade(mediump float d) {
522
+ mediump float mappedDistance = (d - u_minMaxDistance.x) / (u_minMaxDistance.y - u_minMaxDistance.x);
523
+ mappedDistance = clamp(mappedDistance, 0.0, 1.0);
524
+ return texture2D(u_shade, vec2(mappedDistance, 0.5));
525
+ }
526
+ void main(void) {
527
+ mediump float d = estimateDistance();
528
+ gl_FragColor = shade(d);
529
+ }`, "textured.vert": `attribute mediump vec2 a_position;
530
+ attribute mediump vec2 a_texcoord;
531
+ varying mediump vec2 v_texcoord;
532
+ void main(void) {
533
+ gl_Position = vec4(a_position, 0.0, 1.0);
534
+ v_texcoord = a_texcoord;
535
+ }` }, magnifier: { "magnifier.frag": `uniform lowp vec4 u_background;
536
+ uniform mediump sampler2D u_readbackTexture;
537
+ uniform mediump sampler2D u_maskTexture;
538
+ uniform mediump sampler2D u_overlayTexture;
539
+ uniform bool u_maskEnabled;
540
+ uniform bool u_overlayEnabled;
541
+ varying mediump vec2 v_texCoord;
542
+ const lowp float barrelFactor = 1.1;
543
+ lowp vec2 barrel(lowp vec2 uv) {
544
+ lowp vec2 uvn = uv * 2.0 - 1.0;
545
+ if (uvn.x == 0.0 && uvn.y == 0.0) {
546
+ return vec2(0.5, 0.5);
547
+ }
548
+ lowp float theta = atan(uvn.y, uvn.x);
549
+ lowp float r = pow(length(uvn), barrelFactor);
550
+ return r * vec2(cos(theta), sin(theta)) * 0.5 + 0.5;
551
+ }
552
+ void main(void)
553
+ {
554
+ lowp vec4 color = texture2D(u_readbackTexture, barrel(v_texCoord));
555
+ color = (color + (1.0 - color.a) * u_background);
556
+ lowp float mask = u_maskEnabled ? texture2D(u_maskTexture, v_texCoord).a : 1.0;
557
+ color *= mask;
558
+ lowp vec4 overlayColor = u_overlayEnabled ? texture2D(u_overlayTexture, v_texCoord) : vec4(0);
559
+ gl_FragColor = overlayColor + (1.0 - overlayColor.a) * color;
560
+ }`, "magnifier.vert": `precision mediump float;
561
+ attribute mediump vec2 a_pos;
562
+ uniform mediump vec4 u_drawPos;
563
+ varying mediump vec2 v_texCoord;
564
+ void main(void)
565
+ {
566
+ v_texCoord = a_pos;
567
+ gl_Position = vec4(u_drawPos.xy + vec2(a_pos - 0.5) * u_drawPos.zw, 0.0, 1.0);
568
+ }` }, materials: { "attributeData.glsl": `uniform highp sampler2D filterFlags;
569
+ uniform highp sampler2D animation;
570
+ uniform highp sampler2D gpgpu;
571
+ uniform highp sampler2D visualVariableData;
572
+ uniform highp sampler2D dataDriven0;
573
+ uniform highp sampler2D dataDriven1;
574
+ uniform highp sampler2D dataDriven2;
575
+ uniform float size;
576
+ highp vec2 getAttributeDataCoords(in highp vec3 id) {
577
+ highp vec3 texel = unpackDisplayIdTexel(id);
578
+ highp float u32 = float(int(texel.r) + int(texel.g) * 256 + int(texel.b) * 256 * 256);
579
+ highp float col = mod(u32, size);
580
+ highp float row = (u32 - col) / size;
581
+ highp float u = col / size;
582
+ highp float v = row / size;
583
+ return vec2(u, v);
584
+ }
585
+ highp vec2 getAttributeDataTextureCoords(in highp vec3 id) {
586
+ return (getAttributeDataCoords(id) * 2.0) - 1.0 + (.5 / vec2(size));
587
+ }
588
+ highp vec4 getFilterData(in highp vec3 id) {
589
+ vec2 coords = getAttributeDataCoords(id);
590
+ return texture2D(filterFlags, coords);
591
+ }
592
+ highp vec4 getAnimation(in highp vec3 id) {
593
+ highp vec2 coords = getAttributeDataCoords(id);
594
+ return texture2D(animation, coords);
595
+ }
596
+ highp vec4 getVisualVariableData(in highp vec3 id) {
597
+ highp vec2 coords = getAttributeDataCoords(id);
598
+ return texture2D(visualVariableData, coords);
599
+ }
600
+ highp vec4 getDataDriven0(in highp vec3 id) {
601
+ highp vec2 coords = getAttributeDataCoords(id);
602
+ return texture2D(dataDriven0, coords);
603
+ }
604
+ highp vec4 getDataDriven1(in highp vec3 id) {
605
+ highp vec2 coords = getAttributeDataCoords(id);
606
+ return texture2D(dataDriven1, coords);
607
+ }
608
+ highp vec4 getGPGPU(in highp vec3 id) {
609
+ highp vec2 coords = getAttributeDataCoords(id);
610
+ return texture2D(gpgpu, coords);
611
+ }
612
+ highp vec4 getDataDriven2(in highp vec3 id) {
613
+ highp vec2 coords = getAttributeDataCoords(id);
614
+ return texture2D(dataDriven2, coords);
615
+ }
616
+ float u88VVToFloat(in vec2 v) {
617
+ bool isMagic = v.x == 255.0 && v.y == 255.0;
618
+ if (isMagic) {
619
+ return NAN_MAGIC_NUMBER;
620
+ }
621
+ return (v.x + v.y * float(0x100)) - 32768.0;
622
+ }`, "barycentric.glsl": `float inTriangle(vec3 bary) {
623
+ vec3 absBary = abs(bary);
624
+ return step((absBary.x + absBary.y + absBary.z), 1.05);
625
+ }
626
+ vec3 xyToBarycentric(in vec2 pos, in vec2 v0, in vec2 v1, in vec2 v2) {
627
+ mat3 xyToBarycentricMat3 = mat3(
628
+ v1.x * v2.y - v2.x * v1.y, v2.x * v0.y - v0.x * v2.y, v0.x * v1.y - v1.x * v0.y,
629
+ v1.y - v2.y, v2.y - v0.y, v0.y - v1.y,
630
+ v2.x - v1.x, v0.x - v2.x, v1.x - v0.x
631
+ );
632
+ float A2 = v0.x * (v1.y - v2.y) + v1.x * (v2.y - v0.y) + v2.x * (v0.y - v1.y);
633
+ return (1. / A2) * xyToBarycentricMat3 * vec3(1., pos);
634
+ }`, "constants.glsl": `const float C_DEG_TO_RAD = 3.14159265359 / 180.0;
635
+ const float C_256_TO_RAD = 3.14159265359 / 128.0;
636
+ const float C_RAD_TO_DEG = 180.0 / 3.141592654;
637
+ const float POSITION_PRECISION = 1.0 / 8.0;
638
+ const float FILL_POSITION_PRECISION = 1.0 / 1.0;
639
+ const float SOFT_EDGE_RATIO = 1.0;
640
+ const float THIN_LINE_WIDTH_FACTOR = 1.1;
641
+ const float THIN_LINE_HALF_WIDTH = 1.0;
642
+ const float EXTRUDE_SCALE_PLACEMENT_PADDING = 1.0 / 4.0;
643
+ const float OFFSET_PRECISION = 1.0 / 8.0;
644
+ const float OUTLINE_SCALE = 1.0 / 5.0;
645
+ const float SDF_FONT_SIZE = 24.0;
646
+ const float MAX_SDF_DISTANCE = 8.0;
647
+ const float PLACEMENT_PADDING = 8.0;
648
+ const float EPSILON = 0.00001;
649
+ const float EPSILON_HITTEST = 0.05;
650
+ const int MAX_FILTER_COUNT = 2;
651
+ const int ATTR_VV_SIZE = 0;
652
+ const int ATTR_VV_COLOR = 1;
653
+ const int ATTR_VV_OPACITY = 2;
654
+ const int ATTR_VV_ROTATION = 3;
655
+ const highp float NAN_MAGIC_NUMBER = 1e-30;
656
+ const int BITSET_GENERIC_LOCK_COLOR = 1;
657
+ const int BITSET_GENERIC_CONSIDER_ALPHA_ONLY = 4;
658
+ const int BITSET_MARKER_ALIGNMENT_MAP = 0;
659
+ const int BITSET_MARKER_OUTLINE_ALLOW_COLOR_OVERRIDE = 2;
660
+ const int BITSET_MARKER_SCALE_SYMBOLS_PROPORTIONALLY = 3;
661
+ const int BITSET_TYPE_FILL_OUTLINE = 0;
662
+ const int BITSET_FILL_RANDOM_PATTERN_OFFSET = 2;
663
+ const int BITSET_FILL_HAS_UNRESOLVED_REPLACEMENT_COLOR = 3;
664
+ const int BITSET_FILL_HAS_PATTERN_HEIGHT_PRECISION_FACTOR = 5;
665
+ const int BITSET_FILL_HAS_PATTERN_WIDTH_PRECISION_FACTOR = 6;
666
+ const int BITSET_LINE_SCALE_DASH = 2;`, fill: { "common.glsl": `#include <materials/symbologyTypeUtils.glsl>
667
+ #ifdef PATTERN
668
+ uniform mediump vec2 u_mosaicSize;
669
+ varying mediump float v_sampleAlphaOnly;
670
+ #endif
671
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
672
+ uniform lowp vec4 u_isActive[ 2 ];
673
+ uniform highp float u_dotValue;
674
+ uniform highp float u_tileDotsOverArea;
675
+ uniform highp float u_dotTextureDotCount;
676
+ uniform mediump float u_tileZoomFactor;
677
+ #endif
678
+ varying highp vec3 v_id;
679
+ varying lowp vec4 v_color;
680
+ varying lowp float v_opacity;
681
+ varying mediump vec4 v_aux1;
682
+ #ifdef PATTERN
683
+ varying mediump vec2 v_tileTextureCoord;
684
+ #endif
685
+ #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
686
+ varying lowp float v_isOutline;
687
+ #endif
688
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
689
+ varying highp vec2 v_dotTextureCoords;
690
+ varying highp vec4 v_dotThresholds[ 2 ];
691
+ #endif`, "fill.frag": `precision highp float;
692
+ #include <materials/constants.glsl>
693
+ #include <materials/utils.glsl>
694
+ #include <materials/fill/common.glsl>
695
+ #ifdef PATTERN
696
+ uniform lowp sampler2D u_texture;
697
+ #endif
698
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
699
+ uniform mediump mat4 u_dotColors[ 2 ];
700
+ uniform sampler2D u_dotTextures[ 2 ];
701
+ uniform vec4 u_dotBackgroundColor;
702
+ #endif
703
+ #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
704
+ #include <materials/shared/line/common.glsl>
705
+ #include <materials/shared/line/line.frag>
706
+ lowp vec4 drawLine() {
707
+ float v_lineWidth = v_aux1.x;
708
+ vec2 v_normal = v_aux1.yz;
709
+ LineData inputs = LineData(
710
+ v_color,
711
+ v_normal,
712
+ v_lineWidth,
713
+ v_opacity,
714
+ v_id
715
+ );
716
+ return shadeLine(inputs);
717
+ }
718
+ #endif
719
+ lowp vec4 drawFill() {
720
+ lowp vec4 out_color = vec4(0.);
721
+ #ifdef HITTEST
722
+ out_color = v_color;
723
+ #elif defined(PATTERN)
724
+ mediump vec4 v_tlbr = v_aux1;
725
+ mediump vec2 normalizedTextureCoord = mod(v_tileTextureCoord, 1.0);
726
+ mediump vec2 samplePos = mix(v_tlbr.xy, v_tlbr.zw, normalizedTextureCoord);
727
+ lowp vec4 color = texture2D(u_texture, samplePos);
728
+ if (v_sampleAlphaOnly > 0.5) {
729
+ color.rgb = vec3(color.a);
730
+ }
731
+ out_color = v_opacity * v_color * color;
732
+ #elif SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY && !defined(HIGHLIGHT)
733
+ vec4 textureThresholds0 = texture2D(u_dotTextures[0], v_dotTextureCoords);
734
+ vec4 textureThresholds1 = texture2D(u_dotTextures[1], v_dotTextureCoords);
735
+ vec4 difference0 = v_dotThresholds[0] - textureThresholds0;
736
+ vec4 difference1 = v_dotThresholds[1] - textureThresholds1;
737
+ #ifdef DD_DOT_BLENDING
738
+ vec4 isPositive0 = step(0.0, difference0);
739
+ vec4 isPositive1 = step(0.0, difference1);
740
+ float weightSum = dot(isPositive0, difference0) + dot(isPositive1, difference1);
741
+ float lessThanEqZero = step(weightSum, 0.0);
742
+ float greaterThanZero = 1.0 - lessThanEqZero ;
743
+ float divisor = (weightSum + lessThanEqZero);
744
+ vec4 weights0 = difference0 * isPositive0 / divisor;
745
+ vec4 weights1 = difference1 * isPositive1 / divisor;
746
+ vec4 dotColor = u_dotColors[0] * weights0 + u_dotColors[1] * weights1;
747
+ vec4 preEffectColor = greaterThanZero * dotColor + lessThanEqZero * u_dotBackgroundColor;
748
+ #else
749
+ float diffMax = max(max4(difference0), max4(difference1));
750
+ float lessThanZero = step(diffMax, 0.0);
751
+ float greaterOrEqZero = 1.0 - lessThanZero;
752
+ vec4 isMax0 = step(diffMax, difference0);
753
+ vec4 isMax1 = step(diffMax, difference1);
754
+ vec4 dotColor = u_dotColors[0] * isMax0 + u_dotColors[1] * isMax1;
755
+ vec4 preEffectColor = greaterOrEqZero * dotColor + lessThanZero * u_dotBackgroundColor;
756
+ #endif
757
+ out_color = preEffectColor;
758
+ #else
759
+ out_color = v_opacity * v_color;
760
+ #endif
761
+ #ifdef HIGHLIGHT
762
+ out_color.a = 1.0;
763
+ #endif
764
+ return out_color;
765
+ }
766
+ void main() {
767
+ #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
768
+ if (v_isOutline > 0.5) {
769
+ gl_FragColor = drawLine();
770
+ } else {
771
+ gl_FragColor = drawFill();
772
+ }
773
+ #else
774
+ gl_FragColor = drawFill();
775
+ #endif
776
+ }`, "fill.vert": `#include <materials/symbologyTypeUtils.glsl>
777
+ #define PACKED_LINE
778
+ precision highp float;
779
+ attribute float a_bitset;
780
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
781
+ attribute float a_inverseArea;
782
+ vec4 a_color = vec4(0.0, 0.0, 0.0, 1.0);
783
+ vec2 a_zoomRange = vec2(0.0, 10000.0);
784
+ #else
785
+ attribute vec4 a_color;
786
+ attribute vec4 a_aux2;
787
+ attribute vec4 a_aux3;
788
+ #ifndef SYMBOLOGY_TYPE_IS_SIMPLE_LIKE
789
+ attribute vec4 a_aux1;
790
+ attribute vec2 a_zoomRange;
791
+ #else
792
+ vec2 a_zoomRange = vec2(0.0, 10000.0);
793
+ #endif
794
+ #endif
795
+ uniform vec2 u_tileOffset;
796
+ uniform vec2 u_maxIntNumOfCrossing;
797
+ #include <util/encoding.glsl>
798
+ #include <materials/vcommon.glsl>
799
+ #include <materials/fill/common.glsl>
800
+ #include <materials/fill/hittest.glsl>
801
+ const float INV_SCALE_COMPRESSION_FACTOR = 1.0 / 128.0;
802
+ const float MAX_REPRESENTABLE_INT = 16777216.0;
803
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
804
+ vec4 dotThreshold(vec4 featureAttrOverFeatureArea, float dotValue, float tileDotsOverArea) {
805
+ return featureAttrOverFeatureArea * (1.0 / dotValue) * (1.0 / tileDotsOverArea);
806
+ }
807
+ #endif
808
+ #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
809
+ #include <materials/shared/line/common.glsl>
810
+ #include <materials/shared/line/line.vert>
811
+ void drawLine(out lowp vec4 out_color, out highp vec3 out_pos) {
812
+ LineData outputs = buildLine(
813
+ out_pos,
814
+ a_id,
815
+ a_pos,
816
+ a_color,
817
+ (a_aux3.xy - 128.) / 16.,
818
+ (a_aux3.zw - 128.) / 16.,
819
+ 0.,
820
+ a_aux2.z / 16.,
821
+ a_bitset,
822
+ vec4(0.),
823
+ vec2(0.),
824
+ a_aux2.w / 16.
825
+ );
826
+ v_id = outputs.id;
827
+ v_opacity = outputs.opacity;
828
+ v_aux1 = vec4(outputs.lineHalfWidth, outputs.normal, 0.);
829
+ out_color = outputs.color;
830
+ }
831
+ #endif
832
+ void drawFill(out lowp vec4 out_color, out highp vec3 out_pos) {
833
+ float a_bitSet = a_bitset;
834
+ out_color = getColor(a_color, a_bitSet, BITSET_GENERIC_LOCK_COLOR);
835
+ v_opacity = getOpacity();
836
+ v_id = norm(a_id);
837
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
838
+ mat3 tileToTileNormalized = mat3( 2. / 512., 0., 0.,
839
+ 0., -2. / 512., 0.,
840
+ -1., 1., 1. );
841
+ out_pos = tileToTileNormalized * vec3((a_pos * FILL_POSITION_PRECISION), 1.);
842
+ #else
843
+ out_pos = u_dvsMat3 * vec3(a_pos * FILL_POSITION_PRECISION, 1.);
844
+ #endif
845
+ #ifdef PATTERN
846
+ vec4 a_tlbr = a_aux1;
847
+ float a_width = a_aux2.x;
848
+ float a_height = a_aux2.y;
849
+ vec2 a_offset = a_aux2.zw;
850
+ vec2 a_scale = a_aux3.xy;
851
+ float a_angle = a_aux3.z;
852
+ if (getBit(a_bitset, BITSET_FILL_HAS_PATTERN_WIDTH_PRECISION_FACTOR) > 0.5) {
853
+ a_width *= INV_SCALE_COMPRESSION_FACTOR;
854
+ }
855
+ if (getBit(a_bitset, BITSET_FILL_HAS_PATTERN_HEIGHT_PRECISION_FACTOR) > 0.5) {
856
+ a_height *= INV_SCALE_COMPRESSION_FACTOR;
857
+ }
858
+ vec2 scale = INV_SCALE_COMPRESSION_FACTOR * a_scale;
859
+ float width = u_zoomFactor * a_width * scale.x;
860
+ float height = u_zoomFactor * a_height * scale.y;
861
+ float angle = C_256_TO_RAD * a_angle;
862
+ float sinA = sin(angle);
863
+ float cosA = cos(angle);
864
+ float dx = 0.0;
865
+ float dy = 0.0;
866
+ if (getBit(a_bitset, BITSET_FILL_RANDOM_PATTERN_OFFSET) > 0.5) {
867
+ float id = rgba2float(vec4(a_id, 0.0));
868
+ dx = rand(vec2(id, 0.0));
869
+ dy = rand(vec2(0.0, id));
870
+ }
871
+ mat3 patternMatrix = mat3(cosA / width, sinA / height, 0,
872
+ -sinA / width, cosA / height, 0,
873
+ dx, dy, 1);
874
+ vec2 patternSize = vec2(a_width, a_height);
875
+ vec2 numPatternsPerMaxInt = vec2(MAX_REPRESENTABLE_INT) / patternSize;
876
+ vec2 maxIntCrossingOffsetCorrection = patternSize * fract(u_maxIntNumOfCrossing * numPatternsPerMaxInt);
877
+ vec2 tileOffset = u_tileOffset + maxIntCrossingOffsetCorrection - 0.5 * patternSize;
878
+ tileOffset = vec2(tileOffset.x * cosA - tileOffset.y * sinA, tileOffset.x * sinA + tileOffset.y * cosA);
879
+ tileOffset = mod(tileOffset, patternSize);
880
+ vec2 symbolOffset = u_zoomFactor * scale * vec2(a_offset - tileOffset) / vec2(width, height);
881
+ v_tileTextureCoord = (patternMatrix * vec3(a_pos * FILL_POSITION_PRECISION, 1.0)).xy - symbolOffset;
882
+ v_aux1 = a_tlbr / u_mosaicSize.xyxy;
883
+ v_sampleAlphaOnly = getBit(a_bitset, BITSET_GENERIC_CONSIDER_ALPHA_ONLY);
884
+ if (getBit(a_bitSet, BITSET_FILL_HAS_UNRESOLVED_REPLACEMENT_COLOR) > 0.5) {
885
+ #ifdef VV_COLOR
886
+ v_sampleAlphaOnly *= (1.0 - float(isNan(VV_ADATA[ATTR_VV_COLOR]))) * (1.0 - getBit(a_bitSet, BITSET_GENERIC_LOCK_COLOR));
887
+ #else
888
+ v_sampleAlphaOnly = 0.0;
889
+ #endif
890
+ }
891
+ #elif SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY
892
+ vec4 ddAttributeData0 = getAttributeData2(a_id) * u_isActive[0] * a_inverseArea;
893
+ vec4 ddAttributeData1 = getAttributeData3(a_id) * u_isActive[1] * a_inverseArea;
894
+ float size = u_tileZoomFactor * 512.0 * 1.0 / u_pixelRatio;
895
+ v_dotThresholds[0] = dotThreshold(ddAttributeData0, u_dotValue, u_tileDotsOverArea);
896
+ v_dotThresholds[1] = dotThreshold(ddAttributeData1, u_dotValue, u_tileDotsOverArea);
897
+ v_dotTextureCoords = (a_pos * FILL_POSITION_PRECISION + 0.5) / size;
898
+ #endif
899
+ }
900
+ #ifdef HITTEST
901
+ void draw(out lowp vec4 out_color, out highp vec3 out_pos) {
902
+ #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
903
+ if (getBit(a_bitset, BITSET_TYPE_FILL_OUTLINE) > 0.5) {
904
+ out_pos = vec3(0., 0., 2.);
905
+ return;
906
+ }
907
+ #endif
908
+ hittestFill(out_color, out_pos);
909
+ gl_PointSize = 1.0;
910
+ }
911
+ #elif defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE)
912
+ void draw(out lowp vec4 out_color, out highp vec3 out_pos) {
913
+ v_isOutline = getBit(a_bitset, BITSET_TYPE_FILL_OUTLINE);
914
+ if (v_isOutline > 0.5) {
915
+ drawLine(out_color, out_pos);
916
+ } else {
917
+ drawFill(out_color, out_pos);
918
+ }
919
+ }
920
+ #else
921
+ #define draw drawFill
922
+ #endif
923
+ void main()
924
+ {
925
+ INIT;
926
+ highp vec3 pos = vec3(0.);
927
+ highp vec4 color = vec4(0.);
928
+ draw(color, pos);
929
+ v_color = color;
930
+ gl_Position = vec4(clip(v_color, pos, getFilterFlags(), a_zoomRange), 1.0);
931
+ }`, "hittest.glsl": `#ifdef HITTEST
932
+ #include <materials/hittest/common.glsl>
933
+ attribute vec2 a_pos1;
934
+ attribute vec2 a_pos2;
935
+ void hittestFill(
936
+ out lowp vec4 out_color,
937
+ out highp vec3 out_pos
938
+ ) {
939
+ vec3 pos = u_viewMat3 * u_tileMat3 * vec3(a_pos * FILL_POSITION_PRECISION, 1.);
940
+ vec3 pos1 = u_viewMat3 * u_tileMat3 * vec3(a_pos1 * FILL_POSITION_PRECISION, 1.);
941
+ vec3 pos2 = u_viewMat3 * u_tileMat3 * vec3(a_pos2 * FILL_POSITION_PRECISION, 1.);
942
+ float hittestDist = u_hittestDist;
943
+ float dist = distPointTriangle(u_hittestPos, pos.xy, pos1.xy, pos2.xy);
944
+ out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0);
945
+ if (dist < 0. || dist >= hittestDist) {
946
+ out_pos.z += 2.0;
947
+ }
948
+ out_color = vec4(1. / 255., 0, 0, dist == 0. ? (1. / 255.) : 0.);
949
+ }
950
+ #endif` }, hittest: { "common.glsl": `#ifdef HITTEST
951
+ uniform float hittestDist;
952
+ uniform highp vec2 hittestPos;
953
+ float projectScalar(vec2 a, vec2 b) {
954
+ return dot(a, normalize(b));
955
+ }
956
+ float distPointSegment(vec2 p0, vec2 p1, vec2 p2) {
957
+ vec2 L = p2 - p1;
958
+ vec2 A = p0 - p1;
959
+ float projAL = projectScalar(A, L);
960
+ float t = clamp(projAL / length(L), 0., 1.);
961
+ return distance(p0, p1 + t * (p2 - p1));
962
+ }
963
+ void hittestMarker(out lowp vec4 out_color, out highp vec3 out_pos, in highp vec3 pos, float size) {
964
+ float dist = distance(pos, vec3(hittestPos, 1.));
965
+ out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0);
966
+ if ((dist - size) > hittestDist) {
967
+ out_pos.z += 2.0;
968
+ }
969
+ out_color = vec4(1. / 255., 0, 0, (dist - size) < 0. ? (1. / 255.) : 0.);
970
+ }
971
+ float intersectPointTriangleBary(vec2 p, vec2 a, vec2 b, vec2 c) {
972
+ return inTriangle(xyToBarycentric(p, a, b, c));
973
+ }
974
+ float distPointTriangle(vec2 p, vec2 a, vec2 b, vec2 c) {
975
+ vec2 ba = b - a;
976
+ vec2 ca = c - a;
977
+ float crossProduct = ba.x * ca.y - ca.x * ba.y;
978
+ bool isParallel = crossProduct < EPSILON_HITTEST && crossProduct > -EPSILON_HITTEST;
979
+ if (isParallel) {
980
+ return -1.;
981
+ }
982
+ if (intersectPointTriangleBary(p.xy, a, b, c) == 1.) {
983
+ return 0.;
984
+ }
985
+ float distAB = distPointSegment(p, a, b);
986
+ float distBC = distPointSegment(p, b, c);
987
+ float distCA = distPointSegment(p, c, a);
988
+ return min(min(distAB, distBC), distCA);
989
+ }
990
+ #endif` }, icon: { "common.glsl": `#include <util/encoding.glsl>
991
+ uniform lowp vec2 u_mosaicSize;
992
+ varying lowp vec4 v_color;
993
+ varying highp vec3 v_id;
994
+ varying highp vec4 v_sizeTex;
995
+ varying mediump vec3 v_pos;
996
+ varying lowp float v_opacity;
997
+ uniform lowp sampler2D u_texture;
998
+ #ifdef SDF
999
+ varying lowp vec4 v_outlineColor;
1000
+ varying mediump float v_outlineWidth;
1001
+ varying mediump float v_distRatio;
1002
+ varying mediump float v_overridingOutlineColor;
1003
+ varying mediump float v_isThin;
1004
+ #endif
1005
+ #ifdef SDF
1006
+ vec4 getColor(vec2 v_size, vec2 v_tex) {
1007
+ #ifdef HITTEST
1008
+ lowp vec4 fillPixelColor = vec4(1.0);
1009
+ #else
1010
+ lowp vec4 fillPixelColor = v_color;
1011
+ #endif
1012
+ float d = 0.5 - rgba2float(texture2D(u_texture, v_tex));
1013
+ float size = max(v_size.x, v_size.y);
1014
+ float dist = d * size * SOFT_EDGE_RATIO * v_distRatio;
1015
+ fillPixelColor *= clamp(0.5 - dist, 0.0, 1.0);
1016
+ float outlineWidth = v_outlineWidth;
1017
+ #ifdef HIGHLIGHT
1018
+ outlineWidth = max(outlineWidth, 4.0 * v_isThin);
1019
+ #endif
1020
+ if (outlineWidth > 0.25) {
1021
+ lowp vec4 outlinePixelColor = v_overridingOutlineColor * v_color + (1.0 - v_overridingOutlineColor) * v_outlineColor;
1022
+ float clampedOutlineSize = min(outlineWidth, size);
1023
+ outlinePixelColor *= clamp(0.5 - abs(dist) + clampedOutlineSize * 0.5, 0.0, 1.0);
1024
+ return v_opacity * ((1.0 - outlinePixelColor.a) * fillPixelColor + outlinePixelColor);
1025
+ }
1026
+ return v_opacity * fillPixelColor;
1027
+ }
1028
+ #else
1029
+ vec4 getColor(vec2 _v_size, vec2 v_tex) {
1030
+ lowp vec4 texColor = texture2D(u_texture, v_tex);
1031
+ return v_opacity * texColor * v_color;
1032
+ }
1033
+ #endif`, heatmapAccumulate: { "common.glsl": `varying lowp vec4 v_hittestResult;
1034
+ varying mediump vec2 v_offsetFromCenter;
1035
+ varying highp float v_fieldValue;`, "heatmapAccumulate.frag": `precision mediump float;
1036
+ #include <materials/icon/heatmapAccumulate/common.glsl>
1037
+ #ifdef HEATMAP_PRECISION_HALF_FLOAT
1038
+ #define COMPRESSION_FACTOR 0.25
1039
+ #else
1040
+ #define COMPRESSION_FACTOR 1.0
1041
+ #endif
1042
+ uniform lowp sampler2D u_texture;
1043
+ void main() {
1044
+ #ifdef HITTEST
1045
+ gl_FragColor = v_hittestResult;
1046
+ #else
1047
+ float radius = length(v_offsetFromCenter);
1048
+ float shapeWeight = step(radius, 1.0);
1049
+ float oneMinusRadiusSquared = 1.0 - radius * radius;
1050
+ float kernelWeight = oneMinusRadiusSquared * oneMinusRadiusSquared;
1051
+ gl_FragColor = vec4(shapeWeight * kernelWeight * v_fieldValue * COMPRESSION_FACTOR);
1052
+ #endif
1053
+ }`, "heatmapAccumulate.vert": `precision highp float;
1054
+ attribute vec2 a_vertexOffset;
1055
+ vec4 a_color = vec4(0.0);
1056
+ vec2 a_zoomRange = vec2(0.0, 10000.0);
1057
+ uniform float u_radius;
1058
+ uniform float u_isFieldActive;
1059
+ #include <materials/vcommon.glsl>
1060
+ #include <materials/hittest/common.glsl>
1061
+ #include <materials/icon/heatmapAccumulate/common.glsl>
1062
+ void main() {
1063
+ float filterFlags = getFilterFlags();
1064
+ #ifdef HITTEST
1065
+ highp vec4 out_hittestResult = vec4(0.);
1066
+ highp vec3 out_pos = vec3(0.);
1067
+ vec3 pos = u_viewMat3 * u_tileMat3 * vec3(a_pos * POSITION_PRECISION, 1.0);
1068
+ hittestMarker(out_hittestResult, out_pos, pos, u_radius);
1069
+ v_hittestResult = out_hittestResult;
1070
+ gl_PointSize = 1.;
1071
+ gl_Position = vec4(clip(a_color, out_pos, filterFlags, a_zoomRange), 1.0);
1072
+ #else
1073
+ v_offsetFromCenter = sign(a_vertexOffset);
1074
+ v_fieldValue = getAttributeData2(a_id).x * u_isFieldActive + 1.0 - u_isFieldActive;
1075
+ vec3 centerPos = u_dvsMat3 * vec3(a_pos * POSITION_PRECISION, 1.0);
1076
+ vec3 vertexPos = centerPos + u_displayViewMat3 * vec3(v_offsetFromCenter, 0.0) * u_radius;
1077
+ gl_Position = vec4(clip(a_color, vertexPos, filterFlags, a_zoomRange), 1.0);
1078
+ #endif
1079
+ }` }, "hittest.glsl": `#ifdef HITTEST
1080
+ #include <materials/hittest/common.glsl>
1081
+ attribute vec2 a_vertexOffset1;
1082
+ attribute vec2 a_vertexOffset2;
1083
+ attribute vec2 a_texCoords1;
1084
+ attribute vec2 a_texCoords2;
1085
+ vec2 getTextureCoords(in vec3 bary, in vec2 texCoords0, in vec2 texCoords1, in vec2 texCoords2) {
1086
+ return texCoords0 * bary.x + texCoords1 * bary.y + texCoords2 * bary.z;
1087
+ }
1088
+ void hittestIcon(
1089
+ inout lowp vec4 out_color,
1090
+ out highp vec3 out_pos,
1091
+ in vec3 pos,
1092
+ in vec3 offset,
1093
+ in vec2 size,
1094
+ in float scaleFactor,
1095
+ in float isMapAligned
1096
+ ) {
1097
+ out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0);
1098
+ vec3 posBase = u_viewMat3 * u_tileMat3 * pos;
1099
+ vec3 offset1 = scaleFactor * vec3(a_vertexOffset1 / 16.0, 0.);
1100
+ vec3 offset2 = scaleFactor * vec3(a_vertexOffset2 / 16.0, 0.);
1101
+ vec2 pos0 = (posBase + getMatrixNoDisplay(isMapAligned) * offset).xy;
1102
+ vec2 pos1 = (posBase + getMatrixNoDisplay(isMapAligned) * offset1).xy;
1103
+ vec2 pos2 = (posBase + getMatrixNoDisplay(isMapAligned) * offset2).xy;
1104
+ vec3 bary0 = xyToBarycentric(u_hittestPos + vec2(-u_hittestDist, -u_hittestDist), pos0, pos1, pos2);
1105
+ vec3 bary1 = xyToBarycentric(u_hittestPos + vec2(0., -u_hittestDist), pos0, pos1, pos2);
1106
+ vec3 bary2 = xyToBarycentric(u_hittestPos + vec2(u_hittestDist, -u_hittestDist), pos0, pos1, pos2);
1107
+ vec3 bary3 = xyToBarycentric(u_hittestPos + vec2(-u_hittestDist, 0.), pos0, pos1, pos2);
1108
+ vec3 bary4 = xyToBarycentric(u_hittestPos, pos0, pos1, pos2);
1109
+ vec3 bary5 = xyToBarycentric(u_hittestPos + vec2(u_hittestDist, 0.), pos0, pos1, pos2);
1110
+ vec3 bary6 = xyToBarycentric(u_hittestPos + vec2(-u_hittestDist, u_hittestDist), pos0, pos1, pos2);
1111
+ vec3 bary7 = xyToBarycentric(u_hittestPos + vec2(0., u_hittestDist), pos0, pos1, pos2);
1112
+ vec3 bary8 = xyToBarycentric(u_hittestPos + vec2(u_hittestDist, u_hittestDist), pos0, pos1, pos2);
1113
+ vec2 tex0 = a_texCoords / u_mosaicSize;
1114
+ vec2 tex1 = a_texCoords1 / u_mosaicSize;
1115
+ vec2 tex2 = a_texCoords2 / u_mosaicSize;
1116
+ float alphaSum = 0.;
1117
+ alphaSum += inTriangle(bary0) * getColor(size, getTextureCoords(bary0, tex0, tex1, tex2)).a;
1118
+ alphaSum += inTriangle(bary1) * getColor(size, getTextureCoords(bary1, tex0, tex1, tex2)).a;
1119
+ alphaSum += inTriangle(bary2) * getColor(size, getTextureCoords(bary2, tex0, tex1, tex2)).a;
1120
+ alphaSum += inTriangle(bary3) * getColor(size, getTextureCoords(bary3, tex0, tex1, tex2)).a;
1121
+ alphaSum += inTriangle(bary4) * getColor(size, getTextureCoords(bary4, tex0, tex1, tex2)).a;
1122
+ alphaSum += inTriangle(bary5) * getColor(size, getTextureCoords(bary5, tex0, tex1, tex2)).a;
1123
+ alphaSum += inTriangle(bary6) * getColor(size, getTextureCoords(bary6, tex0, tex1, tex2)).a;
1124
+ alphaSum += inTriangle(bary7) * getColor(size, getTextureCoords(bary7, tex0, tex1, tex2)).a;
1125
+ out_pos.z += step(alphaSum, .05) * 2.0;
1126
+ out_color = vec4(1. / 255., 0., 0., alphaSum / 255.);
1127
+ }
1128
+ #endif`, "icon.frag": `precision mediump float;
1129
+ #include <materials/constants.glsl>
1130
+ #include <materials/utils.glsl>
1131
+ #include <materials/icon/common.glsl>
1132
+ void main()
1133
+ {
1134
+ #ifdef HITTEST
1135
+ vec4 color = v_color;
1136
+ #else
1137
+ vec4 color = getColor(v_sizeTex.xy, v_sizeTex.zw);
1138
+ #endif
1139
+ #ifdef HIGHLIGHT
1140
+ color.a = step(1.0 / 255.0, color.a);
1141
+ #endif
1142
+ gl_FragColor = color;
1143
+ }`, "icon.vert": `precision highp float;
1144
+ attribute vec4 a_color;
1145
+ attribute vec4 a_outlineColor;
1146
+ attribute vec4 a_sizeAndOutlineWidth;
1147
+ attribute vec2 a_vertexOffset;
1148
+ attribute vec2 a_texCoords;
1149
+ attribute vec2 a_bitSetAndDistRatio;
1150
+ attribute vec2 a_zoomRange;
1151
+ #include <materials/vcommon.glsl>
1152
+ #include <materials/icon/common.glsl>
1153
+ #include <materials/icon/hittest.glsl>
1154
+ float getMarkerScaleFactor(inout vec2 size, in float referenceSize) {
1155
+ #ifdef VV_SIZE
1156
+ float f = getSize(size.y) / size.y;
1157
+ float sizeFactor = size.y / referenceSize;
1158
+ return getSize(referenceSize) / referenceSize;
1159
+ #else
1160
+ return 1.;
1161
+ #endif
1162
+ }
1163
+ void main()
1164
+ {
1165
+ INIT;
1166
+ float a_bitSet = a_bitSetAndDistRatio.x;
1167
+ vec3 pos = vec3(a_pos * POSITION_PRECISION, 1.0);
1168
+ vec2 size = a_sizeAndOutlineWidth.xy * a_sizeAndOutlineWidth.xy / 128.0;
1169
+ vec3 offset = vec3(a_vertexOffset / 16.0, 0.);
1170
+ float outlineSize = a_sizeAndOutlineWidth.z * a_sizeAndOutlineWidth.z / 128.0;
1171
+ float isMapAligned = getBit(a_bitSet, BITSET_MARKER_ALIGNMENT_MAP);
1172
+ float referenceSize = a_sizeAndOutlineWidth.w * a_sizeAndOutlineWidth.w / 128.0;
1173
+ float scaleSymbolProportionally = getBit(a_bitSet, BITSET_MARKER_SCALE_SYMBOLS_PROPORTIONALLY);
1174
+ float scaleFactor = getMarkerScaleFactor(size, referenceSize);
1175
+ size.xy *= scaleFactor;
1176
+ offset.xy *= scaleFactor;
1177
+ outlineSize *= scaleSymbolProportionally * (scaleFactor - 1.0) + 1.0;
1178
+ vec2 v_tex = a_texCoords / u_mosaicSize;
1179
+ float filterFlags = getFilterFlags();
1180
+ v_color = getColor(a_color, a_bitSet, BITSET_GENERIC_LOCK_COLOR);
1181
+ v_opacity = getOpacity();
1182
+ v_id = norm(a_id);
1183
+ v_pos = u_dvsMat3 * pos + getMatrix(isMapAligned) * getRotation() * offset;
1184
+ v_sizeTex = vec4(size.xy, v_tex.xy);
1185
+ #ifdef SDF
1186
+ v_isThin = getBit(a_bitSet, BITSET_MARKER_OUTLINE_ALLOW_COLOR_OVERRIDE);
1187
+ #ifdef VV_COLOR
1188
+ v_overridingOutlineColor = v_isThin;
1189
+ #else
1190
+ v_overridingOutlineColor = 0.0;
1191
+ #endif
1192
+ v_outlineWidth = min(outlineSize, max(max(size.x, size.y) - 0.99, 0.0));
1193
+ v_outlineColor = a_outlineColor;
1194
+ v_distRatio = a_bitSetAndDistRatio.y / 128.0;
1195
+ #endif
1196
+ #ifdef HITTEST
1197
+ highp vec4 out_color = vec4(0.);
1198
+ highp vec3 out_pos = vec3(0.);
1199
+ hittestIcon(out_color, out_pos, pos, offset, size, scaleFactor, isMapAligned);
1200
+ v_color = out_color;
1201
+ gl_PointSize = 1.;
1202
+ gl_Position = vec4(clip(v_color, out_pos, filterFlags, a_zoomRange), 1.0);
1203
+ #else
1204
+ gl_Position = vec4(clip(v_color, v_pos, filterFlags, a_zoomRange), 1.0);
1205
+ #endif
1206
+ }` }, label: { "common.glsl": `uniform mediump float u_zoomLevel;
1207
+ uniform mediump float u_mapRotation;
1208
+ uniform mediump float u_mapAligned;
1209
+ uniform mediump vec2 u_mosaicSize;
1210
+ varying mediump float v_antialiasingWidth;
1211
+ varying mediump float v_edgeDistanceOffset;
1212
+ varying mediump vec2 v_tex;
1213
+ varying mediump vec4 v_color;
1214
+ varying lowp vec4 v_animation;`, "label.frag": "#include <materials/text/text.frag>", "label.vert": `precision highp float;
1215
+ #include <materials/vcommon.glsl>
1216
+ #include <materials/text/common.glsl>
1217
+ attribute vec4 a_color;
1218
+ attribute vec4 a_haloColor;
1219
+ attribute vec4 a_texAndSize;
1220
+ attribute vec4 a_refSymbolAndPlacementOffset;
1221
+ attribute vec4 a_glyphData;
1222
+ attribute vec2 a_vertexOffset;
1223
+ attribute vec2 a_texCoords;
1224
+ uniform float u_isHaloPass;
1225
+ uniform float u_isBackgroundPass;
1226
+ uniform float u_mapRotation;
1227
+ uniform float u_mapAligned;
1228
+ float getZ(in float minZoom, in float maxZoom, in float angle) {
1229
+ float glyphAngle = angle * 360.0 / 254.0;
1230
+ float mapAngle = u_mapRotation * 360.0 / 254.0;
1231
+ float diffAngle = min(360.0 - abs(mapAngle - glyphAngle), abs(mapAngle - glyphAngle));
1232
+ float z = 0.0;
1233
+ z += u_mapAligned * (2.0 * (1.0 - step(minZoom, u_currentZoom)));
1234
+ z += u_mapAligned * 2.0 * step(90.0, diffAngle);
1235
+ z += 2.0 * (1.0 - step(u_currentZoom, maxZoom));
1236
+ return z;
1237
+ }
1238
+ void main()
1239
+ {
1240
+ INIT;
1241
+ float groupMinZoom = getMinZoom();
1242
+ float glyphMinZoom = a_glyphData.x;
1243
+ float glyphMaxZoom = a_glyphData.y;
1244
+ float glyphAngle = a_glyphData.z;
1245
+ float a_isBackground = a_glyphData.w;
1246
+ float a_minZoom = max(groupMinZoom, glyphMinZoom);
1247
+ float a_placementPadding = a_refSymbolAndPlacementOffset.x * EXTRUDE_SCALE_PLACEMENT_PADDING;
1248
+ vec2 a_placementDir = unpack_u8_nf32(a_refSymbolAndPlacementOffset.zw);
1249
+ float a_refSymbolSize = a_refSymbolAndPlacementOffset.y;
1250
+ float fontSize = a_texAndSize.z;
1251
+ float haloSize = a_texAndSize.w * OUTLINE_SCALE;
1252
+ vec2 vertexOffset = a_vertexOffset * OFFSET_PRECISION;
1253
+ vec3 pos = vec3(a_pos * POSITION_PRECISION, 1.0);
1254
+ float z = getZ(a_minZoom, glyphMaxZoom, glyphAngle);
1255
+ float fontScale = fontSize / SDF_FONT_SIZE;
1256
+ float halfSize = getSize(a_refSymbolSize) / 2.0;
1257
+ float animation = pow(getAnimationState(), vec4(2.0)).r;
1258
+ float isText = 1.0 - a_isBackground;
1259
+ float isBackground = u_isBackgroundPass * a_isBackground;
1260
+ vec4 nonHaloColor = (isBackground + isText) * a_color;
1261
+ v_color = animation * ((1.0 - u_isHaloPass) * nonHaloColor + (u_isHaloPass * a_haloColor));
1262
+ v_opacity = 1.0;
1263
+ v_tex = a_texCoords / u_mosaicSize;
1264
+ v_edgeDistanceOffset = u_isHaloPass * haloSize / fontScale / MAX_SDF_DISTANCE;
1265
+ v_antialiasingWidth = 0.105 * SDF_FONT_SIZE / fontSize / u_pixelRatio;
1266
+ vec2 placementOffset = a_placementDir * (halfSize + a_placementPadding);
1267
+ vec3 glyphOffset = u_displayMat3 * vec3(vertexOffset + placementOffset, 0.0);
1268
+ vec3 v_pos = vec3((u_dvsMat3 * pos + glyphOffset).xy, z);
1269
+ float isHidden = u_isBackgroundPass * isText + (1.0 - u_isBackgroundPass) * a_isBackground;
1270
+ v_pos.z += 2.0 * isHidden;
1271
+ gl_Position = vec4(v_pos, 1.0);
1272
+ #ifdef DEBUG
1273
+ v_color = vec4(a_color.rgb, z == 0.0 ? 1.0 : 0.645);
1274
+ #endif
1275
+ }` }, line: { "common.glsl": `varying lowp vec4 v_color;
1276
+ varying highp vec3 v_id;
1277
+ varying mediump vec2 v_normal;
1278
+ varying mediump float v_lineHalfWidth;
1279
+ varying lowp float v_opacity;
1280
+ #ifdef PATTERN
1281
+ varying mediump vec4 v_tlbr;
1282
+ varying mediump vec2 v_patternSize;
1283
+ #endif
1284
+ #if defined(PATTERN) || defined(SDF)
1285
+ varying highp float v_accumulatedDistance;
1286
+ #endif
1287
+ #ifdef SDF
1288
+ varying mediump float v_lineWidthRatio;
1289
+ #endif`, "hittest.glsl": `#include <materials/hittest/common.glsl>
1290
+ #ifdef HITTEST
1291
+ attribute vec2 a_pos1;
1292
+ attribute vec2 a_pos2;
1293
+ void hittestLine(out lowp vec4 out_color, out highp vec3 out_pos, float halfWidth) {
1294
+ vec3 pos = u_viewMat3 * u_tileMat3 * vec3(a_pos * POSITION_PRECISION, 1.);
1295
+ vec3 pos1 = u_viewMat3 * u_tileMat3 * vec3(a_pos1 * POSITION_PRECISION, 1.);
1296
+ vec3 pos2 = u_viewMat3 * u_tileMat3 * vec3(a_pos2 * POSITION_PRECISION, 1.);
1297
+ vec3 outTextureCoords = vec3(getAttributeDataTextureCoords(a_id), 0.0);
1298
+ float dist = min(distPointSegment(u_hittestPos, pos.xy, pos1.xy),
1299
+ distPointSegment(u_hittestPos, pos.xy, pos2.xy)) - halfWidth;
1300
+ out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0);
1301
+ if (dist >= u_hittestDist) {
1302
+ out_pos.z += 2.0;
1303
+ }
1304
+ out_color = vec4(1. / 255., 0, 0, dist <= 0. ? (1. / 255.) : 0.);
1305
+ }
1306
+ #endif`, "line.frag": `precision lowp float;
1307
+ #include <util/encoding.glsl>
1308
+ #include <materials/constants.glsl>
1309
+ #include <materials/symbologyTypeUtils.glsl>
1310
+ #include <materials/line/common.glsl>
1311
+ #include <materials/shared/line/common.glsl>
1312
+ #include <materials/shared/line/line.frag>
1313
+ #ifdef HITTEST
1314
+ void main() {
1315
+ gl_FragColor = v_color;
1316
+ }
1317
+ #else
1318
+ void main() {
1319
+ LineData inputs = LineData(
1320
+ v_color,
1321
+ v_normal,
1322
+ v_lineHalfWidth,
1323
+ v_opacity,
1324
+ #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
1325
+ #ifdef PATTERN
1326
+ v_tlbr,
1327
+ v_patternSize,
1328
+ #endif
1329
+ #ifdef SDF
1330
+ v_lineWidthRatio,
1331
+ #endif
1332
+ #if defined(PATTERN) || defined(SDF)
1333
+ v_accumulatedDistance,
1334
+ #endif
1335
+ #endif
1336
+ v_id
1337
+ );
1338
+ gl_FragColor = shadeLine(inputs);
1339
+ }
1340
+ #endif`, "line.vert": `precision highp float;
1341
+ attribute vec4 a_color;
1342
+ attribute vec4 a_offsetAndNormal;
1343
+ attribute vec2 a_accumulatedDistanceAndHalfWidth;
1344
+ attribute vec4 a_tlbr;
1345
+ attribute vec4 a_segmentDirection;
1346
+ attribute vec2 a_aux;
1347
+ attribute vec2 a_zoomRange;
1348
+ #include <materials/vcommon.glsl>
1349
+ #include <materials/symbologyTypeUtils.glsl>
1350
+ #include <materials/line/common.glsl>
1351
+ #include <materials/line/hittest.glsl>
1352
+ #include <materials/shared/line/common.glsl>
1353
+ #include <materials/shared/line/line.vert>
1354
+ #ifdef HITTEST
1355
+ void draw() {
1356
+ float aa = 0.5 * u_antialiasing;
1357
+ float a_halfWidth = a_accumulatedDistanceAndHalfWidth.y / 16.;
1358
+ float a_cimHalfWidth = a_aux.x / 16. ;
1359
+ vec2 a_offset = a_offsetAndNormal.xy / 16.;
1360
+ float baseWidth = getBaseLineHalfWidth(a_halfWidth, a_cimHalfWidth);
1361
+ float halfWidth = getLineHalfWidth(baseWidth, aa);
1362
+ highp vec3 pos = vec3(0.);
1363
+ v_color = vec4(0.);
1364
+ hittestLine(v_color, pos, halfWidth);
1365
+ gl_PointSize = 1.;
1366
+ gl_Position = vec4(clip(v_color, pos, getFilterFlags(), a_zoomRange), 1.0);
1367
+ }
1368
+ #else
1369
+ void draw()
1370
+ {
1371
+ highp vec3 pos = vec3(0.);
1372
+ LineData outputs = buildLine(
1373
+ pos,
1374
+ a_id,
1375
+ a_pos,
1376
+ a_color,
1377
+ a_offsetAndNormal.xy / 16.,
1378
+ a_offsetAndNormal.zw / 16.,
1379
+ a_accumulatedDistanceAndHalfWidth.x,
1380
+ a_accumulatedDistanceAndHalfWidth.y / 16.,
1381
+ a_segmentDirection.w,
1382
+ a_tlbr,
1383
+ a_segmentDirection.xy / 16.,
1384
+ a_aux.x / 16.
1385
+ );
1386
+ v_id = outputs.id;
1387
+ v_color = outputs.color;
1388
+ v_normal = outputs.normal;
1389
+ v_lineHalfWidth = outputs.lineHalfWidth;
1390
+ v_opacity = outputs.opacity;
1391
+ #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
1392
+ #ifdef PATTERN
1393
+ v_tlbr = outputs.tlbr;
1394
+ v_patternSize = outputs.patternSize;
1395
+ #endif
1396
+ #ifdef SDF
1397
+ v_lineWidthRatio = outputs.lineWidthRatio;
1398
+ #endif
1399
+ #if defined(PATTERN) || defined(SDF)
1400
+ v_accumulatedDistance = outputs.accumulatedDistance;
1401
+ #endif
1402
+ #endif
1403
+ gl_Position = vec4(clip(outputs.color, pos, getFilterFlags(), a_zoomRange), 1.0);
1404
+ }
1405
+ #endif
1406
+ void main() {
1407
+ INIT;
1408
+ draw();
1409
+ }` }, pie: { "pie.common.glsl": `uniform float outlineWidth;
1410
+ uniform mediump float sectorThreshold;
1411
+ varying vec3 v_id;
1412
+ varying vec3 v_pos;
1413
+ varying vec2 v_offset;
1414
+ varying vec4 v_color;
1415
+ varying float v_size;
1416
+ varying float v_numOfEntries;
1417
+ varying float v_maxSectorAngle;
1418
+ varying vec2 v_filteredSectorToColorId[numberOfFields];
1419
+ varying vec2 v_texCoords;
1420
+ varying float v_outlineWidth;
1421
+ varying float v_opacity;
1422
+ struct FilteredChartInfo {
1423
+ float endSectorAngle;
1424
+ int colorId;
1425
+ };`, "pie.frag": `precision highp float;
1426
+ #include <util/atan2.glsl>
1427
+ #include <materials/constants.glsl>
1428
+ #include <materials/utils.glsl>
1429
+ #include <materials/pie/pie.common.glsl>
1430
+ uniform lowp vec4 colors[numberOfFields];
1431
+ uniform lowp vec4 defaultColor;
1432
+ uniform lowp vec4 othersColor;
1433
+ uniform lowp vec4 outlineColor;
1434
+ uniform float donutRatio;
1435
+ lowp vec4 getSectorColor(in int index, in vec2 filteredSectorToColorId[numberOfFields]) {
1436
+ mediump int colorIndex = int(filteredSectorToColorId[index].y);
1437
+ return colors[colorIndex];
1438
+ }
1439
+ const int OTHER_SECTOR_ID = 255;
1440
+ #ifdef HITTEST
1441
+ vec4 getColor() {
1442
+ float distanceSize = length(v_offset) * v_size;
1443
+ float donutSize = donutRatio * v_size;
1444
+ float alpha = step(donutSize, distanceSize) * (1.0 - step(v_size, distanceSize));
1445
+ return v_color;
1446
+ }
1447
+ #else
1448
+ vec4 getColor() {
1449
+ float angle = 90.0 - C_RAD_TO_DEG * atan2(v_offset.y, v_offset.x);
1450
+ if (angle < 0.0) {
1451
+ angle += 360.0;
1452
+ } else if (angle > 360.0) {
1453
+ angle = mod(angle, 360.0);
1454
+ }
1455
+ int numOfEntries = int(v_numOfEntries);
1456
+ float maxSectorAngle = v_maxSectorAngle;
1457
+ lowp vec4 fillColor = (maxSectorAngle > 0.0 || sectorThreshold > 0.0) ? othersColor : defaultColor;
1458
+ lowp vec4 prevColor = vec4(0.0);
1459
+ lowp vec4 nextColor = vec4(0.0);
1460
+ float startSectorAngle = 0.0;
1461
+ float endSectorAngle = 0.0;
1462
+ if (angle < maxSectorAngle) {
1463
+ for (int index = 0; index < numberOfFields; ++index) {
1464
+ startSectorAngle = endSectorAngle;
1465
+ endSectorAngle = v_filteredSectorToColorId[index].x;
1466
+ if (endSectorAngle > angle) {
1467
+ fillColor = getSectorColor(index, v_filteredSectorToColorId);
1468
+ prevColor = sectorThreshold != 0.0 && index == 0 && abs(360.0 - maxSectorAngle) < EPSILON ? othersColor :
1469
+ getSectorColor(index > 0 ? index - 1 : numOfEntries - 1, v_filteredSectorToColorId);
1470
+ nextColor = sectorThreshold != 0.0 && abs(endSectorAngle - maxSectorAngle) < EPSILON ? othersColor :
1471
+ getSectorColor(index < numOfEntries - 1 ? index + 1 : 0, v_filteredSectorToColorId);
1472
+ break;
1473
+ }
1474
+ if (index == numOfEntries - 1) {
1475
+ break;
1476
+ }
1477
+ }
1478
+ } else {
1479
+ prevColor = getSectorColor(numOfEntries - 1, v_filteredSectorToColorId);
1480
+ nextColor = getSectorColor(0, v_filteredSectorToColorId);
1481
+ startSectorAngle = maxSectorAngle;
1482
+ endSectorAngle = 360.0;
1483
+ }
1484
+ lowp vec4 outlineColor = outlineColor;
1485
+ float offset = length(v_offset);
1486
+ float distanceSize = offset * v_size;
1487
+ if (startSectorAngle != 0.0 || endSectorAngle != 360.0) {
1488
+ float distanceToStartSector = (angle - startSectorAngle);
1489
+ float distanceToEndSector = (endSectorAngle - angle);
1490
+ float sectorThreshold = 0.6;
1491
+ float beginSectorAlpha = smoothstep(0.0, sectorThreshold, distanceToStartSector * offset);
1492
+ float endSectorAlpha = smoothstep(0.0, sectorThreshold, distanceToEndSector * offset);
1493
+ if (endSectorAlpha > 0.0) {
1494
+ fillColor = mix(nextColor, fillColor, endSectorAlpha);
1495
+ } else if (beginSectorAlpha > 0.0) {
1496
+ fillColor = mix(prevColor, fillColor, beginSectorAlpha);
1497
+ }
1498
+ }
1499
+ float donutSize = donutRatio * (v_size - v_outlineWidth);
1500
+ float endOfDonut = donutSize - v_outlineWidth;
1501
+ float aaThreshold = 0.75;
1502
+ float innerCircleAlpha = endOfDonut - aaThreshold > 0.0 ? smoothstep(endOfDonut - aaThreshold, endOfDonut + aaThreshold, distanceSize) : 1.0;
1503
+ float outerCircleAlpha = 1.0 - smoothstep(v_size - aaThreshold, v_size + aaThreshold , distanceSize);
1504
+ float circleAlpha = innerCircleAlpha * outerCircleAlpha;
1505
+ float startOfOutline = v_size - v_outlineWidth;
1506
+ if (startOfOutline > 0.0 && v_outlineWidth > 0.25) {
1507
+ float outlineFactor = smoothstep(startOfOutline - aaThreshold, startOfOutline + aaThreshold, distanceSize);
1508
+ float innerLineFactor = donutSize - aaThreshold > 0.0 ? 1.0 - smoothstep(donutSize - aaThreshold, donutSize + aaThreshold , distanceSize) : 0.0;
1509
+ fillColor = mix(fillColor, outlineColor, innerLineFactor + outlineFactor);
1510
+ }
1511
+ return v_opacity * circleAlpha * fillColor;
1512
+ }
1513
+ #endif
1514
+ void main()
1515
+ {
1516
+ vec4 color = getColor();
1517
+ #ifdef highlight
1518
+ color.a = step(1.0 / 255.0, color.a);
1519
+ #endif
1520
+ gl_FragColor = color;
1521
+ }`, "pie.vert": `#include <materials/constants.glsl>
1522
+ #include <materials/utils.glsl>
1523
+ #include <materials/barycentric.glsl>
1524
+ #include <materials/vcommon.glsl>
1525
+ #include <materials/vv.glsl>
1526
+ #include <materials/attributeData.glsl>
1527
+ #include <materials/pie/pie.common.glsl>
1528
+ #include <materials/hittest/common.glsl>
1529
+ attribute float a_bitSet;
1530
+ attribute vec2 a_offset;
1531
+ attribute vec2 a_texCoords;
1532
+ attribute vec2 a_size;
1533
+ attribute float a_referenceSize;
1534
+ attribute vec2 a_zoomRange;
1535
+ int filterValue(in float sectorAngle,
1536
+ in int currentIndex,
1537
+ inout FilteredChartInfo filteredInfo,
1538
+ inout vec2 filteredSectorToColorId[numberOfFields]) {
1539
+ if (sectorAngle > sectorThreshold * 360.0) {
1540
+ filteredInfo.endSectorAngle += sectorAngle;
1541
+ filteredSectorToColorId[filteredInfo.colorId] = vec2(filteredInfo.endSectorAngle, currentIndex);
1542
+ ++filteredInfo.colorId;
1543
+ }
1544
+ return 0;
1545
+ }
1546
+ int filterValues(inout vec2 filteredSectorToColorId[numberOfFields],
1547
+ inout FilteredChartInfo filteredInfo,
1548
+ in float sectorAngles[numberOfFields]) {
1549
+ for (int index = 0; index < numberOfFields; ++index) {
1550
+ float sectorValue = sectorAngles[index];
1551
+ filterValue(sectorValue, index, filteredInfo, filteredSectorToColorId);
1552
+ }
1553
+ return filteredInfo.colorId;
1554
+ }
1555
+ vec2 getMarkerSize(inout vec2 offset, inout vec2 baseSize, inout float outlineSize, in float a_referenceSize, in float bitSet) {
1556
+ vec2 outSize = baseSize;
1557
+ #ifdef VV_SIZE
1558
+ float r = getSize(a_referenceSize, currentScale) / a_referenceSize;
1559
+ outSize.xy *= r;
1560
+ offset.xy *= r;
1561
+ float scaleSymbolProportionally = getBit(bitSet, BITSET_MARKER_SCALE_SYMBOLS_PROPORTIONALLY);
1562
+ outlineSize *= scaleSymbolProportionally * (r - 1.0) + 1.0;
1563
+ #endif
1564
+ return outSize;
1565
+ }
1566
+ vec3 getOffset(in vec2 in_offset, float a_bitSet) {
1567
+ float isMapAligned = getBit(a_bitSet, BITSET_MARKER_ALIGNMENT_MAP);
1568
+ vec3 offset = vec3(in_offset, 0.0);
1569
+ return getMatrix(isMapAligned) * offset;
1570
+ }
1571
+ float filterNaNValues(in float value) {
1572
+ return value != NAN_MAGIC_NUMBER && value > 0.0 ? value : 0.0;
1573
+ }
1574
+ void main()
1575
+ {
1576
+ INIT;
1577
+ vec2 a_size = a_size;
1578
+ vec2 a_offset = a_offset / 16.0;
1579
+ float outlineSize = outlineWidth;
1580
+ float a_bitSet = a_bitSet;
1581
+ float a_referenceSize = a_referenceSize;
1582
+ vec2 a_texCoords = a_texCoords / 4.0;
1583
+ vec2 markerSize = getMarkerSize(a_offset, a_size, outlineSize, a_referenceSize, a_bitSet);
1584
+ float filterFlags = getFilterFlags();
1585
+ vec3 pos = vec3(a_pos / 10.0, 1.0);
1586
+ v_opacity = getOpacity();
1587
+ v_id = norm(a_id);
1588
+ v_pos = displayViewScreenMat3 * pos + getOffset(a_offset, a_bitSet);
1589
+ v_offset = sign(a_texCoords - 0.5);
1590
+ v_size = max(markerSize.x, markerSize.y);
1591
+ v_outlineWidth = outlineSize;
1592
+ float attributeData[10];
1593
+ vec4 attributeData3 = getDataDriven0(a_id);
1594
+ attributeData[0] = filterNaNValues(attributeData3.x);
1595
+ attributeData[1] = filterNaNValues(attributeData3.y);
1596
+ attributeData[2] = filterNaNValues(attributeData3.z);
1597
+ attributeData[3] = filterNaNValues(attributeData3.w);
1598
+ #if (numberOfFields > 4)
1599
+ vec4 attributeData4 = getDataDriven1(a_id);
1600
+ attributeData[4] = filterNaNValues(attributeData4.x);
1601
+ attributeData[5] = filterNaNValues(attributeData4.y);
1602
+ attributeData[6] = filterNaNValues(attributeData4.z);
1603
+ attributeData[7] = filterNaNValues(attributeData4.w);
1604
+ #endif
1605
+ #if (numberOfFields > 8)
1606
+ vec4 attributeData5 = getDataDriven2(a_id);
1607
+ attributeData[8] = filterNaNValues(attributeData5.x);
1608
+ attributeData[9] = filterNaNValues(attributeData5.y);
1609
+ #endif
1610
+ float sum = 0.0;
1611
+ for (int i = 0; i < numberOfFields; ++i) {
1612
+ sum += attributeData[i];
1613
+ }
1614
+ float sectorAngles[numberOfFields];
1615
+ for (int i = 0; i < numberOfFields; ++i) {
1616
+ sectorAngles[i] = 360.0 * attributeData[i] / sum;
1617
+ }
1618
+ vec2 filteredSectorToColorId[numberOfFields];
1619
+ FilteredChartInfo filteredInfo = FilteredChartInfo(0.0, 0);
1620
+ int numOfEntries = filterValues(filteredSectorToColorId, filteredInfo, sectorAngles);
1621
+ v_numOfEntries = float(numOfEntries);
1622
+ v_maxSectorAngle = filteredInfo.endSectorAngle;
1623
+ v_filteredSectorToColorId = filteredSectorToColorId;
1624
+ #ifdef HITTEST
1625
+ highp vec3 out_pos = vec3(0.0);
1626
+ v_color = vec4(0.0);
1627
+ hittestMarker(v_color, out_pos, viewMat3 * tileMat3 * pos, v_size);
1628
+ gl_PointSize = 1.0;
1629
+ gl_Position = vec4(clip(v_color, out_pos, filterFlags, a_zoomRange), 1.0);
1630
+ #else
1631
+ gl_Position = vec4(clip(v_color, v_pos, filterFlags, a_zoomRange), 1.0);
1632
+ #endif
1633
+ }` }, shared: { line: { "common.glsl": `#if !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) && defined(PATTERN)
1634
+ uniform mediump vec2 u_mosaicSize;
1635
+ varying mediump float v_sampleAlphaOnly;
1636
+ #endif
1637
+ struct LineData {
1638
+ lowp vec4 color;
1639
+ mediump vec2 normal;
1640
+ mediump float lineHalfWidth;
1641
+ lowp float opacity;
1642
+ #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
1643
+ #ifdef PATTERN
1644
+ mediump vec4 tlbr;
1645
+ mediump vec2 patternSize;
1646
+ #endif
1647
+ #ifdef SDF
1648
+ mediump float lineWidthRatio;
1649
+ #endif
1650
+ #if defined(PATTERN) || defined(SDF)
1651
+ highp float accumulatedDistance;
1652
+ #endif
1653
+ #endif
1654
+ highp vec3 id;
1655
+ };`, "line.frag": `uniform lowp float u_blur;
1656
+ #if !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) && !defined(HIGHLIGHT)
1657
+ #if defined(PATTERN) || defined(SDF)
1658
+ uniform sampler2D u_texture;
1659
+ uniform highp float u_pixelRatio;
1660
+ #endif
1661
+ #endif
1662
+ #if defined(SDF) && !defined(HIGHLIGHT) && !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE)
1663
+ lowp vec4 getLineColor(LineData line) {
1664
+ mediump float adjustedPatternWidth = line.patternSize.x * 2.0 * line.lineWidthRatio;
1665
+ mediump float relativeTexX = fract(line.accumulatedDistance / adjustedPatternWidth);
1666
+ mediump float relativeTexY = 0.5 + 0.25 * line.normal.y;
1667
+ mediump vec2 texCoord = mix(line.tlbr.xy, line.tlbr.zw, vec2(relativeTexX, relativeTexY));
1668
+ mediump float d = rgba2float(texture2D(u_texture, texCoord)) - 0.5;
1669
+ float dist = d * line.lineHalfWidth;
1670
+ return line.opacity * clamp(0.5 - dist, 0.0, 1.0) * line.color;
1671
+ }
1672
+ #elif defined(PATTERN) && !defined(HIGHLIGHT) && !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE)
1673
+ lowp vec4 getLineColor(LineData line) {
1674
+ mediump float lineHalfWidth = line.lineHalfWidth;
1675
+ mediump float adjustedPatternHeight = line.patternSize.y * 2.0 * lineHalfWidth / line.patternSize.x;
1676
+ mediump float relativeTexY = fract(line.accumulatedDistance / adjustedPatternHeight);
1677
+ mediump float relativeTexX = 0.5 + 0.5 * line.normal.y;
1678
+ mediump vec2 texCoord = mix(line.tlbr.xy, line.tlbr.zw, vec2(relativeTexX, relativeTexY));
1679
+ lowp vec4 color = texture2D(u_texture, texCoord);
1680
+ #ifdef VV_COLOR
1681
+ if (v_sampleAlphaOnly > 0.5) {
1682
+ color.rgb = vec3(color.a);
1683
+ }
1684
+ #endif
1685
+ return line.opacity * line.color * color;
1686
+ }
1687
+ #else
1688
+ lowp vec4 getLineColor(LineData line) {
1689
+ return line.opacity * line.color;
1690
+ }
1691
+ #endif
1692
+ vec4 shadeLine(LineData line)
1693
+ {
1694
+ mediump float thinLineFactor = max(THIN_LINE_WIDTH_FACTOR * step(line.lineHalfWidth, THIN_LINE_HALF_WIDTH), 1.0);
1695
+ mediump float fragDist = length(line.normal) * line.lineHalfWidth;
1696
+ lowp float alpha = clamp(thinLineFactor * (line.lineHalfWidth - fragDist) / (u_blur + thinLineFactor - 1.0), 0.0, 1.0);
1697
+ lowp vec4 out_color = getLineColor(line) * alpha;
1698
+ #ifdef HIGHLIGHT
1699
+ out_color.a = step(1.0 / 255.0, out_color.a);
1700
+ #endif
1701
+ #ifdef ID
1702
+ if (out_color.a < 1.0 / 255.0) {
1703
+ discard;
1704
+ }
1705
+ out_color = vec4(line.id, 0.0);
1706
+ #endif
1707
+ return out_color;
1708
+ }`, "line.vert": `float getBaseLineHalfWidth(in float lineHalfWidth, in float referenceHalfWidth) {
1709
+ #ifdef VV_SIZE
1710
+ float refLineWidth = 2.0 * referenceHalfWidth;
1711
+ return 0.5 * (lineHalfWidth / max(referenceHalfWidth, EPSILON)) * getSize(refLineWidth);
1712
+ #else
1713
+ return lineHalfWidth;
1714
+ #endif
1715
+ }
1716
+ float getLineHalfWidth(in float baseWidth, in float aa) {
1717
+ float halfWidth = max(baseWidth + aa, 0.45) + 0.1 * aa;
1718
+ #ifdef HIGHLIGHT
1719
+ halfWidth = max(halfWidth, 2.0);
1720
+ #endif
1721
+ return halfWidth;
1722
+ }
1723
+ vec2 getDist(in vec2 offset, in float halfWidth) {
1724
+ float thinLineFactor = max(THIN_LINE_WIDTH_FACTOR * step(halfWidth, THIN_LINE_HALF_WIDTH), 1.0);
1725
+ return thinLineFactor * halfWidth * offset;
1726
+ }
1727
+ LineData buildLine(
1728
+ out vec3 out_pos,
1729
+ in vec3 in_id,
1730
+ in vec2 in_pos,
1731
+ in vec4 in_color,
1732
+ in vec2 in_offset,
1733
+ in vec2 in_normal,
1734
+ in float in_accumulatedDist,
1735
+ in float in_lineHalfWidth,
1736
+ in float in_bitSet,
1737
+ in vec4 in_tlbr,
1738
+ in vec2 in_segmentDirection,
1739
+ in float in_referenceHalfWidth
1740
+ )
1741
+ {
1742
+ float aa = 0.5 * u_antialiasing;
1743
+ float baseWidth = getBaseLineHalfWidth(in_lineHalfWidth, in_referenceHalfWidth);
1744
+ float halfWidth = getLineHalfWidth(baseWidth, aa);
1745
+ float z = 2.0 * step(baseWidth, 0.0);
1746
+ vec2 dist = getDist(in_offset, halfWidth);
1747
+ vec3 offset = u_displayViewMat3 * vec3(dist, 0.0);
1748
+ vec3 pos = u_dvsMat3 * vec3(in_pos * POSITION_PRECISION, 1.0) + offset;
1749
+ #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
1750
+ vec4 color = in_color;
1751
+ float opacity = 1.0;
1752
+ #else
1753
+ vec4 color = getColor(in_color, in_bitSet, BITSET_GENERIC_LOCK_COLOR);
1754
+ float opacity = getOpacity();
1755
+ #ifdef SDF
1756
+ const float SDF_PATTERN_HALF_WIDTH = 15.5;
1757
+ float scaleDash = getBit(in_bitSet, BITSET_LINE_SCALE_DASH);
1758
+ float lineWidthRatio = (scaleDash * max(halfWidth - 0.55 * u_antialiasing, 0.25) + (1.0 - scaleDash)) / SDF_PATTERN_HALF_WIDTH;
1759
+ #endif
1760
+ #endif
1761
+ #if !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) && defined(PATTERN)
1762
+ v_sampleAlphaOnly = getBit(in_bitSet, BITSET_GENERIC_CONSIDER_ALPHA_ONLY);
1763
+ #endif
1764
+ out_pos = vec3(pos.xy, z);
1765
+ return LineData(
1766
+ color,
1767
+ in_normal,
1768
+ halfWidth,
1769
+ opacity,
1770
+ #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
1771
+ #ifdef PATTERN
1772
+ in_tlbr / u_mosaicSize.xyxy,
1773
+ vec2(in_tlbr.z - in_tlbr.x, in_tlbr.w - in_tlbr.y),
1774
+ #endif
1775
+ #ifdef SDF
1776
+ lineWidthRatio,
1777
+ #endif
1778
+ #if defined(PATTERN) || defined(SDF)
1779
+ in_accumulatedDist * u_zoomFactor + dot(in_segmentDirection, dist),
1780
+ #endif
1781
+ #endif
1782
+ norm(in_id)
1783
+ );
1784
+ }` } }, "symbologyTypeUtils.glsl": `#if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_OUTLINE_FILL || SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_OUTLINE_FILL_SIMPLE
1785
+ #define SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE
1786
+ #endif
1787
+ #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_SIMPLE || SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_OUTLINE_FILL_SIMPLE
1788
+ #define SYMBOLOGY_TYPE_IS_SIMPLE_LIKE
1789
+ #endif`, text: { "common.glsl": `uniform highp vec2 u_mosaicSize;
1790
+ varying highp vec3 v_id;
1791
+ varying mediump vec3 v_pos;
1792
+ varying lowp float v_opacity;
1793
+ varying lowp vec4 v_color;
1794
+ varying highp vec2 v_tex;
1795
+ varying mediump float v_antialiasingWidth;
1796
+ varying mediump float v_edgeDistanceOffset;
1797
+ varying lowp float v_transparency;`, "hittest.glsl": "#include <materials/hittest/common.glsl>", "text.frag": `precision mediump float;
1798
+ #include <materials/text/common.glsl>
1799
+ uniform lowp sampler2D u_texture;
1800
+ #ifdef HITTEST
1801
+ vec4 getColor() {
1802
+ return v_color;
1803
+ }
1804
+ #else
1805
+ vec4 getColor()
1806
+ {
1807
+ float SDF_CUTOFF = (2.0 / 8.0);
1808
+ float SDF_BASE_EDGE_DIST = 1.0 - SDF_CUTOFF;
1809
+ lowp float dist = texture2D(u_texture, v_tex).a;
1810
+ mediump float edge = SDF_BASE_EDGE_DIST - v_edgeDistanceOffset;
1811
+ #ifdef HIGHLIGHT
1812
+ edge /= 2.0;
1813
+ #endif
1814
+ lowp float aa = v_antialiasingWidth;
1815
+ lowp float alpha = smoothstep(edge - aa, edge + aa, dist);
1816
+ return alpha * v_color * v_opacity;
1817
+ }
1818
+ #endif
1819
+ void main()
1820
+ {
1821
+ gl_FragColor = getColor();
1822
+ }`, "text.vert": `precision highp float;
1823
+ #include <materials/utils.glsl>
1824
+ #include <materials/vcommon.glsl>
1825
+ #include <materials/text/common.glsl>
1826
+ #include <materials/text/hittest.glsl>
1827
+ attribute vec4 a_color;
1828
+ attribute vec4 a_haloColor;
1829
+ attribute vec4 a_texFontSize;
1830
+ attribute vec4 a_aux;
1831
+ attribute vec2 a_zoomRange;
1832
+ attribute vec2 a_vertexOffset;
1833
+ attribute vec2 a_texCoords;
1834
+ uniform float u_isHaloPass;
1835
+ uniform float u_isBackgroundPass;
1836
+ float getTextSize(inout vec2 offset, inout float baseSize, in float referenceSize) {
1837
+ #ifdef VV_SIZE
1838
+ float r = getSize(referenceSize) / referenceSize;
1839
+ baseSize *= r;
1840
+ offset.xy *= r;
1841
+ return baseSize;
1842
+ #endif
1843
+ return baseSize;
1844
+ }
1845
+ void main()
1846
+ {
1847
+ INIT;
1848
+ float a_isBackground = a_aux.y;
1849
+ float a_referenceSize = a_aux.z * a_aux.z / 256.0;
1850
+ float a_bitSet = a_aux.w;
1851
+ float a_fontSize = a_texFontSize.z;
1852
+ vec2 a_offset = a_vertexOffset * OFFSET_PRECISION;
1853
+ vec3 in_pos = vec3(a_pos * POSITION_PRECISION, 1.0);
1854
+ float fontSize = getTextSize(a_offset, a_fontSize, a_referenceSize);
1855
+ float fontScale = fontSize / SDF_FONT_SIZE;
1856
+ vec3 offset = getRotation() * vec3(a_offset, 0.0);
1857
+ mat3 extrudeMatrix = getBit(a_bitSet, 0) == 1.0 ? u_displayViewMat3 : u_displayMat3;
1858
+ float isText = 1.0 - a_isBackground;
1859
+ float isBackground = u_isBackgroundPass * a_isBackground;
1860
+ vec4 nonHaloColor = (isBackground * a_color) + (isText * getColor(a_color, a_bitSet, 1));
1861
+ v_color = u_isHaloPass * a_haloColor + (1.0 - u_isHaloPass) * nonHaloColor;
1862
+ v_opacity = getOpacity();
1863
+ v_id = norm(a_id);
1864
+ v_tex = a_texCoords / u_mosaicSize;
1865
+ v_pos = u_dvsMat3 * in_pos + extrudeMatrix * offset;
1866
+ float isHidden = u_isBackgroundPass * isText + (1.0 - u_isBackgroundPass) * a_isBackground;
1867
+ v_pos.z += 2.0 * isHidden;
1868
+ v_edgeDistanceOffset = u_isHaloPass * OUTLINE_SCALE * a_texFontSize.w / fontScale / MAX_SDF_DISTANCE;
1869
+ v_antialiasingWidth = 0.105 * SDF_FONT_SIZE / fontSize / u_pixelRatio;
1870
+ #ifdef HITTEST
1871
+ highp vec3 out_pos = vec3(0.);
1872
+ v_color = vec4(0.);
1873
+ hittestMarker(v_color, out_pos, u_viewMat3 * u_tileMat3 * vec3(a_pos * POSITION_PRECISION, 1.0)
1874
+ + u_tileMat3 * offset, fontSize / 2.);
1875
+ gl_PointSize = 1.;
1876
+ gl_Position = vec4(clip(v_color, out_pos, getFilterFlags(), a_zoomRange), 1.0);
1877
+ #else
1878
+ gl_Position = vec4(clip(v_color, v_pos, getFilterFlags(), a_zoomRange), 1.0);
1879
+ #endif
1880
+ }` }, "utils.glsl": `float rshift(in float u32, in int amount) {
1881
+ return floor(u32 / pow(2.0, float(amount)));
1882
+ }
1883
+ float getBit(in float bitset, in int bitIndex) {
1884
+ float offset = pow(2.0, float(bitIndex));
1885
+ return mod(floor(bitset / offset), 2.0);
1886
+ }
1887
+ const int highlightReasonsLength = 3;
1888
+ float getFilterBit(in float bitset, in int bitIndex) {
1889
+ return getBit(bitset, bitIndex + highlightReasonsLength);
1890
+ }
1891
+ float getHighlightBit(in float bitset, in int bitIndex) {
1892
+ return getBit(bitset, bitIndex);
1893
+ }
1894
+ highp vec3 unpackDisplayIdTexel(in highp vec3 bitset) {
1895
+ float isAggregate = getBit(bitset.b, 7);
1896
+ return (1.0 - isAggregate) * bitset + isAggregate * (vec3(bitset.rgb) - vec3(0.0, 0.0, float(0x80)));
1897
+ }
1898
+ vec4 unpack(in float u32) {
1899
+ float r = mod(rshift(u32, 0), 255.0);
1900
+ float g = mod(rshift(u32, 8), 255.0);
1901
+ float b = mod(rshift(u32, 16), 255.0);
1902
+ float a = mod(rshift(u32, 24), 255.0);
1903
+ return vec4(r, g, b, a);
1904
+ }
1905
+ vec3 norm(in vec3 v) {
1906
+ return v /= 255.0;
1907
+ }
1908
+ vec4 norm(in vec4 v) {
1909
+ return v /= 255.0;
1910
+ }
1911
+ float max4(vec4 target) {
1912
+ return max(max(max(target.x, target.y), target.z), target.w);
1913
+ }
1914
+ vec2 unpack_u8_nf32(vec2 bytes) {
1915
+ return (bytes - 127.0) / 127.0;
1916
+ }
1917
+ highp float rand(in vec2 co) {
1918
+ highp float a = 12.9898;
1919
+ highp float b = 78.233;
1920
+ highp float c = 43758.5453;
1921
+ highp float dt = dot(co, vec2(a,b));
1922
+ highp float sn = mod(dt, 3.14);
1923
+ return fract(sin(sn) * c);
1924
+ }`, "vcommon.glsl": `#include <materials/constants.glsl>
1925
+ #include <materials/utils.glsl>
1926
+ #include <materials/attributeData.glsl>
1927
+ #include <materials/vv.glsl>
1928
+ #include <materials/barycentric.glsl>
1929
+ attribute vec2 a_pos;
1930
+ attribute highp vec3 a_id;
1931
+ uniform highp mat3 displayViewScreenMat3;
1932
+ uniform highp mat3 displayViewMat3;
1933
+ uniform highp mat3 displayMat3;
1934
+ uniform highp mat3 tileMat3;
1935
+ uniform highp mat3 viewMat3;
1936
+ uniform highp float pixelRatio;
1937
+ uniform mediump float zoomFactor;
1938
+ uniform mediump float antialiasing;
1939
+ uniform mediump float currentScale;
1940
+ uniform mediump float currentZoom;
1941
+ uniform mediump float metersPerSRUnit;
1942
+ vec4 VV_ADATA = vec4(0.0);
1943
+ void loadVisualVariableData(inout vec4 target) {
1944
+ target.rgba = getVisualVariableData(a_id);
1945
+ }
1946
+ #ifdef VV
1947
+ #define INIT loadVisualVariableData(VV_ADATA)
1948
+ #else
1949
+ #define INIT
1950
+ #endif
1951
+ vec4 getColor(in vec4 a_color, in float a_bitSet, int index) {
1952
+ #ifdef VV_COLOR
1953
+ float isColorLocked = getBit(a_bitSet, index);
1954
+ return getVVColor(VV_ADATA[ATTR_VV_COLOR], a_color, isColorLocked);
1955
+ #else
1956
+ return a_color;
1957
+ #endif
1958
+ }
1959
+ float getOpacity() {
1960
+ #ifdef VV_OPACITY
1961
+ return getVVOpacity(VV_ADATA[ATTR_VV_OPACITY]);
1962
+ #else
1963
+ return 1.0;
1964
+ #endif
1965
+ }
1966
+ float getSize(in float in_size, in float currentScale) {
1967
+ #ifdef VV_SIZE
1968
+ return getVVSize(in_size, VV_ADATA[ATTR_VV_SIZE], currentScale);
1969
+ #else
1970
+ return in_size;
1971
+ #endif
1972
+ }
1973
+ mat3 getRotation() {
1974
+ #ifdef VV_ROTATION
1975
+ return getVVRotationMat3(mod(VV_ADATA[ATTR_VV_ROTATION], 360.0));
1976
+ #else
1977
+ return mat3(1.0);
1978
+ #endif
1979
+ }
1980
+ float getFilterFlags() {
1981
+ #ifdef IGNORES_SAMPLER_PRECISION
1982
+ return ceil(getFilterData(a_id).x * 255.0);
1983
+ #else
1984
+ return getFilterData(a_id).x * 255.0;
1985
+ #endif
1986
+ }
1987
+ vec4 getAnimationState() {
1988
+ return getAnimation(a_id);
1989
+ }
1990
+ float getMinZoom() {
1991
+ vec4 data0 = getFilterData(a_id) * 255.0;
1992
+ return data0.g;
1993
+ }
1994
+ mat3 getMatrixNoDisplay(float isMapAligned) {
1995
+ return isMapAligned * viewMat3 * tileMat3 + (1.0 - isMapAligned) * tileMat3;
1996
+ }
1997
+ mat3 getMatrix(float isMapAligned) {
1998
+ return isMapAligned * displayViewMat3 + (1.0 - isMapAligned) * displayMat3;
1999
+ }
2000
+ float checkHighlightBit(float filterFlags, int index) {
2001
+ return getHighlightBit(filterFlags, index);
2002
+ }
2003
+ float checkHighlight(float filterFlags) {
2004
+ float result = checkHighlightBit(filterFlags, 0);
2005
+ for (int i = 1; i < highlightReasonsLength; i++) {
2006
+ result = result + checkHighlightBit(filterFlags, i);
2007
+ }
2008
+ return step(0.1, result);
2009
+ }
2010
+ vec3 clip(inout vec4 color, inout vec3 pos, in float filterFlags, in vec2 minMaxZoom) {
2011
+ pos.z += 2.0 * (1.0 - getFilterBit(filterFlags, 0));
2012
+ #ifdef inside
2013
+ pos.z += 2.0 * (1.0 - getFilterBit(filterFlags, 1));
2014
+ #elif defined(outside)
2015
+ pos.z += 2.0 * getFilterBit(filterFlags, 1);
2016
+ #elif defined(highlight)
2017
+ #if !defined(highlight_all)
2018
+ pos.z += 2.0 * (1.0 - checkHighlight(filterFlags));
2019
+ #endif
2020
+ #endif
2021
+ pos.z += 2.0 * (step(minMaxZoom.y, currentZoom) + (1.0 - step(minMaxZoom.x, currentZoom)));
2022
+ return pos;
2023
+ }`, "vv.glsl": `#if defined(VV_SIZE_MIN_MAX_VALUE) || defined(VV_SIZE_SCALE_STOPS) || defined(VV_SIZE_FIELD_STOPS) || defined(VV_SIZE_UNIT_VALUE)
2024
+ #define VV_SIZE
2025
+ #endif
2026
+ #if defined(VV_COLOR) || defined(VV_SIZE) || defined(VV_OPACITY) || defined(VV_ROTATION)
2027
+ #define VV
2028
+ #endif
2029
+ #ifdef VV_COLOR
2030
+ uniform highp float colorValues[8];
2031
+ uniform vec4 colors[8];
2032
+ #endif
2033
+ #ifdef VV_SIZE_MIN_MAX_VALUE
2034
+ uniform highp vec4 minMaxValueAndSize;
2035
+ #endif
2036
+ #ifdef VV_SIZE_SCALE_STOPS
2037
+ uniform highp float values[8];
2038
+ uniform float sizes[8];
2039
+ #endif
2040
+ #ifdef VV_SIZE_FIELD_STOPS
2041
+ uniform highp float values[8];
2042
+ uniform float sizes[8];
2043
+ #endif
2044
+ #ifdef VV_SIZE_UNIT_VALUE
2045
+ uniform highp float unitMeterRatio;
2046
+ #endif
2047
+ #ifdef VV_OPACITY
2048
+ uniform highp float opacityValues[8];
2049
+ uniform float opacities[8];
2050
+ #endif
2051
+ #ifdef VV_ROTATION
2052
+ uniform lowp float rotationType;
2053
+ #endif
2054
+ bool isNan(float val) {
2055
+ return (val == NAN_MAGIC_NUMBER);
2056
+ }
2057
+ #ifdef VV_SIZE_MIN_MAX_VALUE
2058
+ float getVVMinMaxSize(float sizeValue, float fallback) {
2059
+ if (isNan(sizeValue)) {
2060
+ return fallback;
2061
+ }
2062
+ float interpolationRatio = (sizeValue - minMaxValueAndSize.x) / (minMaxValueAndSize.y - minMaxValueAndSize.x);
2063
+ interpolationRatio = clamp(interpolationRatio, 0.0, 1.0);
2064
+ return minMaxValueAndSize.z + interpolationRatio * (minMaxValueAndSize.w - minMaxValueAndSize.z);
2065
+ }
2066
+ #endif
2067
+ #ifdef VV_SIZE_SCALE_STOPS
2068
+ float getVVScaleStopsSize(float currentScale) {
2069
+ float outSize;
2070
+ if (currentScale <= values[0]) {
2071
+ outSize = sizes[0];
2072
+ } else {
2073
+ if (currentScale >= values[7]) {
2074
+ outSize = sizes[7];
2075
+ } else {
2076
+ int index;
2077
+ index = -1;
2078
+ for (int i = 0; i < 8; i++) {
2079
+ if (values[i] > currentScale) {
2080
+ index = i;
2081
+ break;
2082
+ }
2083
+ }
2084
+ int prevIndex = index - 1;
2085
+ float a = currentScale - values[prevIndex];
2086
+ float b = values[index] - values[prevIndex];
2087
+ outSize = mix(sizes[prevIndex], sizes[index], a / b);
2088
+ }
2089
+ }
2090
+ return outSize;
2091
+ }
2092
+ #endif
2093
+ #ifdef VV_SIZE_FIELD_STOPS
2094
+ const int VV_SIZE_N = 8;
2095
+ float getVVStopsSize(float sizeValue, float fallback) {
2096
+ if (isNan(sizeValue)) {
2097
+ return fallback;
2098
+ }
2099
+ if (sizeValue <= values[0]) {
2100
+ return sizes[0];
2101
+ }
2102
+ for (int i = 1; i < VV_SIZE_N; ++i) {
2103
+ if (values[i] >= sizeValue) {
2104
+ float f = (sizeValue - values[i-1]) / (values[i] - values[i-1]);
2105
+ return mix(sizes[i-1], sizes[i], f);
2106
+ }
2107
+ }
2108
+ return sizes[VV_SIZE_N - 1];
2109
+ }
2110
+ #endif
2111
+ #ifdef VV_SIZE_UNIT_VALUE
2112
+ float getVVUnitValue(float sizeValue, float fallback) {
2113
+ if (isNan(sizeValue)) {
2114
+ return fallback;
2115
+ }
2116
+ return sizeValue * (metersPerSRUnit / unitMeterRatio);
2117
+ }
2118
+ #endif
2119
+ #ifdef VV_OPACITY
2120
+ const int VV_OPACITY_N = 8;
2121
+ float getVVOpacity(float opacityValue) {
2122
+ if (isNan(opacityValue)) {
2123
+ return 1.0;
2124
+ }
2125
+ if (opacityValue <= opacityValues[0]) {
2126
+ return opacities[0];
2127
+ }
2128
+ for (int i = 1; i < VV_OPACITY_N; ++i) {
2129
+ if (opacityValues[i] >= opacityValue) {
2130
+ float f = (opacityValue - opacityValues[i-1]) / (opacityValues[i] - opacityValues[i-1]);
2131
+ return mix(opacities[i-1], opacities[i], f);
2132
+ }
2133
+ }
2134
+ return opacities[VV_OPACITY_N - 1];
2135
+ }
2136
+ #endif
2137
+ #ifdef VV_ROTATION
2138
+ mat4 getVVRotation(float rotationValue) {
2139
+ if (isNan(rotationValue)) {
2140
+ return mat4(1, 0, 0, 0,
2141
+ 0, 1, 0, 0,
2142
+ 0, 0, 1, 0,
2143
+ 0, 0, 0, 1);
2144
+ }
2145
+ float rotation = rotationValue;
2146
+ if (rotationType == 1.0) {
2147
+ rotation = 90.0 - rotation;
2148
+ }
2149
+ float angle = C_DEG_TO_RAD * rotation;
2150
+ float sinA = sin(angle);
2151
+ float cosA = cos(angle);
2152
+ return mat4(cosA, sinA, 0, 0,
2153
+ -sinA, cosA, 0, 0,
2154
+ 0, 0, 1, 0,
2155
+ 0, 0, 0, 1);
2156
+ }
2157
+ mat3 getVVRotationMat3(float rotationValue) {
2158
+ if (isNan(rotationValue)) {
2159
+ return mat3(1, 0, 0,
2160
+ 0, 1, 0,
2161
+ 0, 0, 1);
2162
+ }
2163
+ float rotation = rotationValue;
2164
+ if (rotationType == 1.0) {
2165
+ rotation = 90.0 - rotation;
2166
+ }
2167
+ float angle = C_DEG_TO_RAD * -rotation;
2168
+ float sinA = sin(angle);
2169
+ float cosA = cos(angle);
2170
+ return mat3(cosA, -sinA, 0,
2171
+ sinA, cosA, 0,
2172
+ 0, 0, 1);
2173
+ }
2174
+ #endif
2175
+ #ifdef VV_COLOR
2176
+ const int VV_COLOR_N = 8;
2177
+ vec4 getVVColor(float colorValue, vec4 fallback, float isColorLocked) {
2178
+ if (isNan(colorValue) || isColorLocked == 1.0) {
2179
+ return fallback;
2180
+ }
2181
+ if (colorValue <= colorValues[0]) {
2182
+ return colors[0];
2183
+ }
2184
+ for (int i = 1; i < VV_COLOR_N; ++i) {
2185
+ if (colorValues[i] >= colorValue) {
2186
+ float f = (colorValue - colorValues[i-1]) / (colorValues[i] - colorValues[i-1]);
2187
+ return mix(colors[i-1], colors[i], f);
2188
+ }
2189
+ }
2190
+ return colors[VV_COLOR_N - 1];
2191
+ }
2192
+ #endif
2193
+ float getVVSize(in float size, in float vvSize, in float currentScale) {
2194
+ #ifdef VV_SIZE_MIN_MAX_VALUE
2195
+ return getVVMinMaxSize(vvSize, size);
2196
+ #elif defined(VV_SIZE_SCALE_STOPS)
2197
+ float outSize = getVVScaleStopsSize(currentScale);
2198
+ return isNan(outSize) ? size : outSize;
2199
+ #elif defined(VV_SIZE_FIELD_STOPS)
2200
+ float outSize = getVVStopsSize(vvSize, size);
2201
+ return isNan(outSize) ? size : outSize;
2202
+ #elif defined(VV_SIZE_UNIT_VALUE)
2203
+ return getVVUnitValue(vvSize, size);
2204
+ #else
2205
+ return size;
2206
+ #endif
2207
+ }` }, overlay: { overlay: { "overlay.frag": `precision lowp float;
2208
+ uniform lowp sampler2D u_texture;
2209
+ uniform lowp float u_opacity;
2210
+ varying mediump vec2 v_uv;
2211
+ void main() {
2212
+ vec4 color = texture2D(u_texture, v_uv);
2213
+ gl_FragColor = color * u_opacity;
2214
+ }`, "overlay.vert": `precision mediump float;
2215
+ attribute vec2 a_pos;
2216
+ attribute vec2 a_uv;
2217
+ uniform highp mat3 u_dvsMat3;
2218
+ uniform mediump vec2 u_perspective;
2219
+ varying mediump vec2 v_uv;
2220
+ void main(void) {
2221
+ v_uv = a_uv;
2222
+ float w = 1.0 + dot(a_uv, u_perspective);
2223
+ vec3 pos = u_dvsMat3 * vec3(a_pos, 1.0);
2224
+ gl_Position = vec4(w * pos.xy, 0.0, w);
2225
+ }` } }, "post-processing": { blit: { "blit.frag": `precision mediump float;
2226
+ uniform sampler2D u_texture;
2227
+ varying vec2 v_uv;
2228
+ void main() {
2229
+ gl_FragColor = texture2D(u_texture, v_uv);
2230
+ }` }, bloom: { composite: { "composite.frag": `precision mediump float;
2231
+ varying vec2 v_uv;
2232
+ uniform sampler2D u_blurTexture1;
2233
+ uniform sampler2D u_blurTexture2;
2234
+ uniform sampler2D u_blurTexture3;
2235
+ uniform sampler2D u_blurTexture4;
2236
+ uniform sampler2D u_blurTexture5;
2237
+ uniform float u_bloomStrength;
2238
+ uniform float u_bloomRadius;
2239
+ uniform float u_bloomFactors[NUMMIPS];
2240
+ uniform vec3 u_bloomTintColors[NUMMIPS];
2241
+ float lerpBloomFactor(const in float factor) {
2242
+ float mirrorFactor = 1.2 - factor;
2243
+ return mix(factor, mirrorFactor, u_bloomRadius);
2244
+ }
2245
+ void main() {
2246
+ vec4 color = u_bloomStrength * (
2247
+ lerpBloomFactor(u_bloomFactors[0]) * vec4(u_bloomTintColors[0], 1.0) * texture2D(u_blurTexture1, v_uv) +
2248
+ lerpBloomFactor(u_bloomFactors[1]) * vec4(u_bloomTintColors[1], 1.0) * texture2D(u_blurTexture2, v_uv) +
2249
+ lerpBloomFactor(u_bloomFactors[2]) * vec4(u_bloomTintColors[2], 1.0) * texture2D(u_blurTexture3, v_uv) +
2250
+ lerpBloomFactor(u_bloomFactors[3]) * vec4(u_bloomTintColors[3], 1.0) * texture2D(u_blurTexture4, v_uv) +
2251
+ lerpBloomFactor(u_bloomFactors[4]) * vec4(u_bloomTintColors[4], 1.0) * texture2D(u_blurTexture5, v_uv)
2252
+ );
2253
+ gl_FragColor = clamp(color, 0.0, 1.0);
2254
+ }` }, gaussianBlur: { "gaussianBlur.frag": `precision mediump float;
2255
+ uniform sampler2D u_colorTexture;
2256
+ uniform vec2 u_texSize;
2257
+ uniform vec2 u_direction;
2258
+ varying vec2 v_uv;
2259
+ #define KERNEL_RADIUS RADIUS
2260
+ #define SIGMA RADIUS
2261
+ float gaussianPdf(in float x, in float sigma) {
2262
+ return 0.39894 * exp(-0.5 * x * x / ( sigma * sigma)) / sigma;
2263
+ }
2264
+ void main() {
2265
+ vec2 invSize = 1.0 / u_texSize;
2266
+ float fSigma = float(SIGMA);
2267
+ float weightSum = gaussianPdf(0.0, fSigma);
2268
+ vec4 pixelColorSum = texture2D(u_colorTexture, v_uv) * weightSum;
2269
+ for (int i = 1; i < KERNEL_RADIUS; i ++) {
2270
+ float x = float(i);
2271
+ float w = gaussianPdf(x, fSigma);
2272
+ vec2 uvOffset = u_direction * invSize * x;
2273
+ vec4 sample1 = texture2D(u_colorTexture, v_uv + uvOffset);
2274
+ vec4 sample2 = texture2D(u_colorTexture, v_uv - uvOffset);
2275
+ pixelColorSum += (sample1 + sample2) * w;
2276
+ weightSum += 2.0 * w;
2277
+ }
2278
+ gl_FragColor = pixelColorSum /weightSum;
2279
+ }` }, luminosityHighPass: { "luminosityHighPass.frag": `precision mediump float;
2280
+ uniform sampler2D u_texture;
2281
+ uniform vec3 u_defaultColor;
2282
+ uniform float u_defaultOpacity;
2283
+ uniform float u_luminosityThreshold;
2284
+ uniform float u_smoothWidth;
2285
+ varying vec2 v_uv;
2286
+ void main() {
2287
+ vec4 texel = texture2D(u_texture, v_uv);
2288
+ vec3 luma = vec3(0.299, 0.587, 0.114);
2289
+ float v = dot(texel.xyz, luma);
2290
+ vec4 outputColor = vec4(u_defaultColor.rgb, u_defaultOpacity);
2291
+ float alpha = smoothstep(u_luminosityThreshold, u_luminosityThreshold + u_smoothWidth, v);
2292
+ gl_FragColor = mix(outputColor, texel, alpha);
2293
+ }` } }, blur: { gaussianBlur: { "gaussianBlur.frag": `precision mediump float;
2294
+ uniform sampler2D u_colorTexture;
2295
+ uniform vec2 u_texSize;
2296
+ uniform vec2 u_direction;
2297
+ uniform float u_sigma;
2298
+ varying vec2 v_uv;
2299
+ #define KERNEL_RADIUS RADIUS
2300
+ float gaussianPdf(in float x, in float sigma) {
2301
+ return 0.39894 * exp(-0.5 * x * x / ( sigma * sigma)) / sigma;
2302
+ }
2303
+ void main() {
2304
+ vec2 invSize = 1.0 / u_texSize;
2305
+ float fSigma = u_sigma;
2306
+ float weightSum = gaussianPdf(0.0, fSigma);
2307
+ vec4 pixelColorSum = texture2D(u_colorTexture, v_uv) * weightSum;
2308
+ for (int i = 1; i < KERNEL_RADIUS; i ++) {
2309
+ float x = float(i);
2310
+ float w = gaussianPdf(x, fSigma);
2311
+ vec2 uvOffset = u_direction * invSize * x;
2312
+ vec4 sample1 = texture2D(u_colorTexture, v_uv + uvOffset);
2313
+ vec4 sample2 = texture2D(u_colorTexture, v_uv - uvOffset);
2314
+ pixelColorSum += (sample1 + sample2) * w;
2315
+ weightSum += 2.0 * w;
2316
+ }
2317
+ gl_FragColor = pixelColorSum /weightSum;
2318
+ }` }, "radial-blur": { "radial-blur.frag": `precision mediump float;
2319
+ uniform sampler2D u_colorTexture;
2320
+ varying vec2 v_uv;
2321
+ const float sampleDist = 1.0;
2322
+ const float sampleStrength = 2.2;
2323
+ void main(void) {
2324
+ float samples[10];
2325
+ samples[0] = -0.08;
2326
+ samples[1] = -0.05;
2327
+ samples[2] = -0.03;
2328
+ samples[3] = -0.02;
2329
+ samples[4] = -0.01;
2330
+ samples[5] = 0.01;
2331
+ samples[6] = 0.02;
2332
+ samples[7] = 0.03;
2333
+ samples[8] = 0.05;
2334
+ samples[9] = 0.08;
2335
+ vec2 dir = 0.5 - v_uv;
2336
+ float dist = sqrt(dir.x * dir.x + dir.y * dir.y);
2337
+ dir = dir / dist;
2338
+ vec4 color = texture2D(u_colorTexture,v_uv);
2339
+ vec4 sum = color;
2340
+ for (int i = 0; i < 10; i++) {
2341
+ sum += texture2D(u_colorTexture, v_uv + dir * samples[i] * sampleDist);
2342
+ }
2343
+ sum *= 1.0 / 11.0;
2344
+ float t = dist * sampleStrength;
2345
+ t = clamp(t, 0.0, 1.0);
2346
+ gl_FragColor = mix(color, sum, t);
2347
+ }` } }, dra: { "dra.frag": `precision mediump float;
2348
+ uniform sampler2D u_minColor;
2349
+ uniform sampler2D u_maxColor;
2350
+ uniform sampler2D u_texture;
2351
+ varying vec2 v_uv;
2352
+ void main() {
2353
+ vec4 minColor = texture2D(u_minColor, vec2(0.5));
2354
+ vec4 maxColor = texture2D(u_maxColor, vec2(0.5));
2355
+ vec4 color = texture2D(u_texture, v_uv);
2356
+ vec3 minColorUnpremultiply = minColor.rgb / minColor.a;
2357
+ vec3 maxColorUnpremultiply = maxColor.rgb / maxColor.a;
2358
+ vec3 colorUnpremultiply = color.rgb / color.a;
2359
+ vec3 range = maxColorUnpremultiply - minColorUnpremultiply;
2360
+ gl_FragColor = vec4(color.a * (colorUnpremultiply - minColorUnpremultiply) / range, color.a);
2361
+ }`, "min-max": { "min-max.frag": `#extension GL_EXT_draw_buffers : require
2362
+ precision mediump float;
2363
+ #define CELL_SIZE 2
2364
+ uniform sampler2D u_minTexture;
2365
+ uniform sampler2D u_maxTexture;
2366
+ uniform vec2 u_srcResolution;
2367
+ uniform vec2 u_dstResolution;
2368
+ varying vec2 v_uv;
2369
+ void main() {
2370
+ vec2 srcPixel = floor(gl_FragCoord.xy) * float(CELL_SIZE);
2371
+ vec2 onePixel = vec2(1.0) / u_srcResolution;
2372
+ vec2 uv = (srcPixel + 0.5) / u_srcResolution;
2373
+ vec4 minColor = vec4(1.0);
2374
+ vec4 maxColor = vec4(0.0);
2375
+ for (int y = 0; y < CELL_SIZE; ++y) {
2376
+ for (int x = 0; x < CELL_SIZE; ++x) {
2377
+ vec2 offset = uv + vec2(x, y) * onePixel;
2378
+ minColor = min(minColor, texture2D(u_minTexture, offset));
2379
+ maxColor = max(maxColor, texture2D(u_maxTexture, offset));
2380
+ }
2381
+ }
2382
+ gl_FragData[0] = minColor;
2383
+ gl_FragData[1] = maxColor;
2384
+ }` } }, "drop-shadow": { composite: { "composite.frag": `precision mediump float;
2385
+ uniform sampler2D u_layerFBOTexture;
2386
+ uniform sampler2D u_blurTexture;
2387
+ uniform vec4 u_shadowColor;
2388
+ uniform vec2 u_shadowOffset;
2389
+ uniform highp mat3 u_displayViewMat3;
2390
+ varying vec2 v_uv;
2391
+ void main() {
2392
+ vec3 offset = u_displayViewMat3 * vec3(u_shadowOffset, 0.0);
2393
+ vec4 layerColor = texture2D(u_layerFBOTexture, v_uv);
2394
+ vec4 blurColor = texture2D(u_blurTexture, v_uv - offset.xy / 2.0);
2395
+ gl_FragColor = ((1.0 - layerColor.a) * blurColor.a * u_shadowColor + layerColor);
2396
+ }` } }, "edge-detect": { "frei-chen": { "frei-chen.frag": `precision mediump float;
2397
+ uniform sampler2D u_colorTexture;
2398
+ uniform vec2 u_texSize;
2399
+ varying vec2 v_uv;
2400
+ vec2 texel = vec2(1.0 / u_texSize.x, 1.0 / u_texSize.y);
2401
+ mat3 G[9];
2402
+ const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 );
2403
+ const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 );
2404
+ const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 );
2405
+ const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 );
2406
+ const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 );
2407
+ const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 );
2408
+ const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 );
2409
+ const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 );
2410
+ const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 );
2411
+ void main() {
2412
+ G[0] = g0,
2413
+ G[1] = g1,
2414
+ G[2] = g2,
2415
+ G[3] = g3,
2416
+ G[4] = g4,
2417
+ G[5] = g5,
2418
+ G[6] = g6,
2419
+ G[7] = g7,
2420
+ G[8] = g8;
2421
+ mat3 I;
2422
+ float cnv[9];
2423
+ vec3 sample;
2424
+ for (float i = 0.0; i < 3.0; i++) {
2425
+ for (float j = 0.0; j < 3.0; j++) {
2426
+ sample = texture2D(u_colorTexture, v_uv + texel * vec2(i - 1.0,j - 1.0)).rgb;
2427
+ I[int(i)][int(j)] = length(sample);
2428
+ }
2429
+ }
2430
+ for (int i = 0; i < 9; i++) {
2431
+ float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
2432
+ cnv[i] = dp3 * dp3;
2433
+ }
2434
+ float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);
2435
+ float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);
2436
+ gl_FragColor = vec4(vec3(sqrt(M / S)), texture2D(u_colorTexture, v_uv).a);
2437
+ }` }, sobel: { "sobel.frag": `precision mediump float;
2438
+ uniform sampler2D u_colorTexture;
2439
+ varying vec2 v_uv;
2440
+ uniform vec2 u_texSize;
2441
+ vec2 texel = vec2(1.0 / u_texSize.x, 1.0 / u_texSize.y);
2442
+ mat3 G[2];
2443
+ const mat3 g0 = mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 );
2444
+ const mat3 g1 = mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 );
2445
+ void main() {
2446
+ mat3 I;
2447
+ float cnv[2];
2448
+ vec3 sample;
2449
+ G[0] = g0;
2450
+ G[1] = g1;
2451
+ for (float i = 0.0; i < 3.0; i++) {
2452
+ for (float j = 0.0; j < 3.0; j++) {
2453
+ sample = texture2D( u_colorTexture, v_uv + texel * vec2(i-1.0,j-1.0) ).rgb;
2454
+ I[int(i)][int(j)] = length(sample);
2455
+ }
2456
+ }
2457
+ for (int i = 0; i < 2; i++) {
2458
+ float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
2459
+ cnv[i] = dp3 * dp3;
2460
+ }
2461
+ gl_FragColor = vec4(vec3(0.5 * sqrt(cnv[0] * cnv[0] + cnv[1] * cnv[1])), texture2D(u_colorTexture, v_uv).a);
2462
+ }` } }, "edge-enhance": { "edge-enhance.frag": `precision mediump float;
2463
+ uniform sampler2D u_colorTexture;
2464
+ varying vec2 v_uv;
2465
+ uniform vec2 u_texSize;
2466
+ vec2 texel = vec2(1.0 / u_texSize.x, 1.0 / u_texSize.y);
2467
+ mat3 G[2];
2468
+ const mat3 g0 = mat3( 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0 );
2469
+ const mat3 g1 = mat3( 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0 );
2470
+ void main() {
2471
+ mat3 I;
2472
+ float cnv[2];
2473
+ vec3 sample;
2474
+ G[0] = g0;
2475
+ G[1] = g1;
2476
+ for (float i = 0.0; i < 3.0; i++) {
2477
+ for (float j = 0.0; j < 3.0; j++) {
2478
+ sample = texture2D( u_colorTexture, v_uv + texel * vec2(i-1.0,j-1.0) ).rgb;
2479
+ I[int(i)][int(j)] = length(sample);
2480
+ }
2481
+ }
2482
+ for (int i = 0; i < 2; i++) {
2483
+ float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);
2484
+ cnv[i] = dp3 * dp3;
2485
+ }
2486
+ vec4 color = texture2D(u_colorTexture, v_uv);
2487
+ gl_FragColor = vec4(0.5 * sqrt(cnv[0] * cnv[0] + cnv[1] * cnv[1]) * color);
2488
+ }` }, filterEffect: { "filterEffect.frag": `precision mediump float;
2489
+ uniform sampler2D u_colorTexture;
2490
+ uniform mat4 u_coefficients;
2491
+ varying vec2 v_uv;
2492
+ void main() {
2493
+ vec4 color = texture2D(u_colorTexture, v_uv);
2494
+ vec4 rgbw = u_coefficients * vec4(color.a > 0.0 ? color.rgb / color.a : vec3(0.0), 1.0);
2495
+ float a = color.a;
2496
+ gl_FragColor = vec4(a * rgbw.rgb, a);
2497
+ }` }, pp: { "pp.vert": `precision mediump float;
2498
+ attribute vec2 a_position;
2499
+ varying vec2 v_uv;
2500
+ void main() {
2501
+ gl_Position = vec4(a_position, 0.0, 1.0);
2502
+ v_uv = (a_position + 1.0) / 2.0;
2503
+ }` } }, raster: { bitmap: { "bitmap.frag": `precision mediump float;
2504
+ varying highp vec2 v_texcoord;
2505
+ uniform sampler2D u_texture;
2506
+ uniform highp vec2 u_coordScale;
2507
+ uniform lowp float u_opacity;
2508
+ #include <filtering/bicubic.glsl>
2509
+ void main() {
2510
+ #ifdef BICUBIC
2511
+ vec4 color = sampleBicubicBSpline(u_texture, v_texcoord, u_coordScale);
2512
+ #else
2513
+ vec4 color = texture2D(u_texture, v_texcoord);
2514
+ #endif
2515
+ gl_FragColor = vec4(color.rgb * u_opacity, color.a * u_opacity);
2516
+ }`, "bitmap.vert": `precision mediump float;
2517
+ attribute vec2 a_pos;
2518
+ uniform highp mat3 u_dvsMat3;
2519
+ uniform highp vec2 u_coordScale;
2520
+ varying highp vec2 v_texcoord;
2521
+ void main()
2522
+ {
2523
+ v_texcoord = a_pos;
2524
+ gl_Position = vec4(u_dvsMat3 * vec3(a_pos * u_coordScale, 1.0), 1.0);
2525
+ }` }, common: { "common.glsl": `uniform sampler2D u_image;
2526
+ uniform int u_bandCount;
2527
+ uniform bool u_flipY;
2528
+ uniform float u_opacity;
2529
+ uniform int u_resampling;
2530
+ uniform vec2 u_srcImageSize;
2531
+ #ifdef APPLY_PROJECTION
2532
+ #include <raster/common/projection.glsl>
2533
+ #endif
2534
+ #ifdef BICUBIC
2535
+ #include <filtering/bicubic.glsl>
2536
+ #endif
2537
+ #ifdef BILINEAR
2538
+ #include <filtering/bilinear.glsl>
2539
+ #endif
2540
+ vec2 getPixelLocation(vec2 coords) {
2541
+ vec2 targetLocation = u_flipY ? vec2(coords.s, 1.0 - coords.t) : coords;
2542
+ #ifdef APPLY_PROJECTION
2543
+ targetLocation = projectPixelLocation(targetLocation);
2544
+ #endif
2545
+ return targetLocation;
2546
+ }
2547
+ bool isOutside(vec2 coords){
2548
+ if (coords.t>1.00001 ||coords.t<-0.00001 || coords.s>1.00001 ||coords.s<-0.00001) {
2549
+ return true;
2550
+ } else {
2551
+ return false;
2552
+ }
2553
+ }
2554
+ vec4 getPixel(vec2 pixelLocation) {
2555
+ #ifdef BICUBIC
2556
+ vec4 color = sampleBicubicBSpline(u_image, pixelLocation, u_srcImageSize);
2557
+ #elif defined(BILINEAR)
2558
+ vec4 color = sampleBilinear(u_image, pixelLocation, u_srcImageSize);
2559
+ #else
2560
+ vec4 color = texture2D(u_image, pixelLocation);
2561
+ #endif
2562
+ return color;
2563
+ }`, "common.vert": `precision mediump float;
2564
+ attribute vec2 a_pos;
2565
+ uniform highp mat3 u_dvsMat3;
2566
+ uniform highp vec2 u_coordScale;
2567
+ uniform highp float u_scale;
2568
+ uniform highp vec2 u_offset;
2569
+ varying highp vec2 v_texcoord;
2570
+ void main()
2571
+ {
2572
+ v_texcoord = a_pos * u_scale + u_offset;
2573
+ gl_Position = vec4(u_dvsMat3 * vec3(a_pos * u_coordScale, 1.0), 1.0);
2574
+ }`, "contrastBrightness.glsl": `uniform float u_contrastOffset;
2575
+ uniform float u_brightnessOffset;
2576
+ vec4 adjustContrastBrightness(vec4 currentPixel, bool isFloat) {
2577
+ vec4 pixelValue = isFloat ? currentPixel * 255.0 : currentPixel;
2578
+ float maxI = 255.0;
2579
+ float mid = 128.0;
2580
+ float c = u_contrastOffset;
2581
+ float b = u_brightnessOffset;
2582
+ vec4 v;
2583
+ if (c > 0.0 && c < 100.0) {
2584
+ v = (200.0 * pixelValue - 100.0 * maxI + 2.0 * maxI * b) / (2.0 * (100.0 - c)) + mid;
2585
+ } else if (c <= 0.0 && c > -100.0) {
2586
+ v = (200.0 * pixelValue - 100.0 * maxI + 2.0 * maxI * b) * (100.0 + c) / 20000.0 + mid;
2587
+ } else if (c == 100.0) {
2588
+ v = (200.0 * pixelValue - 100.0 * maxI + (maxI + 1.0) * (100.0 - c) + 2.0 * maxI * b);
2589
+ v = (sign(v) + 1.0) / 2.0;
2590
+ } else if (c == -100.0) {
2591
+ v = vec4(mid, mid, mid, currentPixel.a);
2592
+ }
2593
+ vec3 rgb = clamp(v.rgb / 255.0, 0.0, 1.0);
2594
+ return vec4(rgb, currentPixel.a);
2595
+ }`, "getSurfaceValues.glsl": `#include <raster/common/mirror.glsl>
2596
+ void getSurfaceValues(sampler2D imageTexture, vec2 texCoord, vec2 srcImageSize, inout float values[10]) {
2597
+ vec2 onePixel = 1.0 / srcImageSize;
2598
+ vec4 va = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(-1.0, -1.0)));
2599
+ vec4 vb = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(0.0, -1.0)));
2600
+ vec4 vc = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(1.0, -1.0)));
2601
+ vec4 vd = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(-1.0, 0.0)));
2602
+ vec4 ve = texture2D(imageTexture, mirror(texCoord));
2603
+ vec4 vf = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(1.0, 0.0)));
2604
+ vec4 vg = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(-1.0, 1.0)));
2605
+ vec4 vh = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(0.0, 1.0)));
2606
+ vec4 vi = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(1.0, 1.0)));
2607
+ float alpha = va.a * vb.a * vc.a * vd.a * ve.a * vf.a * vg.a * vh.a * vi.a;
2608
+ values[0] = va.r;
2609
+ values[1] = vb.r;
2610
+ values[2] = vc.r;
2611
+ values[3] = vd.r;
2612
+ values[4] = ve.r;
2613
+ values[5] = vf.r;
2614
+ values[6] = vg.r;
2615
+ values[7] = vh.r;
2616
+ values[8] = vi.r;
2617
+ values[9] = alpha;
2618
+ }`, "inverse.glsl": `float invertValue(float value) {
2619
+ float s = sign(value);
2620
+ return (s * s) / (value + abs(s) - 1.0);
2621
+ }`, "mirror.glsl": `vec2 mirror(vec2 pos) {
2622
+ vec2 pos1 = abs(pos);
2623
+ return step(pos1, vec2(1.0, 1.0)) * pos1 + step(1.0, pos1) * (2.0 - pos1);
2624
+ }`, "projection.glsl": `uniform sampler2D u_transformGrid;
2625
+ uniform vec2 u_transformSpacing;
2626
+ uniform vec2 u_transformGridSize;
2627
+ uniform vec2 u_targetImageSize;
2628
+ vec2 projectPixelLocation(vec2 coords) {
2629
+ #ifdef LOOKUP_PROJECTION
2630
+ vec4 pv = texture2D(u_transformGrid, coords);
2631
+ return vec2(pv.r, pv.g);
2632
+ #endif
2633
+ vec2 index_image = floor(coords * u_targetImageSize);
2634
+ vec2 oneTransformPixel = vec2(0.25 / u_transformGridSize.s, 1.0 / u_transformGridSize.t);
2635
+ vec2 index_transform = floor(index_image / u_transformSpacing) / u_transformGridSize;
2636
+ vec2 pos = fract((index_image + vec2(0.5, 0.5)) / u_transformSpacing);
2637
+ vec2 srcLocation;
2638
+ vec2 transform_location = index_transform + oneTransformPixel * 0.5;
2639
+ if (pos.s <= pos.t) {
2640
+ vec4 ll_abc = texture2D(u_transformGrid, vec2(transform_location.s, transform_location.t));
2641
+ vec4 ll_def = texture2D(u_transformGrid, vec2(transform_location.s + oneTransformPixel.s, transform_location.t));
2642
+ srcLocation.s = dot(ll_abc.rgb, vec3(pos, 1.0));
2643
+ srcLocation.t = dot(ll_def.rgb, vec3(pos, 1.0));
2644
+ } else {
2645
+ vec4 ur_abc = texture2D(u_transformGrid, vec2(transform_location.s + 2.0 * oneTransformPixel.s, transform_location.t));
2646
+ vec4 ur_def = texture2D(u_transformGrid, vec2(transform_location.s + 3.0 * oneTransformPixel.s, transform_location.t));
2647
+ srcLocation.s = dot(ur_abc.rgb, vec3(pos, 1.0));
2648
+ srcLocation.t = dot(ur_def.rgb, vec3(pos, 1.0));
2649
+ }
2650
+ return srcLocation;
2651
+ }` }, flow: { "getFadeOpacity.glsl": `uniform float u_decayRate;
2652
+ uniform float u_fadeToZero;
2653
+ float getFadeOpacity(float x) {
2654
+ float cutOff = mix(0.0, exp(-u_decayRate), u_fadeToZero);
2655
+ return (exp(-u_decayRate * x) - cutOff) / (1.0 - cutOff);
2656
+ }`, "getFragmentColor.glsl": `vec4 getFragmentColor(vec4 color, float dist, float size, float featheringSize) {
2657
+ float featheringStart = clamp(0.5 - featheringSize / size, 0.0, 0.5);
2658
+ if (dist > featheringStart) {
2659
+ color *= 1.0 - (dist - featheringStart) / (0.5 - featheringStart);
2660
+ }
2661
+ return color;
2662
+ }`, imagery: { "imagery.frag": `precision highp float;
2663
+ varying vec2 v_texcoord;
2664
+ uniform sampler2D u_texture;
2665
+ uniform float u_Min;
2666
+ uniform float u_Max;
2667
+ uniform float u_featheringSize;
2668
+ #include <raster/flow/vv.glsl>
2669
+ float getIntensity(float v) {
2670
+ return u_Min + v * (u_Max - u_Min);
2671
+ }
2672
+ void main(void) {
2673
+ vec4 sampled = texture2D(u_texture, v_texcoord);
2674
+ float intensity = getIntensity(sampled.r);
2675
+ gl_FragColor = getColor(intensity);
2676
+ gl_FragColor.a *= getOpacity(sampled.r);
2677
+ gl_FragColor.a *= sampled.a;
2678
+ gl_FragColor.rgb *= gl_FragColor.a;
2679
+ }`, "imagery.vert": `attribute vec2 a_position;
2680
+ attribute vec2 a_texcoord;
2681
+ uniform mat3 u_dvsMat3;
2682
+ varying vec2 v_texcoord;
2683
+ void main(void) {
2684
+ vec2 xy = (u_dvsMat3 * vec3(a_position, 1.0)).xy;
2685
+ gl_Position = vec4(xy, 0.0, 1.0);
2686
+ v_texcoord = a_texcoord;
2687
+ }` }, particles: { "particles.frag": `precision highp float;
2688
+ varying vec4 v_color;
2689
+ varying vec2 v_texcoord;
2690
+ varying float v_size;
2691
+ uniform float u_featheringSize;
2692
+ #include <raster/flow/getFragmentColor.glsl>
2693
+ void main(void) {
2694
+ gl_FragColor = getFragmentColor(v_color, length(v_texcoord - 0.5), v_size, u_featheringSize);
2695
+ }`, "particles.vert": `attribute vec4 a_xyts0;
2696
+ attribute vec4 a_xyts1;
2697
+ attribute vec4 a_typeIdDurationSeed;
2698
+ attribute vec4 a_extrudeInfo;
2699
+ uniform mat3 u_dvsMat3;
2700
+ uniform mat3 u_displayViewMat3;
2701
+ uniform float u_time;
2702
+ uniform float u_trailLength;
2703
+ uniform float u_flowSpeed;
2704
+ varying vec4 v_color;
2705
+ varying vec2 v_texcoord;
2706
+ varying float v_size;
2707
+ uniform float u_featheringSize;
2708
+ uniform float u_introFade;
2709
+ #include <raster/flow/vv.glsl>
2710
+ #include <raster/flow/getFadeOpacity.glsl>
2711
+ void main(void) {
2712
+ vec2 position0 = a_xyts0.xy;
2713
+ float t0 = a_xyts0.z;
2714
+ float speed0 = a_xyts0.w;
2715
+ vec2 position1 = a_xyts1.xy;
2716
+ float t1 = a_xyts1.z;
2717
+ float speed1 = a_xyts1.w;
2718
+ float type = a_typeIdDurationSeed.x;
2719
+ float id = a_typeIdDurationSeed.y;
2720
+ float duration = a_typeIdDurationSeed.z;
2721
+ float seed = a_typeIdDurationSeed.w;
2722
+ vec2 e0 = a_extrudeInfo.xy;
2723
+ vec2 e1 = a_extrudeInfo.zw;
2724
+ float animationPeriod = duration + u_trailLength;
2725
+ float scaledTime = u_time * u_flowSpeed;
2726
+ float randomizedTime = scaledTime + seed * animationPeriod;
2727
+ float t = mod(randomizedTime, animationPeriod);
2728
+ float fUnclamped = (t - t0) / (t1 - t0);
2729
+ float f = clamp(fUnclamped, 0.0, 1.0);
2730
+ float clampedTime = mix(t0, t1, f);
2731
+ float speed = mix(speed0, speed1, f);
2732
+ vec2 extrude;
2733
+ vec2 position;
2734
+ float fadeOpacity;
2735
+ float introOpacity;
2736
+ if (type == 2.0) {
2737
+ if (fUnclamped < 0.0 || (fUnclamped > 1.0 && t1 != duration)) {
2738
+ gl_Position = vec4(0.0, 0.0, -2.0, 1.0);
2739
+ return;
2740
+ }
2741
+ vec2 ortho = mix(e0, e1, f);
2742
+ vec2 parallel;
2743
+ parallel = normalize(position1 - position0) * 0.5;
2744
+ if (id == 1.0) {
2745
+ extrude = ortho;
2746
+ v_texcoord = vec2(0.5, 0.0);
2747
+ } else if (id == 2.0) {
2748
+ extrude = -ortho;
2749
+ v_texcoord = vec2(0.5, 1.0);
2750
+ } else if (id == 3.0) {
2751
+ extrude = ortho + parallel;
2752
+ v_texcoord = vec2(1.0, 0.0);
2753
+ } else if (id == 4.0) {
2754
+ extrude = -ortho + parallel;
2755
+ v_texcoord = vec2(1.0, 1.0);
2756
+ }
2757
+ fadeOpacity = getFadeOpacity((t - clampedTime) / u_trailLength);
2758
+ introOpacity = 1.0 - exp(-clampedTime);
2759
+ v_size = getSize(speed);
2760
+ v_color = getColor(speed);
2761
+ v_color.a *= getOpacity(speed);
2762
+ position = mix(position0, position1, f);
2763
+ } else {
2764
+ if (fUnclamped < 0.0) {
2765
+ gl_Position = vec4(0.0, 0.0, -2.0, 1.0);
2766
+ return;
2767
+ }
2768
+ if (id == 1.0) {
2769
+ extrude = e0;
2770
+ v_texcoord = vec2(0.5, 0.0);
2771
+ fadeOpacity = getFadeOpacity((t - t0) / u_trailLength);
2772
+ introOpacity = 1.0 - exp(-t0);
2773
+ v_size = getSize(speed0);
2774
+ v_color = getColor(speed0);
2775
+ v_color.a *= getOpacity(speed0);
2776
+ position = position0;
2777
+ } else if (id == 2.0) {
2778
+ extrude = -e0;
2779
+ v_texcoord = vec2(0.5, 1.0);
2780
+ fadeOpacity = getFadeOpacity((t - t0) / u_trailLength);
2781
+ introOpacity = 1.0 - exp(-t0);
2782
+ v_size = getSize(speed0);
2783
+ v_color = getColor(speed0);
2784
+ v_color.a *= getOpacity(speed0);
2785
+ position = position0;
2786
+ } else if (id == 3.0) {
2787
+ extrude = mix(e0, e1, f);
2788
+ v_texcoord = vec2(0.5, 0.0);
2789
+ fadeOpacity = getFadeOpacity((t - clampedTime) / u_trailLength);
2790
+ introOpacity = 1.0 - exp(-clampedTime);
2791
+ v_size = getSize(speed);
2792
+ v_color = getColor(speed);
2793
+ v_color.a *= getOpacity(speed);
2794
+ position = mix(position0, position1, f);
2795
+ } else if (id == 4.0) {
2796
+ extrude = -mix(e0, e1, f);
2797
+ v_texcoord = vec2(0.5, 1.0);
2798
+ fadeOpacity = getFadeOpacity((t - clampedTime) / u_trailLength);
2799
+ introOpacity = 1.0 - exp(-clampedTime);
2800
+ v_size = getSize(speed);
2801
+ v_color = getColor(speed);
2802
+ v_color.a *= getOpacity(speed);
2803
+ position = mix(position0, position1, f);
2804
+ }
2805
+ }
2806
+ vec2 xy = (u_dvsMat3 * vec3(position, 1.0) + u_displayViewMat3 * vec3(extrude * v_size, 0.0)).xy;
2807
+ gl_Position = vec4(xy, 0.0, 1.0);
2808
+ v_color.a *= fadeOpacity;
2809
+ v_color.a *= mix(1.0, introOpacity, u_introFade);
2810
+ v_color.rgb *= v_color.a;
2811
+ }` }, streamlines: { "streamlines.frag": `precision highp float;
2812
+ varying float v_side;
2813
+ varying float v_time;
2814
+ varying float v_totalTime;
2815
+ varying float v_timeSeed;
2816
+ varying vec4 v_color;
2817
+ varying float v_size;
2818
+ uniform float u_time;
2819
+ uniform float u_trailLength;
2820
+ uniform float u_flowSpeed;
2821
+ uniform float u_featheringSize;
2822
+ uniform float u_introFade;
2823
+ #include <raster/flow/getFragmentColor.glsl>
2824
+ #include <raster/flow/getFadeOpacity.glsl>
2825
+ void main(void) {
2826
+ float t = mod(v_timeSeed * (v_totalTime + u_trailLength) + u_time * u_flowSpeed, v_totalTime + u_trailLength) - v_time;
2827
+ vec4 color = v_color * step(0.0, t) * getFadeOpacity(t / u_trailLength);
2828
+ color *= mix(1.0, 1.0 - exp(-v_time), u_introFade);
2829
+ gl_FragColor = getFragmentColor(color, length((v_side + 1.0) / 2.0 - 0.5), v_size, u_featheringSize);
2830
+ }`, "streamlines.vert": `attribute vec3 a_positionAndSide;
2831
+ attribute vec3 a_timeInfo;
2832
+ attribute vec2 a_extrude;
2833
+ attribute float a_speed;
2834
+ uniform mat3 u_dvsMat3;
2835
+ uniform mat3 u_displayViewMat3;
2836
+ varying float v_time;
2837
+ varying float v_totalTime;
2838
+ varying float v_timeSeed;
2839
+ varying vec4 v_color;
2840
+ varying float v_side;
2841
+ varying float v_size;
2842
+ uniform float u_featheringSize;
2843
+ #include <raster/flow/vv.glsl>
2844
+ void main(void) {
2845
+ vec4 lineColor = getColor(a_speed);
2846
+ float lineOpacity = getOpacity(a_speed);
2847
+ float lineSize = getSize(a_speed);
2848
+ vec2 position = a_positionAndSide.xy;
2849
+ v_side = a_positionAndSide.z;
2850
+ vec2 xy = (u_dvsMat3 * vec3(position, 1.0) + u_displayViewMat3 * vec3(a_extrude * lineSize, 0.0)).xy;
2851
+ gl_Position = vec4(xy, 0.0, 1.0);
2852
+ v_time = a_timeInfo.x;
2853
+ v_totalTime = a_timeInfo.y;
2854
+ v_timeSeed = a_timeInfo.z;
2855
+ v_color = lineColor;
2856
+ v_color.a *= lineOpacity;
2857
+ v_color.rgb *= v_color.a;
2858
+ v_size = lineSize;
2859
+ }` }, "vv.glsl": `#define MAX_STOPS 8
2860
+ #ifdef VV_COLOR
2861
+ uniform float u_color_stops[MAX_STOPS];
2862
+ uniform vec4 u_color_values[MAX_STOPS];
2863
+ uniform int u_color_count;
2864
+ #else
2865
+ uniform vec4 u_color;
2866
+ #endif
2867
+ #ifdef VV_OPACITY
2868
+ uniform float u_opacity_stops[MAX_STOPS];
2869
+ uniform float u_opacity_values[MAX_STOPS];
2870
+ uniform int u_opacity_count;
2871
+ #else
2872
+ uniform float u_opacity;
2873
+ #endif
2874
+ #ifdef VV_SIZE
2875
+ uniform float u_size_stops[MAX_STOPS];
2876
+ uniform float u_size_values[MAX_STOPS];
2877
+ uniform int u_size_count;
2878
+ #else
2879
+ uniform float u_size;
2880
+ #endif
2881
+ uniform float u_featheringOffset;
2882
+ vec4 getColor(float x) {
2883
+ #ifdef VV_COLOR
2884
+ vec4 color = u_color_values[0];
2885
+ {
2886
+ for (int i = 1; i < MAX_STOPS; i++) {
2887
+ if (i >= u_color_count) {
2888
+ break;
2889
+ }
2890
+ float x1 = u_color_stops[i - 1];
2891
+ if (x < x1) {
2892
+ break;
2893
+ }
2894
+ float x2 = u_color_stops[i];
2895
+ vec4 y2 = u_color_values[i];
2896
+ if (x < x2) {
2897
+ vec4 y1 = u_color_values[i - 1];
2898
+ color = y1 + (y2 - y1) * (x - x1) / (x2 - x1);
2899
+ } else {
2900
+ color = y2;
2901
+ }
2902
+ }
2903
+ }
2904
+ #else
2905
+ vec4 color = u_color;
2906
+ #endif
2907
+ return color;
2908
+ }
2909
+ float getOpacity(float x) {
2910
+ #ifdef VV_OPACITY
2911
+ float opacity = u_opacity_values[0];
2912
+ {
2913
+ for (int i = 1; i < MAX_STOPS; i++) {
2914
+ if (i >= u_opacity_count) {
2915
+ break;
2916
+ }
2917
+ float x1 = u_opacity_stops[i - 1];
2918
+ if (x < x1) {
2919
+ break;
2920
+ }
2921
+ float x2 = u_opacity_stops[i];
2922
+ float y2 = u_opacity_values[i];
2923
+ if (x < x2) {
2924
+ float y1 = u_opacity_values[i - 1];
2925
+ opacity = y1 + (y2 - y1) * (x - x1) / (x2 - x1);
2926
+ } else {
2927
+ opacity = y2;
2928
+ }
2929
+ }
2930
+ }
2931
+ #else
2932
+ float opacity = u_opacity;
2933
+ #endif
2934
+ return opacity;
2935
+ }
2936
+ float getSize(float x) {
2937
+ #ifdef VV_SIZE
2938
+ float size = u_size_values[0];
2939
+ {
2940
+ for (int i = 1; i < MAX_STOPS; i++) {
2941
+ if (i >= u_size_count) {
2942
+ break;
2943
+ }
2944
+ float x1 = u_size_stops[i - 1];
2945
+ if (x < x1) {
2946
+ break;
2947
+ }
2948
+ float x2 = u_size_stops[i];
2949
+ float y2 = u_size_values[i];
2950
+ if (x < x2) {
2951
+ float y1 = u_size_values[i - 1];
2952
+ size = y1 + (y2 - y1) * (x - x1) / (x2 - x1);
2953
+ } else {
2954
+ size = y2;
2955
+ }
2956
+ }
2957
+ }
2958
+ #else
2959
+ float size = u_size;
2960
+ #endif
2961
+ return size + 2.0 * u_featheringSize * u_featheringOffset;
2962
+ }` }, hillshade: { "hillshade.frag": `precision mediump float;
2963
+ varying highp vec2 v_texcoord;
2964
+ #include <raster/common/common.glsl>
2965
+ uniform int u_hillshadeType;
2966
+ uniform float u_sinZcosAs[6];
2967
+ uniform float u_sinZsinAs[6];
2968
+ uniform float u_cosZs[6];
2969
+ uniform float u_weights[6];
2970
+ uniform vec2 u_factor;
2971
+ uniform float u_minValue;
2972
+ uniform float u_maxValue;
2973
+ #include <raster/lut/colorize.glsl>
2974
+ #include <raster/common/getSurfaceValues.glsl>
2975
+ vec3 rgb2hsv(vec3 c) {
2976
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
2977
+ vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
2978
+ vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
2979
+ float d = q.x - min(q.w, q.y);
2980
+ float e = 1.0e-10;
2981
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), min(d / (q.x + e), 1.0), q.x);
2982
+ }
2983
+ vec3 hsv2rgb(vec3 c) {
2984
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
2985
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
2986
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
2987
+ }
2988
+ vec4 overlay(float val, float minValue, float maxValue, float hillshade) {
2989
+ val = clamp((val - minValue) / (maxValue - minValue), 0.0, 1.0);
2990
+ vec4 rgb = colorize(vec4(val, val, val, 1.0), 255.0);
2991
+ vec3 hsv = rgb2hsv(rgb.xyz);
2992
+ hsv.z = hillshade;
2993
+ return vec4(hsv2rgb(hsv), 1.0) * rgb.a;
2994
+ }
2995
+ void main() {
2996
+ vec2 pixelLocation = getPixelLocation(v_texcoord);
2997
+ if (isOutside(pixelLocation)) {
2998
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
2999
+ return;
3000
+ }
3001
+ vec4 currentPixel = getPixel(pixelLocation);
3002
+ if (currentPixel.a == 0.0) {
3003
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
3004
+ return;
3005
+ }
3006
+ float pv[10];
3007
+ getSurfaceValues(u_image, pixelLocation, u_srcImageSize, pv);
3008
+ float alpha = pv[9];
3009
+ float dzx = (pv[2] + 2.0 * pv[5] + pv[8] - pv[0] - 2.0 * pv[3] - pv[6]) * u_factor.s;
3010
+ float dzy = (pv[6] + 2.0 * pv[7] + pv[8] - pv[0] - 2.0 * pv[1] - pv[2]) * u_factor.t;
3011
+ float dzd = sqrt(1.0 + dzx * dzx + dzy * dzy);
3012
+ float hillshade = 0.0;
3013
+ if (u_hillshadeType == 0){
3014
+ float cosDelta = u_sinZsinAs[0] * dzy - u_sinZcosAs[0] * dzx;
3015
+ float z = (u_cosZs[0] + cosDelta) / dzd;
3016
+ if (z < 0.0) z = 0.0;
3017
+ hillshade = z;
3018
+ } else {
3019
+ for (int k = 0; k < 6; k++) {
3020
+ float cosDelta = u_sinZsinAs[k] * dzy - u_sinZcosAs[k] * dzx;
3021
+ float z = (u_cosZs[k] + cosDelta) / dzd;
3022
+ if (z < 0.0) z = 0.0;
3023
+ hillshade = hillshade + z * u_weights[k];
3024
+ if (k == 5) break;
3025
+ }
3026
+ }
3027
+ #ifdef APPLY_COLORMAP
3028
+ gl_FragColor = overlay(pv[4], u_minValue, u_maxValue, hillshade) * alpha * u_opacity;
3029
+ #else
3030
+ gl_FragColor = vec4(hillshade, hillshade, hillshade, 1.0) * alpha * u_opacity;
3031
+ #endif
3032
+ }` }, lut: { "colorize.glsl": `uniform sampler2D u_colormap;
3033
+ uniform float u_colormapOffset;
3034
+ uniform float u_colormapMaxIndex;
3035
+ vec4 colorize(vec4 currentPixel, float scaleFactor) {
3036
+ float clrIndex = clamp(currentPixel.r * scaleFactor - u_colormapOffset, 0.0, u_colormapMaxIndex);
3037
+ vec2 clrPosition = vec2((clrIndex + 0.5) / (u_colormapMaxIndex + 1.0), 0.0);
3038
+ vec4 color = texture2D(u_colormap, clrPosition);
3039
+ vec4 result = vec4(color.rgb, color.a * currentPixel.a);
3040
+ return result;
3041
+ }`, "lut.frag": `precision mediump float;
3042
+ varying highp vec2 v_texcoord;
3043
+ #include <raster/common/common.glsl>
3044
+ #include <raster/lut/colorize.glsl>
3045
+ void main() {
3046
+ vec2 pixelLocation = getPixelLocation(v_texcoord);
3047
+ if (isOutside(pixelLocation)) {
3048
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
3049
+ return;
3050
+ }
3051
+ vec4 currentPixel = getPixel(pixelLocation);
3052
+ vec4 result = colorize(currentPixel, 1.0);
3053
+ gl_FragColor = vec4(result.xyz, 1.0) * result.a * u_opacity;
3054
+ }` }, magdir: { "magdir.frag": `precision mediump float;
3055
+ varying vec4 v_color;
3056
+ uniform lowp float u_opacity;
3057
+ void main() {
3058
+ gl_FragColor = v_color * u_opacity;
3059
+ }`, "magdir.vert": `precision mediump float;
3060
+ attribute vec2 a_pos;
3061
+ attribute vec2 a_offset;
3062
+ attribute vec2 a_vv;
3063
+ uniform highp mat3 u_dvsMat3;
3064
+ uniform highp vec2 u_coordScale;
3065
+ uniform vec2 u_symbolSize;
3066
+ uniform vec2 u_symbolPercentRange;
3067
+ uniform vec2 u_dataRange;
3068
+ uniform float u_rotation;
3069
+ uniform vec4 u_colors[12];
3070
+ varying vec4 v_color;
3071
+ void main()
3072
+ {
3073
+ float angle = a_offset.y + u_rotation;
3074
+ #ifndef ROTATION_GEOGRAPHIC
3075
+ angle = 3.14159265359 * 2.0 - angle - 3.14159265359 / 2.0;
3076
+ #endif
3077
+ vec2 offset = vec2(cos(angle), sin(angle)) * a_offset.x;
3078
+ #ifdef DATA_RANGE
3079
+ float valuePercentage = clamp((a_vv.y - u_dataRange.x) / (u_dataRange.y - u_dataRange.x), 0.0, 1.0);
3080
+ float sizeRatio = u_symbolPercentRange.x + valuePercentage * (u_symbolPercentRange.y - u_symbolPercentRange.x);
3081
+ float sizePercentage = clamp(sizeRatio, u_symbolPercentRange.x, u_symbolPercentRange.y);
3082
+ #else
3083
+ float sizePercentage = (u_symbolPercentRange.x + u_symbolPercentRange.y) / 2.0;
3084
+ #endif
3085
+ vec2 pos = a_pos + offset * sizePercentage * u_symbolSize;
3086
+ v_color = u_colors[int(a_vv.x)];
3087
+ gl_Position = vec4(u_dvsMat3 * vec3(pos * u_coordScale, 1.0), 1.0);
3088
+ }` }, reproject: { "reproject.frag": `precision mediump float;
3089
+ varying vec2 v_texcoord;
3090
+ #include <raster/common/common.glsl>
3091
+ void main() {
3092
+ vec2 pixelLocation = getPixelLocation(v_texcoord);
3093
+ if (isOutside(pixelLocation)) {
3094
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
3095
+ return;
3096
+ }
3097
+ vec4 currentPixel = getPixel(pixelLocation);
3098
+ gl_FragColor = vec4(currentPixel.rgb, 1.0) * currentPixel.a * u_opacity;
3099
+ }`, "reproject.vert": `precision mediump float;
3100
+ attribute vec2 a_position;
3101
+ varying highp vec2 v_texcoord;
3102
+ void main()
3103
+ {
3104
+ v_texcoord = a_position;
3105
+ gl_Position = vec4(2.0 * (a_position - 0.5), 0.0, 1.0);
3106
+ }` }, rfx: { aspect: { "aspect.frag": `precision mediump float;
3107
+ uniform sampler2D u_image;
3108
+ varying vec2 v_texcoord;
3109
+ uniform vec2 u_cellSize;
3110
+ uniform vec2 u_srcImageSize;
3111
+ #include <raster/common/getSurfaceValues.glsl>
3112
+ const float pi = 3.14159265359;
3113
+ void main() {
3114
+ float pv[10];
3115
+ getSurfaceValues(u_image, v_texcoord, u_srcImageSize, pv);
3116
+ float alpha = pv[9];
3117
+ float dzx = (pv[2] + 2.0 * pv[5] + pv[8] - pv[0] - 2.0 * pv[3] - pv[6]) / (8.0 * u_cellSize[0]);
3118
+ float dzy = -(pv[6] + 2.0 * pv[7] + pv[8] - pv[0] - 2.0 * pv[1] - pv[2]) / (8.0 * u_cellSize[1]);
3119
+ alpha *= sign(abs(dzx) + abs(dzy));
3120
+ float aspect_rad = (dzx == 0.0) ? (step(0.0, dzy) * 0.5 * pi + step(dzy, 0.0) * 1.5 * pi) : mod((2.5 * pi + atan(dzy, -dzx)), 2.0 * pi);
3121
+ float aspect = aspect_rad * 180.0 / pi;
3122
+ gl_FragColor = vec4(aspect, aspect, aspect, 1.0) * alpha;
3123
+ }` }, bandarithmetic: { "bandarithmetic.frag": `precision mediump float;
3124
+ uniform sampler2D u_image;
3125
+ varying vec2 v_texcoord;
3126
+ uniform mediump mat3 u_bandIndexMat3;
3127
+ uniform float u_adjustments[3];
3128
+ #include <raster/common/inverse.glsl>
3129
+ void main() {
3130
+ vec4 pv = texture2D(u_image, v_texcoord);
3131
+ vec3 pv2 = u_bandIndexMat3 * pv.rgb;
3132
+ float nir = pv2.r;
3133
+ float red = pv2.g;
3134
+ float index;
3135
+ #ifdef NDXI
3136
+ index = (nir - red) * invertValue(nir + red);
3137
+ #elif defined(SR)
3138
+ index = nir * invertValue(red);
3139
+ #elif defined(CI)
3140
+ index = nir * invertValue(red) - 1.0;
3141
+ #elif defined(SAVI)
3142
+ index = (nir - red) * invertValue(nir + red + u_adjustments[0]) * (1.0 + u_adjustments[0]);
3143
+ #elif defined(TSAVI)
3144
+ float s = u_adjustments[0];
3145
+ float a = u_adjustments[1];
3146
+ float x = u_adjustments[2];
3147
+ float y = -a * s + x * (1.0 + s * s);
3148
+ index = (s * (nir - s * red - a)) * invertValue(a * nir + red + y);
3149
+ #elif defined(MSAVI)
3150
+ float nir2 = 2.0 * nir + 1.0;
3151
+ index = 0.5 * (nir2 - sqrt(nir2 * nir2 - 8.0 * (nir - red)));
3152
+ #elif defined(GEMI)
3153
+ float eta = (2.0 * (nir * nir - red * red) + 1.5 * nir + 0.5 * red) * invertValue(nir + red + 0.5);
3154
+ index = eta * (1.0 - 0.25 * eta) - (red - 0.125) * invertValue(1.0 - red);
3155
+ #elif defined(PVI)
3156
+ float a = u_adjustments[0];
3157
+ float b = u_adjustments[1];
3158
+ float y = sqrt(1.0 + a * a);
3159
+ index = (nir - a * red - b) * invertValue(y);
3160
+ #elif defined(VARI)
3161
+ index = (pv2.g - pv2.r) * invertValue(pv2.g + pv2.r - pv2.b);
3162
+ #elif defined(MTVI)
3163
+ float green = pv2.b;
3164
+ float v = sqrt(pow((2.0 * nir + 1.0), 2.0) - (6.0 * nir - 5.0 * sqrt(red)) - 0.5);
3165
+ index = 1.5 * (1.2 * (nir - green) - 2.5 * (red - green)) * invertValue(v);
3166
+ #elif defined(RTVICORE)
3167
+ float green = pv2.b;
3168
+ index = 100.0 * (nir - red) - 10.0 * (nir - green);
3169
+ #elif defined(EVI)
3170
+ float blue = pv2.b;
3171
+ float denom = nir + 6.0 * red - 7.5 * blue + 1.0;
3172
+ index = (2.5 * (nir - red)) * invertValue(denom);
3173
+ #elif defined(WNDWI)
3174
+ float g = pv2.r;
3175
+ float n = pv2.g;
3176
+ float s = pv2.s;
3177
+ float a = u_adjustments[0];
3178
+ float denom = g + a * n + (1.0 - a) * s;
3179
+ index = (g - a * n - (1 - a) * s) * invertValue(denom);
3180
+ #elif defined(BAI)
3181
+ index = invertValue(pow((0.1 - red), 2.0) + pow((0.06 - nir), 2.0));
3182
+ #else
3183
+ gl_FragColor = pv;
3184
+ return;
3185
+ #endif
3186
+ gl_FragColor = vec4(index, index, index, pv.a);
3187
+ }` }, compositeband: { "compositeband.frag": `precision mediump float;
3188
+ uniform sampler2D u_image;
3189
+ uniform sampler2D u_image1;
3190
+ uniform sampler2D u_image2;
3191
+ #ifdef ONE_CONSTANT
3192
+ uniform float u_image1Const;
3193
+ #ifdef TWO_CONSTANT
3194
+ uniform float u_image2Const;
3195
+ #endif
3196
+ uniform mat3 u_imageSwap;
3197
+ #endif
3198
+ varying vec2 v_texcoord;
3199
+ void main() {
3200
+ vec4 pv0 = texture2D(u_image, v_texcoord);
3201
+ float a = pv0.r;
3202
+ float alpha = pv0.a;
3203
+ #ifdef TWO_CONSTANT
3204
+ float b = u_image1Const;
3205
+ float c = u_image2Const;
3206
+ vec3 abc = u_imageSwap * vec3(a, b, c);
3207
+ a = abc.s;
3208
+ b = abc.t;
3209
+ c = abc.p;
3210
+ #elif defined(ONE_CONSTANT)
3211
+ vec4 pv1 = texture2D(u_image1, v_texcoord);
3212
+ float b = pv1.r;
3213
+ float c = u_image1Const;
3214
+ vec3 abc = u_imageSwap * vec3(a, b, c);
3215
+ a = abc.s;
3216
+ b = abc.t;
3217
+ c = abc.p;
3218
+ alpha *= pv1.a;
3219
+ #else
3220
+ vec4 pv1 = texture2D(u_image1, v_texcoord);
3221
+ vec4 pv2 = texture2D(u_image2, v_texcoord);
3222
+ float b = pv1.r;
3223
+ float c = pv2.r;
3224
+ alpha = alpha * pv1.a * pv2.a;
3225
+ #endif
3226
+ gl_FragColor = vec4(a, b, c, alpha);
3227
+ }` }, contrast: { "contrast.frag": `precision mediump float;
3228
+ uniform sampler2D u_image;
3229
+ varying vec2 v_texcoord;
3230
+ #include <raster/common/contrastBrightness.glsl>
3231
+ void main() {
3232
+ vec4 pv = texture2D(u_image, v_texcoord);
3233
+ vec4 result = adjustContrastBrightness(pv, false) ;
3234
+ gl_FragColor = vec4(result.rgb * 255.0, result.a);
3235
+ }` }, convolution: { "convolution.frag": `precision mediump float;
3236
+ uniform sampler2D u_image;
3237
+ varying vec2 v_texcoord;
3238
+ uniform vec2 u_srcImageSize;
3239
+ #define KERNEL_SIZE_ROWS ROWS
3240
+ #define KERNEL_SIZE_COLS COLS
3241
+ uniform vec2 u_clampRange;
3242
+ uniform float u_kernel[25];
3243
+ #include <raster/common/mirror.glsl>
3244
+ void main() {
3245
+ vec3 rgb = vec3(0.0, 0.0, 0.0);
3246
+ vec2 resolution = 1.0 / u_srcImageSize;
3247
+ float rowOffset = -float(floor(float(KERNEL_SIZE_ROWS) / 2.0));
3248
+ float colOffset = -float(floor(float(KERNEL_SIZE_COLS) / 2.0));
3249
+ float alpha = 1.0;
3250
+ for (int row = 0; row < KERNEL_SIZE_ROWS; row++) {
3251
+ float pos_row = rowOffset + float(row);
3252
+ for (int col = 0; col < KERNEL_SIZE_COLS; col++) {
3253
+ vec2 pos = v_texcoord + vec2(colOffset + float(col), pos_row) * resolution;
3254
+ vec4 pv = texture2D(u_image, mirror(pos));
3255
+ rgb += pv.rgb * u_kernel[row * KERNEL_SIZE_COLS + col];
3256
+ alpha *= pv.a;
3257
+ }
3258
+ }
3259
+ rgb = clamp(rgb, u_clampRange.s, u_clampRange.t);
3260
+ gl_FragColor = vec4(rgb * alpha, alpha);
3261
+ }` }, curvature: { "curvature.frag": `precision mediump float;
3262
+ uniform sampler2D u_image;
3263
+ varying vec2 v_texcoord;
3264
+ uniform float u_zlFactor;
3265
+ uniform vec2 u_srcImageSize;
3266
+ #include <raster/common/getSurfaceValues.glsl>
3267
+ void main() {
3268
+ float pv[10];
3269
+ getSurfaceValues(u_image, v_texcoord, u_srcImageSize, pv);
3270
+ float alpha = pv[9];
3271
+ float d = ((pv[3] + pv[5]) * 0.5 - pv[4]);
3272
+ float e = ((pv[1] + pv[7]) * 0.5 - pv[4]);
3273
+ float curvature = 0.0;
3274
+ #ifdef STANDARD
3275
+ curvature = -u_zlFactor * (d + e);
3276
+ gl_FragColor = vec4(curvature, curvature, curvature, alpha);
3277
+ #else
3278
+ float f = (-pv[0] + pv[2] + pv[6] - pv[8]) / 4.0;
3279
+ float g = (-pv[3] + pv[5]) / 2.0;
3280
+ float h = (pv[1] - pv[7]) / 2.0;
3281
+ float g2 = g * g;
3282
+ float h2 = h * h;
3283
+ #ifdef PROFILE
3284
+ curvature = (u_zlFactor * (d * g2 + e * h2 + f * g * h)) / (g2 + h2);
3285
+ #else
3286
+ curvature = (-u_zlFactor * (d * h2 + e * g2 - f * g * h)) / (g2 + h2);
3287
+ #endif
3288
+ #endif
3289
+ gl_FragColor = vec4(curvature, curvature, curvature, alpha);
3290
+ }` }, extractband: { "extractband.frag": `precision mediump float;
3291
+ uniform sampler2D u_image;
3292
+ varying vec2 v_texcoord;
3293
+ uniform mediump mat3 u_bandIndexMat3;
3294
+ void main() {
3295
+ vec4 pv = texture2D(u_image, v_texcoord);
3296
+ vec3 pv2 = u_bandIndexMat3 * pv.rgb;
3297
+ gl_FragColor = vec4(pv2, pv.a);
3298
+ }` }, focalstatistics: { "focalstatistics.frag": `precision mediump float;
3299
+ uniform sampler2D u_image;
3300
+ varying vec2 v_texcoord;
3301
+ uniform vec2 u_srcImageSize;
3302
+ #define KERNEL_SIZE_ROWS ROWS
3303
+ #define KERNEL_SIZE_COLS COLS
3304
+ uniform vec2 u_clampRange;
3305
+ #include <raster/common/mirror.glsl>
3306
+ #include <raster/common/inverse.glsl>
3307
+ void main() {
3308
+ vec2 resolution = 1.0 / u_srcImageSize;
3309
+ float rowOffset = -float(floor(float(KERNEL_SIZE_ROWS) / 2.0));
3310
+ float colOffset = -float(floor(float(KERNEL_SIZE_COLS) / 2.0));
3311
+ float count = 0.0;
3312
+ #ifdef STDDEV
3313
+ vec3 sum = vec3(0.0, 0.0, 0.0);
3314
+ vec3 sum2 = vec3(0.0, 0.0, 0.0);
3315
+ #endif
3316
+ vec4 currentPixel = texture2D(u_image, v_texcoord);
3317
+ vec3 rgb = currentPixel.rgb;
3318
+ for (int row = 0; row < KERNEL_SIZE_ROWS; row++) {
3319
+ float pos_row = rowOffset + float(row);
3320
+ for (int col = 0; col < KERNEL_SIZE_COLS; col++) {
3321
+ vec2 pos = v_texcoord + vec2(colOffset + float(col), pos_row) * resolution;
3322
+ vec4 pv = texture2D(u_image, mirror(pos));
3323
+ count += pv.a;
3324
+ #ifdef MIN
3325
+ rgb = min(rgb, pv.rgb);
3326
+ #elif defined(MAX)
3327
+ rgb = max(rgb, pv.rgb);
3328
+ #elif defined(MEAN)
3329
+ rgb += pv.rgb;
3330
+ #elif defined(STDDEV)
3331
+ sum += pv.rgb;
3332
+ sum2 += (pv.rgb * pv.rgb);
3333
+ #endif
3334
+ }
3335
+ }
3336
+ #ifdef MEAN
3337
+ rgb *= invertValue(count);
3338
+ #elif defined(STDDEV)
3339
+ rgb = sqrt((sum2 - sum * sum * invertValue(count)) * invertValue(count));
3340
+ #endif
3341
+ float alpha = step(0.9999, count);
3342
+ rgb = clamp(rgb, u_clampRange.s, u_clampRange.t);
3343
+ #ifdef FILL
3344
+ rgb = (1.0 - currentPixel.a) * rgb + currentPixel.a * currentPixel.rgb;
3345
+ #endif
3346
+ gl_FragColor = vec4(rgb * alpha, alpha);
3347
+ }` }, grayscale: { "grayscale.frag": `precision mediump float;
3348
+ uniform sampler2D u_image;
3349
+ varying vec2 v_texcoord;
3350
+ uniform vec3 u_weights;
3351
+ void main() {
3352
+ vec4 pv = texture2D(u_image, v_texcoord);
3353
+ float value = dot(u_weights, pv.rgb);
3354
+ gl_FragColor = vec4(value, value, value, pv.a);
3355
+ }` }, local: { "local.frag": `precision mediump float;
3356
+ uniform sampler2D u_image;
3357
+ uniform sampler2D u_image1;
3358
+ #ifdef ONE_CONSTANT
3359
+ uniform float u_image1Const;
3360
+ #ifdef TWO_CONSTANT
3361
+ uniform float u_image2Const;
3362
+ #endif
3363
+ uniform mat3 u_imageSwap;
3364
+ #endif
3365
+ varying vec2 v_texcoord;
3366
+ uniform vec2 u_domainRange;
3367
+ #include <raster/common/inverse.glsl>
3368
+ void main() {
3369
+ vec4 pv0 = texture2D(u_image, v_texcoord);
3370
+ float a = pv0.r;
3371
+ #ifdef TWO_IMAGES
3372
+ #ifdef ONE_CONSTANT
3373
+ float b = u_image1Const;
3374
+ vec3 abc = u_imageSwap * vec3(a, b, 0);
3375
+ a = abc.s;
3376
+ b = abc.t;
3377
+ #else
3378
+ vec4 pv1 = texture2D(u_image1, v_texcoord);
3379
+ float b = pv1.r;
3380
+ #endif
3381
+ #elif defined(CONDITIONAL)
3382
+ #ifdef TWO_CONSTANT
3383
+ float b = u_image1Const;
3384
+ float c = u_image2Const;
3385
+ vec3 abc = u_imageSwap * vec3(a, b, c);
3386
+ a = abc.s;
3387
+ b = abc.t;
3388
+ c = abc.p;
3389
+ #elif defined(ONE_CONSTANT)
3390
+ vec4 pv1 = texture2D(u_image1, v_texcoord);
3391
+ float b = pv1.r;
3392
+ float c = u_image1Const;
3393
+ vec3 abc = u_imageSwap * vec3(a, b, c);
3394
+ a = abc.s;
3395
+ b = abc.t;
3396
+ c = abc.p;
3397
+ #else
3398
+ vec4 pv1 = texture2D(u_image1, v_texcoord);
3399
+ vec4 pv2 = texture2D(u_image2, v_texcoord);
3400
+ float b = pv1.r;
3401
+ float c = pv2.r;
3402
+ #endif
3403
+ #endif
3404
+ float result = a;
3405
+ float alpha = pv0.a;
3406
+ #ifdef PLUS
3407
+ result = a + b;
3408
+ #elif defined(MINUS)
3409
+ result = a - b;
3410
+ #elif defined(TIMES)
3411
+ result = a * b;
3412
+ #elif defined(DIVIDE)
3413
+ result = a * invertValue(b);
3414
+ alpha *= float(abs(sign(b)));
3415
+ #elif defined(FLOATDIVIDE)
3416
+ result = a * invertValue(b);
3417
+ alpha *= float(abs(sign(b)));
3418
+ #elif defined(FLOORDIVIDE)
3419
+ result = floor(a * invertValue(b));
3420
+ alpha *= float(abs(sign(b)));
3421
+ #elif defined(SQUARE)
3422
+ result = a * a;
3423
+ #elif defined(SQRT)
3424
+ result = sqrt(a);
3425
+ #elif defined(POWER)
3426
+ result = pow(a, b);
3427
+ #elif defined(LN)
3428
+ result = a <= 0.0 ? 0.0: log(a);
3429
+ alpha *= float(a > 0.0);
3430
+ #elif defined(LOG_1_0)
3431
+ result = a <= 0.0 ? 0.0: log2(a) * invertValue(log2(10.0));
3432
+ alpha *= float(a > 0.0);
3433
+ #elif defined(LOG_2)
3434
+ result = a <= 0.0 ? 0.0: log2(a);
3435
+ alpha *= float(a > 0.0);
3436
+ #elif defined(EXP)
3437
+ result = exp(a);
3438
+ #elif defined(EXP_1_0)
3439
+ result = pow(10.0, a);
3440
+ #elif defined(EXP_2)
3441
+ result = pow(2.0, a);
3442
+ #elif defined(ROUNDDOWN)
3443
+ result = floor(a);
3444
+ #elif defined(ROUNDUP)
3445
+ result = ceil(a);
3446
+ #elif defined(INT)
3447
+ result = float(sign(a)) * floor(abs(a));
3448
+ #elif defined(MOD)
3449
+ result = mod(a, b);
3450
+ #elif defined(NEGATE)
3451
+ result = -a;
3452
+ #elif defined(ABS)
3453
+ result = abs(a);
3454
+ #elif defined(ACOS)
3455
+ result = abs(a) > 1.0 ? 0.0: acos(a);
3456
+ alpha *= step(abs(a), 1.00001);
3457
+ #elif defined(ACOSH)
3458
+ result = acosh(a);
3459
+ #elif defined(ASIN)
3460
+ result = abs(a) > 1.0 ? 0.0: asin(a);
3461
+ alpha *= step(abs(a), 1.00001);
3462
+ #elif defined(ASINH)
3463
+ result = asinh(a);
3464
+ #elif defined(ATAN)
3465
+ result = atan(a);
3466
+ #elif defined(ATANH)
3467
+ result = abs(a) > 1.0 ? 0.0: atanh(a);
3468
+ alpha *= step(abs(a), 1.0);
3469
+ #elif defined(ATAN_2)
3470
+ result = atan(a, b);
3471
+ #elif defined(COS)
3472
+ result = cos(a);
3473
+ #elif defined(COSH)
3474
+ result = cosh(a);
3475
+ #elif defined(SIN)
3476
+ result = sin(a);
3477
+ #elif defined(SINH)
3478
+ result = sinh(a);
3479
+ #elif defined(TAN)
3480
+ result = tan(a);
3481
+ #elif defined(TANH)
3482
+ result = tanh(a);
3483
+ #elif defined(BITWISEAND)
3484
+ result = a & b;
3485
+ #elif defined(BITWISEOR)
3486
+ result = a | b;
3487
+ #elif defined(BITWISELEFTSHIFT)
3488
+ result = a << b;
3489
+ #elif defined(BITWISERIGHTSHIFT)
3490
+ result = a >> b;
3491
+ #elif defined(BITWISENOT)
3492
+ result = ~a;
3493
+ #elif defined(BITWISEXOR)
3494
+ result = a ^ b;
3495
+ #elif defined(BOOLEANAND)
3496
+ result = float((a != 0.0) && (b != 0.0));
3497
+ #elif defined(BOOLEANNOT)
3498
+ result = float(a == 0.0);
3499
+ #elif defined(BOOLEANOR)
3500
+ result = float((a != 0.0) || (b != 0.0));
3501
+ #elif defined(BOOLEANXOR)
3502
+ result = float((a != 0.0) ^^ (b != 0.0));
3503
+ #elif defined(GREATERTHAN)
3504
+ result = float(a > b);
3505
+ #elif defined(GREATERTHANEQUAL)
3506
+ result = float(a >= b);
3507
+ #elif defined(LESSTHAN)
3508
+ result = float(a < b);
3509
+ #elif defined(LESSTHANEQUAL)
3510
+ result = float(a <= b);
3511
+ #elif defined(EQUALTO)
3512
+ result = float(a == b);
3513
+ #elif defined(NOTEQUAL)
3514
+ result = float(a != b);
3515
+ #elif defined(ISNULL)
3516
+ result = float(alpha == 0.0);
3517
+ alpha = 1.0;
3518
+ #elif defined(SETNULL)
3519
+ float maskValue = float(a == 0.0);
3520
+ result = maskValue * b;
3521
+ alpha *= maskValue;
3522
+ #elif defined(CONDITIONAL)
3523
+ float weight = float(abs(sign(a)));
3524
+ result = weight * b + (1.0 - weight) * c;
3525
+ #endif
3526
+ bool isInvalid = result < u_domainRange.s || result > u_domainRange.t;
3527
+ result = isInvalid ? 0.0 : result;
3528
+ alpha *= float(!isInvalid);
3529
+ #ifdef ROUND_OUTPUT
3530
+ result = floor(result + 0.5);
3531
+ #endif
3532
+ gl_FragColor = vec4(result, result, result, alpha);
3533
+ }` }, mask: { "mask.frag": `precision mediump float;
3534
+ uniform sampler2D u_image;
3535
+ varying vec2 v_texcoord;
3536
+ #define LEN_INCLUDED_RANGES 6
3537
+ #define LEN_NODATA_VALUES 6
3538
+ uniform highp float u_includedRanges[6];
3539
+ uniform highp float u_noDataValues[6];
3540
+ float maskFactor(float bandValue, float fromValue, float to) {
3541
+ float factor = 1.0;
3542
+ for (int i = 0; i < LEN_NODATA_VALUES; i++) {
3543
+ factor *= float(u_noDataValues[i] != bandValue);
3544
+ }
3545
+ factor *= step(fromValue, bandValue) * step(bandValue, to);
3546
+ return factor;
3547
+ }
3548
+ void main() {
3549
+ vec4 pv = texture2D(u_image, v_texcoord);
3550
+ float redFactor = maskFactor(pv.r, u_includedRanges[0], u_includedRanges[1]);
3551
+ #ifdef MULTI_BAND
3552
+ float greenFactor = maskFactor(pv.g, u_includedRanges[2], u_includedRanges[3]);
3553
+ float blueFactor = maskFactor(pv.b, u_includedRanges[4], u_includedRanges[5]);
3554
+ float maskFactor = redFactor * greenFactor * blueFactor;
3555
+ gl_FragColor = pv * maskFactor;
3556
+ #else
3557
+ gl_FragColor = pv * redFactor;
3558
+ #endif
3559
+ }` }, ndvi: { "ndvi.frag": `precision mediump float;
3560
+ uniform sampler2D u_image;
3561
+ varying vec2 v_texcoord;
3562
+ uniform mediump mat3 u_bandIndexMat3;
3563
+ #include <raster/common/inverse.glsl>
3564
+ void main() {
3565
+ vec4 pv = texture2D(u_image, v_texcoord);
3566
+ vec3 pv2 = u_bandIndexMat3 * pv.rgb;
3567
+ float nir = pv2.r;
3568
+ float red = pv2.g;
3569
+ float index = (nir - red) * invertValue(nir + red);
3570
+ #ifdef SCALED
3571
+ index = floor((index + 1.0) * 100.0 + 0.5);
3572
+ #endif
3573
+ gl_FragColor = vec4(index, index, index, pv.a);
3574
+ }` }, remap: { "remap.frag": `precision mediump float;
3575
+ uniform sampler2D u_image;
3576
+ varying vec2 v_texcoord;
3577
+ #define LEN_REMAP_RANGES 18
3578
+ #define LEN_NODATA_RANGES 12
3579
+ uniform highp float u_rangeMaps[18];
3580
+ uniform highp float u_noDataRanges[12];
3581
+ uniform highp float u_unmatchMask;
3582
+ uniform vec2 u_clampRange;
3583
+ void main() {
3584
+ vec4 pv = texture2D(u_image, v_texcoord);
3585
+ float factor = 1.0;
3586
+ float bandValue = pv.r;
3587
+ for (int i = 0; i < LEN_NODATA_RANGES; i+=2) {
3588
+ float inside = 1.0 - step(u_noDataRanges[i], bandValue) * step(bandValue, u_noDataRanges[i+1]);
3589
+ factor *= inside;
3590
+ }
3591
+ float mapValue = 0.0;
3592
+ float includeMask = 0.0;
3593
+ for (int i = 0; i < LEN_REMAP_RANGES; i+=3) {
3594
+ float stepMask = step(u_rangeMaps[i], bandValue) * step(bandValue, u_rangeMaps[i+1]);
3595
+ includeMask = (1.0 - stepMask) * includeMask + stepMask;
3596
+ mapValue = (1.0 - stepMask) * mapValue + stepMask * u_rangeMaps[i+2];
3597
+ }
3598
+ bandValue = factor * (mapValue + (1.0 - includeMask) * u_unmatchMask * pv.r);
3599
+ float bandMask = factor * max(u_unmatchMask, includeMask);
3600
+ bandValue = clamp(bandValue, u_clampRange.s, u_clampRange.t);
3601
+ gl_FragColor = vec4(bandValue, bandValue, bandValue, bandMask * pv.a);
3602
+ }` }, slope: { "slope.frag": `precision mediump float;
3603
+ uniform sampler2D u_image;
3604
+ varying vec2 v_texcoord;
3605
+ uniform vec2 u_cellSize;
3606
+ uniform float u_zFactor;
3607
+ uniform vec2 u_srcImageSize;
3608
+ uniform float u_pixelSizePower;
3609
+ uniform float u_pixelSizeFactor;
3610
+ #include <raster/common/getSurfaceValues.glsl>
3611
+ void main() {
3612
+ float pv[10];
3613
+ getSurfaceValues(u_image, v_texcoord, u_srcImageSize, pv);
3614
+ float alpha = pv[9];
3615
+ float xf = (u_zFactor + pow(u_cellSize[0], u_pixelSizePower) * u_pixelSizeFactor) / (8.0 * u_cellSize[0]);
3616
+ float yf = (u_zFactor + pow(u_cellSize[1], u_pixelSizePower) * u_pixelSizeFactor) / (8.0 * u_cellSize[1]);
3617
+ float dzx = (pv[2] + 2.0 * pv[5] + pv[8] - pv[0] - 2.0 * pv[3] - pv[6]) * xf;
3618
+ float dzy = -(pv[6] + 2.0 * pv[7] + pv[8] - pv[0] - 2.0 * pv[1] - pv[2]) * yf;
3619
+ float rise2run = sqrt(dzx * dzx + dzy * dzy);
3620
+ #ifdef PERCENT_RISE
3621
+ float percentRise = rise2run * 100.0;
3622
+ gl_FragColor = vec4(percentRise, percentRise, percentRise, alpha);
3623
+ #else
3624
+ float degree = atan(rise2run) * 57.2957795;
3625
+ gl_FragColor = vec4(degree, degree, degree, alpha);
3626
+ #endif
3627
+ }` }, stretch: { "stretch.frag": `precision mediump float;
3628
+ uniform sampler2D u_image;
3629
+ varying highp vec2 v_texcoord;
3630
+ uniform float u_minCutOff[3];
3631
+ uniform float u_maxCutOff[3];
3632
+ uniform float u_minOutput;
3633
+ uniform float u_maxOutput;
3634
+ uniform float u_factor[3];
3635
+ uniform float u_gamma[3];
3636
+ uniform float u_gammaCorrection[3];
3637
+ float stretchOneValue(float val, float minCutOff, float maxCutOff, float minOutput, float maxOutput, float factor, float gamma, float gammaCorrection) {
3638
+ val = clamp(val, minCutOff, maxCutOff);
3639
+ float stretchedVal;
3640
+ #ifdef USE_GAMMA
3641
+ float tempf = 1.0;
3642
+ float outRange = maxOutput - minOutput;
3643
+ float relativeVal = (val - minCutOff) / (maxCutOff - minCutOff);
3644
+ tempf -= step(1.0, gamma) * sign(gamma - 1.0) * pow(1.0 / outRange, relativeVal * gammaCorrection);
3645
+ stretchedVal = tempf * outRange * pow(relativeVal, 1.0 / gamma) + minOutput;
3646
+ stretchedVal = clamp(stretchedVal, minOutput, maxOutput);
3647
+ #else
3648
+ stretchedVal = minOutput + (val - minCutOff) * factor;
3649
+ #endif
3650
+ #ifdef ROUND_OUTPUT
3651
+ stretchedVal = floor(stretchedVal + 0.5);
3652
+ #endif
3653
+ return stretchedVal;
3654
+ }
3655
+ void main() {
3656
+ vec4 currentPixel = texture2D(u_image, v_texcoord);
3657
+ float redVal = stretchOneValue(currentPixel.r, u_minCutOff[0], u_maxCutOff[0], u_minOutput, u_maxOutput, u_factor[0], u_gamma[0], u_gammaCorrection[0]);
3658
+ #ifdef MULTI_BAND
3659
+ float greenVal = stretchOneValue(currentPixel.g, u_minCutOff[1], u_maxCutOff[1], u_minOutput, u_maxOutput, u_factor[1], u_gamma[1], u_gammaCorrection[1]);
3660
+ float blueVal = stretchOneValue(currentPixel.b, u_minCutOff[2], u_maxCutOff[2], u_minOutput, u_maxOutput, u_factor[2], u_gamma[2], u_gammaCorrection[2]);
3661
+ gl_FragColor = vec4(redVal, greenVal, blueVal, currentPixel.a);
3662
+ #else
3663
+ gl_FragColor = vec4(redVal, redVal, redVal, currentPixel.a);
3664
+ #endif
3665
+ }` }, vs: { "vs.vert": `precision mediump float;
3666
+ attribute vec2 a_pos;
3667
+ uniform highp mat3 u_dvsMat3;
3668
+ uniform highp vec2 u_coordScale;
3669
+ varying highp vec2 v_texcoord;
3670
+ void main()
3671
+ {
3672
+ v_texcoord = a_pos;
3673
+ gl_Position = vec4(u_dvsMat3 * vec3(a_pos * u_coordScale, 1.0), 1.0);
3674
+ }` } }, scalar: { "scalar.frag": `precision mediump float;
3675
+ uniform lowp float u_opacity;
3676
+ varying vec2 v_pos;
3677
+ const vec4 outlineColor = vec4(0.2, 0.2, 0.2, 1.0);
3678
+ const float outlineSize = 0.02;
3679
+ const float innerRadius = 0.25;
3680
+ const float outerRadius = 0.42;
3681
+ const float innerSquareLength = 0.15;
3682
+ void main() {
3683
+ mediump float dist = length(v_pos);
3684
+ mediump float fillalpha1 = smoothstep(outerRadius, outerRadius + outlineSize, dist);
3685
+ fillalpha1 *= (1.0-smoothstep(outerRadius + outlineSize, outerRadius + 0.1 + outlineSize, dist));
3686
+ #ifdef INNER_CIRCLE
3687
+ mediump float fillalpha2 = smoothstep(innerRadius, innerRadius + outlineSize, dist);
3688
+ fillalpha2 *= (1.0-smoothstep(innerRadius + outlineSize, innerRadius + 0.1 + outlineSize, dist));
3689
+ #else
3690
+ mediump float fillalpha2 = (abs(v_pos.x) < innerSquareLength ? 1.0 : 0.0) * (abs(v_pos.y) < innerSquareLength ? 1.0 : 0.0);
3691
+ #endif
3692
+ gl_FragColor = (fillalpha2 + fillalpha1) * outlineColor * u_opacity;
3693
+ }`, "scalar.vert": `precision mediump float;
3694
+ attribute vec2 a_pos;
3695
+ attribute vec2 a_offset;
3696
+ attribute vec2 a_vv;
3697
+ uniform highp mat3 u_dvsMat3;
3698
+ uniform highp vec2 u_coordScale;
3699
+ uniform vec2 u_symbolSize;
3700
+ uniform vec2 u_symbolPercentRange;
3701
+ uniform vec2 u_dataRange;
3702
+ varying vec2 v_pos;
3703
+ void main()
3704
+ {
3705
+ #ifdef DATA_RANGE
3706
+ float valuePercentage = clamp((a_vv.y - u_dataRange.x) / (u_dataRange.y - u_dataRange.x), 0.0, 1.0);
3707
+ float sizeRatio = u_symbolPercentRange.x + valuePercentage * (u_symbolPercentRange.y - u_symbolPercentRange.x);
3708
+ float sizePercentage = clamp(sizeRatio, u_symbolPercentRange.x, u_symbolPercentRange.y);
3709
+ #else
3710
+ float sizePercentage = (u_symbolPercentRange.x + u_symbolPercentRange.y) / 2.0;
3711
+ #endif
3712
+ vec2 size = u_symbolSize * sizePercentage;
3713
+ vec2 pos = a_pos + a_offset * size;
3714
+ v_pos = a_offset;
3715
+ gl_Position = vec4(u_dvsMat3 * vec3(pos * u_coordScale, 1.0), 1.0);
3716
+ }` }, stretch: { "stretch.frag": `precision mediump float;
3717
+ varying highp vec2 v_texcoord;
3718
+ #include <raster/common/common.glsl>
3719
+ uniform float u_minCutOff[3];
3720
+ uniform float u_maxCutOff[3];
3721
+ uniform float u_minOutput;
3722
+ uniform float u_maxOutput;
3723
+ uniform float u_factor[3];
3724
+ uniform bool u_useGamma;
3725
+ uniform float u_gamma[3];
3726
+ uniform float u_gammaCorrection[3];
3727
+ #include <raster/lut/colorize.glsl>
3728
+ float stretchOneValue(float val, float minCutOff, float maxCutOff, float minOutput, float maxOutput, float factor, bool useGamma, float gamma, float gammaCorrection) {
3729
+ if (val >= maxCutOff) {
3730
+ return maxOutput;
3731
+ } else if (val <= minCutOff) {
3732
+ return minOutput;
3733
+ }
3734
+ float stretchedVal;
3735
+ if (useGamma) {
3736
+ float tempf = 1.0;
3737
+ float outRange = maxOutput - minOutput;
3738
+ float relativeVal = (val - minCutOff) / (maxCutOff - minCutOff);
3739
+ if (gamma > 1.0) {
3740
+ tempf -= pow(1.0 / outRange, relativeVal * gammaCorrection);
3741
+ }
3742
+ stretchedVal = (tempf * outRange * pow(relativeVal, 1.0 / gamma) + minOutput) / 255.0;
3743
+ } else {
3744
+ stretchedVal = minOutput + (val - minCutOff) * factor;
3745
+ }
3746
+ return stretchedVal;
3747
+ }
3748
+ void main() {
3749
+ vec2 pixelLocation = getPixelLocation(v_texcoord);
3750
+ if (isOutside(pixelLocation)) {
3751
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
3752
+ return;
3753
+ }
3754
+ vec4 currentPixel = getPixel(pixelLocation);
3755
+ #ifdef NOOP
3756
+ gl_FragColor = vec4(currentPixel.rgb, 1.0) * currentPixel.a * u_opacity;
3757
+ return;
3758
+ #endif
3759
+ if (u_bandCount == 1) {
3760
+ float grayVal = stretchOneValue(currentPixel.r, u_minCutOff[0], u_maxCutOff[0], u_minOutput, u_maxOutput, u_factor[0], u_useGamma, u_gamma[0], u_gammaCorrection[0]);
3761
+ #ifdef APPLY_COLORMAP
3762
+ vec4 result = colorize(vec4(grayVal, grayVal, grayVal, 1.0), u_useGamma ? 255.0 : 1.0);
3763
+ gl_FragColor = vec4(result.xyz, 1.0) * result.a * currentPixel.a * u_opacity;
3764
+ #else
3765
+ gl_FragColor = vec4(grayVal, grayVal, grayVal, 1.0) * currentPixel.a * u_opacity;
3766
+ #endif
3767
+ } else {
3768
+ float redVal = stretchOneValue(currentPixel.r, u_minCutOff[0], u_maxCutOff[0], u_minOutput, u_maxOutput, u_factor[0], u_useGamma, u_gamma[0], u_gammaCorrection[0]);
3769
+ float greenVal = stretchOneValue(currentPixel.g, u_minCutOff[1], u_maxCutOff[1], u_minOutput, u_maxOutput, u_factor[1], u_useGamma, u_gamma[1], u_gammaCorrection[1]);
3770
+ float blueVal = stretchOneValue(currentPixel.b, u_minCutOff[2], u_maxCutOff[2], u_minOutput, u_maxOutput, u_factor[2], u_useGamma, u_gamma[2], u_gammaCorrection[2]);
3771
+ gl_FragColor = vec4(redVal, greenVal, blueVal, 1.0) * currentPixel.a * u_opacity;
3772
+ }
3773
+ }` } }, stencil: { "stencil.frag": `void main() {
3774
+ gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
3775
+ }`, "stencil.vert": `attribute vec2 a_pos;
3776
+ uniform mat3 u_worldExtent;
3777
+ void main() {
3778
+ gl_Position = vec4(u_worldExtent * vec3(a_pos, 1.0), 1.0);
3779
+ }` }, test: { "TestShader.common.glsl": `#ifndef RETURN_RED
3780
+ varying vec4 v_color;
3781
+ #endif
3782
+ varying vec2 v_offset;`, "TestShader.frag": `precision highp float;
3783
+ #include <test/TestShader.common.glsl>
3784
+ void main() {
3785
+ if (v_offset.x > -.5 && v_offset.y > -.5 && v_offset.x < .5 && v_offset.y < .5) {
3786
+ discard;
3787
+ }
3788
+ #ifdef RETURN_RED
3789
+ gl_FragColor = vec4(1., 0., 0., 1.);
3790
+ #else
3791
+ gl_FragColor = v_color;
3792
+ #endif
3793
+ }`, "TestShader.vert": `const float POS_PRECISION_FACTOR = 10.;
3794
+ const float OFFSET_PRECISION_FACTOR = 10.;
3795
+ const float SIZE_PRECISION_FACTOR = 10.;
3796
+ attribute vec2 a_pos_packed;
3797
+ attribute vec2 a_offset_packed;
3798
+ attribute float a_size_packed;
3799
+ #ifdef DATA_DRIVEN_COLOR
3800
+ const float u_dataDrivenColor_validValues[4] = float[4](0., 0., 1., 0.);
3801
+ uniform vec4 u_dataDrivenColor_colorFallback;
3802
+ uniform vec4 u_dataDrivenColor_color;
3803
+ #endif
3804
+ uniform float u_view_zoomLevel;
3805
+ #include <test/TestShader.common.glsl>
3806
+ #ifdef DATA_DRIVEN_COLOR
3807
+ vec4 getColor(float value) {
3808
+ int index = -1;
3809
+ for (int i = 0; i < 4; i++) {
3810
+ if (u_dataDrivenColor_validValues[i] == value) {
3811
+ index = i;
3812
+ break;
3813
+ }
3814
+ }
3815
+ if (index == -1) {
3816
+ return u_dataDrivenColor_colorFallback;
3817
+ }
3818
+ return u_dataDrivenColor_color;
3819
+ }
3820
+ #endif
3821
+ void main() {
3822
+ vec2 a_pos = a_pos_packed / POS_PRECISION_FACTOR;
3823
+ vec2 a_offset = a_offset_packed / OFFSET_PRECISION_FACTOR;
3824
+ float a_size = a_size_packed / SIZE_PRECISION_FACTOR;
3825
+ vec4 color = vec4(1., 0., 0., 1.);
3826
+ #ifdef DATA_DRIVEN_COLOR
3827
+ color = getColor(1.);
3828
+ #endif
3829
+ vec2 offsetScaled = a_offset * a_size;
3830
+ vec4 pos = vec4(a_pos.xy + offsetScaled, 0., 1.);
3831
+ gl_Position = pos;
3832
+ #ifndef RETURN_RED
3833
+ v_color = color;
3834
+ #endif
3835
+ v_offset = a_offset;
3836
+ }` }, tileInfo: { "tileInfo.frag": `uniform mediump sampler2D u_texture;
3837
+ varying mediump vec2 v_tex;
3838
+ void main(void) {
3839
+ lowp vec4 color = texture2D(u_texture, v_tex);
3840
+ color.rgb *= color.a;
3841
+ gl_FragColor = color;
3842
+ }`, "tileInfo.vert": `attribute vec2 a_pos;
3843
+ uniform highp mat3 u_dvsMat3;
3844
+ uniform mediump float u_depth;
3845
+ uniform mediump vec2 u_coord_ratio;
3846
+ uniform mediump vec2 u_delta;
3847
+ uniform mediump vec2 u_dimensions;
3848
+ varying mediump vec2 v_tex;
3849
+ void main() {
3850
+ mediump vec2 offset = u_coord_ratio * vec2(u_delta + a_pos * u_dimensions);
3851
+ vec3 v_pos = u_dvsMat3 * vec3(offset, 1.0);
3852
+ gl_Position = vec4(v_pos.xy, 0.0, 1.0);
3853
+ v_tex = a_pos;
3854
+ }` }, util: { "atan2.glsl": `float atan2(in float y, in float x) {
3855
+ float t0, t1, t2, t3, t4;
3856
+ t3 = abs(x);
3857
+ t1 = abs(y);
3858
+ t0 = max(t3, t1);
3859
+ t1 = min(t3, t1);
3860
+ t3 = 1.0 / t0;
3861
+ t3 = t1 * t3;
3862
+ t4 = t3 * t3;
3863
+ t0 = - 0.013480470;
3864
+ t0 = t0 * t4 + 0.057477314;
3865
+ t0 = t0 * t4 - 0.121239071;
3866
+ t0 = t0 * t4 + 0.195635925;
3867
+ t0 = t0 * t4 - 0.332994597;
3868
+ t0 = t0 * t4 + 0.999995630;
3869
+ t3 = t0 * t3;
3870
+ t3 = (abs(y) > abs(x)) ? 1.570796327 - t3 : t3;
3871
+ t3 = x < 0.0 ? 3.141592654 - t3 : t3;
3872
+ t3 = y < 0.0 ? -t3 : t3;
3873
+ return t3;
3874
+ }`, "encoding.glsl": `const vec4 rgba2float_factors = vec4(
3875
+ 255.0 / (256.0),
3876
+ 255.0 / (256.0 * 256.0),
3877
+ 255.0 / (256.0 * 256.0 * 256.0),
3878
+ 255.0 / (256.0 * 256.0 * 256.0 * 256.0)
3879
+ );
3880
+ float rgba2float(vec4 rgba) {
3881
+ return dot(rgba, rgba2float_factors);
3882
+ }` } };
3883
+ export {
3884
+ e as default
3885
+ };