@antv/l7-layers 2.25.6 → 2.25.7

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 (717) hide show
  1. package/package.json +6 -6
  2. package/es/canvas/index.d.ts +0 -18
  3. package/es/canvas/index.js +0 -70
  4. package/es/canvas/models/canvas.d.ts +0 -23
  5. package/es/canvas/models/canvas.js +0 -141
  6. package/es/canvas/models/constants.d.ts +0 -2
  7. package/es/canvas/models/constants.js +0 -6
  8. package/es/canvas/models/index.d.ts +0 -2
  9. package/es/canvas/models/index.js +0 -2
  10. package/es/citybuilding/building.d.ts +0 -7
  11. package/es/citybuilding/building.js +0 -25
  12. package/es/citybuilding/models/build.d.ts +0 -33
  13. package/es/citybuilding/models/build.js +0 -160
  14. package/es/citybuilding/shaders/build_frag.glsl +0 -123
  15. package/es/citybuilding/shaders/build_vert.glsl +0 -58
  16. package/es/core/BaseLayer.d.ts +0 -265
  17. package/es/core/BaseLayer.js +0 -1310
  18. package/es/core/BaseModel.d.ts +0 -95
  19. package/es/core/BaseModel.js +0 -367
  20. package/es/core/CommonStyleAttribute.d.ts +0 -16
  21. package/es/core/CommonStyleAttribute.js +0 -114
  22. package/es/core/LayerPickService.d.ts +0 -12
  23. package/es/core/LayerPickService.js +0 -102
  24. package/es/core/TextureService.d.ts +0 -15
  25. package/es/core/TextureService.js +0 -65
  26. package/es/core/constant.d.ts +0 -6
  27. package/es/core/constant.js +0 -19
  28. package/es/core/interface.d.ts +0 -284
  29. package/es/core/interface.js +0 -32
  30. package/es/core/line_trangluation.d.ts +0 -19
  31. package/es/core/line_trangluation.js +0 -86
  32. package/es/core/schema.d.ts +0 -27
  33. package/es/core/schema.js +0 -25
  34. package/es/core/shape/Path.d.ts +0 -40
  35. package/es/core/shape/Path.js +0 -69
  36. package/es/core/shape/arrow.d.ts +0 -25
  37. package/es/core/shape/arrow.js +0 -144
  38. package/es/core/shape/extrude.d.ts +0 -17
  39. package/es/core/shape/extrude.js +0 -133
  40. package/es/core/triangulation.d.ts +0 -136
  41. package/es/core/triangulation.js +0 -601
  42. package/es/core/utils.d.ts +0 -5
  43. package/es/core/utils.js +0 -36
  44. package/es/earth/index.d.ts +0 -22
  45. package/es/earth/index.js +0 -54
  46. package/es/earth/models/atmosphere.d.ts +0 -30
  47. package/es/earth/models/atmosphere.js +0 -116
  48. package/es/earth/models/base.d.ts +0 -37
  49. package/es/earth/models/base.js +0 -172
  50. package/es/earth/models/bloomsphere.d.ts +0 -30
  51. package/es/earth/models/bloomsphere.js +0 -115
  52. package/es/earth/shaders/atmosphere/atmosphere_frag.glsl +0 -17
  53. package/es/earth/shaders/atmosphere/atmosphere_vert.glsl +0 -24
  54. package/es/earth/shaders/base/base_frag.glsl +0 -11
  55. package/es/earth/shaders/base/base_vert.glsl +0 -52
  56. package/es/earth/shaders/bloomshpere/bloomsphere_frag.glsl +0 -15
  57. package/es/earth/shaders/bloomshpere/bloomsphere_vert.glsl +0 -20
  58. package/es/earth/utils.d.ts +0 -26
  59. package/es/earth/utils.js +0 -99
  60. package/es/geometry/index.d.ts +0 -22
  61. package/es/geometry/index.js +0 -53
  62. package/es/geometry/models/billboard.d.ts +0 -39
  63. package/es/geometry/models/billboard.js +0 -175
  64. package/es/geometry/models/index.d.ts +0 -5
  65. package/es/geometry/models/index.js +0 -9
  66. package/es/geometry/models/plane.d.ts +0 -58
  67. package/es/geometry/models/plane.js +0 -308
  68. package/es/geometry/models/sprite.d.ts +0 -48
  69. package/es/geometry/models/sprite.js +0 -225
  70. package/es/geometry/shaders/billboard_frag.glsl +0 -18
  71. package/es/geometry/shaders/billboard_vert.glsl +0 -43
  72. package/es/geometry/shaders/plane_frag.glsl +0 -23
  73. package/es/geometry/shaders/plane_vert.glsl +0 -31
  74. package/es/geometry/shaders/sprite_frag.glsl +0 -23
  75. package/es/geometry/shaders/sprite_vert.glsl +0 -21
  76. package/es/heatmap/index.d.ts +0 -13
  77. package/es/heatmap/index.js +0 -87
  78. package/es/heatmap/models/grid.d.ts +0 -29
  79. package/es/heatmap/models/grid.js +0 -83
  80. package/es/heatmap/models/grid3d.d.ts +0 -31
  81. package/es/heatmap/models/grid3d.js +0 -122
  82. package/es/heatmap/models/heatmap.d.ts +0 -46
  83. package/es/heatmap/models/heatmap.js +0 -447
  84. package/es/heatmap/models/hexagon.d.ts +0 -29
  85. package/es/heatmap/models/hexagon.js +0 -83
  86. package/es/heatmap/models/index.d.ts +0 -5
  87. package/es/heatmap/models/index.js +0 -12
  88. package/es/heatmap/shaders/grid/grid_frag.glsl +0 -9
  89. package/es/heatmap/shaders/grid/grid_vert.glsl +0 -30
  90. package/es/heatmap/shaders/grid3d/grid_3d_frag.glsl +0 -17
  91. package/es/heatmap/shaders/grid3d/grid_3d_vert.glsl +0 -34
  92. package/es/heatmap/shaders/heatmap/heatmap_3d_frag.glsl +0 -23
  93. package/es/heatmap/shaders/heatmap/heatmap_3d_vert.glsl +0 -59
  94. package/es/heatmap/shaders/heatmap/heatmap_frag.glsl +0 -40
  95. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_frag.glsl +0 -17
  96. package/es/heatmap/shaders/heatmap/heatmap_framebuffer_vert.glsl +0 -36
  97. package/es/heatmap/shaders/heatmap/heatmap_vert.glsl +0 -21
  98. package/es/heatmap/shaders/hexagon/hexagon_frag.glsl +0 -8
  99. package/es/heatmap/shaders/hexagon/hexagon_vert.glsl +0 -30
  100. package/es/heatmap/triangulation.d.ts +0 -5
  101. package/es/heatmap/triangulation.js +0 -33
  102. package/es/image/index.d.ts +0 -9
  103. package/es/image/index.js +0 -28
  104. package/es/image/models/image.d.ts +0 -31
  105. package/es/image/models/image.js +0 -113
  106. package/es/image/models/index.d.ts +0 -5
  107. package/es/image/models/index.js +0 -5
  108. package/es/image/shaders/dataImage_frag.glsl +0 -32
  109. package/es/image/shaders/image_frag.glsl +0 -38
  110. package/es/image/shaders/image_vert.glsl +0 -20
  111. package/es/index.d.ts +0 -18
  112. package/es/index.js +0 -18
  113. package/es/line/index.d.ts +0 -36
  114. package/es/line/index.js +0 -90
  115. package/es/line/models/arc.d.ts +0 -40
  116. package/es/line/models/arc.js +0 -279
  117. package/es/line/models/arc_3d.d.ts +0 -40
  118. package/es/line/models/arc_3d.js +0 -269
  119. package/es/line/models/flow.d.ts +0 -31
  120. package/es/line/models/flow.js +0 -140
  121. package/es/line/models/great_circle.d.ts +0 -34
  122. package/es/line/models/great_circle.js +0 -240
  123. package/es/line/models/index.d.ts +0 -5
  124. package/es/line/models/index.js +0 -18
  125. package/es/line/models/line.d.ts +0 -44
  126. package/es/line/models/line.js +0 -273
  127. package/es/line/models/simple_line.d.ts +0 -33
  128. package/es/line/models/simple_line.js +0 -118
  129. package/es/line/models/wall.d.ts +0 -34
  130. package/es/line/models/wall.js +0 -223
  131. package/es/line/shaders/arc/line_arc_frag.glsl +0 -92
  132. package/es/line/shaders/arc/line_arc_vert.glsl +0 -156
  133. package/es/line/shaders/arc3d/line_arc_3d_frag.glsl +0 -108
  134. package/es/line/shaders/arc3d/line_arc_3d_vert.glsl +0 -177
  135. package/es/line/shaders/flow/flow_line_frag.glsl +0 -13
  136. package/es/line/shaders/flow/flow_line_vert.glsl +0 -76
  137. package/es/line/shaders/greatCircle/line_arc_great_circle_frag.glsl +0 -99
  138. package/es/line/shaders/greatCircle/line_arc_great_circle_vert.glsl +0 -165
  139. package/es/line/shaders/line/line_frag.glsl +0 -122
  140. package/es/line/shaders/line/line_vert.glsl +0 -101
  141. package/es/line/shaders/simple/simpleline_frag.glsl +0 -30
  142. package/es/line/shaders/simple/simpleline_vert.glsl +0 -45
  143. package/es/line/shaders/wall/wall_frag.glsl +0 -94
  144. package/es/line/shaders/wall/wall_vert.glsl +0 -90
  145. package/es/mask/index.d.ts +0 -16
  146. package/es/mask/index.js +0 -21
  147. package/es/mask/models/fill.d.ts +0 -18
  148. package/es/mask/models/fill.js +0 -61
  149. package/es/mask/models/index.d.ts +0 -5
  150. package/es/mask/models/index.js +0 -5
  151. package/es/mask/shaders/mask_vert.glsl +0 -14
  152. package/es/plugins/DataMappingPlugin.d.ts +0 -12
  153. package/es/plugins/DataMappingPlugin.js +0 -226
  154. package/es/plugins/DataSourcePlugin.d.ts +0 -6
  155. package/es/plugins/DataSourcePlugin.js +0 -75
  156. package/es/plugins/FeatureScalePlugin.d.ts +0 -20
  157. package/es/plugins/FeatureScalePlugin.js +0 -295
  158. package/es/plugins/LayerAnimateStylePlugin.d.ts +0 -4
  159. package/es/plugins/LayerAnimateStylePlugin.js +0 -14
  160. package/es/plugins/LayerMaskPlugin.d.ts +0 -7
  161. package/es/plugins/LayerMaskPlugin.js +0 -19
  162. package/es/plugins/LayerModelPlugin.d.ts +0 -10
  163. package/es/plugins/LayerModelPlugin.js +0 -60
  164. package/es/plugins/LayerStylePlugin.d.ts +0 -7
  165. package/es/plugins/LayerStylePlugin.js +0 -18
  166. package/es/plugins/LightingPlugin.d.ts +0 -35
  167. package/es/plugins/LightingPlugin.js +0 -84
  168. package/es/plugins/MultiPassRendererPlugin.d.ts +0 -22
  169. package/es/plugins/MultiPassRendererPlugin.js +0 -52
  170. package/es/plugins/PixelPickingPlugin.d.ts +0 -11
  171. package/es/plugins/PixelPickingPlugin.js +0 -146
  172. package/es/plugins/RegisterStyleAttributePlugin.d.ts +0 -10
  173. package/es/plugins/RegisterStyleAttributePlugin.js +0 -72
  174. package/es/plugins/ShaderUniformPlugin.d.ts +0 -17
  175. package/es/plugins/ShaderUniformPlugin.js +0 -196
  176. package/es/plugins/UpdateModelPlugin.d.ts +0 -7
  177. package/es/plugins/UpdateModelPlugin.js +0 -20
  178. package/es/plugins/UpdateStyleAttributePlugin.d.ts +0 -9
  179. package/es/plugins/UpdateStyleAttributePlugin.js +0 -54
  180. package/es/plugins/index.d.ts +0 -15
  181. package/es/plugins/index.js +0 -18
  182. package/es/point/index.d.ts +0 -35
  183. package/es/point/index.js +0 -153
  184. package/es/point/models/billboard_point.d.ts +0 -35
  185. package/es/point/models/billboard_point.js +0 -95
  186. package/es/point/models/earthExtrude.d.ts +0 -32
  187. package/es/point/models/earthExtrude.js +0 -199
  188. package/es/point/models/earthFill.d.ts +0 -31
  189. package/es/point/models/earthFill.js +0 -158
  190. package/es/point/models/extrude.d.ts +0 -32
  191. package/es/point/models/extrude.js +0 -195
  192. package/es/point/models/fill.d.ts +0 -47
  193. package/es/point/models/fill.js +0 -180
  194. package/es/point/models/fillImage.d.ts +0 -42
  195. package/es/point/models/fillImage.js +0 -189
  196. package/es/point/models/image.d.ts +0 -48
  197. package/es/point/models/image.js +0 -293
  198. package/es/point/models/index.d.ts +0 -5
  199. package/es/point/models/index.js +0 -24
  200. package/es/point/models/normal.d.ts +0 -36
  201. package/es/point/models/normal.js +0 -89
  202. package/es/point/models/radar.d.ts +0 -37
  203. package/es/point/models/radar.js +0 -115
  204. package/es/point/models/text.d.ts +0 -85
  205. package/es/point/models/text.js +0 -503
  206. package/es/point/shaders/billboard/billboard_point_frag.glsl +0 -48
  207. package/es/point/shaders/billboard/billboard_point_vert.glsl +0 -33
  208. package/es/point/shaders/earthExtrude/earthExtrude_frag.glsl +0 -36
  209. package/es/point/shaders/earthExtrude/earthExtrude_vert.glsl +0 -118
  210. package/es/point/shaders/earthFill/earthFill_frag.glsl +0 -79
  211. package/es/point/shaders/earthFill/earthFill_vert.glsl +0 -46
  212. package/es/point/shaders/extrude/extrude_frag.glsl +0 -29
  213. package/es/point/shaders/extrude/extrude_vert.glsl +0 -95
  214. package/es/point/shaders/fill/fill_frag.glsl +0 -97
  215. package/es/point/shaders/fill/fill_vert.glsl +0 -79
  216. package/es/point/shaders/fillImage/fillImage_frag.glsl +0 -23
  217. package/es/point/shaders/fillImage/fillImage_vert.glsl +0 -46
  218. package/es/point/shaders/image/image_frag.glsl +0 -45
  219. package/es/point/shaders/image/image_vert.glsl +0 -47
  220. package/es/point/shaders/normal/normal_frag.glsl +0 -5
  221. package/es/point/shaders/normal/normal_vert.glsl +0 -22
  222. package/es/point/shaders/radar/radar_frag.glsl +0 -52
  223. package/es/point/shaders/radar/radar_vert.glsl +0 -53
  224. package/es/point/shaders/text/text_frag.glsl +0 -47
  225. package/es/point/shaders/text/text_vert.glsl +0 -65
  226. package/es/point/shape/extrude.d.ts +0 -15
  227. package/es/point/shape/extrude.js +0 -48
  228. package/es/polygon/index.d.ts +0 -18
  229. package/es/polygon/index.js +0 -71
  230. package/es/polygon/models/extrude.d.ts +0 -41
  231. package/es/polygon/models/extrude.js +0 -248
  232. package/es/polygon/models/extrusion.d.ts +0 -40
  233. package/es/polygon/models/extrusion.js +0 -137
  234. package/es/polygon/models/fill.d.ts +0 -32
  235. package/es/polygon/models/fill.js +0 -127
  236. package/es/polygon/models/index.d.ts +0 -5
  237. package/es/polygon/models/index.js +0 -26
  238. package/es/polygon/models/ocean.d.ts +0 -37
  239. package/es/polygon/models/ocean.js +0 -172
  240. package/es/polygon/models/water.d.ts +0 -35
  241. package/es/polygon/models/water.js +0 -150
  242. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +0 -24
  243. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +0 -49
  244. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +0 -53
  245. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +0 -74
  246. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +0 -55
  247. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +0 -54
  248. package/es/polygon/shaders/extrusion/polygon_extrusion_frag.glsl +0 -8
  249. package/es/polygon/shaders/extrusion/polygon_extrusion_vert.glsl +0 -24
  250. package/es/polygon/shaders/fill/fill_frag.glsl +0 -8
  251. package/es/polygon/shaders/fill/fill_linear_frag.glsl +0 -23
  252. package/es/polygon/shaders/fill/fill_linear_vert.glsl +0 -36
  253. package/es/polygon/shaders/fill/fill_vert.glsl +0 -35
  254. package/es/polygon/shaders/ocean/ocean_frag.glsl +0 -277
  255. package/es/polygon/shaders/ocean/ocean_vert.glsl +0 -21
  256. package/es/polygon/shaders/water/polygon_water_frag.glsl +0 -78
  257. package/es/polygon/shaders/water/polygon_water_vert.glsl +0 -22
  258. package/es/raster/buffers/triangulation.d.ts +0 -6
  259. package/es/raster/buffers/triangulation.js +0 -25
  260. package/es/raster/index.d.ts +0 -11
  261. package/es/raster/index.js +0 -55
  262. package/es/raster/models/index.d.ts +0 -5
  263. package/es/raster/models/index.js +0 -10
  264. package/es/raster/models/raster.d.ts +0 -35
  265. package/es/raster/models/raster.js +0 -156
  266. package/es/raster/models/rasterRgb.d.ts +0 -35
  267. package/es/raster/models/rasterRgb.js +0 -158
  268. package/es/raster/models/rasterTerrainRgb.d.ts +0 -30
  269. package/es/raster/models/rasterTerrainRgb.js +0 -118
  270. package/es/raster/shaders/raster/raster_2d_frag.glsl +0 -37
  271. package/es/raster/shaders/raster/raster_2d_vert.glsl +0 -21
  272. package/es/raster/shaders/rgb/raster_rgb_frag.glsl +0 -30
  273. package/es/raster/shaders/rgb/raster_rgb_vert.glsl +0 -21
  274. package/es/raster/shaders/terrain/terrain_rgb_frag.glsl +0 -40
  275. package/es/raster/shaders/terrain/terrain_rgb_vert.glsl +0 -19
  276. package/es/shader/minify_frag.glsl +0 -11
  277. package/es/shader/minify_picking_frag.glsl +0 -10
  278. package/es/tile/core/BaseLayer.d.ts +0 -50
  279. package/es/tile/core/BaseLayer.js +0 -256
  280. package/es/tile/core/TileDebugLayer.d.ts +0 -15
  281. package/es/tile/core/TileDebugLayer.js +0 -23
  282. package/es/tile/interaction/getFeatureData.d.ts +0 -0
  283. package/es/tile/interaction/getFeatureData.js +0 -0
  284. package/es/tile/interaction/getRasterData.d.ts +0 -4
  285. package/es/tile/interaction/getRasterData.js +0 -45
  286. package/es/tile/interaction/utils.d.ts +0 -11
  287. package/es/tile/interaction/utils.js +0 -69
  288. package/es/tile/interface.d.ts +0 -29
  289. package/es/tile/interface.js +0 -1
  290. package/es/tile/service/TileLayerService.d.ts +0 -58
  291. package/es/tile/service/TileLayerService.js +0 -195
  292. package/es/tile/service/TilePickService.d.ts +0 -26
  293. package/es/tile/service/TilePickService.js +0 -126
  294. package/es/tile/service/TileSourceService.d.ts +0 -7
  295. package/es/tile/service/TileSourceService.js +0 -26
  296. package/es/tile/tile/DebugTile.d.ts +0 -16
  297. package/es/tile/tile/DebugTile.js +0 -47
  298. package/es/tile/tile/ImageTile.d.ts +0 -14
  299. package/es/tile/tile/ImageTile.js +0 -39
  300. package/es/tile/tile/MaskTile.d.ts +0 -18
  301. package/es/tile/tile/MaskTile.js +0 -54
  302. package/es/tile/tile/RasterRGBTile.d.ts +0 -11
  303. package/es/tile/tile/RasterRGBTile.js +0 -47
  304. package/es/tile/tile/RasterTerrainRGBTile.d.ts +0 -14
  305. package/es/tile/tile/RasterTerrainRGBTile.js +0 -39
  306. package/es/tile/tile/RasterTile.d.ts +0 -18
  307. package/es/tile/tile/RasterTile.js +0 -81
  308. package/es/tile/tile/Tile.d.ts +0 -112
  309. package/es/tile/tile/Tile.js +0 -166
  310. package/es/tile/tile/VectorTile.d.ts +0 -26
  311. package/es/tile/tile/VectorTile.js +0 -87
  312. package/es/tile/tile/index.d.ts +0 -12
  313. package/es/tile/tile/index.js +0 -44
  314. package/es/tile/tile/util.d.ts +0 -5
  315. package/es/tile/tile/util.js +0 -18
  316. package/es/tile/utils/constants.d.ts +0 -1
  317. package/es/tile/utils/constants.js +0 -8
  318. package/es/tile/utils/utils.d.ts +0 -8
  319. package/es/tile/utils/utils.js +0 -11
  320. package/es/utils/blend.d.ts +0 -2
  321. package/es/utils/blend.js +0 -57
  322. package/es/utils/collision-index.d.ts +0 -47
  323. package/es/utils/collision-index.js +0 -87
  324. package/es/utils/extrude_polyline.d.ts +0 -53
  325. package/es/utils/extrude_polyline.js +0 -319
  326. package/es/utils/grid-index.d.ts +0 -28
  327. package/es/utils/grid-index.js +0 -128
  328. package/es/utils/identityScale.d.ts +0 -8
  329. package/es/utils/identityScale.js +0 -26
  330. package/es/utils/load-image.d.ts +0 -1
  331. package/es/utils/load-image.js +0 -22
  332. package/es/utils/multiPassRender.d.ts +0 -16
  333. package/es/utils/multiPassRender.js +0 -37
  334. package/es/utils/polylineNormal.d.ts +0 -9
  335. package/es/utils/polylineNormal.js +0 -182
  336. package/es/utils/rampcolor_legend.d.ts +0 -6
  337. package/es/utils/rampcolor_legend.js +0 -12
  338. package/es/utils/scale.d.ts +0 -87
  339. package/es/utils/scale.js +0 -595
  340. package/es/utils/simpleLine.d.ts +0 -23
  341. package/es/utils/simpleLine.js +0 -76
  342. package/es/utils/stencil.d.ts +0 -7
  343. package/es/utils/stencil.js +0 -49
  344. package/es/utils/symbol-layout.d.ts +0 -43
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  692. package/lib/utils/polylineNormal.d.ts +0 -9
  693. package/lib/utils/polylineNormal.js +0 -191
  694. package/lib/utils/rampcolor_legend.d.ts +0 -6
  695. package/lib/utils/rampcolor_legend.js +0 -18
  696. package/lib/utils/scale.d.ts +0 -87
  697. package/lib/utils/scale.js +0 -610
  698. package/lib/utils/simpleLine.d.ts +0 -23
  699. package/lib/utils/simpleLine.js +0 -85
  700. package/lib/utils/stencil.d.ts +0 -7
  701. package/lib/utils/stencil.js +0 -56
  702. package/lib/utils/symbol-layout.d.ts +0 -43
  703. package/lib/utils/symbol-layout.js +0 -258
  704. package/lib/wind/index.d.ts +0 -11
  705. package/lib/wind/index.js +0 -42
  706. package/lib/wind/models/index.d.ts +0 -5
  707. package/lib/wind/models/index.js +0 -12
  708. package/lib/wind/models/utils.d.ts +0 -19
  709. package/lib/wind/models/utils.js +0 -229
  710. package/lib/wind/models/wind.d.ts +0 -38
  711. package/lib/wind/models/wind.js +0 -248
  712. package/lib/wind/models/windRender.d.ts +0 -104
  713. package/lib/wind/models/windRender.js +0 -343
  714. package/lib/wind/models/windShader.d.ts +0 -12
  715. package/lib/wind/models/windShader.js +0 -157
  716. package/lib/wind/shaders/wind_frag.glsl +0 -9
  717. package/lib/wind/shaders/wind_vert.glsl +0 -14
@@ -1,55 +0,0 @@
1
- uniform sampler2D u_texture;
2
-
3
- layout(std140) uniform commonUniforms {
4
- vec4 u_sourceColor;
5
- vec4 u_targetColor;
6
- float u_linearColor;
7
- float u_topsurface;
8
- float u_sidesurface;
9
- float u_heightfixed; // 默认不固定
10
- float u_raisingHeight;
11
- };
12
-
13
- in vec4 v_Color;
14
- in vec3 v_uvs;
15
- in vec2 v_texture_data;
16
-
17
- #pragma include "scene_uniforms"
18
- #pragma include "picking"
19
-
20
- out vec4 outputColor;
21
-
22
- void main() {
23
- float opacity = u_opacity;
24
- float isSide = v_texture_data.x;
25
- float lightWeight = v_texture_data.y;
26
- float topU = v_uvs[0];
27
- float topV = 1.0 - v_uvs[1];
28
- float sidey = v_uvs[2];
29
-
30
- outputColor = texture(SAMPLER_2D(u_texture), vec2(topU, topV));
31
- // Tip: 部分机型 GPU 计算精度兼容
32
- if (isSide < 0.999) {
33
- // 是否是边缘
34
- // side face
35
- if (u_sidesurface < 1.0) {
36
- discard;
37
- }
38
-
39
- if (u_linearColor == 1.0) {
40
- vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
41
- linearColor.rgb *= lightWeight;
42
- outputColor = linearColor;
43
- } else {
44
- outputColor = v_Color;
45
- }
46
- } else {
47
- // top face
48
- if (u_topsurface < 1.0) {
49
- discard;
50
- }
51
- }
52
-
53
- outputColor.a *= opacity;
54
- outputColor = filterColor(outputColor);
55
- }
@@ -1,54 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_POSITION_64LOW) in vec2 a_Position64Low;
3
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
4
- layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
5
- layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
6
- layout(location = ATTRIBUTE_LOCATION_UV) in vec3 a_uvs;
7
-
8
- layout(std140) uniform commonUniforms {
9
- vec4 u_sourceColor;
10
- vec4 u_targetColor;
11
- float u_linearColor;
12
- float u_topsurface;
13
- float u_sidesurface;
14
- float u_heightfixed; // 默认不固定
15
- float u_raisingHeight;
16
- };
17
-
18
- out vec4 v_Color;
19
- out vec3 v_uvs;
20
- out vec2 v_texture_data;
21
-
22
- #pragma include "projection"
23
- #pragma include "light"
24
- #pragma include "picking"
25
-
26
- void main() {
27
- vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
28
- vec4 project_pos = project_position(pos, a_Position64Low);
29
- float lightWeight = calc_lighting(project_pos);
30
- v_uvs = a_uvs;
31
- v_Color = a_Color;
32
- v_Color.a *= opacity;
33
-
34
- v_texture_data = vec2(a_Position.z, lightWeight);
35
-
36
- if (u_heightfixed > 0.0) {
37
- // 判断几何体是否固定高度
38
- project_pos.z = a_Position.z * a_Size;
39
- project_pos.z += u_raisingHeight;
40
-
41
- if (
42
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||
43
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET
44
- ) {
45
- float mapboxZoomScale = 4.0 / pow(2.0, 21.0 - u_Zoom);
46
- project_pos.z *= mapboxZoomScale;
47
- project_pos.z += u_raisingHeight * mapboxZoomScale;
48
- }
49
- }
50
-
51
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
52
-
53
- setPickingColor(a_PickingColor);
54
- }
@@ -1,8 +0,0 @@
1
- in vec4 v_Color;
2
- #pragma include "scene_uniforms"
3
- #pragma include "picking"
4
- out vec4 outputColor;
5
- void main() {
6
- outputColor = v_Color;
7
- outputColor = filterColor(outputColor);
8
- }
@@ -1,24 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_POSITION_64LOW) in vec2 a_Position64Low;
3
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
4
- layout(location = ATTRIBUTE_LOCATION_SIZE) in float a_Size;
5
- layout(location = ATTRIBUTE_LOCATION_NORMAL) in vec3 a_Normal;
6
-
7
- out vec4 v_Color;
8
-
9
- #pragma include "projection"
10
- #pragma include "light"
11
- #pragma include "picking"
12
-
13
- void main() {
14
- vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size + (1.0 - a_Position.z) * extrusionBase, 1.0);
15
-
16
- vec4 project_pos = project_position(pos, a_Position64Low);
17
- float lightWeight = calc_lighting(project_pos);
18
- v_Color = a_Color;
19
- v_Color = vec4(v_Color.rgb * lightWeight, v_Color.w * opacity);
20
-
21
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
22
-
23
- setPickingColor(a_PickingColor);
24
- }
@@ -1,8 +0,0 @@
1
- in vec4 v_color;
2
- #pragma include "scene_uniforms"
3
- #pragma include "picking"
4
- out vec4 outputColor;
5
- void main() {
6
- outputColor = v_color;
7
- outputColor = filterColor(outputColor);
8
- }
@@ -1,23 +0,0 @@
1
- layout(std140) uniform commonUniforms {
2
- float u_raisingHeight;
3
- float u_opacitylinear;
4
- float u_dir;
5
- };
6
-
7
- in vec4 v_color;
8
- in vec3 v_linear;
9
- in vec2 v_pos;
10
- out vec4 outputColor;
11
- #pragma include "scene_uniforms"
12
- #pragma include "picking"
13
-
14
- void main() {
15
- outputColor = v_color;
16
- if (u_opacitylinear > 0.0) {
17
- outputColor.a *=
18
- u_dir == 1.0
19
- ? 1.0 - length(v_pos - v_linear.xy) / v_linear.z
20
- : length(v_pos - v_linear.xy) / v_linear.z;
21
- }
22
- outputColor = filterColor(outputColor);
23
- }
@@ -1,36 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_POSITION_64LOW) in vec2 a_Position64Low;
3
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
4
- layout(location = ATTRIBUTE_LOCATION_LINEAR) in vec3 a_linear;
5
-
6
- layout(std140) uniform commonUniforms {
7
- float u_raisingHeight;
8
- float u_opacitylinear;
9
- float u_dir;
10
- };
11
-
12
- out vec4 v_color;
13
- out vec3 v_linear;
14
- out vec2 v_pos;
15
-
16
- #pragma include "projection"
17
- #pragma include "picking"
18
-
19
- void main() {
20
- if (u_opacitylinear > 0.0) {
21
- v_linear = a_linear;
22
- v_pos = a_Position.xy;
23
- }
24
- v_color = vec4(a_Color.xyz, a_Color.w * opacity);
25
- vec4 project_pos = project_position(vec4(a_Position, 1.0), a_Position64Low);
26
- project_pos.z += u_raisingHeight;
27
-
28
- if (u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
29
- float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
30
- project_pos.z *= mapboxZoomScale;
31
- project_pos.z += u_raisingHeight * mapboxZoomScale;
32
- }
33
-
34
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
35
- setPickingColor(a_PickingColor);
36
- }
@@ -1,35 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_POSITION_64LOW) in vec2 a_Position64Low;
3
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
4
-
5
- layout(std140) uniform commonUniforms {
6
- float u_raisingHeight;
7
- };
8
-
9
- out vec4 v_color;
10
-
11
- #pragma include "projection"
12
- #pragma include "picking"
13
-
14
- void main() {
15
- // cal style mapping - 数据纹理映射部分的计算
16
-
17
- v_color = vec4(a_Color.xyz, a_Color.w * opacity);
18
- vec4 project_pos = project_position(vec4(a_Position, 1.0), a_Position64Low);
19
-
20
- project_pos.z += u_raisingHeight;
21
-
22
- if (
23
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT ||
24
- u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET
25
- ) {
26
- float mapboxZoomScale = 4.0 / pow(2.0, 21.0 - u_Zoom);
27
- project_pos.z *= mapboxZoomScale;
28
- project_pos.z += u_raisingHeight * mapboxZoomScale;
29
- }
30
-
31
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
32
-
33
- setPickingColor(a_PickingColor);
34
- }
35
-
@@ -1,277 +0,0 @@
1
- layout(std140) uniform commonUniforms {
2
- vec4 u_watercolor;
3
- vec4 u_watercolor2;
4
- float u_time;
5
- };
6
-
7
- in vec2 v_uv;
8
- in float v_opacity;
9
- out vec4 outputColor;
10
-
11
- float coast2water_fadedepth = 0.1;
12
- float large_waveheight = 0.75; // change to adjust the "heavy" waves
13
- float large_wavesize = 3.4; // factor to adjust the large wave size
14
- float small_waveheight = 0.6; // change to adjust the small random waves
15
- float small_wavesize = 0.5; // factor to ajust the small wave size
16
- float water_softlight_fact = 15.0; // range [1..200] (should be << smaller than glossy-fact)
17
- float water_glossylight_fact = 120.0; // range [1..200]
18
- float particle_amount = 70.0;
19
-
20
- vec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights
21
- #define light (vec3(-0.0, sin(u_time * 0.5) * 0.5 + 0.35, 2.8)) // position of the sun
22
-
23
- uniform sampler2D u_texture1;
24
- uniform sampler2D u_texture2;
25
- uniform sampler2D u_texture3;
26
-
27
- float hash(float n) {
28
- return fract(sin(n) * 43758.5453123);
29
- }
30
-
31
- // 2d noise function
32
- float noise1(vec2 x) {
33
- vec2 p = floor(x);
34
- vec2 f = smoothstep(0.0, 1.0, fract(x));
35
- float n = p.x + p.y * 57.0;
36
- return mix(mix(hash(n + 0.0), hash(n + 1.0), f.x), mix(hash(n + 57.0), hash(n + 58.0), f.x), f.y);
37
- }
38
-
39
- float noise(vec2 p) {
40
- return texture(SAMPLER_2D(u_texture2), p * vec2(1.0 / 256.0)).x;
41
- }
42
-
43
- vec4 highness(vec2 p) {
44
- vec4 t = texture(SAMPLER_2D(u_texture1), fract(p));
45
- float clipped =
46
- -2.0 -
47
- smoothstep(3.0, 10.0, t.a) * 6.9 -
48
- smoothstep(10.0, 100.0, t.a) * 89.9 -
49
- smoothstep(0.0, 10000.0, t.a) * 10000.0;
50
- return clamp(t, 0.0, 3.0) + clamp(t / 3.0 - 1.0, 0.0, 1.0) + clamp(t / 16.0 - 1.0, 0.0, 1.0);
51
- }
52
-
53
- float height_map(vec2 p) {
54
- vec4 height = highness(p);
55
- /*
56
- height = -0.5+
57
- 0.5*smoothstep(-100.,0.,-height)+
58
- 2.75*smoothstep(0.,2.,height)+
59
- 1.75*smoothstep(2.,4.,height)+
60
- 2.75*smoothstep(4.,16.,height)+
61
- 1.5*smoothstep(16.,1000.,height);
62
- */
63
-
64
- mat2 m = mat2(0.9563 * 1.4, -0.2924 * 1.4, 0.2924 * 1.4, 0.9563 * 1.4);
65
- //p = p*6.;
66
- float f = 0.6 * noise1(p);
67
- p = m * p * 1.1 * 6.0;
68
- f += 0.25 * noise(p);
69
- p = m * p * 1.32;
70
- f += 0.1666 * noise(p);
71
- p = m * p * 1.11;
72
- f += 0.0834 * noise(p);
73
- p = m * p * 1.12;
74
- f += 0.0634 * noise(p);
75
- p = m * p * 1.13;
76
- f += 0.0444 * noise(p);
77
- p = m * p * 1.14;
78
- f += 0.0274 * noise(p);
79
- p = m * p * 1.15;
80
- f += 0.0134 * noise(p);
81
- p = m * p * 1.16;
82
- f += 0.0104 * noise(p);
83
- p = m * p * 1.17;
84
- f += 0.0084 * noise(p);
85
- f = 0.25 * f + dot(height, vec4(-0.03125, -0.125, 0.25, 0.25)) * 0.5;
86
- const float FLAT_LEVEL = 0.92525;
87
- //f = f*0.25+height*0.75;
88
- if (f < FLAT_LEVEL) f = f;
89
- else f = pow((f - FLAT_LEVEL) / (1.0 - FLAT_LEVEL), 2.0) * (1.0 - FLAT_LEVEL) * 2.0 + FLAT_LEVEL; // makes a smooth coast-increase
90
- return clamp(f, 0.0, 10.0);
91
- }
92
-
93
- vec3 plasma_quintic(float x) {
94
- x = clamp(x, 0.0, 1.0);
95
- vec4 x1 = vec4(1.0, x, x * x, x * x * x); // 1 x x2 x3
96
- vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7
97
- return vec3(
98
- dot(x1.xyzw, vec4(+0.063861086, +1.992659096, -1.023901152, -0.490832805)) +
99
- dot(x2.xy, vec2(+1.308442123, -0.914547012)),
100
- dot(x1.xyzw, vec4(+0.04971859, -0.791144343, +2.892305078, +0.811726816)) +
101
- dot(x2.xy, vec2(-4.686502417, +2.717794514)),
102
- dot(x1.xyzw, vec4(+0.513275779, +1.58025506, -5.164414457, +4.559573646)) +
103
- dot(x2.xy, vec2(-1.916810682, +0.570638854))
104
- );
105
- }
106
-
107
- vec4 color(vec2 p) {
108
- vec4 c1 = vec4(1.7, 1.6, 0.9, 1);
109
- vec4 c2 = vec4(0.2, 0.94, 0.1, 1);
110
- vec4 c3 = vec4(0.3, 0.2, 0.0, 1);
111
- vec4 c4 = vec4(0.99, 0.99, 1.6, 1);
112
- vec4 v = highness(p);
113
- float los = smoothstep(0.1, 1.1, v.b);
114
- float his = smoothstep(3.5, 6.5, v.b);
115
- float ces = smoothstep(1.0, 5.0, v.a);
116
- vec4 lo = mix(c1, c2, los);
117
- vec4 hi = mix(c3, c4, his);
118
- vec4 ce = mix(lo, hi, ces);
119
-
120
- return vec4(plasma_quintic(ces), 1).ragb;
121
- }
122
-
123
- vec3 terrain_map(vec2 p) {
124
- return color(p).rgb * 0.75 +
125
- 0.25 * vec3(0.7, 0.55, 0.4) +
126
- texture(SAMPLER_2D(u_texture3), fract(p * 5.0)).rgb * 0.5; // test-terrain is simply 'sandstone'
127
- }
128
-
129
- const mat2 m = mat2(
130
- 0.72, -1.6 ,
131
- 1.6 , 0.72
132
- );
133
-
134
- float water_map(vec2 p, float height) {
135
- vec2 p2 = p * large_wavesize;
136
- vec2 shift1 = 0.001 * vec2(u_time * 160.0 * 2.0, u_time * 120.0 * 2.0);
137
- vec2 shift2 = 0.001 * vec2(u_time * 190.0 * 2.0, -u_time * 130.0 * 2.0);
138
-
139
- // coarse crossing 'ocean' waves...
140
- float f = 0.6 * noise(p);
141
- f += 0.25 * noise(p * m);
142
- f += 0.1666 * noise(p * m * m);
143
- float wave =
144
- sin(p2.x * 0.622 + p2.y * 0.622 + shift2.x * 4.269) * large_waveheight * f * height * height;
145
-
146
- p *= small_wavesize;
147
- f = 0.0;
148
- float amp = 1.0,
149
- s = 0.5;
150
- for (int i = 0; i < 9; i++) {
151
- p = m * p * 0.947;
152
- f -= amp * abs(sin((noise(p + shift1 * s) - 0.5) * 2.0));
153
- amp = amp * 0.59;
154
- s *= -1.329;
155
- }
156
-
157
- return wave + f * small_waveheight;
158
- }
159
-
160
- float nautic(vec2 p) {
161
- p *= 18.0;
162
- float f = 0.0;
163
- float amp = 1.0,
164
- s = 0.5;
165
- for (int i = 0; i < 3; i++) {
166
- p = m * p * 1.2;
167
- f += amp * abs(smoothstep(0.0, 1.0, noise(p + u_time * s)) - 0.5);
168
- amp = amp * 0.5;
169
- s *= -1.227;
170
- }
171
- return pow(1.0 - f, 5.0);
172
- }
173
-
174
- float particles(vec2 p) {
175
- p *= 200.0;
176
- float f = 0.0;
177
- float amp = 1.0,
178
- s = 1.5;
179
- for (int i = 0; i < 3; i++) {
180
- p = m * p * 1.2;
181
- f += amp * noise(p + u_time * s);
182
- amp = amp * 0.5;
183
- s *= -1.227;
184
- }
185
- return pow(f * 0.35, 7.0) * particle_amount;
186
- }
187
-
188
- float test_shadow(vec2 xy, float height) {
189
- vec3 r0 = vec3(xy, height);
190
- vec3 rd = normalize(light - r0);
191
-
192
- float hit = 1.0;
193
- float t = 0.001;
194
- for (int j = 1; j < 25; j++) {
195
- vec3 p = r0 + t * rd;
196
- float h = height_map(p.xy);
197
- float height_diff = p.z - h;
198
- if (height_diff < 0.0) {
199
- return 0.0;
200
- }
201
- t += 0.01 + height_diff * 0.02;
202
- hit = min(hit, 2.0 * height_diff / t); // soft shaddow
203
- }
204
- return hit;
205
- }
206
-
207
- vec3 CalcTerrain(vec2 uv, float height) {
208
- vec3 col = terrain_map(uv);
209
- vec2 iResolution = vec2(512.0);
210
- float h1 = height_map(uv - vec2(0.0, 0.5) / iResolution.xy);
211
- float h2 = height_map(uv + vec2(0.0, 0.5) / iResolution.xy);
212
- float h3 = height_map(uv - vec2(0.5, 0.0) / iResolution.xy);
213
- float h4 = height_map(uv + vec2(0.5, 0.0) / iResolution.xy);
214
- vec3 norm = normalize(vec3(h3 - h4, h1 - h2, 1.0));
215
- vec3 r0 = vec3(uv, height);
216
- vec3 rd = normalize(light - r0);
217
- float grad = dot(norm, rd);
218
- col *= grad + pow(grad, 8.0);
219
- float terrainshade = test_shadow(uv, height);
220
- col = mix(col * 0.25, col, terrainshade);
221
- return col;
222
- }
223
-
224
- void main() {
225
- vec3 watercolor = u_watercolor.rgb;
226
- vec3 watercolor2 = u_watercolor2.rgb;
227
- vec2 uv = v_uv;
228
- float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)
229
- float deepwater_fadedepth = 0.4 + coast2water_fadedepth;
230
- float height = height_map(uv);
231
- vec3 col;
232
-
233
- float waveheight = clamp(WATER_LEVEL * 3.0 - 1.5, 0.0, 1.0);
234
- float level = WATER_LEVEL + 0.2 * water_map(uv * 15.0 + vec2(u_time * 0.1), waveheight);
235
- if (height > level) {
236
- col = CalcTerrain(uv, height);
237
- }
238
- if (height <= level) {
239
- vec2 dif = vec2(0.0, 0.01);
240
- vec2 pos = uv * 15.0 + vec2(u_time * 0.01);
241
- float h1 = water_map(pos - dif, waveheight);
242
- float h2 = water_map(pos + dif, waveheight);
243
- float h3 = water_map(pos - dif.yx, waveheight);
244
- float h4 = water_map(pos + dif.yx, waveheight);
245
- vec3 normwater = normalize(vec3(h3 - h4, h1 - h2, 0.125)); // norm-vector of the 'bumpy' water-plane
246
- uv += normwater.xy * 0.002 * (level - height);
247
-
248
- col = CalcTerrain(uv, height);
249
-
250
- float coastfade = clamp((level - height) / coast2water_fadedepth, 0.0, 1.0);
251
- float coastfade2 = clamp((level - height) / deepwater_fadedepth, 0.0, 1.0);
252
- float intensity = col.r * 0.2126 + col.g * 0.7152 + col.b * 0.0722;
253
- watercolor = mix(watercolor * intensity, watercolor2, smoothstep(0.0, 1.0, coastfade2));
254
-
255
- vec3 r0 = vec3(uv, WATER_LEVEL);
256
- vec3 rd = normalize(light - r0); // ray-direction to the light from water-position
257
- float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction
258
- float specular = pow(grad, water_softlight_fact); // used for soft highlights
259
- float specular2 = pow(grad, water_glossylight_fact); // used for glossy highlights
260
- float gradpos = dot(vec3(0.0, 0.0, 1.0), rd);
261
- float specular1 = smoothstep(0.0, 1.0, pow(gradpos, 5.0)); // used for diffusity (some darker corona around light's specular reflections...)
262
- float watershade = test_shadow(uv, level);
263
- watercolor *= 2.2 + watershade;
264
- watercolor += (0.2 + 0.8 * watershade) * ((grad - 1.0) * 0.5 + specular) * 0.25;
265
- watercolor /= 1.0 + specular1 * 1.25;
266
- watercolor += watershade * specular2 * water_specularcolor;
267
- watercolor +=
268
- watershade *
269
- coastfade *
270
- (1.0 - coastfade2) *
271
- (vec3(0.5, 0.6, 0.7) * nautic(uv) + vec3(1.0, 1.0, 1.0) * particles(uv));
272
-
273
- col = mix(col, watercolor, coastfade);
274
- }
275
-
276
- outputColor = vec4(col, v_opacity);
277
- }
@@ -1,21 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_uv;
3
-
4
- layout(std140) uniform commonUniforms {
5
- vec4 u_watercolor;
6
- vec4 u_watercolor2;
7
- float u_time;
8
- };
9
-
10
- out vec2 v_uv;
11
- out float v_opacity;
12
-
13
- #pragma include "projection"
14
-
15
- void main() {
16
- v_uv = a_uv;
17
- v_opacity = opacity;
18
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
19
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
20
- }
21
-
@@ -1,78 +0,0 @@
1
- uniform sampler2D u_texture;
2
- layout(std140) uniform commonUniforms {
3
- float u_speed;
4
- float u_time;
5
- };
6
-
7
- out vec4 outputColor;
8
-
9
- in vec4 v_Color;
10
- in vec2 v_uv;
11
-
12
- float rand(vec2 n) {
13
- return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);
14
- }
15
-
16
- float water(vec3 p) {
17
- float t = u_time * u_speed;
18
- p.z += t * 2.0;
19
- p.x += t * 2.0;
20
- vec3 c1 = texture(SAMPLER_2D(u_texture), p.xz / 30.0).xyz;
21
- p.z += t * 3.0;
22
- p.x += t * 0.52;
23
- vec3 c2 = texture(SAMPLER_2D(u_texture), p.xz / 30.0).xyz;
24
- p.z += t * 4.0;
25
- p.x += t * 0.8;
26
- vec3 c3 = texture(SAMPLER_2D(u_texture), p.xz / 30.0).xyz;
27
- c1 += c2 - c3;
28
- float z = (c1.x + c1.y + c1.z) / 3.0;
29
- return p.y + z / 4.0;
30
- }
31
-
32
- float map(vec3 p) {
33
- float d = 100.0;
34
- d = water(p);
35
- return d;
36
- }
37
-
38
- float intersect(vec3 ro, vec3 rd) {
39
- float d = 0.0;
40
- for (int i = 0; i <= 100; i++) {
41
- float h = map(ro + rd * d);
42
- if (h < 0.1) return d;
43
- d += h;
44
- }
45
- return 0.0;
46
- }
47
-
48
- vec3 norm(vec3 p) {
49
- float eps = 0.1;
50
- return normalize(
51
- vec3(
52
- map(p + vec3(eps, 0, 0)) - map(p + vec3(-eps, 0, 0)),
53
- map(p + vec3(0, eps, 0)) - map(p + vec3(0, -eps, 0)),
54
- map(p + vec3(0, 0, eps)) - map(p + vec3(0, 0, -eps))
55
- )
56
- );
57
- }
58
-
59
- float calSpc() {
60
- vec3 l1 = normalize(vec3(1, 1, 1));
61
- vec3 ro = vec3(-3, 20, -8);
62
- vec3 rc = vec3(0, 0, 0);
63
- vec3 ww = normalize(rc - ro);
64
- vec3 uu = normalize(cross(vec3(0, 1, 0), ww));
65
- vec3 vv = normalize(cross(rc - ro, uu));
66
- vec3 rd = normalize(uu * v_uv.x + vv * v_uv.y + ww);
67
- float d = intersect(ro, rd);
68
- vec3 p = ro + rd * d;
69
- vec3 n = norm(p);
70
- float spc = pow(max(0.0, dot(reflect(l1, n), rd)), 30.0);
71
- return spc;
72
- }
73
-
74
- void main() {
75
- outputColor = v_Color;
76
- float spc = calSpc();
77
- outputColor += spc * 0.4;
78
- }
@@ -1,22 +0,0 @@
1
- layout(location = ATTRIBUTE_LOCATION_POSITION) in vec3 a_Position;
2
- layout(location = ATTRIBUTE_LOCATION_COLOR) in vec4 a_Color;
3
- layout(location = ATTRIBUTE_LOCATION_UV) in vec2 a_uv;
4
-
5
- layout(std140) uniform commonUniforms {
6
- float u_speed;
7
- float u_time;
8
- };
9
- out vec4 v_Color;
10
- out vec2 v_uv;
11
-
12
- #pragma include "projection"
13
-
14
- void main() {
15
- v_uv = a_uv;
16
- v_Color = a_Color;
17
- v_Color.a *= opacity;
18
- vec4 project_pos = project_position(vec4(a_Position, 1.0));
19
-
20
- gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
21
- }
22
-
@@ -1,6 +0,0 @@
1
- import type { IParseDataItem } from '@antv/l7-core';
2
- export declare function RasterTriangulation(parserData: IParseDataItem): {
3
- vertices: number[];
4
- indices: number[];
5
- size: number;
6
- };
@@ -1,33 +0,0 @@
1
- "use strict";
2
-
3
- var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
- Object.defineProperty(exports, "__esModule", {
5
- value: true
6
- });
7
- exports.RasterTriangulation = RasterTriangulation;
8
- var _martini = _interopRequireDefault(require("@mapbox/martini"));
9
- // @ts-ignore
10
-
11
- function RasterTriangulation(parserData) {
12
- const {
13
- data,
14
- width,
15
- height
16
- } = parserData;
17
- const maxlength = Math.max(width, height);
18
- const gridSize = Math.pow(2, Math.ceil(Math.log2(maxlength))) + 1;
19
- const terrain = new Float32Array(gridSize * gridSize);
20
- for (let i = 0; i < width; i++) {
21
- for (let j = 0; j < height; j++) {
22
- terrain[i * gridSize + j] = data[i * width + j];
23
- }
24
- }
25
- const martini = new _martini.default(gridSize);
26
- const tile = martini.createTile(terrain);
27
- const mesh = tile.getMesh(gridSize / 2);
28
- return {
29
- vertices: Array.from(mesh.vertices),
30
- indices: Array.from(mesh.triangles),
31
- size: 2
32
- };
33
- }