@antv/l7-layers 2.9.26-alpha.0 → 2.9.26

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 (588) hide show
  1. package/es/Geometry/index.d.ts +19 -0
  2. package/es/Geometry/index.js +106 -0
  3. package/es/Geometry/models/billboard.d.ts +26 -0
  4. package/es/Geometry/models/billboard.js +232 -0
  5. package/es/Geometry/models/index.d.ts +5 -0
  6. package/es/Geometry/models/index.js +9 -0
  7. package/es/Geometry/models/plane.d.ts +45 -0
  8. package/es/Geometry/models/plane.js +421 -0
  9. package/es/Geometry/models/sprite.d.ts +47 -0
  10. package/es/Geometry/models/sprite.js +304 -0
  11. package/es/Geometry/shaders/billboard_frag.glsl +13 -0
  12. package/es/Geometry/shaders/billboard_vert.glsl +50 -0
  13. package/es/Geometry/shaders/plane_frag.glsl +22 -0
  14. package/es/Geometry/shaders/plane_vert.glsl +53 -0
  15. package/es/Geometry/shaders/sprite_frag.glsl +21 -0
  16. package/es/Geometry/shaders/sprite_vert.glsl +28 -0
  17. package/es/canvas/index.d.ts +19 -0
  18. package/es/canvas/index.js +91 -0
  19. package/es/canvas/models/canvas.d.ts +18 -0
  20. package/es/canvas/models/canvas.js +212 -0
  21. package/es/canvas/models/index.d.ts +5 -0
  22. package/es/canvas/models/index.js +5 -0
  23. package/es/citybuliding/building.d.ts +17 -0
  24. package/es/citybuliding/building.js +88 -0
  25. package/es/citybuliding/models/build.d.ts +22 -0
  26. package/es/citybuliding/models/build.js +188 -0
  27. package/es/citybuliding/shaders/build_frag.glsl +117 -0
  28. package/es/citybuliding/shaders/build_vert.glsl +54 -0
  29. package/es/core/BaseLayer.d.ts +212 -0
  30. package/es/core/BaseLayer.js +1409 -0
  31. package/es/core/BaseModel.d.ts +140 -0
  32. package/es/core/BaseModel.js +486 -0
  33. package/es/core/interface.d.ts +201 -0
  34. package/es/core/interface.js +30 -0
  35. package/es/core/schema.d.ts +27 -0
  36. package/es/core/schema.js +25 -0
  37. package/es/core/shape/Path.d.ts +39 -0
  38. package/es/core/shape/Path.js +62 -0
  39. package/es/core/shape/extrude.d.ts +17 -0
  40. package/es/core/shape/extrude.js +148 -0
  41. package/es/core/triangulation.d.ts +122 -0
  42. package/es/core/triangulation.js +491 -0
  43. package/es/earth/index.d.ts +17 -0
  44. package/es/earth/index.js +91 -0
  45. package/es/earth/models/atmosphere.d.ts +9 -0
  46. package/es/earth/models/atmosphere.js +138 -0
  47. package/es/earth/models/base.d.ts +16 -0
  48. package/es/earth/models/base.js +212 -0
  49. package/es/earth/models/bloomsphere.d.ts +9 -0
  50. package/es/earth/models/bloomsphere.js +138 -0
  51. package/es/earth/shaders/atmosphere_frag.glsl +17 -0
  52. package/es/earth/shaders/atmosphere_vert.glsl +26 -0
  53. package/es/earth/shaders/base_frag.glsl +13 -0
  54. package/es/earth/shaders/base_vert.glsl +52 -0
  55. package/es/earth/shaders/bloomsphere_frag.glsl +15 -0
  56. package/es/earth/shaders/bloomsphere_vert.glsl +20 -0
  57. package/es/earth/utils.d.ts +26 -0
  58. package/es/earth/utils.js +104 -0
  59. package/es/heatmap/index.d.ts +21 -0
  60. package/es/heatmap/index.js +145 -0
  61. package/es/heatmap/models/grid.d.ts +8 -0
  62. package/es/heatmap/models/grid.js +108 -0
  63. package/es/heatmap/models/grid3d.d.ts +8 -0
  64. package/es/heatmap/models/grid3d.js +147 -0
  65. package/es/heatmap/models/heatmap.d.ts +24 -0
  66. package/es/heatmap/models/heatmap.js +464 -0
  67. package/es/heatmap/models/hexagon.d.ts +8 -0
  68. package/es/heatmap/models/hexagon.js +111 -0
  69. package/es/heatmap/models/index.d.ts +5 -0
  70. package/es/heatmap/models/index.js +12 -0
  71. package/es/heatmap/shaders/grid_vert.glsl +42 -0
  72. package/es/heatmap/shaders/heatmap_3d_frag.glsl +14 -0
  73. package/es/heatmap/shaders/heatmap_3d_vert.glsl +46 -0
  74. package/es/heatmap/shaders/heatmap_frag.glsl +47 -0
  75. package/es/heatmap/shaders/heatmap_framebuffer_frag.glsl +10 -0
  76. package/es/heatmap/shaders/heatmap_framebuffer_vert.glsl +35 -0
  77. package/es/heatmap/shaders/heatmap_vert.glsl +10 -0
  78. package/es/heatmap/shaders/hexagon_3d_frag.glsl +0 -0
  79. package/es/heatmap/shaders/hexagon_3d_vert.glsl +64 -0
  80. package/es/heatmap/shaders/hexagon_frag.glsl +12 -0
  81. package/es/heatmap/shaders/hexagon_vert.glsl +41 -0
  82. package/es/heatmap/triangulation.d.ts +5 -0
  83. package/es/heatmap/triangulation.js +38 -0
  84. package/es/image/index.d.ts +19 -0
  85. package/es/image/index.js +103 -0
  86. package/es/image/models/dataImage.d.ts +22 -0
  87. package/es/image/models/dataImage.js +225 -0
  88. package/es/image/models/image.d.ts +19 -0
  89. package/es/image/models/image.js +169 -0
  90. package/es/image/models/index.d.ts +5 -0
  91. package/es/image/models/index.js +7 -0
  92. package/es/image/shaders/dataImage_frag.glsl +38 -0
  93. package/es/image/shaders/image_frag.glsl +9 -0
  94. package/es/image/shaders/image_vert.glsl +17 -0
  95. package/es/index.d.ts +17 -0
  96. package/es/index.js +107 -0
  97. package/es/line/index.d.ts +42 -0
  98. package/es/line/index.js +140 -0
  99. package/es/line/models/arc.d.ts +17 -0
  100. package/es/line/models/arc.js +356 -0
  101. package/es/line/models/arc_3d.d.ts +17 -0
  102. package/es/line/models/arc_3d.js +335 -0
  103. package/es/line/models/earthArc_3d.d.ts +17 -0
  104. package/es/line/models/earthArc_3d.js +338 -0
  105. package/es/line/models/great_circle.d.ts +12 -0
  106. package/es/line/models/great_circle.js +294 -0
  107. package/es/line/models/half.d.ts +18 -0
  108. package/es/line/models/half.js +282 -0
  109. package/es/line/models/index.d.ts +5 -0
  110. package/es/line/models/index.js +25 -0
  111. package/es/line/models/line.d.ts +21 -0
  112. package/es/line/models/line.js +442 -0
  113. package/es/line/models/linearline.d.ts +11 -0
  114. package/es/line/models/linearline.js +276 -0
  115. package/es/line/models/simpleLine.d.ts +14 -0
  116. package/es/line/models/simpleLine.js +233 -0
  117. package/es/line/models/tile.d.ts +11 -0
  118. package/es/line/models/tile.js +351 -0
  119. package/es/line/models/wall.d.ts +12 -0
  120. package/es/line/models/wall.js +329 -0
  121. package/es/line/shaders/arc_chunks.vert.glsl +21 -0
  122. package/es/line/shaders/dash/arc_dash_frag.glsl +28 -0
  123. package/es/line/shaders/dash/arc_dash_vert.glsl +148 -0
  124. package/es/line/shaders/dash/line_dash_frag.glsl +31 -0
  125. package/es/line/shaders/dash/line_dash_vert.glsl +93 -0
  126. package/es/line/shaders/half/line_half_frag.glsl +53 -0
  127. package/es/line/shaders/half/line_half_vert.glsl +169 -0
  128. package/es/line/shaders/line_arc2d_vert.glsl +114 -0
  129. package/es/line/shaders/line_arc_3d_frag.glsl +103 -0
  130. package/es/line/shaders/line_arc_3d_vert.glsl +207 -0
  131. package/es/line/shaders/line_arc_frag.glsl +89 -0
  132. package/es/line/shaders/line_arc_great_circle_frag.glsl +101 -0
  133. package/es/line/shaders/line_arc_great_circle_vert.glsl +215 -0
  134. package/es/line/shaders/line_arc_vert.glsl +176 -0
  135. package/es/line/shaders/line_bezier_vert.glsl +85 -0
  136. package/es/line/shaders/line_frag.glsl +100 -0
  137. package/es/line/shaders/line_vert.glsl +192 -0
  138. package/es/line/shaders/linear/arc3d_linear_frag.glsl +47 -0
  139. package/es/line/shaders/linear/arc3d_linear_vert.glsl +207 -0
  140. package/es/line/shaders/linear/arc_linear_frag.glsl +38 -0
  141. package/es/line/shaders/linear/arc_linear_vert.glsl +138 -0
  142. package/es/line/shaders/linear/line_linear_frag.glsl +27 -0
  143. package/es/line/shaders/linearLine/line_linear_frag.glsl +20 -0
  144. package/es/line/shaders/linearLine/line_linear_vert.glsl +112 -0
  145. package/es/line/shaders/simple/simpleline_frag.glsl +10 -0
  146. package/es/line/shaders/simple/simpleline_linear_frag.glsl +11 -0
  147. package/es/line/shaders/simple/simpleline_vert.glsl +79 -0
  148. package/es/line/shaders/tile/line_tile_frag.glsl +79 -0
  149. package/es/line/shaders/tile/line_tile_vert.glsl +210 -0
  150. package/es/line/shaders/wall_frag.glsl +93 -0
  151. package/es/line/shaders/wall_vert.glsl +111 -0
  152. package/es/mask/index.d.ts +26 -0
  153. package/es/mask/index.js +82 -0
  154. package/es/mask/models/fill.d.ts +11 -0
  155. package/es/mask/models/fill.js +121 -0
  156. package/es/mask/models/index.d.ts +5 -0
  157. package/es/mask/models/index.js +5 -0
  158. package/es/mask/shaders/mask_frag.glsl +7 -0
  159. package/es/mask/shaders/mask_vert.glsl +22 -0
  160. package/es/plugins/DataMappingPlugin.d.ts +18 -0
  161. package/es/plugins/DataMappingPlugin.js +345 -0
  162. package/es/plugins/DataSourcePlugin.d.ts +7 -0
  163. package/es/plugins/DataSourcePlugin.js +83 -0
  164. package/es/plugins/FeatureScalePlugin.d.ts +26 -0
  165. package/es/plugins/FeatureScalePlugin.js +380 -0
  166. package/es/plugins/LayerAnimateStylePlugin.d.ts +7 -0
  167. package/es/plugins/LayerAnimateStylePlugin.js +49 -0
  168. package/es/plugins/LayerModelPlugin.d.ts +10 -0
  169. package/es/plugins/LayerModelPlugin.js +71 -0
  170. package/es/plugins/LayerStylePlugin.d.ts +8 -0
  171. package/es/plugins/LayerStylePlugin.js +39 -0
  172. package/es/plugins/LightingPlugin.d.ts +36 -0
  173. package/es/plugins/LightingPlugin.js +110 -0
  174. package/es/plugins/MultiPassRendererPlugin.d.ts +24 -0
  175. package/es/plugins/MultiPassRendererPlugin.js +77 -0
  176. package/es/plugins/PixelPickingPlugin.d.ts +8 -0
  177. package/es/plugins/PixelPickingPlugin.js +146 -0
  178. package/es/plugins/RegisterStyleAttributePlugin.d.ts +11 -0
  179. package/es/plugins/RegisterStyleAttributePlugin.js +105 -0
  180. package/es/plugins/ShaderUniformPlugin.d.ts +17 -0
  181. package/es/plugins/ShaderUniformPlugin.js +107 -0
  182. package/es/plugins/UpdateModelPlugin.d.ts +8 -0
  183. package/es/plugins/UpdateModelPlugin.js +31 -0
  184. package/es/plugins/UpdateStyleAttributePlugin.d.ts +12 -0
  185. package/es/plugins/UpdateStyleAttributePlugin.js +87 -0
  186. package/es/point/index.d.ts +40 -0
  187. package/es/point/index.js +234 -0
  188. package/es/point/models/earthExtrude.d.ts +24 -0
  189. package/es/point/models/earthExtrude.js +279 -0
  190. package/es/point/models/earthFill.d.ts +11 -0
  191. package/es/point/models/earthFill.js +258 -0
  192. package/es/point/models/extrude.d.ts +24 -0
  193. package/es/point/models/extrude.js +298 -0
  194. package/es/point/models/fill.d.ts +40 -0
  195. package/es/point/models/fill.js +404 -0
  196. package/es/point/models/fillmage.d.ts +25 -0
  197. package/es/point/models/fillmage.js +367 -0
  198. package/es/point/models/image.d.ts +11 -0
  199. package/es/point/models/image.js +239 -0
  200. package/es/point/models/index.d.ts +5 -0
  201. package/es/point/models/index.js +30 -0
  202. package/es/point/models/normal.d.ts +17 -0
  203. package/es/point/models/normal.js +177 -0
  204. package/es/point/models/radar.d.ts +24 -0
  205. package/es/point/models/radar.js +297 -0
  206. package/es/point/models/simplePoint.d.ts +17 -0
  207. package/es/point/models/simplePoint.js +188 -0
  208. package/es/point/models/text.d.ts +57 -0
  209. package/es/point/models/text.js +622 -0
  210. package/es/point/models/tile.d.ts +22 -0
  211. package/es/point/models/tile.js +309 -0
  212. package/es/point/models/tileText.d.ts +56 -0
  213. package/es/point/models/tileText.js +598 -0
  214. package/es/point/shaders/animate/wave_frag.glsl +65 -0
  215. package/es/point/shaders/earth/extrude_frag.glsl +44 -0
  216. package/es/point/shaders/earth/extrude_vert.glsl +140 -0
  217. package/es/point/shaders/earth/fill_frag.glsl +86 -0
  218. package/es/point/shaders/earth/fill_vert.glsl +126 -0
  219. package/es/point/shaders/extrude/extrude_frag.glsl +44 -0
  220. package/es/point/shaders/extrude/extrude_vert.glsl +121 -0
  221. package/es/point/shaders/fill_frag.glsl +84 -0
  222. package/es/point/shaders/fill_vert.glsl +189 -0
  223. package/es/point/shaders/image/fillImage_frag.glsl +20 -0
  224. package/es/point/shaders/image/fillImage_vert.glsl +116 -0
  225. package/es/point/shaders/image_frag.glsl +39 -0
  226. package/es/point/shaders/image_vert.glsl +90 -0
  227. package/es/point/shaders/normal_frag.glsl +15 -0
  228. package/es/point/shaders/normal_vert.glsl +79 -0
  229. package/es/point/shaders/radar/radar_frag.glsl +64 -0
  230. package/es/point/shaders/radar/radar_vert.glsl +120 -0
  231. package/es/point/shaders/simplePoint_frag.glsl +53 -0
  232. package/es/point/shaders/simplePoint_vert.glsl +79 -0
  233. package/es/point/shaders/text_frag.glsl +48 -0
  234. package/es/point/shaders/text_vert.glsl +131 -0
  235. package/es/point/shaders/tile/fill_tile_frag.glsl +83 -0
  236. package/es/point/shaders/tile/fill_tile_vert.glsl +181 -0
  237. package/es/point/shape/extrude.d.ts +15 -0
  238. package/es/point/shape/extrude.js +63 -0
  239. package/es/polygon/index.d.ts +27 -0
  240. package/es/polygon/index.js +148 -0
  241. package/es/polygon/models/extrude.d.ts +28 -0
  242. package/es/polygon/models/extrude.js +306 -0
  243. package/es/polygon/models/fill.d.ts +17 -0
  244. package/es/polygon/models/fill.js +211 -0
  245. package/es/polygon/models/index.d.ts +5 -0
  246. package/es/polygon/models/index.js +28 -0
  247. package/es/polygon/models/ocean.d.ts +23 -0
  248. package/es/polygon/models/ocean.js +236 -0
  249. package/es/polygon/models/tile.d.ts +15 -0
  250. package/es/polygon/models/tile.js +133 -0
  251. package/es/polygon/models/water.d.ts +18 -0
  252. package/es/polygon/models/water.js +213 -0
  253. package/es/polygon/shaders/extrude/polygon_extrude_frag.glsl +44 -0
  254. package/es/polygon/shaders/extrude/polygon_extrude_picklight_frag.glsl +44 -0
  255. package/es/polygon/shaders/extrude/polygon_extrude_picklight_vert.glsl +85 -0
  256. package/es/polygon/shaders/extrude/polygon_extrude_vert.glsl +90 -0
  257. package/es/polygon/shaders/extrude/polygon_extrudetex_frag.glsl +48 -0
  258. package/es/polygon/shaders/extrude/polygon_extrudetex_vert.glsl +93 -0
  259. package/es/polygon/shaders/polygon_frag.glsl +12 -0
  260. package/es/polygon/shaders/polygon_linear_frag.glsl +22 -0
  261. package/es/polygon/shaders/polygon_linear_vert.glsl +74 -0
  262. package/es/polygon/shaders/polygon_vert.glsl +66 -0
  263. package/es/polygon/shaders/tile/polygon_tile_frag.glsl +12 -0
  264. package/es/polygon/shaders/tile/polygon_tile_vert.glsl +82 -0
  265. package/es/polygon/shaders/water/polygon_ocean_frag.glsl +248 -0
  266. package/es/polygon/shaders/water/polygon_ocean_vert.glsl +52 -0
  267. package/es/polygon/shaders/water/polygon_water_frag.glsl +73 -0
  268. package/es/polygon/shaders/water/polygon_water_vert.glsl +55 -0
  269. package/es/raster/buffers/triangulation.d.ts +6 -0
  270. package/es/raster/buffers/triangulation.js +28 -0
  271. package/es/raster/index.d.ts +19 -0
  272. package/es/raster/index.js +106 -0
  273. package/es/raster/models/index.d.ts +5 -0
  274. package/es/raster/models/index.js +8 -0
  275. package/es/raster/models/raster.d.ts +21 -0
  276. package/es/raster/models/raster.js +167 -0
  277. package/es/raster/raster.d.ts +30 -0
  278. package/es/raster/raster.js +174 -0
  279. package/es/raster/shaders/raster_2d_frag.glsl +28 -0
  280. package/es/raster/shaders/raster_2d_vert.glsl +18 -0
  281. package/es/raster/shaders/raster_frag.glsl +9 -0
  282. package/es/raster/shaders/raster_vert.glsl +44 -0
  283. package/es/tile/interface.d.ts +28 -0
  284. package/es/tile/interface.js +1 -0
  285. package/es/tile/manager/tileConfigManager.d.ts +17 -0
  286. package/es/tile/manager/tileConfigManager.js +121 -0
  287. package/es/tile/manager/tileLayerManager.d.ts +37 -0
  288. package/es/tile/manager/tileLayerManager.js +323 -0
  289. package/es/tile/manager/tilePickerManager.d.ts +21 -0
  290. package/es/tile/manager/tilePickerManager.js +190 -0
  291. package/es/tile/models/tileModel.d.ts +8 -0
  292. package/es/tile/models/tileModel.js +62 -0
  293. package/es/tile/tileFactory/base.d.ts +44 -0
  294. package/es/tile/tileFactory/base.js +444 -0
  295. package/es/tile/tileFactory/index.d.ts +5 -0
  296. package/es/tile/tileFactory/index.js +33 -0
  297. package/es/tile/tileFactory/line.d.ts +12 -0
  298. package/es/tile/tileFactory/line.js +59 -0
  299. package/es/tile/tileFactory/point.d.ts +12 -0
  300. package/es/tile/tileFactory/point.js +59 -0
  301. package/es/tile/tileFactory/polygon.d.ts +12 -0
  302. package/es/tile/tileFactory/polygon.js +59 -0
  303. package/es/tile/tileFactory/raster.d.ts +12 -0
  304. package/es/tile/tileFactory/raster.js +55 -0
  305. package/es/tile/tileFactory/rasterData.d.ts +12 -0
  306. package/es/tile/tileFactory/rasterData.js +80 -0
  307. package/es/tile/tileFactory/rasterDataLayer.d.ts +19 -0
  308. package/es/tile/tileFactory/rasterDataLayer.js +87 -0
  309. package/es/tile/tileFactory/test.d.ts +12 -0
  310. package/es/tile/tileFactory/test.js +82 -0
  311. package/es/tile/tileFactory/vectorLayer.d.ts +29 -0
  312. package/es/tile/tileFactory/vectorLayer.js +161 -0
  313. package/es/tile/tileLayer/baseTileLayer.d.ts +47 -0
  314. package/es/tile/tileLayer/baseTileLayer.js +438 -0
  315. package/es/tile/tileTest.d.ts +14 -0
  316. package/es/tile/tileTest.js +63 -0
  317. package/es/tile/tmsTileLayer.d.ts +7 -0
  318. package/es/tile/tmsTileLayer.js +101 -0
  319. package/es/tile/utils.d.ts +13 -0
  320. package/es/tile/utils.js +131 -0
  321. package/es/utils/blend.d.ts +2 -0
  322. package/es/utils/blend.js +54 -0
  323. package/es/utils/collision-index.d.ts +47 -0
  324. package/es/utils/collision-index.js +102 -0
  325. package/es/utils/dataMappingStyle.d.ts +31 -0
  326. package/es/utils/dataMappingStyle.js +147 -0
  327. package/es/utils/extrude_polyline.d.ts +67 -0
  328. package/es/utils/extrude_polyline.js +611 -0
  329. package/es/utils/grid-index.d.ts +28 -0
  330. package/es/utils/grid-index.js +179 -0
  331. package/es/utils/layerData.d.ts +2 -0
  332. package/es/utils/layerData.js +176 -0
  333. package/es/utils/multiPassRender.d.ts +16 -0
  334. package/es/utils/multiPassRender.js +50 -0
  335. package/es/utils/polylineNormal.d.ts +9 -0
  336. package/es/utils/polylineNormal.js +191 -0
  337. package/es/utils/simpleLine.d.ts +23 -0
  338. package/es/utils/simpleLine.js +103 -0
  339. package/es/utils/symbol-layout.d.ts +43 -0
  340. package/es/utils/symbol-layout.js +299 -0
  341. package/es/utils/updateShape.d.ts +2 -0
  342. package/es/utils/updateShape.js +20 -0
  343. package/es/wind/index.d.ts +20 -0
  344. package/es/wind/index.js +100 -0
  345. package/es/wind/models/index.d.ts +5 -0
  346. package/es/wind/models/index.js +5 -0
  347. package/es/wind/models/utils.d.ts +19 -0
  348. package/es/wind/models/utils.js +226 -0
  349. package/es/wind/models/wind.d.ts +33 -0
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  588. package/package.json +6 -7
@@ -0,0 +1,48 @@
1
+ uniform sampler2D u_texture;
2
+ uniform float u_opacity: 1.0;
3
+ uniform vec4 u_sourceColor;
4
+ uniform vec4 u_targetColor;
5
+ uniform float u_linearColor: 0;
6
+
7
+ uniform float u_topsurface: 1.0;
8
+ uniform float u_sidesurface: 1.0;
9
+
10
+ varying vec4 v_Color;
11
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
12
+ #pragma include "picking"
13
+
14
+ void main() {
15
+ float opacity = styleMappingMat[0][0];
16
+ float isSide = styleMappingMat[0][3];
17
+ float lightWeight = styleMappingMat[3][1];
18
+ float topU = styleMappingMat[2][2];
19
+ float topV = styleMappingMat[2][3];
20
+
21
+ float sidey = styleMappingMat[3][0];
22
+ if(isSide < 1.0) {
23
+ // side face
24
+ if(u_sidesurface < 1.0) {
25
+ discard;
26
+ }
27
+
28
+ if(u_linearColor == 1.0) {
29
+ vec4 linearColor = mix(u_targetColor, u_sourceColor, sidey);
30
+ linearColor.rgb *= lightWeight;
31
+ gl_FragColor = linearColor;
32
+ } else {
33
+ gl_FragColor = v_Color;
34
+ }
35
+ } else {
36
+
37
+ // top face
38
+ if(u_topsurface < 1.0) {
39
+ discard;
40
+ }
41
+
42
+ gl_FragColor = texture2D(u_texture, vec2(topU, topV));
43
+ }
44
+
45
+
46
+ gl_FragColor.a *= opacity;
47
+ gl_FragColor = filterColor(gl_FragColor);
48
+ }
@@ -0,0 +1,93 @@
1
+ precision highp float;
2
+
3
+ #define ambientRatio 0.5
4
+ #define diffuseRatio 0.3
5
+ #define specularRatio 0.2
6
+
7
+ attribute vec4 a_Color;
8
+ attribute vec3 a_Position;
9
+ attribute vec3 a_Normal;
10
+ attribute float a_Size;
11
+ attribute vec3 a_uvs;
12
+ uniform mat4 u_ModelMatrix;
13
+ uniform mat4 u_Mvp;
14
+
15
+ varying vec4 v_Color;
16
+ uniform float u_heightfixed: 0.0; // 默认不固定
17
+ uniform float u_raisingHeight: 0.0;
18
+ uniform float u_opacity: 1.0;
19
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
20
+
21
+ #pragma include "styleMapping"
22
+ #pragma include "styleMappingCalOpacity"
23
+
24
+ #pragma include "projection"
25
+ #pragma include "light"
26
+ #pragma include "picking"
27
+
28
+ void main() {
29
+ v_Color = a_Color;
30
+
31
+ // cal style mapping - 数据纹理映射部分的计算
32
+ styleMappingMat = mat4(
33
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - a_Position.z(judge side by a_Position.z)
34
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
35
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1] - u - v
36
+ 0.0, 0.0, 0.0, 0.0 // sidey
37
+ );
38
+
39
+ styleMappingMat[0][3] = a_Position.z;
40
+ styleMappingMat[2][2] = a_uvs[0];
41
+ styleMappingMat[2][3] = 1.0 - a_uvs[1];
42
+ styleMappingMat[3][0] = a_uvs[2];
43
+
44
+
45
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
46
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
47
+ float columnWidth = 1.0/columnCount; // 列宽
48
+ float rowHeight = 1.0/rowCount; // 行高
49
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
50
+ float id = a_vertexId; // 第n个顶点
51
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
52
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
53
+
54
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
55
+ // 按顺序从 cell 中取值、若没有则自动往下取值
56
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
57
+
58
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
59
+ styleMappingMat[0][0] = opacityAndOffset.r;
60
+ textureOffset = opacityAndOffset.g;
61
+ // cal style mapping - 数据纹理映射部分的计算
62
+
63
+ vec4 pos = vec4(a_Position.xy, a_Position.z * a_Size, 1.0);
64
+ vec4 project_pos = project_position(pos);
65
+
66
+ if(u_heightfixed > 0.0) { // 判断几何体是否固定高度
67
+ project_pos.z = a_Position.z * a_Size;
68
+ project_pos.z += u_raisingHeight;
69
+
70
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
71
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
72
+ project_pos.z *= mapboxZoomScale;
73
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
74
+ }
75
+ }
76
+
77
+ // project_pos.z += 500000.0; // amap1
78
+
79
+ // project_pos.z += (500000.0 * 4.0)/pow(2.0, 21.0 - u_Zoom); // mapbox
80
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
81
+
82
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
83
+ // gl_Position = u_Mvp * (vec4(project_pos.xyz * vec3(1.0, 1.0, -1.0), 1.0));
84
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
85
+ } else {
86
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
87
+ }
88
+
89
+ float lightWeight = calc_lighting(pos);
90
+ styleMappingMat[3][1] = lightWeight;
91
+
92
+ setPickingColor(a_PickingColor);
93
+ }
@@ -0,0 +1,12 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+
7
+ void main() {
8
+ float opacity = styleMappingMat[0][0];
9
+ gl_FragColor = v_Color;
10
+ gl_FragColor.a *= opacity;
11
+ gl_FragColor = filterColor(gl_FragColor);
12
+ }
@@ -0,0 +1,22 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+ uniform float u_opacitylinear: 0.0;
7
+ uniform float u_dir: 1.0;
8
+ varying vec3 v_linear;
9
+ varying vec2 v_pos;
10
+
11
+
12
+ void main() {
13
+ float opacity = styleMappingMat[0][0];
14
+ gl_FragColor = v_Color;
15
+
16
+ if(u_opacitylinear > 0.0) {
17
+ gl_FragColor.a *= u_dir == 1.0 ? 1.0 - length(v_pos - v_linear.xy)/v_linear.z : length(v_pos - v_linear.xy)/v_linear.z;
18
+ }
19
+
20
+ gl_FragColor.a *= opacity;
21
+ gl_FragColor = filterColor(gl_FragColor);
22
+ }
@@ -0,0 +1,74 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+ uniform float u_opacity: 1.0;
7
+ uniform float u_raisingHeight: 0.0;
8
+
9
+ varying vec4 v_Color;
10
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
11
+
12
+ #pragma include "styleMapping"
13
+ #pragma include "styleMappingCalOpacity"
14
+
15
+ #pragma include "projection"
16
+ #pragma include "picking"
17
+
18
+ uniform float u_opacitylinear: 0.0;
19
+
20
+ attribute vec3 a_linear;
21
+ varying vec3 v_linear;
22
+ varying vec2 v_pos;
23
+
24
+ void main() {
25
+ if(u_opacitylinear > 0.0) {
26
+ v_linear = a_linear;
27
+ v_pos = a_Position.xy;
28
+ }
29
+
30
+ // cal style mapping - 数据纹理映射部分的计算
31
+ styleMappingMat = mat4(
32
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
33
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
34
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
35
+ 0.0, 0.0, 0.0, 0.0
36
+ );
37
+
38
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
39
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
40
+ float columnWidth = 1.0/columnCount; // 列宽
41
+ float rowHeight = 1.0/rowCount; // 行高
42
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
43
+ float id = a_vertexId; // 第n个顶点
44
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
45
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
46
+
47
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
48
+ // 按顺序从 cell 中取值、若没有则自动往下取值
49
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
50
+
51
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
52
+ styleMappingMat[0][0] = opacityAndOffset.r;
53
+ textureOffset = opacityAndOffset.g;
54
+ // cal style mapping - 数据纹理映射部分的计算
55
+
56
+ v_Color = a_Color;
57
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
58
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
59
+ project_pos.z += u_raisingHeight;
60
+
61
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
62
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
63
+ project_pos.z *= mapboxZoomScale;
64
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
65
+ }
66
+
67
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
68
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
69
+ } else {
70
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
71
+ }
72
+
73
+ setPickingColor(a_PickingColor);
74
+ }
@@ -0,0 +1,66 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ uniform float u_opacity: 1.0;
8
+ uniform float u_raisingHeight: 0.0;
9
+
10
+ varying vec4 v_Color;
11
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
12
+
13
+ #pragma include "styleMapping"
14
+ #pragma include "styleMappingCalOpacity"
15
+
16
+ #pragma include "projection"
17
+ #pragma include "picking"
18
+
19
+ void main() {
20
+ // cal style mapping - 数据纹理映射部分的计算
21
+ styleMappingMat = mat4(
22
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
23
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
24
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
25
+ 0.0, 0.0, 0.0, 0.0
26
+ );
27
+
28
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
29
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
30
+ float columnWidth = 1.0/columnCount; // 列宽
31
+ float rowHeight = 1.0/rowCount; // 行高
32
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
33
+ float id = a_vertexId; // 第n个顶点
34
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
35
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
36
+
37
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
38
+ // 按顺序从 cell 中取值、若没有则自动往下取值
39
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
40
+
41
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
42
+ styleMappingMat[0][0] = opacityAndOffset.r;
43
+ textureOffset = opacityAndOffset.g;
44
+ // cal style mapping - 数据纹理映射部分的计算
45
+
46
+ v_Color = a_Color;
47
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
48
+ // gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
49
+
50
+ project_pos.z += u_raisingHeight;
51
+
52
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
53
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
54
+ project_pos.z *= mapboxZoomScale;
55
+ project_pos.z += u_raisingHeight * mapboxZoomScale;
56
+ }
57
+
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
60
+ } else {
61
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
62
+ }
63
+
64
+ setPickingColor(a_PickingColor);
65
+ }
66
+
@@ -0,0 +1,12 @@
1
+ uniform float u_opacity: 1.0;
2
+ varying vec4 v_Color;
3
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
4
+
5
+ #pragma include "picking"
6
+
7
+ void main() {
8
+ float opacity = styleMappingMat[0][0];
9
+ gl_FragColor = v_Color;
10
+ gl_FragColor.a *= opacity;
11
+ gl_FragColor = filterColor(gl_FragColor);
12
+ }
@@ -0,0 +1,82 @@
1
+ attribute vec4 a_Color;
2
+ attribute vec3 a_Position;
3
+
4
+ uniform mat4 u_ModelMatrix;
5
+ uniform mat4 u_Mvp;
6
+
7
+ uniform float u_opacity: 1.0;
8
+
9
+ uniform vec2 u_tileOrigin;
10
+ uniform float u_coord;
11
+
12
+ varying vec4 v_Color;
13
+ varying mat4 styleMappingMat; // 用于将在顶点着色器中计算好的样式值传递给片元
14
+
15
+ #pragma include "styleMapping"
16
+ #pragma include "styleMappingCalOpacity"
17
+
18
+ #pragma include "projection"
19
+ #pragma include "picking"
20
+
21
+ void main() {
22
+ // cal style mapping - 数据纹理映射部分的计算
23
+ styleMappingMat = mat4(
24
+ 0.0, 0.0, 0.0, 0.0, // opacity - strokeOpacity - strokeWidth - empty
25
+ 0.0, 0.0, 0.0, 0.0, // strokeR - strokeG - strokeB - strokeA
26
+ 0.0, 0.0, 0.0, 0.0, // offsets[0] - offsets[1]
27
+ 0.0, 0.0, 0.0, 0.0
28
+ );
29
+
30
+ float rowCount = u_cellTypeLayout[0][0]; // 当前的数据纹理有几行
31
+ float columnCount = u_cellTypeLayout[0][1]; // 当看到数据纹理有几列
32
+ float columnWidth = 1.0/columnCount; // 列宽
33
+ float rowHeight = 1.0/rowCount; // 行高
34
+ float cellCount = calCellCount(); // opacity - strokeOpacity - strokeWidth - stroke - offsets
35
+ float id = a_vertexId; // 第n个顶点
36
+ float cellCurrentRow = floor(id * cellCount / columnCount) + 1.0; // 起始点在第几行
37
+ float cellCurrentColumn = mod(id * cellCount, columnCount) + 1.0; // 起始点在第几列
38
+
39
+ // cell 固定顺序 opacity -> strokeOpacity -> strokeWidth -> stroke ...
40
+ // 按顺序从 cell 中取值、若没有则自动往下取值
41
+ float textureOffset = 0.0; // 在 cell 中取值的偏移量
42
+
43
+ vec2 opacityAndOffset = calOpacityAndOffset(cellCurrentRow, cellCurrentColumn, columnCount, textureOffset, columnWidth, rowHeight);
44
+ styleMappingMat[0][0] = opacityAndOffset.r;
45
+ textureOffset = opacityAndOffset.g;
46
+ // cal style mapping - 数据纹理映射部分的计算
47
+
48
+ v_Color = a_Color;
49
+ vec4 project_pos = project_position(vec4(a_Position, 1.0));
50
+
51
+
52
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
53
+ float mapboxZoomScale = 4.0/pow(2.0, 21.0 - u_Zoom);
54
+ project_pos.z *= mapboxZoomScale;
55
+ }
56
+
57
+ if(u_coord > 0.0) {
58
+ if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
59
+ gl_Position = u_Mvp * (vec4(project_pos.xyz, 1.0));
60
+ } else {
61
+ gl_Position = project_common_position_to_clipspace(vec4(project_pos.xyz, 1.0));
62
+ }
63
+ } else {
64
+ vec2 pointPos = a_Position.xy;
65
+ vec4 world = vec4(project_mvt_offset_position(vec4(u_tileOrigin, 0.0, 1.0)).xyz, 1.0); // 瓦片起始点的世界坐标
66
+
67
+ vec2 pointOffset = pointPos * pow(2.0, u_Zoom); // 瓦片内的点的偏移坐标
68
+
69
+ world.xy += pointOffset;
70
+
71
+ if (u_CoordinateSystem == COORDINATE_SYSTEM_METER_OFFSET || u_CoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSET) {
72
+ // Needs to be divided with project_uCommonUnitsPerMeter
73
+ world.w *= u_PixelsPerMeter.z;
74
+ }
75
+
76
+ gl_Position = u_ViewProjectionMatrix * world + u_ViewportCenterProjection;
77
+ }
78
+
79
+
80
+ setPickingColor(a_PickingColor);
81
+ }
82
+
@@ -0,0 +1,248 @@
1
+
2
+ uniform float u_time: 0.0;
3
+ uniform float u_opacity: 1.0;
4
+
5
+ varying vec2 v_uv;
6
+ varying mat4 styleMappingMat; // 传递从片元中传递的映射数据
7
+
8
+ float coast2water_fadedepth = 0.10;
9
+ float large_waveheight = .750; // change to adjust the "heavy" waves
10
+ float large_wavesize = 3.4; // factor to adjust the large wave size
11
+ float small_waveheight = 0.6; // change to adjust the small random waves
12
+ float small_wavesize = 0.5; // factor to ajust the small wave size
13
+ float water_softlight_fact = 15.; // range [1..200] (should be << smaller than glossy-fact)
14
+ float water_glossylight_fact= 120.; // range [1..200]
15
+ float particle_amount = 70.;
16
+ // vec3 watercolor = vec3(0.43, 0.60, 0.66); // 'transparent' low-water color (RGB)
17
+ // vec3 watercolor2 = vec3(0.06, 0.07, 0.11); // deep-water color (RGB, should be darker than the low-water color)
18
+ uniform vec4 u_watercolor;
19
+ uniform vec4 u_watercolor2;
20
+ vec3 water_specularcolor = vec3(1.3, 1.3, 0.9); // specular Color (RGB) of the water-highlights
21
+ #define light vec3(-0., sin(u_time*0.5)*.5 + .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
+
28
+
29
+ float hash( float n ) {
30
+ return fract(sin(n)*43758.5453123);
31
+ }
32
+
33
+ // 2d noise function
34
+ float noise1( in vec2 x ) {
35
+ vec2 p = floor(x);
36
+ vec2 f = smoothstep(0.0, 1.0, fract(x));
37
+ float n = p.x + p.y*57.0;
38
+ return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
39
+ mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);
40
+ }
41
+
42
+ float noise(vec2 p) {
43
+ return texture2D(u_texture2,p*vec2(1./256.)).x;
44
+ }
45
+
46
+ vec4 highness(vec2 p) {
47
+ vec4 t = texture2D(u_texture1,fract(p));
48
+ float clipped = -2.0-smoothstep(3.,10.,t.a)*6.9-smoothstep(10.,100.,t.a)*89.9-smoothstep(0.,10000.,t.a)*10000.0;
49
+ 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);
50
+ }
51
+
52
+ float height_map( vec2 p ) {
53
+ vec4 height=highness(p);
54
+ /*
55
+ height = -0.5+
56
+ 0.5*smoothstep(-100.,0.,-height)+
57
+ 2.75*smoothstep(0.,2.,height)+
58
+ 1.75*smoothstep(2.,4.,height)+
59
+ 2.75*smoothstep(4.,16.,height)+
60
+ 1.5*smoothstep(16.,1000.,height);
61
+ */
62
+
63
+ mat2 m = mat2( 0.9563*1.4, -0.2924*1.4, 0.2924*1.4, 0.9563*1.4 );
64
+ //p = p*6.;
65
+ float f = 0.6000*noise1( p ); p = m*p*1.1*6.;
66
+ f += 0.2500*noise( p ); p = m*p*1.32;
67
+ f += 0.1666*noise( p ); p = m*p*1.11;
68
+ f += 0.0834*noise( p ); p = m*p*1.12;
69
+ f += 0.0634*noise( p ); p = m*p*1.13;
70
+ f += 0.0444*noise( p ); p = m*p*1.14;
71
+ f += 0.0274*noise( p ); p = m*p*1.15;
72
+ f += 0.0134*noise( p ); p = m*p*1.16;
73
+ f += 0.0104*noise( p ); p = m*p*1.17;
74
+ f += 0.0084*noise( p );
75
+ f = .25*f+dot(height,vec4(-.03125,-.125,.25,.25))*.5;
76
+ const float FLAT_LEVEL = 0.92525;
77
+ //f = f*0.25+height*0.75;
78
+ if (f<FLAT_LEVEL)
79
+ f = f;
80
+ else
81
+ f = pow((f-FLAT_LEVEL)/(1.-FLAT_LEVEL), 2.)*(1.-FLAT_LEVEL)*2.0+FLAT_LEVEL; // makes a smooth coast-increase
82
+ return clamp(f, 0., 10.);
83
+ }
84
+
85
+ vec3 plasma_quintic( float x ) {
86
+ x = clamp( x, 0.0, 1.0);
87
+ vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3
88
+ vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7
89
+ return vec3(
90
+ dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ),
91
+ dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ),
92
+ dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) );
93
+ }
94
+
95
+ vec4 color(vec2 p){
96
+ vec4 c1 = vec4(1.7,1.6,.9,1);
97
+ vec4 c2 = vec4(.2,.94,.1,1);
98
+ vec4 c3 = vec4(.3,.2,.0,1);
99
+ vec4 c4 = vec4(.99,.99,1.6,1);
100
+ vec4 v = highness(p);
101
+ float los = smoothstep(0.1,1.1,v.b);
102
+ float his = smoothstep(3.5,6.5,v.b);
103
+ float ces = smoothstep(1.,5.,v.a);
104
+ vec4 lo = mix(c1,c2,los);
105
+ vec4 hi = mix(c3,c4,his);
106
+ vec4 ce = mix(lo,hi,ces);
107
+
108
+ return vec4(plasma_quintic(ces),1).ragb;
109
+ }
110
+
111
+ vec3 terrain_map( vec2 p )
112
+ {
113
+ return color(p).rgb*0.75+0.25*vec3(0.7, .55, .4)+texture2D(u_texture3, fract(p*5.)).rgb*.5; // test-terrain is simply 'sandstone'
114
+ }
115
+
116
+ const mat2 m = mat2( 0.72, -1.60, 1.60, 0.72 );
117
+
118
+ float water_map( vec2 p, float height ) {
119
+ vec2 p2 = p*large_wavesize;
120
+ vec2 shift1 = 0.001*vec2( u_time*160.0*2.0, u_time*120.0*2.0 );
121
+ vec2 shift2 = 0.001*vec2( u_time*190.0*2.0, -u_time*130.0*2.0 );
122
+
123
+ // coarse crossing 'ocean' waves...
124
+ float f = 0.6000*noise( p );
125
+ f += 0.2500*noise( p*m );
126
+ f += 0.1666*noise( p*m*m );
127
+ float wave = sin(p2.x*0.622+p2.y*0.622+shift2.x*4.269)*large_waveheight*f*height*height ;
128
+
129
+ p *= small_wavesize;
130
+ f = 0.;
131
+ float amp = 1.0, s = .5;
132
+ for (int i=0; i<9; i++)
133
+ { p = m*p*.947; f -= amp*abs(sin((noise( p+shift1*s )-.5)*2.)); amp = amp*.59; s*=-1.329; }
134
+
135
+ return wave+f*small_waveheight;
136
+ }
137
+
138
+ float nautic(vec2 p) {
139
+ p *= 18.;
140
+ float f = 0.;
141
+ float amp = 1.0, s = .5;
142
+ for (int i=0; i<3; i++)
143
+ { p = m*p*1.2; f += amp*abs(smoothstep(0., 1., noise( p+u_time*s ))-.5); amp = amp*.5; s*=-1.227; }
144
+ return pow(1.-f, 5.);
145
+ }
146
+
147
+ float particles(vec2 p) {
148
+ p *= 200.;
149
+ float f = 0.;
150
+ float amp = 1.0, s = 1.5;
151
+ for (int i=0; i<3; i++)
152
+ { p = m*p*1.2; f += amp*noise( p+u_time*s ); amp = amp*.5; s*=-1.227; }
153
+ return pow(f*.35, 7.)*particle_amount;
154
+ }
155
+
156
+ float test_shadow( vec2 xy, float height) {
157
+ vec3 r0 = vec3(xy, height);
158
+ vec3 rd = normalize( light - r0 );
159
+
160
+ float hit = 1.0;
161
+ float t = 0.001;
162
+ for (int j=1; j<25; j++)
163
+ {
164
+ vec3 p = r0 + t*rd;
165
+ float h = height_map( p.xy );
166
+ float height_diff = p.z - h;
167
+ if (height_diff<0.0)
168
+ {
169
+ return 0.0;
170
+ }
171
+ t += 0.01+height_diff*.02;
172
+ hit = min(hit, 2.*height_diff/t); // soft shaddow
173
+ }
174
+ return hit;
175
+ }
176
+
177
+ vec3 CalcTerrain(vec2 uv, float height) {
178
+ vec3 col = terrain_map( uv );
179
+ vec2 iResolution = vec2(512.);
180
+ float h1 = height_map(uv-vec2(0., 0.5)/ iResolution.xy);
181
+ float h2 = height_map(uv+vec2(0., 0.5)/ iResolution.xy);
182
+ float h3 = height_map(uv-vec2(0.5, 0.)/ iResolution.xy);
183
+ float h4 = height_map(uv+vec2(0.5, 0.)/ iResolution.xy);
184
+ vec3 norm = normalize(vec3(h3-h4, h1-h2, 1.));
185
+ vec3 r0 = vec3(uv, height);
186
+ vec3 rd = normalize( light - r0 );
187
+ float grad = dot(norm, rd);
188
+ col *= grad+pow(grad, 8.);
189
+ float terrainshade = test_shadow( uv, height );
190
+ col = mix(col*.25, col, terrainshade);
191
+ return col;
192
+ }
193
+
194
+
195
+ void main() {
196
+ vec3 watercolor = u_watercolor.rgb;
197
+ vec3 watercolor2 = u_watercolor2.rgb;
198
+ vec2 uv = v_uv;
199
+ float WATER_LEVEL = 0.84; // Water level (range: 0.0 - 2.0)
200
+ float deepwater_fadedepth = 0.4 + coast2water_fadedepth;
201
+ float height = height_map( uv );
202
+ vec3 col;
203
+
204
+ float waveheight = clamp(WATER_LEVEL*3.-1.5, 0., 1.);
205
+ float level = WATER_LEVEL + .2*water_map(uv*15. + vec2(u_time*.1), waveheight);
206
+ if (height > level)
207
+ {
208
+ col = CalcTerrain(uv, height);
209
+ }
210
+ if (height <= level)
211
+ {
212
+ vec2 dif = vec2(.0, .01);
213
+ vec2 pos = uv*15. + vec2(u_time*.01);
214
+ float h1 = water_map(pos-dif,waveheight);
215
+ float h2 = water_map(pos+dif,waveheight);
216
+ float h3 = water_map(pos-dif.yx,waveheight);
217
+ float h4 = water_map(pos+dif.yx,waveheight);
218
+ vec3 normwater = normalize(vec3(h3-h4, h1-h2, .125)); // norm-vector of the 'bumpy' water-plane
219
+ uv += normwater.xy*.002*(level-height);
220
+
221
+ col = CalcTerrain(uv, height);
222
+
223
+ float coastfade = clamp((level-height)/coast2water_fadedepth, 0., 1.);
224
+ float coastfade2= clamp((level-height)/deepwater_fadedepth, 0., 1.);
225
+ float intensity = col.r*.2126+col.g*.7152+col.b*.0722;
226
+ watercolor = mix(watercolor*intensity, watercolor2, smoothstep(0., 1., coastfade2));
227
+
228
+ vec3 r0 = vec3(uv, WATER_LEVEL);
229
+ vec3 rd = normalize( light - r0 ); // ray-direction to the light from water-position
230
+ float grad = dot(normwater, rd); // dot-product of norm-vector and light-direction
231
+ float specular = pow(grad, water_softlight_fact); // used for soft highlights
232
+ float specular2= pow(grad, water_glossylight_fact); // used for glossy highlights
233
+ float gradpos = dot(vec3(0., 0., 1.), rd);
234
+ float specular1= smoothstep(0., 1., pow(gradpos, 5.)); // used for diffusity (some darker corona around light's specular reflections...)
235
+ float watershade = test_shadow( uv, level );
236
+ watercolor *= 2.2+watershade;
237
+ watercolor += (.2+.8*watershade) * ((grad-1.0)*.5+specular) * .25;
238
+ watercolor /= (1.+specular1*1.25);
239
+ watercolor += watershade*specular2*water_specularcolor;
240
+ watercolor += watershade*coastfade*(1.-coastfade2)*(vec3(.5, .6, .7)*nautic(uv)+vec3(1., 1., 1.)*particles(uv));
241
+
242
+ col = mix(col, watercolor, coastfade);
243
+ }
244
+
245
+
246
+ float opacity = styleMappingMat[0][0];
247
+ gl_FragColor = vec4(col, opacity);
248
+ }