@mapcatch/util 2.0.4 → 2.0.5-a
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.
- package/.eslintrc.js +54 -0
- package/.husky/pre-commit +1 -0
- package/.prettierrc +4 -0
- package/.vscode/settings.json +2 -0
- package/README.md +44 -0
- package/debug/app.js +26 -0
- package/debug/index.html +55 -0
- package/debug/libs/vue.global.js +16159 -0
- package/debug/my_icon.png +0 -0
- package/docs/Catolog.md +24 -0
- package/docs/Constant.md +92 -0
- package/docs/Event.md +90 -0
- package/docs/Util.md +345 -0
- package/package.json +21 -1
- package/src/constants/crs.js +42098 -42098
- package/src/constants/default_layers.js +42 -94
- package/src/gl-operations/constants.js +9 -9
- package/src/gl-operations/default_options.js +97 -97
- package/src/gl-operations/index.js +532 -532
- package/src/gl-operations/reglCommands/contours.js +27 -27
- package/src/gl-operations/reglCommands/default.js +45 -45
- package/src/gl-operations/reglCommands/hillshading.js +340 -340
- package/src/gl-operations/reglCommands/index.js +6 -6
- package/src/gl-operations/reglCommands/multiLayers.js +303 -303
- package/src/gl-operations/reglCommands/transitions.js +111 -111
- package/src/gl-operations/reglCommands/util.js +71 -71
- package/src/gl-operations/renderer.js +209 -209
- package/src/gl-operations/shaders/fragment/convertDem.js +25 -25
- package/src/gl-operations/shaders/fragment/convolutionSmooth.js +54 -54
- package/src/gl-operations/shaders/fragment/diffCalc.js +33 -33
- package/src/gl-operations/shaders/fragment/drawResult.js +46 -46
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvAmbientShadows.js +78 -78
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvDirect.js +59 -59
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvFinalBaselayer.js +30 -30
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvFinalColorscale.js +60 -60
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvMergeAndScaleTiles.js +26 -26
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvNormals.js +25 -25
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvSmooth.js +53 -53
- package/src/gl-operations/shaders/fragment/hillshading/hsAdvSoftShadows.js +80 -80
- package/src/gl-operations/shaders/fragment/hillshading/hsPregen.js +54 -54
- package/src/gl-operations/shaders/fragment/interpolateColor.js +65 -65
- package/src/gl-operations/shaders/fragment/interpolateColorOnly.js +49 -49
- package/src/gl-operations/shaders/fragment/interpolateValue.js +136 -136
- package/src/gl-operations/shaders/fragment/multiAnalyze1Calc.js +35 -35
- package/src/gl-operations/shaders/fragment/multiAnalyze2Calc.js +45 -45
- package/src/gl-operations/shaders/fragment/multiAnalyze3Calc.js +53 -53
- package/src/gl-operations/shaders/fragment/multiAnalyze4Calc.js +61 -61
- package/src/gl-operations/shaders/fragment/multiAnalyze5Calc.js +69 -69
- package/src/gl-operations/shaders/fragment/multiAnalyze6Calc.js +77 -77
- package/src/gl-operations/shaders/fragment/single.js +93 -93
- package/src/gl-operations/shaders/transform.js +21 -21
- package/src/gl-operations/shaders/util/computeColor.glsl +85 -85
- package/src/gl-operations/shaders/util/getTexelValue.glsl +10 -10
- package/src/gl-operations/shaders/util/isCloseEnough.glsl +9 -9
- package/src/gl-operations/shaders/util/rgbaToFloat.glsl +17 -17
- package/src/gl-operations/shaders/vertex/double.js +16 -16
- package/src/gl-operations/shaders/vertex/multi3.js +19 -19
- package/src/gl-operations/shaders/vertex/multi4.js +22 -22
- package/src/gl-operations/shaders/vertex/multi5.js +25 -25
- package/src/gl-operations/shaders/vertex/multi6.js +28 -28
- package/src/gl-operations/shaders/vertex/single.js +13 -13
- package/src/gl-operations/shaders/vertex/singleNotTransformed.js +11 -11
- package/src/gl-operations/texture_manager.js +141 -141
- package/src/gl-operations/util.js +336 -336
- package/src/util.js +14 -6
- package/vite.config.js +58 -0
- package/dist/catchUtil.min.esm.js +0 -113044
- package/dist/catchUtil.min.js +0 -2928
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import glsl from 'glslify'
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define TRANSPARENT vec4(0.0)
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#pragma glslify: computeColor = require(../util/computeColor.glsl)
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#pragma glslify: isCloseEnough = require(../util/isCloseEnough.glsl)
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#pragma glslify: getTexelValue = require(../util/getTexelValue.glsl)
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uniform int scaleLength;
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uniform int sentinelLength;
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uniform sampler2D scaleColormap;
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uniform sampler2D sentinelColormap;
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uniform float nodataValue;
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uniform sampler2D texture;
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uniform bool littleEndian;
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uniform vec4 aboveColor;
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uniform vec4 belowColor;
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varying vec2 vTexCoord;
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void main() {
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float f = getTexelValue(texture, vTexCoord, littleEndian);
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if (isCloseEnough(f, nodataValue)) {
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gl_FragColor = TRANSPARENT;
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} else {
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gl_FragColor = computeColor(
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f,
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scaleColormap,
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sentinelColormap,
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scaleLength,
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sentinelLength,
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littleEndian,
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aboveColor,
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belowColor
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);
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}
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}
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import glsl from 'glslify'
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define TRANSPARENT vec4(0.0)
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#pragma glslify: computeColor = require(../util/computeColor.glsl)
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#pragma glslify: isCloseEnough = require(../util/isCloseEnough.glsl)
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#pragma glslify: getTexelValue = require(../util/getTexelValue.glsl)
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uniform int scaleLength;
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uniform int sentinelLength;
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uniform sampler2D scaleColormap;
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uniform sampler2D sentinelColormap;
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uniform float nodataValue;
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uniform sampler2D texture;
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uniform bool littleEndian;
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uniform vec4 aboveColor;
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uniform vec4 belowColor;
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varying vec2 vTexCoord;
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void main() {
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float f = getTexelValue(texture, vTexCoord, littleEndian);
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if (isCloseEnough(f, nodataValue)) {
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gl_FragColor = TRANSPARENT;
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} else {
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gl_FragColor = computeColor(
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f,
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scaleColormap,
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sentinelColormap,
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scaleLength,
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sentinelLength,
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littleEndian,
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aboveColor,
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belowColor
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);
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}
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}
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`
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import glsl from 'glslify'
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform sampler2D tInput;
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uniform sampler2D tNormal;
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uniform sampler2D tSrc;
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uniform vec3 direction;
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uniform vec2 resolution;
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uniform float pixelScale;
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uniform float ambientIterations;
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varying vec2 vTexCoord;
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void main() {
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vec2 ires = 1.0 / resolution;
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vec3 src = texture2D(tSrc, gl_FragCoord.xy * ires).rgb;
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vec4 e0 = texture2D(tInput, vTexCoord);
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vec3 n0 = texture2D(tNormal, vTexCoord).rgb;
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vec3 sr3d = normalize(n0 + direction); // ray direction
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vec2 sr = normalize(sr3d.xy); // get 2D ray direction
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// initialize pixel traversal algorithm
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vec2 p0 = vTexCoord * resolution;
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vec2 p = floor(p0); // pixel we are starting in
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vec2 stp = sign(sr);
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// how far we need to travel in our ray direction to intersect the next pixel
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// in the x- and y- directions
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vec2 tMax = step(0.0, sr) * (1.0 - fract(p0)) + (1.0 - step(0.0, sr)) * fract(p0);
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tMax /= abs(sr);
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// how far must we travel along our ray to cover the width and height of a pixel
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vec2 tDelta = 1.0 / abs(sr);
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// pixel traversal routine
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for (int i = 0; i < 65536; i++) {
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if (tMax.x < tMax.y) {
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tMax.x += tDelta.x;
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p.x += stp.x;
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} else {
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tMax.y += tDelta.y;
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p.y += stp.y;
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}
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// normalized texture coordinate for the center of the current pixel
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vec2 ptex = ires * (p + 0.5);
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// If we left the tile: add some illumination to the pixel for this iteration and stop traversing
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if (ptex.x < 0.0 || ptex.x > 1.0 || ptex.y < 0.0 || ptex.y > 1.0) {
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// illumination of this single ray
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vec3 illumination = vec3(1.0/ambientIterations);
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// add illumination of this ray to result of previous iteration
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gl_FragColor = vec4(src + illumination, 1.0);
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return;
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}
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// elevation/value at current pixel
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vec4 e = texture2D(tInput, ptex);
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// time we have traveled along the 2D ray
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float time = distance(p + 0.5, p0);
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// elevation along our original 3D ray at the current point
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float z = e0.r + time * pixelScale * sr3d.z;
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// If we did not exit tile, have we hit the terrain?
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if (e.r > z) {
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// We hit terrain. Do not add illumination for this iteration
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gl_FragColor = vec4(src, 1.0);
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return;
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}
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}
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// Should have hit terrain or left the tile by this point, so should never need this
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vec3 illumination = vec3(1.0/ambientIterations);
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gl_FragColor = vec4(src + illumination, 1.0);
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import glsl from 'glslify'
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform sampler2D tInput;
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uniform sampler2D tNormal;
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uniform sampler2D tSrc;
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uniform vec3 direction;
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uniform vec2 resolution;
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uniform float pixelScale;
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uniform float ambientIterations;
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varying vec2 vTexCoord;
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void main() {
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vec2 ires = 1.0 / resolution;
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vec3 src = texture2D(tSrc, gl_FragCoord.xy * ires).rgb;
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vec4 e0 = texture2D(tInput, vTexCoord);
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vec3 n0 = texture2D(tNormal, vTexCoord).rgb;
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vec3 sr3d = normalize(n0 + direction); // ray direction
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vec2 sr = normalize(sr3d.xy); // get 2D ray direction
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// initialize pixel traversal algorithm
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vec2 p0 = vTexCoord * resolution;
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vec2 p = floor(p0); // pixel we are starting in
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vec2 stp = sign(sr);
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// how far we need to travel in our ray direction to intersect the next pixel
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// in the x- and y- directions
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vec2 tMax = step(0.0, sr) * (1.0 - fract(p0)) + (1.0 - step(0.0, sr)) * fract(p0);
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tMax /= abs(sr);
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// how far must we travel along our ray to cover the width and height of a pixel
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vec2 tDelta = 1.0 / abs(sr);
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// pixel traversal routine
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for (int i = 0; i < 65536; i++) {
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if (tMax.x < tMax.y) {
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tMax.x += tDelta.x;
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p.x += stp.x;
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} else {
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tMax.y += tDelta.y;
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p.y += stp.y;
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}
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// normalized texture coordinate for the center of the current pixel
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vec2 ptex = ires * (p + 0.5);
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// If we left the tile: add some illumination to the pixel for this iteration and stop traversing
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if (ptex.x < 0.0 || ptex.x > 1.0 || ptex.y < 0.0 || ptex.y > 1.0) {
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// illumination of this single ray
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vec3 illumination = vec3(1.0/ambientIterations);
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// add illumination of this ray to result of previous iteration
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gl_FragColor = vec4(src + illumination, 1.0);
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return;
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}
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// elevation/value at current pixel
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vec4 e = texture2D(tInput, ptex);
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// time we have traveled along the 2D ray
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float time = distance(p + 0.5, p0);
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// elevation along our original 3D ray at the current point
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float z = e0.r + time * pixelScale * sr3d.z;
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// If we did not exit tile, have we hit the terrain?
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if (e.r > z) {
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// We hit terrain. Do not add illumination for this iteration
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gl_FragColor = vec4(src, 1.0);
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return;
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}
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}
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// Should have hit terrain or left the tile by this point, so should never need this
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// If we finish the loop somehow, let’s pretend it’s been illuminated
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vec3 illumination = vec3(1.0/ambientIterations);
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gl_FragColor = vec4(src + illumination, 1.0);
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}`
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import glsl from 'glslify'
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#pragma glslify: computeColor = require(../../util/computeColor.glsl)
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#pragma glslify: isCloseEnough = require(../../util/isCloseEnough.glsl)
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-
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uniform sampler2D tInput;
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uniform sampler2D tNormal;
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uniform float floatScale;
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uniform vec3 sunDirection;
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uniform float nodataValue;
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uniform bool littleEndian;
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varying vec2 vTexCoord;
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uniform vec4 aboveColor;
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uniform vec4 belowColor;
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uniform int scaleLength;
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uniform int sentinelLength;
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uniform sampler2D scaleColormap;
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uniform sampler2D sentinelColormap;
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void main() {
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float f = texture2D(tInput, vTexCoord).r;
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if (isCloseEnough(f, nodataValue)) {
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// discard;
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gl_FragColor = vec4(0.0);
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} else {
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vec4 clr = computeColor(
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f / floatScale,
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scaleColormap,
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sentinelColormap,
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scaleLength,
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sentinelLength,
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littleEndian,
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aboveColor,
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belowColor
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);
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vec3 n = texture2D(tNormal, vTexCoord).rgb;
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// light intensity that varies on the range [−1..1]
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float light = dot(n, sunDirection);
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// transform the light intensity to the range [0..1]
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light = 0.5 * light + 0.5;
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// gl_FragColor = vec4(l, l, l, 1.0); // to show light
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vec3 color = light * pow(clr.rgb, vec3(2.0));
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color = pow(color, vec3(1.0/2.2));
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gl_FragColor = vec4(color, 1.0);
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}
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}
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import glsl from 'glslify'
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#pragma glslify: computeColor = require(../../util/computeColor.glsl)
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#pragma glslify: isCloseEnough = require(../../util/isCloseEnough.glsl)
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uniform sampler2D tInput;
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uniform sampler2D tNormal;
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uniform float floatScale;
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uniform vec3 sunDirection;
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uniform float nodataValue;
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uniform bool littleEndian;
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varying vec2 vTexCoord;
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uniform vec4 aboveColor;
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uniform vec4 belowColor;
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uniform int scaleLength;
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uniform int sentinelLength;
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uniform sampler2D scaleColormap;
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uniform sampler2D sentinelColormap;
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void main() {
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float f = texture2D(tInput, vTexCoord).r;
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if (isCloseEnough(f, nodataValue)) {
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// discard;
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gl_FragColor = vec4(0.0);
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} else {
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vec4 clr = computeColor(
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f / floatScale,
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scaleColormap,
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sentinelColormap,
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scaleLength,
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sentinelLength,
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littleEndian,
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aboveColor,
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belowColor
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);
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vec3 n = texture2D(tNormal, vTexCoord).rgb;
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// light intensity that varies on the range [−1..1]
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float light = dot(n, sunDirection);
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// transform the light intensity to the range [0..1]
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light = 0.5 * light + 0.5;
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// gl_FragColor = vec4(l, l, l, 1.0); // to show light
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vec3 color = light * pow(clr.rgb, vec3(2.0));
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color = pow(color, vec3(1.0/2.2));
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gl_FragColor = vec4(color, 1.0);
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}
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}
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60
60
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`
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@@ -1,31 +1,31 @@
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1
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import glsl from 'glslify'
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2
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3
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export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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uniform sampler2D tBase;
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uniform sampler2D tSoftShadow;
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uniform sampler2D tAmbient;
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uniform float finalSoftMultiplier;
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uniform float finalAmbientMultiplier;
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14
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uniform float nodataValue;
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15
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uniform bool littleEndian;
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varying vec2 vTexCoordA;
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varying vec2 vTexCoordB;
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void main() {
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vec3 baselayer = texture2D(tBase, vTexCoordA).rgb;
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22
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float softShadow = texture2D(tSoftShadow, vTexCoordB).r;
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float ambient = texture2D(tAmbient, vTexCoordB).r;
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-
// Add up the lighting
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25
|
-
float light = finalSoftMultiplier * softShadow + finalAmbientMultiplier * ambient;
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26
|
-
//Deepen the original color a bit by applying a curve, and multiply it by the light
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27
|
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vec3 color = light * pow(baselayer.rgb, vec3(2.0));
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28
|
-
// apply gamma correction
|
|
29
|
-
color = pow(color, vec3(1.0/2.2));
|
|
30
|
-
gl_FragColor = vec4(color, 1.0);
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1
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+
import glsl from 'glslify'
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|
2
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+
|
|
3
|
+
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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4
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+
precision highp float;
|
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5
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+
#else
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6
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+
precision mediump float;
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7
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+
#endif
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8
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+
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9
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+
uniform sampler2D tBase;
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10
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+
uniform sampler2D tSoftShadow;
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11
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+
uniform sampler2D tAmbient;
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12
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uniform float finalSoftMultiplier;
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13
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uniform float finalAmbientMultiplier;
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14
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+
uniform float nodataValue;
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15
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+
uniform bool littleEndian;
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16
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varying vec2 vTexCoordA;
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17
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varying vec2 vTexCoordB;
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18
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+
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19
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+
void main() {
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20
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vec3 baselayer = texture2D(tBase, vTexCoordA).rgb;
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21
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+
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22
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+
float softShadow = texture2D(tSoftShadow, vTexCoordB).r;
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+
float ambient = texture2D(tAmbient, vTexCoordB).r;
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24
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+
// Add up the lighting
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25
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+
float light = finalSoftMultiplier * softShadow + finalAmbientMultiplier * ambient;
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26
|
+
//Deepen the original color a bit by applying a curve, and multiply it by the light
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27
|
+
vec3 color = light * pow(baselayer.rgb, vec3(2.0));
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28
|
+
// apply gamma correction
|
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29
|
+
color = pow(color, vec3(1.0/2.2));
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30
|
+
gl_FragColor = vec4(color, 1.0);
|
|
31
31
|
}`
|
|
@@ -1,61 +1,61 @@
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|
|
1
|
-
import glsl from 'glslify'
|
|
2
|
-
|
|
3
|
-
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
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|
4
|
-
precision highp float;
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5
|
-
#else
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6
|
-
precision mediump float;
|
|
7
|
-
#endif
|
|
8
|
-
|
|
9
|
-
#pragma glslify: computeColor = require(../../util/computeColor.glsl)
|
|
10
|
-
#pragma glslify: isCloseEnough = require(../../util/isCloseEnough.glsl)
|
|
11
|
-
|
|
12
|
-
uniform sampler2D tInput;
|
|
13
|
-
uniform sampler2D tSoftShadow;
|
|
14
|
-
uniform sampler2D tAmbient;
|
|
15
|
-
uniform float floatScale;
|
|
16
|
-
uniform float finalSoftMultiplier;
|
|
17
|
-
uniform float finalAmbientMultiplier;
|
|
18
|
-
uniform float nodataValue;
|
|
19
|
-
uniform bool littleEndian;
|
|
20
|
-
uniform int scaleLength;
|
|
21
|
-
uniform int sentinelLength;
|
|
22
|
-
uniform sampler2D scaleColormap;
|
|
23
|
-
uniform sampler2D sentinelColormap;
|
|
24
|
-
varying vec2 vTexCoordA;
|
|
25
|
-
varying vec2 vTexCoordB;
|
|
26
|
-
|
|
27
|
-
uniform vec4 aboveColor;
|
|
28
|
-
uniform vec4 belowColor;
|
|
29
|
-
|
|
30
|
-
void main() {
|
|
31
|
-
float f = texture2D(tInput, vTexCoordA).r;
|
|
32
|
-
|
|
33
|
-
if (isCloseEnough(f, nodataValue)) {
|
|
34
|
-
gl_FragColor = vec4(0.0);
|
|
35
|
-
return;
|
|
36
|
-
} else {
|
|
37
|
-
vec4 clr = computeColor(
|
|
38
|
-
f / floatScale,
|
|
39
|
-
scaleColormap,
|
|
40
|
-
sentinelColormap,
|
|
41
|
-
scaleLength,
|
|
42
|
-
sentinelLength,
|
|
43
|
-
littleEndian,
|
|
44
|
-
aboveColor,
|
|
45
|
-
belowColor
|
|
46
|
-
);
|
|
47
|
-
|
|
48
|
-
float softShadow = texture2D(tSoftShadow, vTexCoordB).r;
|
|
49
|
-
float ambient = texture2D(tAmbient, vTexCoordB).r;
|
|
50
|
-
// Add up the lighting
|
|
51
|
-
float light = finalSoftMultiplier * softShadow + finalAmbientMultiplier * ambient;
|
|
52
|
-
// Deepen the original color a bit by applying a curve, and multiply it by the light
|
|
53
|
-
vec3 color = light * pow(clr.rgb, vec3(2.0));
|
|
54
|
-
// apply gamma correction
|
|
55
|
-
color = pow(color, vec3(1.0/2.2));
|
|
56
|
-
gl_FragColor = vec4(color, 1.0);
|
|
57
|
-
// gl_FragColor = vec4(clr.rgb, 1.0);
|
|
58
|
-
}
|
|
59
|
-
// vec3 n = texture2D(tInput, vTexCoordA).rgb;
|
|
60
|
-
// gl_FragColor = vec4((0.5 * n + 0.5)*0.1, 1.0);
|
|
1
|
+
import glsl from 'glslify'
|
|
2
|
+
|
|
3
|
+
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
|
|
4
|
+
precision highp float;
|
|
5
|
+
#else
|
|
6
|
+
precision mediump float;
|
|
7
|
+
#endif
|
|
8
|
+
|
|
9
|
+
#pragma glslify: computeColor = require(../../util/computeColor.glsl)
|
|
10
|
+
#pragma glslify: isCloseEnough = require(../../util/isCloseEnough.glsl)
|
|
11
|
+
|
|
12
|
+
uniform sampler2D tInput;
|
|
13
|
+
uniform sampler2D tSoftShadow;
|
|
14
|
+
uniform sampler2D tAmbient;
|
|
15
|
+
uniform float floatScale;
|
|
16
|
+
uniform float finalSoftMultiplier;
|
|
17
|
+
uniform float finalAmbientMultiplier;
|
|
18
|
+
uniform float nodataValue;
|
|
19
|
+
uniform bool littleEndian;
|
|
20
|
+
uniform int scaleLength;
|
|
21
|
+
uniform int sentinelLength;
|
|
22
|
+
uniform sampler2D scaleColormap;
|
|
23
|
+
uniform sampler2D sentinelColormap;
|
|
24
|
+
varying vec2 vTexCoordA;
|
|
25
|
+
varying vec2 vTexCoordB;
|
|
26
|
+
|
|
27
|
+
uniform vec4 aboveColor;
|
|
28
|
+
uniform vec4 belowColor;
|
|
29
|
+
|
|
30
|
+
void main() {
|
|
31
|
+
float f = texture2D(tInput, vTexCoordA).r;
|
|
32
|
+
|
|
33
|
+
if (isCloseEnough(f, nodataValue)) {
|
|
34
|
+
gl_FragColor = vec4(0.0);
|
|
35
|
+
return;
|
|
36
|
+
} else {
|
|
37
|
+
vec4 clr = computeColor(
|
|
38
|
+
f / floatScale,
|
|
39
|
+
scaleColormap,
|
|
40
|
+
sentinelColormap,
|
|
41
|
+
scaleLength,
|
|
42
|
+
sentinelLength,
|
|
43
|
+
littleEndian,
|
|
44
|
+
aboveColor,
|
|
45
|
+
belowColor
|
|
46
|
+
);
|
|
47
|
+
|
|
48
|
+
float softShadow = texture2D(tSoftShadow, vTexCoordB).r;
|
|
49
|
+
float ambient = texture2D(tAmbient, vTexCoordB).r;
|
|
50
|
+
// Add up the lighting
|
|
51
|
+
float light = finalSoftMultiplier * softShadow + finalAmbientMultiplier * ambient;
|
|
52
|
+
// Deepen the original color a bit by applying a curve, and multiply it by the light
|
|
53
|
+
vec3 color = light * pow(clr.rgb, vec3(2.0));
|
|
54
|
+
// apply gamma correction
|
|
55
|
+
color = pow(color, vec3(1.0/2.2));
|
|
56
|
+
gl_FragColor = vec4(color, 1.0);
|
|
57
|
+
// gl_FragColor = vec4(clr.rgb, 1.0);
|
|
58
|
+
}
|
|
59
|
+
// vec3 n = texture2D(tInput, vTexCoordA).rgb;
|
|
60
|
+
// gl_FragColor = vec4((0.5 * n + 0.5)*0.1, 1.0);
|
|
61
61
|
}`
|
|
@@ -1,27 +1,27 @@
|
|
|
1
|
-
import glsl from 'glslify'
|
|
2
|
-
|
|
3
|
-
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
|
|
4
|
-
precision highp float;
|
|
5
|
-
#else
|
|
6
|
-
precision mediump float;
|
|
7
|
-
#endif
|
|
8
|
-
|
|
9
|
-
#pragma glslify: isCloseEnough = require(../../util/isCloseEnough.glsl)
|
|
10
|
-
#pragma glslify: getTexelValue = require(../../util/getTexelValue.glsl)
|
|
11
|
-
|
|
12
|
-
uniform float nodataValue;
|
|
13
|
-
uniform bool littleEndian;
|
|
14
|
-
uniform sampler2D texture;
|
|
15
|
-
uniform float floatScale;
|
|
16
|
-
varying vec2 vTexCoord;
|
|
17
|
-
|
|
18
|
-
void main() {
|
|
19
|
-
float f = getTexelValue(texture, vTexCoord, littleEndian);
|
|
20
|
-
|
|
21
|
-
if (isCloseEnough(f, nodataValue)) {
|
|
22
|
-
gl_FragColor = vec4(nodataValue);
|
|
23
|
-
} else {
|
|
24
|
-
// Scale the input value and write to framebuffer
|
|
25
|
-
gl_FragColor = vec4(f * floatScale);
|
|
26
|
-
}
|
|
1
|
+
import glsl from 'glslify'
|
|
2
|
+
|
|
3
|
+
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
|
|
4
|
+
precision highp float;
|
|
5
|
+
#else
|
|
6
|
+
precision mediump float;
|
|
7
|
+
#endif
|
|
8
|
+
|
|
9
|
+
#pragma glslify: isCloseEnough = require(../../util/isCloseEnough.glsl)
|
|
10
|
+
#pragma glslify: getTexelValue = require(../../util/getTexelValue.glsl)
|
|
11
|
+
|
|
12
|
+
uniform float nodataValue;
|
|
13
|
+
uniform bool littleEndian;
|
|
14
|
+
uniform sampler2D texture;
|
|
15
|
+
uniform float floatScale;
|
|
16
|
+
varying vec2 vTexCoord;
|
|
17
|
+
|
|
18
|
+
void main() {
|
|
19
|
+
float f = getTexelValue(texture, vTexCoord, littleEndian);
|
|
20
|
+
|
|
21
|
+
if (isCloseEnough(f, nodataValue)) {
|
|
22
|
+
gl_FragColor = vec4(nodataValue);
|
|
23
|
+
} else {
|
|
24
|
+
// Scale the input value and write to framebuffer
|
|
25
|
+
gl_FragColor = vec4(f * floatScale);
|
|
26
|
+
}
|
|
27
27
|
}`
|
|
@@ -1,26 +1,26 @@
|
|
|
1
|
-
import glsl from 'glslify'
|
|
2
|
-
|
|
3
|
-
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
|
|
4
|
-
precision highp float;
|
|
5
|
-
#else
|
|
6
|
-
precision mediump float;
|
|
7
|
-
#endif
|
|
8
|
-
|
|
9
|
-
uniform float nodataValue;
|
|
10
|
-
uniform bool littleEndian;
|
|
11
|
-
uniform sampler2D tInput;
|
|
12
|
-
uniform float pixelScale;
|
|
13
|
-
uniform float onePixel;
|
|
14
|
-
varying vec2 vTexCoord;
|
|
15
|
-
|
|
16
|
-
void main() {
|
|
17
|
-
float p0 = texture2D(tInput, vTexCoord).r;
|
|
18
|
-
float px = texture2D(tInput, vec2(vTexCoord.x + onePixel, vTexCoord.y)).r;
|
|
19
|
-
float py = texture2D(tInput, vec2(vTexCoord.x, vTexCoord.y + onePixel)).r;
|
|
20
|
-
vec3 dx = vec3(pixelScale, 0.0, px - p0);
|
|
21
|
-
vec3 dy = vec3(0.0, pixelScale, py - p0);
|
|
22
|
-
vec3 n = normalize(cross(dx, dy));
|
|
23
|
-
|
|
24
|
-
gl_FragColor = vec4(n, 1.0);
|
|
25
|
-
// gl_FragColor = vec4(0.5 * n + 0.5, 1.0); // to show
|
|
1
|
+
import glsl from 'glslify'
|
|
2
|
+
|
|
3
|
+
export default glsl`#ifdef GL_FRAGMENT_PRECISION_HIGH
|
|
4
|
+
precision highp float;
|
|
5
|
+
#else
|
|
6
|
+
precision mediump float;
|
|
7
|
+
#endif
|
|
8
|
+
|
|
9
|
+
uniform float nodataValue;
|
|
10
|
+
uniform bool littleEndian;
|
|
11
|
+
uniform sampler2D tInput;
|
|
12
|
+
uniform float pixelScale;
|
|
13
|
+
uniform float onePixel;
|
|
14
|
+
varying vec2 vTexCoord;
|
|
15
|
+
|
|
16
|
+
void main() {
|
|
17
|
+
float p0 = texture2D(tInput, vTexCoord).r;
|
|
18
|
+
float px = texture2D(tInput, vec2(vTexCoord.x + onePixel, vTexCoord.y)).r;
|
|
19
|
+
float py = texture2D(tInput, vec2(vTexCoord.x, vTexCoord.y + onePixel)).r;
|
|
20
|
+
vec3 dx = vec3(pixelScale, 0.0, px - p0);
|
|
21
|
+
vec3 dy = vec3(0.0, pixelScale, py - p0);
|
|
22
|
+
vec3 n = normalize(cross(dx, dy));
|
|
23
|
+
|
|
24
|
+
gl_FragColor = vec4(n, 1.0);
|
|
25
|
+
// gl_FragColor = vec4(0.5 * n + 0.5, 1.0); // to show
|
|
26
26
|
}`
|