@webviz/subsurface-viewer 0.5.2 → 0.5.3
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/dist/layers/grid3d/fragment.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/fragment.fs.glsl.js +3 -3
- package/dist/layers/grid3d/grid3dLayer.d.ts +2 -2
- package/dist/layers/grid3d/grid3dLayer.js +1 -1
- package/dist/layers/grid3d/grid3dLayer.js.map +1 -1
- package/dist/layers/grid3d/{privateLayer.js → privateGrid3dLayer.js} +1 -1
- package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -0
- package/dist/layers/map/fragment.fs.glsl.d.ts +1 -1
- package/dist/layers/map/fragment.fs.glsl.js +2 -3
- package/dist/layers/map/fragment.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/fragment.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/fragment.fs.glsl.js +3 -38
- package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/privateTriangleLayer.d.ts +1 -0
- package/dist/layers/triangle/privateTriangleLayer.js +12 -9
- package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
- package/dist/layers/triangle/triangleLayer.js +3 -7
- package/dist/layers/triangle/triangleLayer.js.map +1 -1
- package/dist/layers/triangle/vertex.glsl.d.ts +1 -1
- package/dist/layers/triangle/vertex.glsl.js +15 -3
- package/dist/layers/triangle/vertex.glsl.js.map +1 -1
- package/dist/layers/triangle/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/triangle/vertex_lines.glsl.js +6 -1
- package/dist/layers/triangle/vertex_lines.glsl.js.map +1 -1
- package/package.json +1 -1
- package/dist/layers/grid3d/privateLayer.js.map +0 -1
- /package/dist/layers/grid3d/{privateLayer.d.ts → privateGrid3dLayer.d.ts} +0 -0
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declare const fsShader = "#version 300 es\n#define SHADER_NAME grid3d-fragment-shader\n\nprecision highp float;\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\n\nflat in int vertexIndex;\n\nuniform sampler2D colormap;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec3 colorMapClampColor;\nuniform bool isClampColor;\nuniform bool isColorMapClampColorTransparent;\n\n\nvoid main(void) {\n\n if (picking_uActive && !picking_uAttribute) {\n gl_FragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n\n vec3 normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n \n // Calculate color from propertyValue using colormap.\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float propertyValue = property;\n float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = vec4(colorMapClampColor.rgb, 1.0);\n\n }\n else if (isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n color = texture2D(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture2D(colormap, vec2(x, 0.5));\n }\n\n // Use
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declare const fsShader = "#version 300 es\n#define SHADER_NAME grid3d-fragment-shader\n\nprecision highp float;\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\n\nflat in int vertexIndex;\n\nuniform sampler2D colormap;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec3 colorMapClampColor;\nuniform bool isClampColor;\nuniform bool isColorMapClampColorTransparent;\n\n\nvoid main(void) {\n\n if (picking_uActive && !picking_uAttribute) {\n gl_FragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n\n vec3 normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n \n // Calculate color from propertyValue using colormap.\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float propertyValue = property;\n float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = vec4(colorMapClampColor.rgb, 1.0);\n\n }\n else if (isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n color = texture2D(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture2D(colormap, vec2(x, 0.5));\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n gl_FragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
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export default fsShader;
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@@ -55,9 +55,9 @@ void main(void) {
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color = texture2D(colormap, vec2(x, 0.5));
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}
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// Use
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vec3 lightColor =
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gl_FragColor = vec4(lightColor, 1.0);
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// Use two sided phong lighting. This has no effect if "material" property is not set.
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vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
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gl_FragColor = vec4(lightColor, 1.0);
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DECKGL_FILTER_COLOR(gl_FragColor, geometry);
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}
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`;
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import type { Color } from "@deck.gl/core/typed";
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import { CompositeLayer } from "@deck.gl/core/typed";
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import type { Material } from "./
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import privateLayer from "./
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import type { Material } from "./privateGrid3dLayer";
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import privateLayer from "./privateGrid3dLayer";
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import type { ExtendedLayerProps, colorMapFunctionType } from "../utils/layerTools";
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export type WebWorkerParams = {
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points: Float32Array;
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@@ -8,7 +8,7 @@ var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, ge
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});
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};
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import { CompositeLayer } from "@deck.gl/core/typed";
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import privateLayer from "./
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import privateLayer from "./privateGrid3dLayer";
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import { makeFullMesh } from "./webworker";
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import { isEqual } from "lodash";
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import { load, JSONLoader } from "@loaders.gl/core";
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{"version":3,"file":"grid3dLayer.js","sourceRoot":"","sources":["../../../src/layers/grid3d/grid3dLayer.ts"],"names":[],"mappings":";;;;;;;;;AACA,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,YAAY,MAAM,
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{"version":3,"file":"grid3dLayer.js","sourceRoot":"","sources":["../../../src/layers/grid3d/grid3dLayer.ts"],"names":[],"mappings":";;;;;;;;;AACA,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,YAAY,MAAM,sBAAsB,CAAC;AAKhD,OAAO,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,MAAM,QAAQ,CAAC;AACjC,OAAO,EAAE,IAAI,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAQpD,SAAS,OAAO,CACZ,MAAoB;IAEpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;IACrB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;IACrB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;IAErB,IAAI,IAAI,GAAG,QAAQ,CAAC;IACpB,IAAI,IAAI,GAAG,QAAQ,CAAC;IACpB,IAAI,IAAI,GAAG,QAAQ,CAAC;IAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;QACxC,IAAI,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3D,IAAI,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAE3D,IAAI,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3D,IAAI,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAE3D,IAAI,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3D,IAAI,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;KAC9D;IACD,OAAO,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;AAChD,CAAC;AAED,SAAe,eAAe,CAC1B,IAAsC;;QAEtC,IAAI,IAAI,YAAY,YAAY,EAAE;YAC9B,OAAO,IAAI,CAAC;SACf;QACD,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;YACrB,OAAO,IAAI,YAAY,CAAC,IAAI,CAAC,CAAC;SACjC;QACD,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE;YAC1B,MAAM,UAAU,GAAG,MAAM,IAAI,CAAC,IAAc,EAAE,UAAU,CAAC,CAAC;YAC1D,OAAO,IAAI,YAAY,CAAC,UAAU,CAAC,CAAC;SACvC;QACD,OAAO,OAAO,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC;IACzE,CAAC;CAAA;AAED,SAAe,cAAc,CACzB,IAAqC;;QAErC,IAAI,IAAI,YAAY,WAAW,EAAE;YAC7B,OAAO,IAAI,CAAC;SACf;QACD,IAAI,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;YACrB,OAAO,IAAI,WAAW,CAAC,IAAI,CAAC,CAAC;SAChC;QACD,IAAI,OAAO,IAAI,KAAK,QAAQ,EAAE;YAC1B,MAAM,UAAU,GAAG,MAAM,IAAI,CAAC,IAAc,EAAE,UAAU,CAAC,CAAC;YAC1D,OAAO,IAAI,WAAW,CAAC,UAAU,CAAC,CAAC;SACtC;QACD,OAAO,OAAO,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC;IACzE,CAAC;CAAA;AAED,SAAe,SAAS,CACpB,UAA4C,EAC5C,SAA0C,EAC1C,cAAgD;;QAEhD,MAAM,MAAM,GAAG,MAAM,eAAe,CAAC,UAAU,CAAC,CAAC;QACjD,MAAM,KAAK,GAAG,MAAM,cAAc,CAAC,SAAS,CAAC,CAAC;QAC9C,MAAM,UAAU,GAAG,MAAM,eAAe,CAAC,cAAc,CAAC,CAAC;QACzD,OAAO,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,KAAK,EAAE,UAAU,CAAC,CAAC,CAAC;IACpD,CAAC;CAAA;AA4ED,MAAM,YAAY,GAAG;IACjB,QAAQ,EAAE,aAAa;IACvB,IAAI,EAAE,SAAS;IACf,EAAE,EAAE,eAAe;IACnB,OAAO,EAAE,IAAI;IACb,QAAQ,EAAE,IAAI;IACd,YAAY,EAAE,EAAE;IAChB,SAAS,EAAE,IAAI;IACf,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;CAC7B,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,WAAY,SAAQ,cAAgC;IACrE,IAAI,QAAQ;;QACR,MAAM,SAAS,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QACtC,MAAM,QAAQ,GACV,KAAK,CAAC,QAAQ;YACd,SAAS,CAAC,MAAM,GAAG,CAAC;YACpB,SAAS,CAAC,KAAK,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAE/C,MAAM,UAAU,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,0CAAG,mBAAmB,CAAC,mCAAI,KAAK,CAAC;QAC9D,OAAO,QAAQ,IAAI,UAAU,CAAC;IAClC,CAAC;IAED,WAAW,CAAC,iBAA0B;QAClC,MAAM,CAAC,GAAG,SAAS,CACf,IAAI,CAAC,KAAK,CAAC,UAAU,EACrB,IAAI,CAAC,KAAK,CAAC,SAAS,EACpB,IAAI,CAAC,KAAK,CAAC,cAAc,CAC5B,CAAC;QAEF,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,MAAM,EAAE,KAAK,EAAE,UAAU,CAAC,EAAE,EAAE;YACnC,MAAM,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC,CAAC;YAE7B,iEAAiE;YACjE,mDAAmD;YACnD,MAAM,IAAI,GAAG,IAAI,IAAI,CACjB,CAAC,mBAAmB,EAAE,YAAY,CAAC,QAAQ,EAAE,CAAC,EAC9C,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAC9B,CAAC;YACF,MAAM,GAAG,GAAG,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YACtC,MAAM,SAAS,GAAG,IAAI,MAAM,CAAC,GAAG,CAAC,CAAC;YAElC,MAAM,eAAe,GAAoB;gBACrC,MAAM;gBACN,KAAK;gBACL,UAAU;aACb,CAAC;YAEF,SAAS,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC;YACvC,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,EAAE;;gBACxB,MAAM,CAAC,IAAI,EAAE,UAAU,EAAE,kBAAkB,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC;gBACtD,MAAM,MAAM,GAAG;oBACX,QAAQ,EAAE,KAAK;oBACf,UAAU,EAAE,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,mCAAI,kBAAkB;oBAC1D,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY;oBAClC,KAAK,EAAE,UAAU;oBACjB,gBAAgB,EAAE,IAAI,CAAC,KAAK,CAAC,gBAAgB;iBAChD,CAAC;gBAEF,IAAI,CAAC,QAAQ,CAAC;oBACV,IAAI;oBACJ,UAAU;oBACV,kBAAkB;oBAClB,MAAM;iBACT,CAAC,CAAC;gBAEH,IACI,OAAO,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,WAAW;oBACxD,iBAAiB,EACnB;oBACE,IAAI,CAAC,KAAK,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;iBAC3C;gBAED,SAAS,CAAC,SAAS,EAAE,CAAC;gBAEtB,IAAI,CAAC,QAAQ,iCACN,IAAI,CAAC,KAAK,KACb,iBAAiB,EAAE,IAAI,IACzB,CAAC;YACP,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED,eAAe;QACX,IAAI,CAAC,QAAQ,iCACN,IAAI,CAAC,KAAK,KACb,iBAAiB,EAAE,KAAK,IAC1B,CAAC;QACH,MAAM,iBAAiB,GAAG,IAAI,CAAC;QAC/B,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,CAAC;IACxC,CAAC;IAED,WAAW,CAAC,EACR,KAAK,EACL,QAAQ,GAIX;QACG,MAAM,YAAY,GACd,CAAC,OAAO,CAAC,KAAK,CAAC,UAAU,EAAE,QAAQ,CAAC,UAAU,CAAC;YAC/C,CAAC,OAAO,CAAC,KAAK,CAA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{"version":3,"file":"privateGrid3dLayer.js","sourceRoot":"","sources":["../../../src/layers/grid3d/privateGrid3dLayer.ts"],"names":[],"mappings":"AACA,OAAO,EACH,iBAAiB,EACjB,KAAK,EACL,OAAO,EACP,OAAO,GACV,MAAM,qBAAqB,CAAC;AAE7B,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAMlD,OAAO,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AACnD,OAAO,EAAE,SAAS,EAAE,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAE,MAAM,oBAAoB,CAAC;AACpC,OAAO,QAAQ,MAAM,eAAe,CAAC;AACrC,OAAO,QAAQ,MAAM,oBAAoB,CAAC;AAC1C,OAAO,YAAY,MAAM,qBAAqB,CAAC;AAC/C,OAAO,YAAY,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAElE,MAAM,0BAA0B,GAAG;IAC/B,CAAC,EAAE,CAAC,kBAAkB,CAAC,EAAE,EAAE,CAAC,oBAAoB;IAChD,CAAC,EAAE,CAAC,kBAAkB,CAAC,EAAE,EAAE,CAAC,MAAM;IAClC,CAAC,EAAE,CAAC,cAAc,CAAC,EAAE,EAAE,CAAC,aAAa;IACrC,CAAC,EAAE,CAAC,cAAc,CAAC,EAAE,EAAE,CAAC,aAAa;CACxC,CAAC;AA4CF,MAAM,YAAY,GAAG;IACjB,YAAY,EAAE,EAAE;IAChB,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;CAC7B,CAAC;AAEF,gEAAgE;AAChE,MAAM,CAAC,OAAO,OAAO,YAAa,SAAQ,KAAwB;IAC9D,IAAI,QAAQ;;QACR,OAAO,MAAA,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,mCAAI,KAAK,CAAC;IAC3C,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QACvB,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC;QAC3D,IAAI,CAAC,QAAQ,CAAC;YACV,MAAM,EAAE,CAAC,UAAU,EAAE,gBAAgB,CAAC;YACtC,QAAQ,EAAE,KAAK;SAClB,CAAC,CAAC;IACP,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GACU;QACrB,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IACD,0BAA0B;IAC1B,UAAU,CAAC,EAAO;QACd,aAAa;QACb,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,EAAE,EAAE;YAC7B,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO;YAC3B,EAAE,EAAE,QAAQ;YACZ,EAAE,EAAE,QAAQ;YACZ,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ;gBAClC,UAAU,EAAE;oBACR,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS;oBAC/C,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,UAAU;iBACpD;gBACD,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;aAC3C,CAAC;YACF,OAAO,EAAE,CAAC,OAAO,EAAE,OAAO,EAAE,kBAAkB,EAAE,SAAS,CAAC;YAC1D,WAAW,EAAE,KAAK,EAAE,qCAAqC;SAC5D,CAAC,CAAC;QAEH,aAAa;QACb,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,EAAE,EAAE;YACnC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ;YAC5B,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC;YAC5C,OAAO,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC;YAC3B,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QAEH,OAAO,CAAC,UAAU,EAAE,gBAAgB,CAAC,CAAC;IAC1C,CAAC;IAED,mEAAmE;IACnE,2BAA2B;IAC3B,IAAI,CAAC,IAAS;;QACV,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE;YACvB,OAAO;SACV;QAED,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;QACnC,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QAEvB,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAE5D,MAAM,aAAa,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,kBAAkB,0CAAG,CAAC,CAAC,mCAAI,GAAG,CAAC;QAChE,MAAM,aAAa,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,kBAAkB,0CAAG,CAAC,CAAC,mCAAI,GAAG,CAAC;QAEhE,gFAAgF;QAChF,gEAAgE;QAChE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QACxE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QAExE,MAAM,YAAY,GACd,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,SAAS;YAC3C,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,IAAI;YACtC,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,KAAK,CAAC;QAC5C,IAAI,kBAAkB,GAAG,YAAY;YACjC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,kBAAkB;YAC/B,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEhB,4BAA4B;QAC5B,6DAA6D;QAC7D,aAAa;QACb,kBAAkB,GAAI,kBAA4B,CAAC,GAAG,CAClD,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CACxB,CAAC;QAEF,MAAM,+BAA+B,GAChC,IAAI,CAAC,KAAK,CAAC,kBAA8B,KAAK,KAAK,CAAC;QAEzD,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAClC,EAAE,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACvB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;SAC7B;QAED,UAAU;aACL,WAAW,iCACL,QAAQ,KACX,QAAQ,EAAE,IAAI,SAAS,CAAC,OAAO,CAAC,EAAE,EAAE;gBAChC,KAAK,EAAE,GAAG;gBACV,MAAM,EAAE,CAAC;gBACT,MAAM,EAAE,EAAE,CAAC,GAAG;gBACd,IAAI,EAAE,YAAY,CACd,IAAI,CAAC,KAAK,CAAC,YAAY,EACtB,IAAI,CAAC,OAA8B,CAAC,QAAQ;qBACxC,WAAW,EAChB,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAC9B;gBACD,UAAU,EAAE,0BAA0B;aACzC,CAAC,EACF,aAAa;YACb,aAAa;YACb,gBAAgB;YAChB,gBAAgB;YAChB,kBAAkB;YAClB,+BAA+B;YAC/B,YAAY,EACZ,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB,IACvD;aACD,IAAI,EAAE,CAAC;QACZ,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnC,cAAc;QACd,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACtB,gBAAgB;iBACX,WAAW,iCACL,QAAQ,KACX,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB,IACvD;iBACD,IAAI,EAAE,CAAC;SACf;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACvB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;SAC5B;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,EAAE;YACzB,IAAI,CAAC,QAAQ,iCAAM,IAAI,CAAC,KAAK,KAAE,QAAQ,EAAE,IAAI,IAAG,CAAC;SACpD;IACL,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAAuB,CAAC;IACxD,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC;IACnC,CAAC;IAED,cAAc,CAAC,EAAE,IAAI,EAAyB;;QAC1C,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;YACb,OAAO,IAAI,CAAC;SACf;QAED,MAAM,gBAAgB,GAAuB,EAAE,CAAC;QAEhD,4CAA4C;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAExB,MAAM,WAAW,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;QAEhD,IAAI,OAAO,CAAA,MAAA,IAAI,CAAC,UAAU,0CAAG,CAAC,CAAC,CAAA,KAAK,WAAW,EAAE;YAC7C,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,oBAAoB;gBACzC,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;gBACrB,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YACzB,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC,CAAC;SAC7D;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,KAAK,CAAC;QAC/D,MAAM,QAAQ,GAAG,UAAU,CAAC,WAAW,CAAC,CAAC;QACzC,IAAI,MAAM,CAAC,QAAQ,CAAC,QAAQ,CAAC,EAAE;YAC3B,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,CAAC;SACnE;QAED,uCACO,IAAI,KACP,UAAU,EAAE,gBAAgB,IAC9B;IACN,CAAC;CACJ;AAED,YAAY,CAAC,SAAS,GAAG,cAAc,CAAC;AACxC,YAAY,CAAC,YAAY,GAAG,YAAY,CAAC"}
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@@ -1,2 +1,2 @@
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1
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-
declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\n\nuniform bool isContoursDepth;\nuniform float contourReferencePoint;\nuniform float contourInterval;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in int vertexIndex;\n\nin vec3 worldPos;\nin float property;\n\nuniform sampler2D colormap;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec3 colorMapClampColor;\nuniform bool isClampColor;\nuniform bool isColorMapClampColorTransparent;\nuniform bool smoothShading;\n\n\nvoid main(void) { \n geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n // These are sent as Int8\n normal[0] /= 127.0;\n normal[1] /= 127.0;\n normal[2] /= 127.0;\n\n if (!smoothShading || (normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0)) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n }\n\n //Picking pass.\n if (picking_uActive && !picking_uAttribute) {\n gl_FragColor = encodeVertexIndexToRGB(vertexIndex);\n return;\n }\n\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);;\n float propertyValue = property;\n\n float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = vec4(colorMapClampColor.rgb, 1.0);\n\n }\n else if (isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n\n color = texture2D(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture2D(colormap, vec2(x, 0.5));\n }\n\n \n bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;\n if (is_contours) {\n // Contours are made of either depths or properties.\n float val = isContoursDepth ? (abs(worldPos.z) - contourReferencePoint) / contourInterval\n : (propertyValue - contourReferencePoint) / contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use
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1
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+
declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\n\nuniform bool isContoursDepth;\nuniform float contourReferencePoint;\nuniform float contourInterval;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in int vertexIndex;\n\nin vec3 worldPos;\nin float property;\n\nuniform sampler2D colormap;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec3 colorMapClampColor;\nuniform bool isClampColor;\nuniform bool isColorMapClampColorTransparent;\nuniform bool smoothShading;\n\n\nvoid main(void) { \n geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n // These are sent as Int8\n normal[0] /= 127.0;\n normal[1] /= 127.0;\n normal[2] /= 127.0;\n\n if (!smoothShading || (normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0)) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n }\n\n //Picking pass.\n if (picking_uActive && !picking_uAttribute) {\n gl_FragColor = encodeVertexIndexToRGB(vertexIndex);\n return;\n }\n\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);;\n float propertyValue = property;\n\n float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = vec4(colorMapClampColor.rgb, 1.0);\n\n }\n else if (isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n\n color = texture2D(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture2D(colormap, vec2(x, 0.5));\n }\n\n \n bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;\n if (is_contours) {\n // Contours are made of either depths or properties.\n float val = isContoursDepth ? (abs(worldPos.z) - contourReferencePoint) / contourInterval\n : (propertyValue - contourReferencePoint) / contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n gl_FragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
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2
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export default fsShader;
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@@ -93,10 +93,9 @@ void main(void) {
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color = color * vec4(c, c, c, 1.0);
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}
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// Use
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vec3 lightColor =
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// Use two sided phong lighting. This has no effect if "material" property is not set.
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vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
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gl_FragColor = vec4(lightColor, 1.0);
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-
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DECKGL_FILTER_COLOR(gl_FragColor, geometry);
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}
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`;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG
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{"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoGhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
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@@ -1,2 +1,2 @@
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1
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-
declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\nuniform bool isContoursDepth;\nuniform float contourReferencePoint;\nuniform float contourInterval;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec3 worldPos;\nin float property;\n\
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1
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+
declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\nuniform bool isContoursDepth;\nuniform float contourReferencePoint;\nuniform float contourInterval;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec3 worldPos;\nin float property;\n\nuniform sampler2D colormap;\nuniform vec4 uColor;\nuniform bool smoothShading;\n\nvoid main(void) {\n vec3 normal = normals_commonspace;\n\n if (!smoothShading) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n } \n\n vec4 color = uColor;\n bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;\n if (is_contours) {\n // Contours are made of either depths or properties.\n float val = (abs(worldPos.z) - contourReferencePoint) / contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n gl_FragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(gl_FragColor, geometry);\n}\n";
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export default fsShader;
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@@ -14,52 +14,18 @@ in vec4 position_commonspace;
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in vec3 worldPos;
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in float property;
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out vec4 fragColor;
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uniform sampler2D colormap;
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uniform vec4 uColor;
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uniform bool smoothShading;
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void main(void) {
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//geometry.uv = vTexCoord;
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vec3 normal = normals_commonspace;
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if (!smoothShading) {
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normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
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}
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-
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//Picking pass.
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if (picking_uActive) {
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// Readout is surface height (z value).
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float range = 10000.0; // May represent depths in range 0 - 10000 meter.
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// Express in 255 system.
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float depth = abs(worldPos.z);
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float depthScaled = (256.0 * 256.0 * 256.0) * (depth / range); // scaled to within max range in 256 system.
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float r = 0.0;
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float g = 0.0;
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float b = 0.0;
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if (depthScaled >= (256.0 * 256.0) - 1.0) {
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-
r = floor(depthScaled / (256.0 * 256.0));
|
|
47
|
-
depthScaled -= r * (256.0 * 256.0);
|
|
48
|
-
}
|
|
49
|
-
|
|
50
|
-
if (depthScaled >= 256.0 - 1.0) {
|
|
51
|
-
g = floor(depthScaled / 256.0);
|
|
52
|
-
depthScaled -= g * 256.0;
|
|
53
|
-
}
|
|
54
|
-
|
|
55
|
-
b = floor(depthScaled);
|
|
56
|
-
|
|
57
|
-
fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
|
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-
return;
|
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|
-
}
|
|
60
27
|
|
|
61
28
|
vec4 color = uColor;
|
|
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|
-
|
|
63
29
|
bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;
|
|
64
30
|
if (is_contours) {
|
|
65
31
|
// Contours are made of either depths or properties.
|
|
@@ -74,11 +40,10 @@ void main(void) {
|
|
|
74
40
|
color = color * vec4(c, c, c, 1.0);
|
|
75
41
|
}
|
|
76
42
|
|
|
77
|
-
// Use
|
|
43
|
+
// Use two sided phong lighting. This has no effect if "material" property is not set.
|
|
78
44
|
vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
DECKGL_FILTER_COLOR(fragColor, geometry);
|
|
45
|
+
gl_FragColor = vec4(lightColor, 1.0);
|
|
46
|
+
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
|
|
82
47
|
}
|
|
83
48
|
`;
|
|
84
49
|
export default fsShader;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG
|
|
1
|
+
{"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+ChB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
|
|
@@ -53,6 +53,7 @@ export interface PrivateTriangleLayerProps extends ExtendedLayerProps {
|
|
|
53
53
|
color: [number, number, number];
|
|
54
54
|
smoothShading: boolean;
|
|
55
55
|
depthTest: boolean;
|
|
56
|
+
ZIncreasingDownwards: boolean;
|
|
56
57
|
}
|
|
57
58
|
export default class PrivateTriangleLayer extends Layer<PrivateTriangleLayerProps> {
|
|
58
59
|
get isLoaded(): boolean;
|
|
@@ -15,6 +15,7 @@ const defaultProps = {
|
|
|
15
15
|
color: [100, 100, 255],
|
|
16
16
|
coordinateSystem: COORDINATE_SYSTEM.CARTESIAN,
|
|
17
17
|
depthTest: true,
|
|
18
|
+
ZIncreasingDownwards: true,
|
|
18
19
|
};
|
|
19
20
|
// This is a private layer used only by the composite TriangleLayer
|
|
20
21
|
export default class PrivateTriangleLayer extends Layer {
|
|
@@ -80,11 +81,13 @@ export default class PrivateTriangleLayer extends Layer {
|
|
|
80
81
|
.setUniforms(Object.assign(Object.assign({}, uniforms), { contourReferencePoint,
|
|
81
82
|
contourInterval,
|
|
82
83
|
smoothShading,
|
|
83
|
-
uColor }))
|
|
84
|
+
uColor, ZIncreasingDownwards: this.props.ZIncreasingDownwards }))
|
|
84
85
|
.draw();
|
|
85
86
|
gl.disable(GL.POLYGON_OFFSET_FILL);
|
|
86
87
|
if (this.props.gridLines) {
|
|
87
|
-
lineModel
|
|
88
|
+
lineModel
|
|
89
|
+
.setUniforms(Object.assign(Object.assign({}, uniforms), { ZIncreasingDownwards: this.props.ZIncreasingDownwards }))
|
|
90
|
+
.draw();
|
|
88
91
|
}
|
|
89
92
|
if (!this.props.depthTest) {
|
|
90
93
|
gl.enable(GL.DEPTH_TEST);
|
|
@@ -97,17 +100,17 @@ export default class PrivateTriangleLayer extends Layer {
|
|
|
97
100
|
return 0;
|
|
98
101
|
}
|
|
99
102
|
getPickingInfo({ info }) {
|
|
103
|
+
var _a;
|
|
100
104
|
if (!info.color) {
|
|
101
105
|
return info;
|
|
102
106
|
}
|
|
103
107
|
const layer_properties = [];
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
|
|
107
|
-
|
|
108
|
-
|
|
109
|
-
|
|
110
|
-
layer_properties.push(createPropertyData("Depth", depth));
|
|
108
|
+
if (typeof ((_a = info.coordinate) === null || _a === void 0 ? void 0 : _a[2]) !== "undefined") {
|
|
109
|
+
const depth = this.props.ZIncreasingDownwards
|
|
110
|
+
? -info.coordinate[2]
|
|
111
|
+
: info.coordinate[2];
|
|
112
|
+
layer_properties.push(createPropertyData("Depth", depth));
|
|
113
|
+
}
|
|
111
114
|
return Object.assign(Object.assign({}, info), { properties: layer_properties });
|
|
112
115
|
}
|
|
113
116
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"privateTriangleLayer.js","sourceRoot":"","sources":["../../../src/layers/triangle/privateTriangleLayer.ts"],"names":[],"mappings":"AAKA,OAAO,EACH,iBAAiB,EACjB,KAAK,EACL,OAAO,EACP,OAAO,GACV,MAAM,qBAAqB,CAAC;AAE7B,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAGlD,OAAO,QAAQ,MAAM,eAAe,CAAC;AACrC,OAAO,QAAQ,MAAM,oBAAoB,CAAC;AAC1C,OAAO,YAAY,MAAM,qBAAqB,CAAC;AAC/C,OAAO,YAAY,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,MAAM,oBAAoB,CAAC;AACpC,OAAO,EAAE,kBAAkB,EAAE,MAAM,mBAAmB,CAAC;
|
|
1
|
+
{"version":3,"file":"privateTriangleLayer.js","sourceRoot":"","sources":["../../../src/layers/triangle/privateTriangleLayer.ts"],"names":[],"mappings":"AAKA,OAAO,EACH,iBAAiB,EACjB,KAAK,EACL,OAAO,EACP,OAAO,GACV,MAAM,qBAAqB,CAAC;AAE7B,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAGlD,OAAO,QAAQ,MAAM,eAAe,CAAC;AACrC,OAAO,QAAQ,MAAM,oBAAoB,CAAC;AAC1C,OAAO,YAAY,MAAM,qBAAqB,CAAC;AAC/C,OAAO,YAAY,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,MAAM,oBAAoB,CAAC;AACpC,OAAO,EAAE,kBAAkB,EAAE,MAAM,mBAAmB,CAAC;AA0CvD,MAAM,YAAY,GAAG;IACjB,IAAI,EAAE,CAAC,OAAO,CAAC;IACf,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAClB,eAAe,EAAE,IAAI;IACrB,SAAS,EAAE,KAAK;IAChB,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;IACtB,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;CAC7B,CAAC;AAEF,mEAAmE;AACnE,MAAM,CAAC,OAAO,OAAO,oBAAqB,SAAQ,KAAgC;IAC9E,IAAI,QAAQ;;QACR,OAAO,MAAA,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,mCAAI,KAAK,CAAC;IAC3C,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QACvB,MAAM,CAAC,aAAa,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC;QACtD,IAAI,CAAC,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC,aAAa,EAAE,QAAQ,CAAC,EAAE,QAAQ,EAAE,KAAK,EAAE,CAAC,CAAC;IAC1E,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GACU;QACrB,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,UAAU,CAAC,EAAyB;QAChC,MAAM,aAAa,GAAG,IAAI,KAAK,CAAC,EAAE,EAAE;YAChC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO;YAC3B,EAAE,EAAE,QAAQ;YACZ,EAAE,EAAE,QAAQ;YACZ,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC;YACpD,OAAO,EAAE,CAAC,OAAO,EAAE,OAAO,EAAE,kBAAkB,CAAC;YAC/C,WAAW,EAAE,KAAK,EAAE,qCAAqC;SAC5D,CAAC,CAAC;QAEH,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,EAAE,EAAE;YAC5B,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ;YAC5B,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC;YAChD,OAAO,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC;YAC3B,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QAEH,OAAO,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC;IACtC,CAAC;IAED,IAAI,CAAC,IAIJ;;QACG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE;YACvB,OAAO;SACV;QAED,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;QACnC,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QAEvB,MAAM,qBAAqB,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QAC7D,MAAM,eAAe,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QAEvD,MAAM,CAAC,aAAa,EAAE,SAAS,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAExD,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC;QAE/C,4BAA4B;QAC5B,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAS,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;QACnE,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,iBAAiB;QAEjC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACvB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;SAC7B;QACD,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAClC,EAAE,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACvB,aAAa;aACR,WAAW,iCACL,QAAQ,KACX,qBAAqB;YACrB,eAAe;YACf,aAAa;YACb,MAAM,EACN,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB,IACvD;aACD,IAAI,EAAE,CAAC;QACZ,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnC,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACtB,SAAS;iBACJ,WAAW,iCACL,QAAQ,KACX,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB,IACvD;iBACD,IAAI,EAAE,CAAC;SACf;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACvB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;SAC5B;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,EAAE;YACzB,IAAI,CAAC,QAAQ,iCAAM,IAAI,CAAC,KAAK,KAAE,QAAQ,EAAE,IAAI,IAAG,CAAC;SACpD;IACL,CAAC;IAED,kBAAkB;QACd,OAAO,CAAC,CAAC;IACb,CAAC;IAED,cAAc,CAAC,EAAE,IAAI,EAAyB;;QAC1C,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;YACb,OAAO,IAAI,CAAC;SACf;QAED,MAAM,gBAAgB,GAAuB,EAAE,CAAC;QAChD,IAAI,OAAO,CAAA,MAAA,IAAI,CAAC,UAAU,0CAAG,CAAC,CAAC,CAAA,KAAK,WAAW,EAAE;YAC7C,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,oBAAoB;gBACzC,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;gBACrB,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC;YACzB,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC,CAAC;SAC7D;QAED,uCACO,IAAI,KACP,UAAU,EAAE,gBAAgB,IAC9B;IACN,CAAC;CACJ;AAED,oBAAoB,CAAC,SAAS,GAAG,sBAAsB,CAAC;AACxD,oBAAoB,CAAC,YAAY,GAAG,YAAY,CAAC"}
|
|
@@ -11,7 +11,7 @@ import { CompositeLayer } from "@deck.gl/core/typed";
|
|
|
11
11
|
import PrivateTriangleLayer from "./privateTriangleLayer";
|
|
12
12
|
import { isEqual } from "lodash";
|
|
13
13
|
import { makeFullMesh } from "./webworker";
|
|
14
|
-
function loadData(pointsData, triangleData
|
|
14
|
+
function loadData(pointsData, triangleData) {
|
|
15
15
|
return __awaiter(this, void 0, void 0, function* () {
|
|
16
16
|
// Keep
|
|
17
17
|
//const t0 = performance.now();
|
|
@@ -32,11 +32,6 @@ function loadData(pointsData, triangleData, ZIncreasingDownwards) {
|
|
|
32
32
|
const buffer = yield blob_mesh.arrayBuffer();
|
|
33
33
|
vertexArray = new Float32Array(buffer);
|
|
34
34
|
}
|
|
35
|
-
if (ZIncreasingDownwards) {
|
|
36
|
-
for (let i = 0; i < pointsData.length / 3; i++) {
|
|
37
|
-
vertexArray[3 * i + 2] *= -1;
|
|
38
|
-
}
|
|
39
|
-
}
|
|
40
35
|
//-- Triangle indexes --
|
|
41
36
|
let indexArray = new Uint32Array();
|
|
42
37
|
if (Array.isArray(triangleData)) {
|
|
@@ -88,7 +83,7 @@ export default class TriangleLayer extends CompositeLayer {
|
|
|
88
83
|
rebuildData(reportBoundingBox) {
|
|
89
84
|
const pointsData = this.props.pointsData;
|
|
90
85
|
const triangleData = this.props.triangleData;
|
|
91
|
-
const p = loadData(pointsData, triangleData
|
|
86
|
+
const p = loadData(pointsData, triangleData);
|
|
92
87
|
p.then(([vertexArray, indexArray]) => {
|
|
93
88
|
// Using inline web worker for calculating the triangle mesh from
|
|
94
89
|
// loaded input data so not to halt the GUI thread.
|
|
@@ -174,6 +169,7 @@ export default class TriangleLayer extends CompositeLayer {
|
|
|
174
169
|
material: this.props.material,
|
|
175
170
|
smoothShading: this.props.smoothShading,
|
|
176
171
|
depthTest: this.props.depthTest,
|
|
172
|
+
ZIncreasingDownwards: this.props.ZIncreasingDownwards,
|
|
177
173
|
}));
|
|
178
174
|
return [layer];
|
|
179
175
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"triangleLayer.js","sourceRoot":"","sources":["../../../src/layers/triangle/triangleLayer.ts"],"names":[],"mappings":";;;;;;;;;AACA,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,oBAAoB,MAAM,wBAAwB,CAAC;AAE1D,OAAO,EAAE,OAAO,EAAE,MAAM,QAAQ,CAAC;AACjC,OAAO,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AAU3C,SAAe,QAAQ,CACnB,UAA6B,EAC7B,YAA+B
|
|
1
|
+
{"version":3,"file":"triangleLayer.js","sourceRoot":"","sources":["../../../src/layers/triangle/triangleLayer.ts"],"names":[],"mappings":";;;;;;;;;AACA,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,oBAAoB,MAAM,wBAAwB,CAAC;AAE1D,OAAO,EAAE,OAAO,EAAE,MAAM,QAAQ,CAAC;AACjC,OAAO,EAAE,YAAY,EAAE,MAAM,aAAa,CAAC;AAU3C,SAAe,QAAQ,CACnB,UAA6B,EAC7B,YAA+B;;QAE/B,OAAO;QACP,+BAA+B;QAE/B,gBAAgB;QAChB,IAAI,WAAW,GAAiB,IAAI,YAAY,EAAE,CAAC;QACnD,IAAI,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,EAAE;YAC3B,yCAAyC;YACzC,WAAW,GAAG,IAAI,YAAY,CAAC,UAAU,CAAC,CAAC;SAC9C;aAAM;YACH,wBAAwB;YACxB,MAAM,aAAa,GAAG,MAAM,KAAK,CAAC,UAAU,CAAC,CAAC;YAC9C,IAAI,CAAC,aAAa,CAAC,EAAE,EAAE;gBACnB,OAAO,CAAC,KAAK,CAAC,4BAA4B,CAAC,CAAC;aAC/C;YAED,MAAM,SAAS,GAAG,MAAM,aAAa,CAAC,IAAI,EAAE,CAAC;YAE7C,kCAAkC;YAClC,MAAM,MAAM,GAAG,MAAM,SAAS,CAAC,WAAW,EAAE,CAAC;YAC7C,WAAW,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,CAAC;SAC1C;QAED,wBAAwB;QACxB,IAAI,UAAU,GAAgB,IAAI,WAAW,EAAE,CAAC;QAChD,IAAI,KAAK,CAAC,OAAO,CAAC,YAAY,CAAC,EAAE;YAC7B,yCAAyC;YACzC,UAAU,GAAG,IAAI,WAAW,CAAC,YAAY,CAAC,CAAC;SAC9C;aAAM;YACH,wBAAwB;YACxB,MAAM,aAAa,GAAG,MAAM,KAAK,CAAC,YAAY,CAAC,CAAC;YAChD,IAAI,CAAC,aAAa,CAAC,EAAE,EAAE;gBACnB,OAAO,CAAC,KAAK,CAAC,oCAAoC,CAAC,CAAC;aACvD;YAED,MAAM,SAAS,GAAG,MAAM,aAAa,CAAC,IAAI,EAAE,CAAC;YAE7C,kCAAkC;YAClC,MAAM,MAAM,GAAG,MAAM,SAAS,CAAC,WAAW,EAAE,CAAC;YAC7C,UAAU,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;SACxC;QAED,+BAA+B;QAC/B,aAAa;QACb,kEAAkE;QAElE,OAAO,OAAO,CAAC,GAAG,CAAC,CAAC,WAAW,EAAE,UAAU,CAAC,CAAC,CAAC;IAClD,CAAC;CAAA;AA4DD,MAAM,YAAY,GAAG;IACjB,QAAQ,EAAE,eAAe;IACzB,IAAI,EAAE,eAAe;IACrB,EAAE,EAAE,gBAAgB;IACpB,QAAQ,EAAE,IAAI;IACd,OAAO,EAAE,IAAI;IACb,QAAQ,EAAE,CAAC,CAAC,GAAG,EAAE,CAAC,GAAG,CAAC;IACtB,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;IACtB,SAAS,EAAE,KAAK;IAChB,aAAa,EAAE,IAAI;IACnB,QAAQ,EAAE,IAAI;IACd,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;IAC1B,KAAK,EAAE,KAAK;CACf,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,aAAc,SAAQ,cAAkC;IACzE,IAAI,QAAQ;;QACR,MAAM,SAAS,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QACtC,MAAM,QAAQ,GACV,KAAK,CAAC,QAAQ;YACd,SAAS,CAAC,MAAM,GAAG,CAAC;YACpB,SAAS,CAAC,KAAK,CAAC,CAAC,KAAK,EAAE,EAAE,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAE/C,MAAM,UAAU,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,0CAAG,mBAAmB,CAAC,mCAAI,KAAK,CAAC;QAC9D,OAAO,QAAQ,IAAI,UAAU,CAAC;IAClC,CAAC;IAED,WAAW,CAAC,iBAA0B;QAClC,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC;QACzC,MAAM,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC;QAE7C,MAAM,CAAC,GAAG,QAAQ,CAAC,UAAU,EAAE,YAAY,CAAC,CAAC;QAE7C,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,WAAW,EAAE,UAAU,CAAC,EAAE,EAAE;YACjC,iEAAiE;YACjE,mDAAmD;YACnD,MAAM,IAAI,GAAG,IAAI,IAAI,CACjB,CAAC,mBAAmB,EAAE,YAAY,CAAC,QAAQ,EAAE,CAAC,EAC9C,EAAE,IAAI,EAAE,iBAAiB,EAAE,CAC9B,CAAC;YACF,MAAM,GAAG,GAAG,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YACtC,MAAM,SAAS,GAAG,IAAI,MAAM,CAAC,GAAG,CAAC,CAAC;YAElC,MAAM,eAAe,GAAW;gBAC5B,WAAW;gBACX,UAAU;gBACV,aAAa,EAAE,IAAI,CAAC,KAAK,CAAC,aAAa;gBACvC,cAAc,EAAE,IAAI,CAAC,KAAK,CAAC,KAAK;aACnC,CAAC;YAEF,SAAS,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC;YACvC,SAAS,CAAC,SAAS,GAAG,CAAC,CAAC,EAAE,EAAE;gBACxB,MAAM,CAAC,iBAAiB,EAAE,aAAa,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC;gBAElD,IAAI,CAAC,QAAQ,CAAC;oBACV,iBAAiB;oBACjB,aAAa;iBAChB,CAAC,CAAC;gBAEH,IACI,OAAO,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,WAAW;oBACxD,iBAAiB,EACnB;oBACE,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;oBACrB,IAAI,IAAI,GAAG,QAAQ,CAAC;oBAEpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;oBACrB,IAAI,IAAI,GAAG,QAAQ,CAAC;oBAEpB,IAAI,IAAI,GAAG,CAAC,QAAQ,CAAC;oBACrB,IAAI,IAAI,GAAG,QAAQ,CAAC;oBAEpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;wBAC7C,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,qBAAqB;wBAC3F,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,qBAAqB;wBAE3F,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,qBAAqB;wBAC3F,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,qBAAqB;wBAE3F,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,qBAAqB;wBAC3F,IAAI,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,qBAAqB;qBAC9F;oBAED,IAAI,IAAI,CAAC,KAAK,CAAC,oBAAoB,EAAE;wBACjC,MAAM,GAAG,GAAG,IAAI,CAAC;wBACjB,IAAI,GAAG,IAAI,CAAC;wBACZ,IAAI,GAAG,GAAG,CAAC;qBACd;oBAED,IAAI,CAAC,KAAK,CAAC,sBAAsB,CAAC;wBAC9B,IAAI;wBACJ,IAAI;wBACJ,IAAI;wBACJ,IAAI;wBACJ,IAAI;wBACJ,IAAI;qBACP,CAAC,CAAC;iBACN;gBAED,SAAS,CAAC,SAAS,EAAE,CAAC;gBAEtB,IAAI,CAAC,QAAQ,iCACN,IAAI,CAAC,KAAK,KACb,iBAAiB,EAAE,IAAI,IACzB,CAAC;YACP,CAAC,CAAC;QACN,CAAC,CAAC,CAAC;IACP,CAAC;IAED,eAAe;QACX,IAAI,CAAC,QAAQ,iCACN,IAAI,CAAC,KAAK,KACb,iBAAiB,EAAE,KAAK,IAC1B,CAAC;QAEH,MAAM,iBAAiB,GAAG,IAAI,CAAC;QAC/B,IAAI,CAAC,WAAW,CAAC,iBAAiB,CAAC,CAAC;IACxC,CAAC;IAED,WAAW,CAAC,EAAE,KAAK,EAAE,QAAQ,EAA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|
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
declare const vsShader = "#version 300 es\n#define SHADER_NAME vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\n\n// Outputs to fragment shader\
|
|
1
|
+
declare const vsShader = "#version 300 es\n#define SHADER_NAME vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec3 worldPos;\nout float property;\n\nuniform bool ZIncreasingDownwards;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) {\n geometry.pickingColor = pickingColor;\n\n cameraPosition = project_uCameraPosition;\n\n vec3 position = positions;\n position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;\n\n worldPos = position;\n\n normals_commonspace = normals;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
|
|
2
2
|
export default vsShader;
|
|
@@ -10,25 +10,37 @@ in float properties;
|
|
|
10
10
|
in vec3 normals;
|
|
11
11
|
|
|
12
12
|
// Outputs to fragment shader
|
|
13
|
-
//out vec2 vTexCoord;
|
|
14
13
|
out vec3 cameraPosition;
|
|
15
14
|
out vec3 normals_commonspace;
|
|
16
15
|
out vec4 position_commonspace;
|
|
17
16
|
out vec3 worldPos;
|
|
18
17
|
out float property;
|
|
19
18
|
|
|
19
|
+
uniform bool ZIncreasingDownwards;
|
|
20
|
+
|
|
21
|
+
const vec3 pickingColor = vec3(1.0, 1.0, 0.0);
|
|
20
22
|
|
|
21
23
|
void main(void) {
|
|
24
|
+
geometry.pickingColor = pickingColor;
|
|
25
|
+
|
|
22
26
|
cameraPosition = project_uCameraPosition;
|
|
23
27
|
|
|
24
|
-
|
|
28
|
+
vec3 position = positions;
|
|
29
|
+
position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;
|
|
30
|
+
|
|
31
|
+
worldPos = position;
|
|
25
32
|
|
|
26
33
|
normals_commonspace = normals;
|
|
27
34
|
|
|
28
35
|
property = properties;
|
|
29
36
|
|
|
30
|
-
position_commonspace = vec4(project_position(
|
|
37
|
+
position_commonspace = vec4(project_position(position), 0.0);
|
|
31
38
|
gl_Position = project_common_position_to_clipspace(position_commonspace);
|
|
39
|
+
|
|
40
|
+
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
|
|
41
|
+
|
|
42
|
+
vec4 color = vec4(0.0);
|
|
43
|
+
DECKGL_FILTER_COLOR(color, geometry);
|
|
32
44
|
}
|
|
33
45
|
`;
|
|
34
46
|
export default vsShader;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG
|
|
1
|
+
{"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4ChB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
|
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
declare const _default: "#version 300 es\n#define SHADER_NAME vertex-lines-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nvoid main(void) {\n vec3 position_commonspace = project_position(
|
|
1
|
+
declare const _default: "#version 300 es\n#define SHADER_NAME vertex-lines-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nuniform bool ZIncreasingDownwards;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;\n\n vec3 position_commonspace = project_position(position);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n}\n";
|
|
2
2
|
export default _default;
|
|
@@ -8,8 +8,13 @@ in vec3 positions;
|
|
|
8
8
|
|
|
9
9
|
out vec4 position_commonspace;
|
|
10
10
|
|
|
11
|
+
uniform bool ZIncreasingDownwards;
|
|
12
|
+
|
|
11
13
|
void main(void) {
|
|
12
|
-
vec3
|
|
14
|
+
vec3 position = positions;
|
|
15
|
+
position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;
|
|
16
|
+
|
|
17
|
+
vec3 position_commonspace = project_position(position);
|
|
13
18
|
gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
|
|
14
19
|
}
|
|
15
20
|
`;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
|
1
|
+
{"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;CAmBd,CAAC"}
|
package/package.json
CHANGED
|
@@ -1 +0,0 @@
|
|
|
1
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