@webviz/subsurface-viewer 1.11.0 → 1.11.1

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Files changed (145) hide show
  1. package/dist/extensions/side-projection-extension.d.ts +41 -6
  2. package/dist/extensions/side-projection-extension.js +33 -27
  3. package/dist/extensions/side-projection-extension.js.map +1 -1
  4. package/dist/layers/axes/axes-fragment.glsl.d.ts +1 -1
  5. package/dist/layers/axes/axes-fragment.glsl.js +1 -1
  6. package/dist/layers/axes/grid-vertex.glsl.d.ts +1 -1
  7. package/dist/layers/axes/grid-vertex.glsl.js +1 -1
  8. package/dist/layers/axes2d/axes2DLayer.d.ts +7 -7
  9. package/dist/layers/axes2d/axes2DLayer.js +62 -14
  10. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  11. package/dist/layers/axes2d/label-fragment.glsl.d.ts +1 -1
  12. package/dist/layers/axes2d/label-fragment.glsl.js +7 -10
  13. package/dist/layers/axes2d/label-fragment.glsl.js.map +1 -1
  14. package/dist/layers/axes2d/label-vertex.glsl.d.ts +1 -1
  15. package/dist/layers/axes2d/label-vertex.glsl.js +1 -1
  16. package/dist/layers/axes2d/line-fragment.glsl.d.ts +1 -1
  17. package/dist/layers/axes2d/line-fragment.glsl.js +2 -4
  18. package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -1
  19. package/dist/layers/axes2d/line-vertex.glsl.d.ts +1 -1
  20. package/dist/layers/axes2d/line-vertex.glsl.js +2 -4
  21. package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -1
  22. package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
  23. package/dist/layers/colormap/colormap.fs.glsl.js +2 -5
  24. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
  25. package/dist/layers/colormap/colormapLayer.d.ts +3 -2
  26. package/dist/layers/colormap/colormapLayer.js +81 -25
  27. package/dist/layers/colormap/colormapLayer.js.map +1 -1
  28. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
  29. package/dist/layers/grid3d/cellProperty.fs.glsl.js +14 -27
  30. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  31. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
  32. package/dist/layers/grid3d/cellProperty.vs.glsl.js +2 -4
  33. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  34. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +1 -1
  35. package/dist/layers/grid3d/fragment_lines.glsl.js +1 -1
  36. package/dist/layers/grid3d/grid3dLayer.js +2 -0
  37. package/dist/layers/grid3d/grid3dLayer.js.map +1 -1
  38. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
  39. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -13
  40. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  41. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
  42. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -7
  43. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  44. package/dist/layers/grid3d/privateGrid3dLayer.d.ts +26 -5
  45. package/dist/layers/grid3d/privateGrid3dLayer.js +60 -22
  46. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  47. package/dist/layers/grid3d/vertex_lines.glsl.d.ts +1 -1
  48. package/dist/layers/grid3d/vertex_lines.glsl.js +2 -4
  49. package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -1
  50. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +1 -1
  51. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +8 -15
  52. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
  53. package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +4 -3
  54. package/dist/layers/hillshading2d/hillshading2dLayer.js +109 -33
  55. package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -1
  56. package/dist/layers/map/fragment.glsl.d.ts +2 -0
  57. package/dist/layers/map/{fragment.fs.glsl.js → fragment.glsl.js} +15 -27
  58. package/dist/layers/map/fragment.glsl.js.map +1 -0
  59. package/dist/layers/map/fragment_lines.glsl.d.ts +1 -1
  60. package/dist/layers/map/fragment_lines.glsl.js +1 -1
  61. package/dist/layers/map/mapLayer.d.ts +1 -1
  62. package/dist/layers/map/mapLayer.js +2 -0
  63. package/dist/layers/map/mapLayer.js.map +1 -1
  64. package/dist/layers/map/privateMapLayer.d.ts +7 -9
  65. package/dist/layers/map/privateMapLayer.js +85 -17
  66. package/dist/layers/map/privateMapLayer.js.map +1 -1
  67. package/dist/layers/map/vertex.glsl.d.ts +1 -1
  68. package/dist/layers/map/vertex.glsl.js +3 -5
  69. package/dist/layers/map/vertex.glsl.js.map +1 -1
  70. package/dist/layers/map/vertex_lines.glsl.d.ts +1 -1
  71. package/dist/layers/map/vertex_lines.glsl.js +3 -2
  72. package/dist/layers/map/vertex_lines.glsl.js.map +1 -1
  73. package/dist/layers/northarrow/northArrow3DLayer.d.ts +1 -1
  74. package/dist/layers/northarrow/northArrow3DLayer.js +3 -3
  75. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  76. package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +1 -1
  77. package/dist/layers/northarrow/northarrow-fragment.glsl.js +1 -1
  78. package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +1 -1
  79. package/dist/layers/northarrow/northarrow-vertex.glsl.js +1 -1
  80. package/dist/layers/piechart/fragment.glsl.d.ts +1 -1
  81. package/dist/layers/piechart/fragment.glsl.js +1 -1
  82. package/dist/layers/piechart/vertex.glsl.d.ts +1 -1
  83. package/dist/layers/piechart/vertex.glsl.js +1 -1
  84. package/dist/layers/points/privatePointsLayer.d.ts +1 -9
  85. package/dist/layers/points/privatePointsLayer.js +32 -5
  86. package/dist/layers/points/privatePointsLayer.js.map +1 -1
  87. package/dist/layers/points/vertex.glsl.d.ts +1 -1
  88. package/dist/layers/points/vertex.glsl.js +13 -28
  89. package/dist/layers/points/vertex.glsl.js.map +1 -1
  90. package/dist/layers/polylines/path-layer-fragment.glsl.d.ts +1 -1
  91. package/dist/layers/polylines/path-layer-fragment.glsl.js +2 -4
  92. package/dist/layers/polylines/path-layer-fragment.glsl.js.map +1 -1
  93. package/dist/layers/polylines/path-layer-vertex.glsl.d.ts +1 -1
  94. package/dist/layers/polylines/path-layer-vertex.glsl.js +10 -22
  95. package/dist/layers/polylines/path-layer-vertex.glsl.js.map +1 -1
  96. package/dist/layers/polylines/privatePolylinesLayer.d.ts +2 -44
  97. package/dist/layers/polylines/privatePolylinesLayer.js +34 -4
  98. package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
  99. package/dist/layers/shader_modules/index.d.ts +1 -1
  100. package/dist/layers/shader_modules/index.js +1 -1
  101. package/dist/layers/shader_modules/index.js.map +1 -1
  102. package/dist/layers/shader_modules/phong-lighting/phong-material.d.ts +11 -0
  103. package/dist/layers/shader_modules/phong-lighting/phong-material.js +38 -0
  104. package/dist/layers/shader_modules/phong-lighting/phong-material.js.map +1 -0
  105. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.d.ts +2 -0
  106. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js +59 -0
  107. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js.map +1 -0
  108. package/dist/layers/triangle/fragment.fs.glsl.d.ts +1 -1
  109. package/dist/layers/triangle/fragment.fs.glsl.js +7 -14
  110. package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -1
  111. package/dist/layers/triangle/fragment_lines.glsl.d.ts +1 -1
  112. package/dist/layers/triangle/fragment_lines.glsl.js +1 -1
  113. package/dist/layers/triangle/privateTriangleLayer.d.ts +9 -14
  114. package/dist/layers/triangle/privateTriangleLayer.js +75 -26
  115. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  116. package/dist/layers/triangle/triangleLayer.d.ts +1 -1
  117. package/dist/layers/triangle/triangleLayer.js +2 -0
  118. package/dist/layers/triangle/triangleLayer.js.map +1 -1
  119. package/dist/layers/triangle/vertex.glsl.d.ts +1 -1
  120. package/dist/layers/triangle/vertex.glsl.js +3 -5
  121. package/dist/layers/triangle/vertex.glsl.js.map +1 -1
  122. package/dist/layers/triangle/vertex_lines.glsl.d.ts +1 -1
  123. package/dist/layers/triangle/vertex_lines.glsl.js +2 -4
  124. package/dist/layers/triangle/vertex_lines.glsl.js.map +1 -1
  125. package/dist/layers/utils/layerTools.d.ts +1 -1
  126. package/dist/layers/utils/layerTools.js +1 -1
  127. package/dist/layers/utils/layerTools.js.map +1 -1
  128. package/dist/layers/well_markers/vertex.glsl.d.ts +1 -1
  129. package/dist/layers/well_markers/vertex.glsl.js +3 -7
  130. package/dist/layers/well_markers/vertex.glsl.js.map +1 -1
  131. package/dist/layers/well_markers/wellMarkersLayer.d.ts +3 -8
  132. package/dist/layers/well_markers/wellMarkersLayer.js +49 -16
  133. package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
  134. package/dist/views/intersectionView.d.ts +3 -3
  135. package/dist/views/intersectionView.js +5 -0
  136. package/dist/views/intersectionView.js.map +1 -1
  137. package/package.json +11 -11
  138. package/dist/layers/map/fragment.fs.glsl.d.ts +0 -2
  139. package/dist/layers/map/fragment.fs.glsl.js.map +0 -1
  140. package/dist/layers/shader_modules/lighting.fs.glsl.d.ts +0 -1
  141. package/dist/layers/shader_modules/lighting.fs.glsl.js +0 -45
  142. package/dist/layers/shader_modules/lighting.fs.glsl.js.map +0 -1
  143. package/dist/layers/shader_modules/localPhongLighting.d.ts +0 -23
  144. package/dist/layers/shader_modules/localPhongLighting.js +0 -8
  145. package/dist/layers/shader_modules/localPhongLighting.js.map +0 -1
@@ -0,0 +1,59 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+ export const PHONG_VS = /* glsl */ `\
5
+ uniform phongMaterialUniforms {
6
+ uniform float ambient;
7
+ uniform float diffuse;
8
+ uniform float shininess;
9
+ uniform vec3 specularColor;
10
+ } material;
11
+ `;
12
+ export const PHONG_FS = /* glsl */ `\
13
+
14
+ uniform phongMaterialUniforms {
15
+ uniform float ambient;
16
+ uniform float diffuse;
17
+ uniform float shininess;
18
+ uniform vec3 specularColor;
19
+ } material;
20
+
21
+ // Note modified for two sided lighing.
22
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
23
+ vec3 halfway_direction = normalize(light_direction + view_direction);
24
+
25
+ float lambertian = abs(dot(light_direction, normal_worldspace));
26
+ float specular_angle = abs(dot(normal_worldspace, halfway_direction));
27
+
28
+ float specular = pow(specular_angle, material.shininess);
29
+ return (lambertian * material.diffuse * surfaceColor + specular * material.specularColor) * color;
30
+ }
31
+
32
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
33
+ vec3 lightColor = surfaceColor;
34
+
35
+ if (lighting.enabled == 0) {
36
+ return lightColor;
37
+ }
38
+
39
+ vec3 view_direction = normalize(cameraPosition - position_worldspace);
40
+ lightColor = material.ambient * surfaceColor * lighting.ambientColor;
41
+
42
+ for (int i = 0; i < lighting.pointLightCount; i++) {
43
+ PointLight pointLight = lighting_getPointLight(i);
44
+ vec3 light_position_worldspace = pointLight.position;
45
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
46
+ float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));
47
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);
48
+ }
49
+
50
+ int totalLights = min(MAX_LIGHTS, lighting.pointLightCount + lighting.directionalLightCount);
51
+ for (int i = lighting.pointLightCount; i < totalLights; i++) {
52
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
53
+ lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
54
+ }
55
+
56
+ return lightColor;
57
+ }
58
+ `;
59
+ //# sourceMappingURL=phong-shaders-glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-shaders-glsl.js","sourceRoot":"","sources":["../../../../src/layers/shader_modules/phong-lighting/phong-shaders-glsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;CAOlC,CAAC;AAEF,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8ClC,CAAC"}
@@ -1,2 +1,2 @@
1
- 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 vec4 uColor;\nuniform bool smoothShading;\n\nout vec4 fragColor;\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 fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ declare const fsShader = "#version 300 es\n#define SHADER_NAME triangle-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec3 worldPos;\nin float property;\n\nout vec4 fragColor;\n\nvoid main(void) {\n vec3 normal = normals_commonspace;\n\n if (!triangles.smoothShading) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n } \n\n vec4 color = triangles.uColor;\n bool is_contours = triangles.contourReferencePoint != -1.0 && triangles.contourInterval != -1.0;\n if (is_contours) {\n // Contours are made of either depths or properties.\n float val = (abs(worldPos.z) - triangles.contourReferencePoint) / triangles.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); // smoothstep from/to no of pixels distance from 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 = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default fsShader;
@@ -1,12 +1,8 @@
1
1
  const fsShader = `#version 300 es
2
- #define SHADER_NAME terrainmap-shader
2
+ #define SHADER_NAME triangle-fragment-shader
3
3
 
4
4
  precision highp float;
5
5
 
6
- uniform bool isContoursDepth;
7
- uniform float contourReferencePoint;
8
- uniform float contourInterval;
9
-
10
6
  in vec2 vTexCoord;
11
7
  in vec3 cameraPosition;
12
8
  in vec3 normals_commonspace;
@@ -14,35 +10,32 @@ in vec4 position_commonspace;
14
10
  in vec3 worldPos;
15
11
  in float property;
16
12
 
17
- uniform vec4 uColor;
18
- uniform bool smoothShading;
19
-
20
13
  out vec4 fragColor;
21
14
 
22
15
  void main(void) {
23
16
  vec3 normal = normals_commonspace;
24
17
 
25
- if (!smoothShading) {
18
+ if (!triangles.smoothShading) {
26
19
  normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
27
20
  }
28
21
 
29
- vec4 color = uColor;
30
- bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;
22
+ vec4 color = triangles.uColor;
23
+ bool is_contours = triangles.contourReferencePoint != -1.0 && triangles.contourInterval != -1.0;
31
24
  if (is_contours) {
32
25
  // Contours are made of either depths or properties.
33
- float val = (abs(worldPos.z) - contourReferencePoint) / contourInterval;
26
+ float val = (abs(worldPos.z) - triangles.contourReferencePoint) / triangles.contourInterval;
34
27
 
35
28
  float f = fract(val);
36
29
  float df = fwidth(val);
37
30
 
38
- // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.
31
+ // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smoothstep from/to no of pixels distance from contour line.
39
32
  float c = smoothstep(0.0, df * 2.0, f);
40
33
 
41
34
  color = color * vec4(c, c, c, 1.0);
42
35
  }
43
36
 
44
37
  // Use two sided phong lighting. This has no effect if "material" property is not set.
45
- vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
38
+ vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
46
39
  fragColor = vec4(lightColor, 1.0);
47
40
  DECKGL_FILTER_COLOR(fragColor, geometry);
48
41
  }
@@ -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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
1
+ {"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyChB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME graph-layer-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n\n // Picking pass.\n if (picking.isActive > 0.5) {\n discard;\n return;\n }\n\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}\n";
1
+ declare const fragmentShader = "#version 300 es\n#define SHADER_NAME triangle-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n\n // Picking pass.\n if (picking.isActive > 0.5) {\n discard;\n return;\n }\n\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}\n";
2
2
  export default fragmentShader;
@@ -1,6 +1,6 @@
1
1
  const fragmentShader = `\
2
2
  #version 300 es
3
- #define SHADER_NAME graph-layer-fragment-shader
3
+ #define SHADER_NAME triangle-lines-fragment-shader
4
4
 
5
5
  precision highp float;
6
6
 
@@ -1,7 +1,8 @@
1
- import type { LayerContext, PickingInfo, UpdateParameters } from "@deck.gl/core";
1
+ import type { PickingInfo, UpdateParameters } from "@deck.gl/core";
2
2
  import { Layer } from "@deck.gl/core";
3
3
  import type { GeometryProps } from "@luma.gl/engine";
4
- import type { Device, UniformValue } from "@luma.gl/core";
4
+ import { Model } from "@luma.gl/engine";
5
+ import type { Device } from "@luma.gl/core";
5
6
  import type { DeckGLLayerContext } from "../../components/Map";
6
7
  import type { ExtendedLayerProps, LayerPickInfo } from "../utils/layerTools";
7
8
  export type GeometryTriangles = {
@@ -40,12 +41,6 @@ export type GeometryLines = {
40
41
  };
41
42
  vertexCount: number;
42
43
  };
43
- export type Material = {
44
- ambient: number;
45
- diffuse: number;
46
- shininess: number;
47
- specularColor: [number, number, number];
48
- } | boolean;
49
44
  export interface PrivateTriangleLayerProps extends ExtendedLayerProps {
50
45
  geometryTriangles: GeometryTriangles;
51
46
  geometryLines: GeometryLines;
@@ -55,18 +50,18 @@ export interface PrivateTriangleLayerProps extends ExtendedLayerProps {
55
50
  smoothShading: boolean;
56
51
  depthTest: boolean;
57
52
  ZIncreasingDownwards: boolean;
53
+ enableLighting: boolean;
58
54
  }
59
55
  export default class PrivateTriangleLayer extends Layer<PrivateTriangleLayerProps> {
60
56
  get isLoaded(): boolean;
57
+ setShaderModuleProps(args: Partial<{
58
+ [x: string]: Partial<Record<string, unknown> | undefined>;
59
+ }>): void;
61
60
  initializeState(context: DeckGLLayerContext): void;
62
61
  shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<this>): boolean;
63
62
  updateState({ context }: UpdateParameters<this>): void;
64
- _getModels(device: Device): [unknown, unknown];
65
- draw(args: {
66
- moduleParameters?: unknown;
67
- uniforms: UniformValue;
68
- context: LayerContext;
69
- }): void;
63
+ _getModels(device: Device): [Model, Model];
64
+ draw(args: any): void;
70
65
  decodePickingColor(): number;
71
66
  getPickingInfo({ info }: {
72
67
  info: PickingInfo;
@@ -1,7 +1,8 @@
1
1
  import { COORDINATE_SYSTEM, Layer, picking, project32 } from "@deck.gl/core";
2
2
  import { GL } from "@luma.gl/constants";
3
3
  import { Geometry, Model } from "@luma.gl/engine";
4
- import { localPhongLighting } from "../shader_modules";
4
+ import { lighting } from "@luma.gl/shadertools";
5
+ import { phongMaterial } from "../shader_modules/phong-lighting/phong-material";
5
6
  import { createPropertyData } from "../utils/layerTools";
6
7
  import fsShader from "./fragment.fs.glsl";
7
8
  import fsLineShader from "./fragment_lines.glsl";
@@ -15,7 +16,9 @@ const defaultProps = {
15
16
  color: [100, 100, 255],
16
17
  coordinateSystem: COORDINATE_SYSTEM.CARTESIAN,
17
18
  depthTest: true,
19
+ smoothShading: true,
18
20
  ZIncreasingDownwards: true,
21
+ enableLighting: true,
19
22
  };
20
23
  // This is a private layer used only by the composite TriangleLayer
21
24
  export default class PrivateTriangleLayer extends Layer {
@@ -23,6 +26,9 @@ export default class PrivateTriangleLayer extends Layer {
23
26
  var _a;
24
27
  return (_a = this.state["isLoaded"]) !== null && _a !== void 0 ? _a : false;
25
28
  }
29
+ setShaderModuleProps(args) {
30
+ super.setShaderModuleProps(Object.assign(Object.assign({}, args), { lighting: Object.assign(Object.assign({}, args["lighting"]), { enabled: this.props.enableLighting }) }));
31
+ }
26
32
  initializeState(context) {
27
33
  const gl = context.device;
28
34
  const [triangleModel, lineModel] = this._getModels(gl);
@@ -44,55 +50,60 @@ export default class PrivateTriangleLayer extends Layer {
44
50
  id: `${this.props.id}-mesh`,
45
51
  vs: vsShader,
46
52
  fs: fsShader,
53
+ bufferLayout: this.getAttributeManager().getBufferLayouts(),
47
54
  geometry: new Geometry(this.props.geometryTriangles),
48
- modules: [project32, picking, localPhongLighting],
55
+ modules: [
56
+ project32,
57
+ picking,
58
+ lighting,
59
+ phongMaterial,
60
+ trianglesUniforms,
61
+ ],
49
62
  isInstanced: false, // This only works when set to false.
50
63
  });
51
64
  const lineModel = new Model(device, {
52
65
  id: `${this.props.id}-lines`,
53
66
  vs: vsLineShader,
54
67
  fs: fsLineShader,
68
+ bufferLayout: this.getAttributeManager().getBufferLayouts(),
55
69
  geometry: new Geometry(this.props.geometryLines),
56
- modules: [project32, picking],
70
+ modules: [project32, picking, triangleMeshUniforms],
57
71
  isInstanced: false,
58
72
  });
59
73
  return [triangleModel, lineModel];
60
74
  }
75
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
61
76
  draw(args) {
62
- var _a, _b;
77
+ var _a, _b, _c, _d, _e, _f, _g, _h;
63
78
  if (!this.state["models"]) {
64
79
  return;
65
80
  }
66
- const { uniforms, context } = args;
67
- const { gl } = context;
68
- const contourReferencePoint = (_a = this.props.contours[0]) !== null && _a !== void 0 ? _a : -1.0;
69
- const contourInterval = (_b = this.props.contours[1]) !== null && _b !== void 0 ? _b : -1.0;
81
+ const { gl } = args.context;
70
82
  const [triangleModel, lineModel] = this.state["models"];
71
- const smoothShading = this.props.smoothShading;
72
- // Normalize to [0,1] range.
73
- const uColor = this.props.color.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
74
- uColor.push(1); // alpha channel.
75
83
  if (!this.props.depthTest) {
76
84
  gl.disable(GL.DEPTH_TEST);
77
85
  }
78
86
  gl.enable(GL.POLYGON_OFFSET_FILL);
79
87
  gl.polygonOffset(1, 1);
80
- triangleModel.setUniforms({
81
- uniforms,
82
- contourReferencePoint,
83
- contourInterval,
84
- smoothShading,
85
- uColor,
86
- ZIncreasingDownwards: this.props.ZIncreasingDownwards,
87
- });
88
- triangleModel.draw(context.renderPass);
88
+ triangleModel.shaderInputs.setProps(Object.assign(Object.assign({}, args.uniforms), { triangles: {
89
+ isContoursDepth: defaultProps.isContoursDepth,
90
+ contourReferencePoint: (_b = (_a = this.props.contours) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : defaultProps.contours[0],
91
+ contourInterval: (_d = (_c = this.props.contours) === null || _c === void 0 ? void 0 : _c[1]) !== null && _d !== void 0 ? _d : defaultProps.contours[1],
92
+ // Normalize to [0,1] range.
93
+ uColor: [
94
+ ...((_e = this.props.color) !== null && _e !== void 0 ? _e : defaultProps.color).map((x) => (x !== null && x !== void 0 ? x : 0) / 255),
95
+ 1 /* alpha channel */,
96
+ ],
97
+ smoothShading: (_f = this.props.smoothShading) !== null && _f !== void 0 ? _f : defaultProps.smoothShading,
98
+ ZIncreasingDownwards: (_g = this.props.ZIncreasingDownwards) !== null && _g !== void 0 ? _g : defaultProps.ZIncreasingDownwards,
99
+ } }));
100
+ triangleModel.draw(args.context.renderPass);
89
101
  gl.disable(GL.POLYGON_OFFSET_FILL);
90
102
  if (this.props.gridLines) {
91
- lineModel.setUniforms({
92
- uniforms,
93
- ZIncreasingDownwards: this.props.ZIncreasingDownwards,
94
- });
95
- lineModel.draw(context.renderPass);
103
+ lineModel.shaderInputs.setProps(Object.assign(Object.assign({}, args.uniforms), { triangleMesh: {
104
+ ZIncreasingDownwards: (_h = this.props.ZIncreasingDownwards) !== null && _h !== void 0 ? _h : defaultProps.ZIncreasingDownwards,
105
+ } }));
106
+ lineModel.draw(args.context.renderPass);
96
107
  }
97
108
  if (!this.props.depthTest) {
98
109
  gl.enable(GL.DEPTH_TEST);
@@ -122,4 +133,42 @@ export default class PrivateTriangleLayer extends Layer {
122
133
  }
123
134
  PrivateTriangleLayer.layerName = "privateTriangleLayer";
124
135
  PrivateTriangleLayer.defaultProps = defaultProps;
136
+ const triangleMeshUniformsBlock = `\
137
+ uniform triangleMeshUniforms {
138
+ uniform bool ZIncreasingDownwards;
139
+ } triangleMesh;
140
+ `;
141
+ // NOTE: this must exactly the same name than in the uniform block
142
+ const triangleMeshUniforms = {
143
+ name: "triangleMesh",
144
+ vs: triangleMeshUniformsBlock,
145
+ fs: undefined,
146
+ uniformTypes: {
147
+ ZIncreasingDownwards: "f32",
148
+ },
149
+ };
150
+ const triangleUniformsBlock = /*glsl*/ `\
151
+ uniform trianglesUniforms {
152
+ uniform bool isContoursDepth;
153
+ uniform float contourReferencePoint;
154
+ uniform float contourInterval;
155
+ uniform vec4 uColor;
156
+ uniform bool smoothShading;
157
+ uniform bool ZIncreasingDownwards;
158
+ } triangles;
159
+ `;
160
+ // NOTE: this must exactly the same name than in the uniform block
161
+ const trianglesUniforms = {
162
+ name: "triangles",
163
+ vs: triangleUniformsBlock,
164
+ fs: triangleUniformsBlock,
165
+ uniformTypes: {
166
+ isContoursDepth: "u32",
167
+ contourReferencePoint: "f32",
168
+ contourInterval: "f32",
169
+ uColor: "vec4<f32>",
170
+ smoothShading: "u32",
171
+ ZIncreasingDownwards: "u32",
172
+ },
173
+ };
125
174
  //# sourceMappingURL=privateTriangleLayer.js.map
@@ -1 +1 @@
1
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1
+ 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@@ -3,7 +3,7 @@ import type { UpdateParameters } from "@deck.gl/core";
3
3
  import { CompositeLayer } from "@deck.gl/core";
4
4
  import type { ReportBoundingBoxAction } from "../../components/Map";
5
5
  import type { ExtendedLayerProps } from "../utils/layerTools";
6
- import type { Material } from "./privateTriangleLayer";
6
+ import type { Material } from "@deck.gl/core";
7
7
  import PrivateTriangleLayer from "./privateTriangleLayer";
8
8
  export type Params = {
9
9
  vertexArray: Float32Array;
@@ -173,6 +173,7 @@ export default class TriangleLayer extends CompositeLayer {
173
173
  // isFinishedLoading only in state
174
174
  return [];
175
175
  }
176
+ const enableLighting = !(this.props.material === false);
176
177
  const layer = new PrivateTriangleLayer(this.getSubLayerProps({
177
178
  geometryTriangles: this.state["geometryTriangles"],
178
179
  geometryLines: this.state["geometryLines"],
@@ -184,6 +185,7 @@ export default class TriangleLayer extends CompositeLayer {
184
185
  smoothShading: this.props.smoothShading,
185
186
  depthTest: this.props.depthTest,
186
187
  ZIncreasingDownwards: this.props.ZIncreasingDownwards,
188
+ enableLighting,
187
189
  }));
188
190
  return [layer];
189
191
  }
@@ -1 +1 @@
1
- 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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\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";
1
+ declare const vsShader = "#version 300 es\n#define SHADER_NAME triangle-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\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) {\n geometry.pickingColor = pickingColor;\n\n cameraPosition = project.cameraPosition;\n\n vec3 position = positions;\n position[2] *= triangles.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;
@@ -1,6 +1,6 @@
1
1
  const vsShader = `\
2
2
  #version 300 es
3
- #define SHADER_NAME vertex-shader
3
+ #define SHADER_NAME triangle-vertex-shader
4
4
 
5
5
  precision highp float;
6
6
 
@@ -16,17 +16,15 @@ out vec4 position_commonspace;
16
16
  out vec3 worldPos;
17
17
  out float property;
18
18
 
19
- uniform bool ZIncreasingDownwards;
20
-
21
19
  const vec3 pickingColor = vec3(1.0, 1.0, 0.0);
22
20
 
23
21
  void main(void) {
24
22
  geometry.pickingColor = pickingColor;
25
23
 
26
- cameraPosition = project_uCameraPosition;
24
+ cameraPosition = project.cameraPosition;
27
25
 
28
26
  vec3 position = positions;
29
- position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;
27
+ position[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;
30
28
 
31
29
  worldPos = position;
32
30
 
@@ -1 +1 @@
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
+ {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0ChB,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\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";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME triangle-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= triangleMesh.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;
@@ -1,6 +1,6 @@
1
1
  export default `\
2
2
  #version 300 es
3
- #define SHADER_NAME vertex-lines-shader
3
+ #define SHADER_NAME triangle-lines-vertex-shader
4
4
 
5
5
  precision highp float;
6
6
 
@@ -8,11 +8,9 @@ in vec3 positions;
8
8
 
9
9
  out vec4 position_commonspace;
10
10
 
11
- uniform bool ZIncreasingDownwards;
12
-
13
11
  void main(void) {
14
12
  vec3 position = positions;
15
- position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;
13
+ position[2] *= triangleMesh.ZIncreasingDownwards ? -1.0 : 1.0;
16
14
 
17
15
  vec3 position_commonspace = project_position(position);
18
16
  gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
@@ -1 +1 @@
1
- {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;CAmBd,CAAC"}
1
+ {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
@@ -66,5 +66,5 @@ export declare function defineBoundingBox(dataArray: Float32Array, zIncreasingDo
66
66
  * @param discreteColormapFunction If true, the color map function is targeting indices ranging from 0 to colormapSize.
67
67
  * @returns Array of colors.
68
68
  */
69
- export declare function getImageData(colorMapName: string, colorTables: colorTablesArray, colorMapFunction: ColorMapFunctionType | undefined, colormapSize?: number, discreteColormapFunction?: boolean): number[] | Uint8Array;
69
+ export declare function getImageData(colorMapName: string, colorTables: colorTablesArray, colorMapFunction: ColorMapFunctionType | undefined, colormapSize?: number, discreteColormapFunction?: boolean): Uint8Array;
70
70
  export {};
@@ -133,6 +133,6 @@ export function getImageData(colorMapName, colorTables, colorMapFunction, colorm
133
133
  data[3 * i + 2] = color[2];
134
134
  }
135
135
  }
136
- return data ? data : [0, 0, 0];
136
+ return data ? data : new Uint8Array([0, 0, 0]);
137
137
  }
138
138
  //# sourceMappingURL=layerTools.js.map
@@ -1 +1 @@
1
- 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@@ -1 +1 @@
1
- export declare const vsShader = "#version 300 es\n#define SHADER_NAME well-markers-vertex-shader\nprecision highp float;\n\nin vec3 positions;\nin vec3 instancePositions;\nin float instanceSizes;\nin float instanceAzimuths;\nin float instanceInclinations;\nin vec4 instanceColors;\nin vec4 instanceOutlineColors;\nin vec3 instancePickingColors;\n\nuniform int sizeUnits;\nuniform bool ZIncreasingDownwards;\nuniform bool useOutlineColor;\n\nout vec4 color;\n\nvoid main(void) {\n vec3 position = instancePositions;\n position.z *= (ZIncreasingDownwards? -1.0 : 1.0);\n\n geometry.worldPosition = position;\n geometry.pickingColor = instancePickingColors;\n\n color = useOutlineColor ? instanceOutlineColors : instanceColors;\n\n float sizeInPixels = project_size_to_pixel(instanceSizes, sizeUnits);\n float projectedSize = project_pixel_size(sizeInPixels);\n\n float sinA = sin (PI / 180.0 * instanceAzimuths);\n float cosA = cos (PI / 180.0 * instanceAzimuths);\n\n float sinI = sin (PI / 180.0 * instanceInclinations);\n float cosI = cos (PI / 180.0 * instanceInclinations);\n\n mat3 azimuthMatrix = mat3(vec3(cosA, sinA, 0.0), vec3(-sinA, cosA, 0.0), vec3(0.0, 0.0, 1.0));\n mat3 inclMatrix = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, cosI, sinI), vec3(0.0, -sinI, cosI));\n mat3 sizeMatrix = mat3(vec3(projectedSize, 0.0, 0.0), vec3(0.0, projectedSize, 0.0), vec3(0.0, 0.0, 1.0));\n vec3 rotatedPos = azimuthMatrix * inclMatrix * sizeMatrix *positions;\n\n vec4 position_commonspace = vec4(project_position(rotatedPos + position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n vec4 dummyColor = vec4(0.0);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n DECKGL_FILTER_COLOR(dummyColor, geometry);\n}\n";
1
+ export declare const vsShader = "#version 300 es\n#define SHADER_NAME well-markers-vertex-shader\nprecision highp float;\n\nin vec3 positions;\nin vec3 instancePositions;\nin float instanceSizes;\nin float instanceAzimuths;\nin float instanceInclinations;\nin vec4 instanceColors;\nin vec4 instanceOutlineColors;\nin vec3 instancePickingColors;\n\nout vec4 color;\n\nvoid main(void) {\n vec3 position = instancePositions;\n position.z *= (wellMarkers.ZIncreasingDownwards? -1.0 : 1.0);\n\n geometry.worldPosition = position;\n geometry.pickingColor = instancePickingColors;\n\n color = wellMarkers.useOutlineColor ? instanceOutlineColors : instanceColors;\n\n float sizeInPixels = project_size_to_pixel(instanceSizes, wellMarkers.sizeUnits);\n float projectedSize = project_pixel_size(sizeInPixels);\n\n float sinA = sin (PI / 180.0 * instanceAzimuths);\n float cosA = cos (PI / 180.0 * instanceAzimuths);\n\n float sinI = sin (PI / 180.0 * instanceInclinations);\n float cosI = cos (PI / 180.0 * instanceInclinations);\n\n mat3 azimuthMatrix = mat3(vec3(cosA, sinA, 0.0), vec3(-sinA, cosA, 0.0), vec3(0.0, 0.0, 1.0));\n mat3 inclMatrix = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, cosI, sinI), vec3(0.0, -sinI, cosI));\n mat3 sizeMatrix = mat3(vec3(projectedSize, 0.0, 0.0), vec3(0.0, projectedSize, 0.0), vec3(0.0, 0.0, 1.0));\n vec3 rotatedPos = azimuthMatrix * inclMatrix * sizeMatrix *positions;\n\n vec4 position_commonspace = vec4(project_position(rotatedPos + position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n vec4 dummyColor = vec4(0.0);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n DECKGL_FILTER_COLOR(dummyColor, geometry);\n}\n";
@@ -11,22 +11,18 @@ in vec4 instanceColors;
11
11
  in vec4 instanceOutlineColors;
12
12
  in vec3 instancePickingColors;
13
13
 
14
- uniform int sizeUnits;
15
- uniform bool ZIncreasingDownwards;
16
- uniform bool useOutlineColor;
17
-
18
14
  out vec4 color;
19
15
 
20
16
  void main(void) {
21
17
  vec3 position = instancePositions;
22
- position.z *= (ZIncreasingDownwards? -1.0 : 1.0);
18
+ position.z *= (wellMarkers.ZIncreasingDownwards? -1.0 : 1.0);
23
19
 
24
20
  geometry.worldPosition = position;
25
21
  geometry.pickingColor = instancePickingColors;
26
22
 
27
- color = useOutlineColor ? instanceOutlineColors : instanceColors;
23
+ color = wellMarkers.useOutlineColor ? instanceOutlineColors : instanceColors;
28
24
 
29
- float sizeInPixels = project_size_to_pixel(instanceSizes, sizeUnits);
25
+ float sizeInPixels = project_size_to_pixel(instanceSizes, wellMarkers.sizeUnits);
30
26
  float projectedSize = project_pixel_size(sizeInPixels);
31
27
 
32
28
  float sinA = sin (PI / 180.0 * instanceAzimuths);
@@ -1 +1 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkDvB,CAAC"}
1
+ {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8CvB,CAAC"}