@webviz/subsurface-viewer 1.11.0 → 1.11.2

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Files changed (147) hide show
  1. package/dist/components/Map.js +1 -1
  2. package/dist/components/Map.js.map +1 -1
  3. package/dist/extensions/side-projection-extension.d.ts +41 -6
  4. package/dist/extensions/side-projection-extension.js +33 -27
  5. package/dist/extensions/side-projection-extension.js.map +1 -1
  6. package/dist/layers/axes/axes-fragment.glsl.d.ts +1 -1
  7. package/dist/layers/axes/axes-fragment.glsl.js +1 -1
  8. package/dist/layers/axes/grid-vertex.glsl.d.ts +1 -1
  9. package/dist/layers/axes/grid-vertex.glsl.js +1 -1
  10. package/dist/layers/axes2d/axes2DLayer.d.ts +7 -7
  11. package/dist/layers/axes2d/axes2DLayer.js +62 -14
  12. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  13. package/dist/layers/axes2d/label-fragment.glsl.d.ts +1 -1
  14. package/dist/layers/axes2d/label-fragment.glsl.js +7 -10
  15. package/dist/layers/axes2d/label-fragment.glsl.js.map +1 -1
  16. package/dist/layers/axes2d/label-vertex.glsl.d.ts +1 -1
  17. package/dist/layers/axes2d/label-vertex.glsl.js +1 -1
  18. package/dist/layers/axes2d/line-fragment.glsl.d.ts +1 -1
  19. package/dist/layers/axes2d/line-fragment.glsl.js +2 -4
  20. package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -1
  21. package/dist/layers/axes2d/line-vertex.glsl.d.ts +1 -1
  22. package/dist/layers/axes2d/line-vertex.glsl.js +2 -4
  23. package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -1
  24. package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
  25. package/dist/layers/colormap/colormap.fs.glsl.js +2 -5
  26. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
  27. package/dist/layers/colormap/colormapLayer.d.ts +3 -2
  28. package/dist/layers/colormap/colormapLayer.js +81 -25
  29. package/dist/layers/colormap/colormapLayer.js.map +1 -1
  30. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
  31. package/dist/layers/grid3d/cellProperty.fs.glsl.js +14 -27
  32. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  33. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
  34. package/dist/layers/grid3d/cellProperty.vs.glsl.js +2 -4
  35. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  36. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +1 -1
  37. package/dist/layers/grid3d/fragment_lines.glsl.js +1 -1
  38. package/dist/layers/grid3d/grid3dLayer.js +2 -0
  39. package/dist/layers/grid3d/grid3dLayer.js.map +1 -1
  40. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
  41. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -13
  42. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  43. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
  44. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -7
  45. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  46. package/dist/layers/grid3d/privateGrid3dLayer.d.ts +26 -5
  47. package/dist/layers/grid3d/privateGrid3dLayer.js +60 -22
  48. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  49. package/dist/layers/grid3d/vertex_lines.glsl.d.ts +1 -1
  50. package/dist/layers/grid3d/vertex_lines.glsl.js +2 -4
  51. package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -1
  52. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +1 -1
  53. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +8 -15
  54. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
  55. package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +4 -3
  56. package/dist/layers/hillshading2d/hillshading2dLayer.js +109 -33
  57. package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -1
  58. package/dist/layers/map/fragment.glsl.d.ts +2 -0
  59. package/dist/layers/map/{fragment.fs.glsl.js → fragment.glsl.js} +15 -27
  60. package/dist/layers/map/fragment.glsl.js.map +1 -0
  61. package/dist/layers/map/fragment_lines.glsl.d.ts +1 -1
  62. package/dist/layers/map/fragment_lines.glsl.js +1 -1
  63. package/dist/layers/map/mapLayer.d.ts +1 -1
  64. package/dist/layers/map/mapLayer.js +2 -0
  65. package/dist/layers/map/mapLayer.js.map +1 -1
  66. package/dist/layers/map/privateMapLayer.d.ts +7 -9
  67. package/dist/layers/map/privateMapLayer.js +85 -17
  68. package/dist/layers/map/privateMapLayer.js.map +1 -1
  69. package/dist/layers/map/vertex.glsl.d.ts +1 -1
  70. package/dist/layers/map/vertex.glsl.js +3 -5
  71. package/dist/layers/map/vertex.glsl.js.map +1 -1
  72. package/dist/layers/map/vertex_lines.glsl.d.ts +1 -1
  73. package/dist/layers/map/vertex_lines.glsl.js +3 -2
  74. package/dist/layers/map/vertex_lines.glsl.js.map +1 -1
  75. package/dist/layers/northarrow/northArrow3DLayer.d.ts +1 -1
  76. package/dist/layers/northarrow/northArrow3DLayer.js +3 -3
  77. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  78. package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +1 -1
  79. package/dist/layers/northarrow/northarrow-fragment.glsl.js +1 -1
  80. package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +1 -1
  81. package/dist/layers/northarrow/northarrow-vertex.glsl.js +1 -1
  82. package/dist/layers/piechart/fragment.glsl.d.ts +1 -1
  83. package/dist/layers/piechart/fragment.glsl.js +1 -1
  84. package/dist/layers/piechart/vertex.glsl.d.ts +1 -1
  85. package/dist/layers/piechart/vertex.glsl.js +1 -1
  86. package/dist/layers/points/privatePointsLayer.d.ts +1 -9
  87. package/dist/layers/points/privatePointsLayer.js +32 -5
  88. package/dist/layers/points/privatePointsLayer.js.map +1 -1
  89. package/dist/layers/points/vertex.glsl.d.ts +1 -1
  90. package/dist/layers/points/vertex.glsl.js +13 -28
  91. package/dist/layers/points/vertex.glsl.js.map +1 -1
  92. package/dist/layers/polylines/path-layer-fragment.glsl.d.ts +1 -1
  93. package/dist/layers/polylines/path-layer-fragment.glsl.js +2 -4
  94. package/dist/layers/polylines/path-layer-fragment.glsl.js.map +1 -1
  95. package/dist/layers/polylines/path-layer-vertex.glsl.d.ts +1 -1
  96. package/dist/layers/polylines/path-layer-vertex.glsl.js +10 -22
  97. package/dist/layers/polylines/path-layer-vertex.glsl.js.map +1 -1
  98. package/dist/layers/polylines/privatePolylinesLayer.d.ts +2 -44
  99. package/dist/layers/polylines/privatePolylinesLayer.js +34 -4
  100. package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
  101. package/dist/layers/shader_modules/index.d.ts +1 -1
  102. package/dist/layers/shader_modules/index.js +1 -1
  103. package/dist/layers/shader_modules/index.js.map +1 -1
  104. package/dist/layers/shader_modules/phong-lighting/phong-material.d.ts +11 -0
  105. package/dist/layers/shader_modules/phong-lighting/phong-material.js +38 -0
  106. package/dist/layers/shader_modules/phong-lighting/phong-material.js.map +1 -0
  107. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.d.ts +2 -0
  108. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js +59 -0
  109. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js.map +1 -0
  110. package/dist/layers/triangle/fragment.fs.glsl.d.ts +1 -1
  111. package/dist/layers/triangle/fragment.fs.glsl.js +7 -14
  112. package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -1
  113. package/dist/layers/triangle/fragment_lines.glsl.d.ts +1 -1
  114. package/dist/layers/triangle/fragment_lines.glsl.js +1 -1
  115. package/dist/layers/triangle/privateTriangleLayer.d.ts +9 -14
  116. package/dist/layers/triangle/privateTriangleLayer.js +75 -26
  117. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  118. package/dist/layers/triangle/triangleLayer.d.ts +1 -1
  119. package/dist/layers/triangle/triangleLayer.js +2 -0
  120. package/dist/layers/triangle/triangleLayer.js.map +1 -1
  121. package/dist/layers/triangle/vertex.glsl.d.ts +1 -1
  122. package/dist/layers/triangle/vertex.glsl.js +3 -5
  123. package/dist/layers/triangle/vertex.glsl.js.map +1 -1
  124. package/dist/layers/triangle/vertex_lines.glsl.d.ts +1 -1
  125. package/dist/layers/triangle/vertex_lines.glsl.js +2 -4
  126. package/dist/layers/triangle/vertex_lines.glsl.js.map +1 -1
  127. package/dist/layers/utils/layerTools.d.ts +1 -1
  128. package/dist/layers/utils/layerTools.js +1 -1
  129. package/dist/layers/utils/layerTools.js.map +1 -1
  130. package/dist/layers/well_markers/vertex.glsl.d.ts +1 -1
  131. package/dist/layers/well_markers/vertex.glsl.js +3 -7
  132. package/dist/layers/well_markers/vertex.glsl.js.map +1 -1
  133. package/dist/layers/well_markers/wellMarkersLayer.d.ts +3 -8
  134. package/dist/layers/well_markers/wellMarkersLayer.js +49 -16
  135. package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
  136. package/dist/views/intersectionView.d.ts +3 -3
  137. package/dist/views/intersectionView.js +5 -0
  138. package/dist/views/intersectionView.js.map +1 -1
  139. package/package.json +11 -11
  140. package/dist/layers/map/fragment.fs.glsl.d.ts +0 -2
  141. package/dist/layers/map/fragment.fs.glsl.js.map +0 -1
  142. package/dist/layers/shader_modules/lighting.fs.glsl.d.ts +0 -1
  143. package/dist/layers/shader_modules/lighting.fs.glsl.js +0 -45
  144. package/dist/layers/shader_modules/lighting.fs.glsl.js.map +0 -1
  145. package/dist/layers/shader_modules/localPhongLighting.d.ts +0 -23
  146. package/dist/layers/shader_modules/localPhongLighting.js +0 -8
  147. package/dist/layers/shader_modules/localPhongLighting.js.map +0 -1
@@ -13,43 +13,30 @@ out vec4 fragColor;
13
13
 
14
14
  uniform sampler2D colormap;
15
15
 
16
- uniform float valueRangeMin;
17
- uniform float valueRangeMax;
18
- uniform float colorMapRangeMin;
19
- uniform float colorMapRangeMax;
20
-
21
- uniform bool isColoringDiscrete;
22
- uniform float colorMapSize;
23
-
24
- uniform vec4 colorMapClampColor;
25
- uniform bool isClampColor;
26
- uniform vec3 undefinedPropertyColor;
27
-
28
-
29
16
  // Calculate color from propertyValue using discrete colormap.
30
17
  vec4 getDiscretePropertyColor (float propertyValue) {
31
18
  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
32
19
  // On some machines (like in docker container), float comparison and texture lookup may fail due to precision.
33
20
  // Use this tolerance for comparison and to shift the lookup position.
34
- float tolerance = (1.0 / colorMapSize) * 0.5;
21
+ float tolerance = (1.0 / grid.colorMapSize) * 0.5;
35
22
 
36
- if (propertyValue < colorMapRangeMin - tolerance || propertyValue > colorMapRangeMax + tolerance) {
23
+ if (propertyValue < grid.colorMapRangeMin - tolerance || propertyValue > grid.colorMapRangeMax + tolerance) {
37
24
  // Out of range. Use clampcolor.
38
- if (isClampColor) {
39
- color = colorMapClampColor;
25
+ if (grid.isClampColor) {
26
+ color = grid.colorMapClampColor;
40
27
  if( color[3] == 0.0 ) {
41
28
  discard;
42
29
  }
43
30
  }
44
31
  else {
45
32
  // Use min/max color to clamp.
46
- float p = clamp (propertyValue, colorMapRangeMin, colorMapRangeMax);
47
- float x = p / colorMapSize;
33
+ float p = clamp (propertyValue, grid.colorMapRangeMin, grid.colorMapRangeMax);
34
+ float x = p / grid.colorMapSize;
48
35
  color = texture(colormap, vec2(x + tolerance, 0.5));
49
36
  }
50
37
  }
51
38
  else {
52
- float x = propertyValue / colorMapSize;
39
+ float x = propertyValue / grid.colorMapSize;
53
40
  color = texture(colormap, vec2(x + tolerance, 0.5));
54
41
  }
55
42
 
@@ -58,11 +45,11 @@ vec4 getDiscretePropertyColor (float propertyValue) {
58
45
 
59
46
  vec4 getContinuousPropertyColor (float propertyValue) {
60
47
  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
61
- float normalizedValue = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
48
+ float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);
62
49
  if (normalizedValue < 0.0 || normalizedValue > 1.0) {
63
50
  // Out of range. Use clampcolor.
64
- if (isClampColor) {
65
- color = colorMapClampColor;
51
+ if (grid.isClampColor) {
52
+ color = grid.colorMapClampColor;
66
53
  if( color[3] == 0.0 ) {
67
54
  discard;
68
55
  }
@@ -87,19 +74,19 @@ void main(void) {
87
74
  }
88
75
 
89
76
  if (isnan(property)) {
90
- vec3 lightColor = getPhongLightColor(undefinedPropertyColor.rgb, cameraPosition, position_commonspace.xyz, normal);
77
+ vec3 lightColor = lighting_getLightColor(grid.undefinedPropertyColor.rgb, cameraPosition, position_commonspace.xyz, normal);
91
78
  fragColor = vec4(lightColor, 1.0);
92
79
  DECKGL_FILTER_COLOR(fragColor, geometry);
93
80
  return;
94
81
  }
95
82
 
96
83
  // This may happen due to GPU interpolation precision causing color artifacts.
97
- float propertyValue = clamp(property, valueRangeMin, valueRangeMax);
84
+ float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);
98
85
 
99
- vec4 color = isColoringDiscrete ? getDiscretePropertyColor(round(propertyValue)) : getContinuousPropertyColor(propertyValue);
86
+ vec4 color = grid.isColoringDiscrete ? getDiscretePropertyColor(round(propertyValue)) : getContinuousPropertyColor(propertyValue);
100
87
 
101
88
  // Use two sided phong lighting. This has no effect if "material" property is not set.
102
- vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
89
+ vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
103
90
  fragColor = vec4(lightColor, 1.0);
104
91
  DECKGL_FILTER_COLOR(fragColor, geometry);
105
92
  }
@@ -1 +1 @@
1
- {"version":3,"file":"cellProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyGhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
1
+ {"version":3,"file":"cellProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4FhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const vsShader = "#version 300 es\n#define SHADER_NAME grid3d-cell-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\nin float properties;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\n\nflat out vec3 normal;\nflat out int vertexIndex;\nflat out float property;\n\nuniform bool ZIncreasingDownwards;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project_uCameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\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 grid3d-cell-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\nin float properties;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\n\nflat out vec3 normal;\nflat out int vertexIndex;\nflat out float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\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;
@@ -14,20 +14,18 @@ flat out vec3 normal;
14
14
  flat out int vertexIndex;
15
15
  flat out float property;
16
16
 
17
- uniform bool ZIncreasingDownwards;
18
-
19
17
  const vec3 pickingColor = vec3(1.0, 1.0, 0.0);
20
18
 
21
19
  void main(void) {
22
20
 
23
21
  vertexIndex = gl_VertexID;
24
- cameraPosition = project_uCameraPosition;
22
+ cameraPosition = project.cameraPosition;
25
23
  geometry.pickingColor = pickingColor;
26
24
 
27
25
  normal = normals;
28
26
  vec3 position = positions;
29
27
 
30
- float zSign = ZIncreasingDownwards ? -1.0 : 1.0;
28
+ float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;
31
29
 
32
30
  position.z *= zSign;
33
31
  normal.z *= zSign;
@@ -1 +1 @@
1
- {"version":3,"file":"cellProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4ChB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
1
+ {"version":3,"file":"cellProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0ChB,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 fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ declare const fragmentShader = "#version 300 es\n#define SHADER_NAME grid3d-cell-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\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 grid3d-cell-lines-fragment-shader
4
4
 
5
5
  precision highp float;
6
6
 
@@ -211,6 +211,7 @@ export default class Grid3DLayer extends CompositeLayer {
211
211
  }
212
212
  const undefinedColor = this.getUndefinedPropertyColor();
213
213
  const undefinedValue = this.getUndefinedPropertyValue();
214
+ const enableLighting = !(this.props.material === false);
214
215
  const layer = new PrivateLayer(this.getSubLayerProps({
215
216
  mesh: this.state["mesh"],
216
217
  meshLines: this.state["mesh_lines"],
@@ -228,6 +229,7 @@ export default class Grid3DLayer extends CompositeLayer {
228
229
  material: this.props.material,
229
230
  depthTest: this.props.depthTest,
230
231
  ZIncreasingDownwards: this.props.ZIncreasingDownwards,
232
+ enableLighting,
231
233
  }));
232
234
  return [layer];
233
235
  }
@@ -1 +1 @@
1
- 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@@ -1,2 +1,2 @@
1
- declare const fsShader = "#version 300 es\n#define SHADER_NAME grid3d-node-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\n\nflat in vec3 normal;\nflat in int vertexIndex;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec4 colorMapClampColor;\nuniform bool isClampColor;\n\nvec4 getPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (normalizedValue < 0.0 || normalizedValue > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = colorMapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n normalizedValue = clamp (normalizedValue, 0.0, 1.0); \n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n return color;\n}\n\n\nvoid main(void) {\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n \n // This may happen due to GPU interpolation precision causing color artifacts.\n float propertyValue = clamp(property, valueRangeMin, valueRangeMax);\n\n vec4 color = getPropertyColor(propertyValue);\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 grid3d-node-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\n\nflat in vec3 normal;\nflat in int vertexIndex;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nvec4 getPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);\n if (normalizedValue < 0.0 || normalizedValue > 1.0) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colorMapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n normalizedValue = clamp (normalizedValue, 0.0, 1.0); \n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n return color;\n}\n\n\nvoid main(void) {\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n \n // This may happen due to GPU interpolation precision causing color artifacts.\n float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);\n\n vec4 color = getPropertyColor(propertyValue);\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;
@@ -13,21 +13,13 @@ out vec4 fragColor;
13
13
 
14
14
  uniform sampler2D colormap;
15
15
 
16
- uniform float valueRangeMin;
17
- uniform float valueRangeMax;
18
- uniform float colorMapRangeMin;
19
- uniform float colorMapRangeMax;
20
-
21
- uniform vec4 colorMapClampColor;
22
- uniform bool isClampColor;
23
-
24
16
  vec4 getPropertyColor (float propertyValue) {
25
17
  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
26
- float normalizedValue = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
18
+ float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);
27
19
  if (normalizedValue < 0.0 || normalizedValue > 1.0) {
28
20
  // Out of range. Use clampcolor.
29
- if (isClampColor) {
30
- color = colorMapClampColor;
21
+ if (grid.isClampColor) {
22
+ color = grid.colorMapClampColor;
31
23
  if( color[3] == 0.0 ) {
32
24
  discard;
33
25
  }
@@ -52,12 +44,12 @@ void main(void) {
52
44
  }
53
45
 
54
46
  // This may happen due to GPU interpolation precision causing color artifacts.
55
- float propertyValue = clamp(property, valueRangeMin, valueRangeMax);
47
+ float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);
56
48
 
57
49
  vec4 color = getPropertyColor(propertyValue);
58
50
 
59
51
  // Use two sided phong lighting. This has no effect if "material" property is not set.
60
- vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
52
+ vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
61
53
  fragColor = vec4(lightColor, 1.0);
62
54
  DECKGL_FILTER_COLOR(fragColor, geometry);
63
55
  }
@@ -1 +1 @@
1
- {"version":3,"file":"nodeProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+DhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
1
+ {"version":3,"file":"nodeProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const vsShader = "#version 300 es\n#define SHADER_NAME grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nuniform lowp int coloringMode;\nuniform bool ZIncreasingDownwards;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project_uCameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n switch(coloringMode) {\n case 2:\n property = position.x;\n break;\n case 3:\n property = position.y;\n break;\n case 4:\n property = position.z;\n break;\n // case 0 or default should never be used\n default:\n property = position.z;\n break;\n }\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 grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n switch(int(grid.coloringMode)) {\n case 2:\n property = position.x;\n break;\n case 3:\n property = position.y;\n break;\n case 4:\n property = position.z;\n break;\n // case 0 or default should never be used\n default:\n property = position.z;\n break;\n }\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;
@@ -13,26 +13,22 @@ out float property;
13
13
  flat out vec3 normal;
14
14
  flat out int vertexIndex;
15
15
 
16
- uniform lowp int coloringMode;
17
- uniform bool ZIncreasingDownwards;
18
-
19
16
  const vec3 pickingColor = vec3(1.0, 1.0, 0.0);
20
17
 
21
18
  void main(void) {
22
-
23
19
  vertexIndex = gl_VertexID;
24
- cameraPosition = project_uCameraPosition;
20
+ cameraPosition = project.cameraPosition;
25
21
  geometry.pickingColor = pickingColor;
26
22
 
27
23
  normal = normals;
28
24
  vec3 position = positions;
29
25
 
30
- float zSign = ZIncreasingDownwards ? -1.0 : 1.0;
26
+ float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;
31
27
 
32
28
  position.z *= zSign;
33
29
  normal.z *= zSign;
34
30
 
35
- switch(coloringMode) {
31
+ switch(int(grid.coloringMode)) {
36
32
  case 2:
37
33
  property = position.x;
38
34
  break;
@@ -1 +1 @@
1
- {"version":3,"file":"nodeProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0DhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
1
+ {"version":3,"file":"nodeProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -21,25 +21,46 @@ export interface PrivateLayerProps extends ExtendedLayerProps {
21
21
  discretePropertyValueNames?: IDiscretePropertyValueName[];
22
22
  depthTest: boolean;
23
23
  ZIncreasingDownwards: boolean;
24
+ enableLighting: boolean;
24
25
  }
25
26
  export default class PrivateLayer extends Layer<PrivateLayerProps> {
26
27
  get isLoaded(): boolean;
28
+ setShaderModuleProps(args: Partial<{
29
+ [x: string]: Partial<Record<string, unknown> | undefined>;
30
+ }>): void;
27
31
  initializeState(context: DeckGLLayerContext): void;
28
- shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<this>): boolean;
29
- updateState({ context }: UpdateParameters<this>): void;
30
- _getModels(context: DeckGLLayerContext): Model[];
32
+ shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<Layer<PrivateLayerProps>>): boolean;
33
+ updateState({ context }: UpdateParameters<Layer<PrivateLayerProps>>): void;
34
+ _getModels(context: DeckGLLayerContext): (Model | {
35
+ readonly name: "grid";
36
+ readonly vs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
37
+ readonly fs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
38
+ readonly uniformTypes: {
39
+ readonly ZIncreasingDownwards: "u32";
40
+ readonly valueRangeMin: "f32";
41
+ readonly valueRangeMax: "f32";
42
+ readonly colorMapRangeMin: "f32";
43
+ readonly colorMapRangeMax: "f32";
44
+ readonly colorMapClampColor: "vec4<f32>";
45
+ readonly isClampColor: "u32";
46
+ readonly coloringMode: "f32";
47
+ readonly undefinedPropertyColor: "vec3<f32>";
48
+ readonly isColoringDiscrete: "u32";
49
+ readonly colorMapSize: "f32";
50
+ };
51
+ })[];
31
52
  draw(args: {
32
53
  moduleParameters?: unknown;
33
54
  uniforms: UniformValue;
34
55
  context: LayerContext;
35
56
  }): void;
36
57
  decodePickingColor(): number;
37
- encodePickingColor(): number[];
58
+ encodePickingColor(): [number, number, number];
38
59
  getPickingInfo({ info }: {
39
60
  info: PickingInfo;
40
61
  }): LayerPickInfo;
41
62
  private getPropertyText;
42
63
  private getColoringHints;
43
- private getPropertyUniforms;
64
+ private getUniforms;
44
65
  private getColormapTexture;
45
66
  }
@@ -1,6 +1,8 @@
1
1
  import { COORDINATE_SYSTEM, Layer, picking, project32 } from "@deck.gl/core";
2
2
  import { Geometry, Model } from "@luma.gl/engine";
3
- import { localPhongLighting, utilities } from "../shader_modules";
3
+ import { utilities } from "../shader_modules";
4
+ import { lighting } from "@luma.gl/shadertools";
5
+ import { phongMaterial } from "../shader_modules/phong-lighting/phong-material";
4
6
  import { createPropertyData, getImageData } from "../utils/layerTools";
5
7
  import linearFragmentShader from "./nodeProperty.fs.glsl";
6
8
  import linearVertexShader from "./nodeProperty.vs.glsl";
@@ -30,6 +32,7 @@ const defaultProps = {
30
32
  propertyValueRange: [0.0, 1.0],
31
33
  depthTest: true,
32
34
  ZIncreasingDownwards: true,
35
+ enableLighting: true,
33
36
  };
34
37
  // This is a private layer used only by the composite Grid3DLayer
35
38
  export default class PrivateLayer extends Layer {
@@ -37,6 +40,9 @@ export default class PrivateLayer extends Layer {
37
40
  var _a;
38
41
  return (_a = this.state["isLoaded"]) !== null && _a !== void 0 ? _a : false;
39
42
  }
43
+ setShaderModuleProps(args) {
44
+ super.setShaderModuleProps(Object.assign(Object.assign({}, args), { lighting: Object.assign(Object.assign({}, args["lighting"]), { enabled: this.props.enableLighting }) }));
45
+ }
40
46
  initializeState(context) {
41
47
  const [model_mesh, mesh_lines_model] = this._getModels(context);
42
48
  this.setState({
@@ -59,7 +65,7 @@ export default class PrivateLayer extends Layer {
59
65
  _getModels(context) {
60
66
  var _a;
61
67
  const geometricShading = isGeometricProperty(this.props.coloringMode);
62
- const propertyUniforms = this.getPropertyUniforms();
68
+ const uniforms = this.getUniforms();
63
69
  const colormap = this.getColormapTexture(context);
64
70
  const mesh_model = new Model(context.device, {
65
71
  id: `${this.props.id}-mesh`,
@@ -75,26 +81,35 @@ export default class PrivateLayer extends Layer {
75
81
  vertexCount: this.props.mesh.vertexCount,
76
82
  }),
77
83
  bufferLayout: this.getAttributeManager().getBufferLayouts(),
78
- uniforms: Object.assign({}, propertyUniforms),
79
84
  bindings: {
80
85
  colormap,
81
86
  },
82
- modules: [project32, picking, localPhongLighting, utilities],
87
+ modules: [
88
+ project32,
89
+ picking,
90
+ lighting,
91
+ phongMaterial,
92
+ utilities,
93
+ gridUniforms,
94
+ ],
83
95
  isInstanced: false,
84
96
  });
97
+ mesh_model.shaderInputs.setProps({
98
+ grid: Object.assign({}, uniforms),
99
+ });
85
100
  const mesh_lines_model = new Model(context.device, {
86
101
  id: `${this.props.id}-lines`,
87
102
  vs: vsLineShader,
88
103
  fs: fsLineShader,
89
104
  geometry: new Geometry(this.props.meshLines),
90
105
  bufferLayout: this.getAttributeManager().getBufferLayouts(),
91
- uniforms: {
92
- ZIncreasingDownwards: this.props.ZIncreasingDownwards,
93
- },
94
- modules: [project32, picking],
106
+ modules: [project32, picking, gridUniforms],
95
107
  isInstanced: false,
96
108
  });
97
- return [mesh_model, mesh_lines_model];
109
+ mesh_lines_model.shaderInputs.setProps({
110
+ grid: Object.assign({}, uniforms),
111
+ });
112
+ return [mesh_model, mesh_lines_model, gridUniforms];
98
113
  }
99
114
  draw(args) {
100
115
  if (!this.state["models"]) {
@@ -194,7 +209,7 @@ export default class PrivateLayer extends Layer {
194
209
  colormapSize: 256,
195
210
  };
196
211
  }
197
- getPropertyUniforms() {
212
+ getUniforms() {
198
213
  var _a, _b, _c, _d, _e, _f, _g, _h;
199
214
  const valueRangeMin = (_b = (_a = this.props.propertyValueRange) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : 0.0;
200
215
  const valueRangeMax = (_d = (_c = this.props.propertyValueRange) === null || _c === void 0 ? void 0 : _c[1]) !== null && _d !== void 0 ? _d : 1.0;
@@ -221,18 +236,6 @@ export default class PrivateLayer extends Layer {
221
236
  }
222
237
  const undefinedPropertyColorUniform = this.props.undefinedPropertyColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
223
238
  const coloringHints = this.getColoringHints();
224
- if (isGeometricProperty(this.props.coloringMode)) {
225
- return {
226
- ZIncreasingDownwards: this.props.ZIncreasingDownwards,
227
- valueRangeMin,
228
- valueRangeMax,
229
- colorMapRangeMin,
230
- colorMapRangeMax,
231
- colorMapClampColor: Array.from(colorMapClampColorUniform),
232
- isClampColor,
233
- coloringMode: this.props.coloringMode,
234
- };
235
- }
236
239
  return {
237
240
  ZIncreasingDownwards: this.props.ZIncreasingDownwards,
238
241
  valueRangeMin,
@@ -241,6 +244,7 @@ export default class PrivateLayer extends Layer {
241
244
  colorMapRangeMax,
242
245
  colorMapClampColor: Array.from(colorMapClampColorUniform),
243
246
  isClampColor,
247
+ coloringMode: this.props.coloringMode,
244
248
  undefinedPropertyColor: undefinedPropertyColorUniform,
245
249
  isColoringDiscrete: coloringHints.discreteData,
246
250
  colorMapSize: coloringHints.colormapSize,
@@ -273,4 +277,38 @@ export default class PrivateLayer extends Layer {
273
277
  }
274
278
  PrivateLayer.layerName = "PrivateLayer";
275
279
  PrivateLayer.defaultProps = defaultProps;
280
+ // local shader module for the uniforms
281
+ const gridUniformsBlock = /*glsl*/ `\
282
+ uniform gridUniforms {
283
+ bool ZIncreasingDownwards;
284
+ float valueRangeMin;
285
+ float valueRangeMax;
286
+ float colorMapRangeMin;
287
+ float colorMapRangeMax;
288
+ vec4 colorMapClampColor;
289
+ bool isClampColor;
290
+ float coloringMode;
291
+ vec3 undefinedPropertyColor;
292
+ bool isColoringDiscrete;
293
+ float colorMapSize;
294
+ } grid;
295
+ `;
296
+ const gridUniforms = {
297
+ name: "grid",
298
+ vs: gridUniformsBlock,
299
+ fs: gridUniformsBlock,
300
+ uniformTypes: {
301
+ ZIncreasingDownwards: "u32",
302
+ valueRangeMin: "f32",
303
+ valueRangeMax: "f32",
304
+ colorMapRangeMin: "f32",
305
+ colorMapRangeMax: "f32",
306
+ colorMapClampColor: "vec4<f32>",
307
+ isClampColor: "u32",
308
+ coloringMode: "f32",
309
+ undefinedPropertyColor: "vec3<f32>",
310
+ isColoringDiscrete: "u32",
311
+ colorMapSize: "f32",
312
+ },
313
+ };
276
314
  //# sourceMappingURL=privateGrid3dLayer.js.map
@@ -1 +1 @@
1
- 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@@ -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 grid3d-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] *= grid.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 grid3d-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] *= grid.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/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;CAmBd,CAAC"}
1
+ {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const fsHillshading = "#version 300 es\n#define SHADER_NAME hillshading2d-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\n\nout vec4 fragColor;\n\nuniform sampler2D bitmapTexture; // Property map\nuniform vec2 bitmapResolution;\n\nuniform float valueRangeSize;\n\nuniform vec3 lightDirection;\nuniform float ambientLightIntensity;\nuniform float diffuseLightIntensity;\nuniform float opacity;\n\n// Compute the normal value for every pixel, based on the current value and two values aroud it.\nvec3 normal(float val) {\n vec2 dr = 1.0 / bitmapResolution;\n float p0 = valueRangeSize * val;\n\n float px = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / bitmapResolution).rgb);\n float py = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / bitmapResolution).rgb);\n vec3 dx = vec3(1.0, 0.0, px - p0);\n vec3 dy = vec3(0.0, 1.0, py - p0);\n\n return normalize(cross(dx, dy));\n}\n\n// Compute how much a pixel is in the shadow based on its normal and where the light comes from.\nfloat shadow(vec3 normal) {\n float diffuse = diffuseLightIntensity * dot(normal, normalize(lightDirection));\n return clamp(ambientLightIntensity + diffuse, 0.0, 1.0);\n}\n\nvoid main(void) {\n vec4 bitmapColor = texture(bitmapTexture, vTexCoord);\n\n // If it's a picking pass, we just return the raw property map value.\n if (picking.isActive > 0.5) {\n fragColor = bitmapColor;\n return;\n }\n\n // Decode the RGB value into a float. See decoder.fs.glsl for more details.\n float val = decode_rgb2float(bitmapColor.rgb);\n // Compute the shadow value, how dark a pixel will be, 1 is in complete shadow, 0 is in complete light.\n float shadow = shadow(normal(val));\n\n // The final pixel is black, with the opacity based on the shadow value,\n // opacity 0 if pixel is completely in the light, opacity 1 if pixel is completely in the shadow.\n // The property map opacity (some portions of the property map can be transparent) and\n // the user provided image-wide opacity value are also taken into account.\n fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * opacity);\n\n geometry.uv = vTexCoord;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ declare const fsHillshading = "#version 300 es\n#define SHADER_NAME hillshading2d-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\n\nout vec4 fragColor;\n\nuniform sampler2D bitmapTexture; // Property map\n\n\n// Compute the normal value for every pixel, based on the current value and two values aroud it.\nvec3 normal(float val) {\n vec2 dr = 1.0 / map.bitmapResolution;\n float p0 = map.valueRangeSize * val;\n\n float px = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);\n float py = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / map.bitmapResolution).rgb);\n vec3 dx = vec3(1.0, 0.0, px - p0);\n vec3 dy = vec3(0.0, 1.0, py - p0);\n\n return normalize(cross(dx, dy));\n}\n\n// Compute how much a pixel is in the shadow based on its normal and where the light comes from.\nfloat shadow(vec3 normal) {\n float diffuse = map.diffuseLightIntensity * dot(normal, normalize(map.lightDirection));\n return clamp(map.ambientLightIntensity + diffuse, 0.0, 1.0);\n}\n\nvoid main(void) {\n vec4 bitmapColor = texture(bitmapTexture, vTexCoord);\n\n // If it's a picking pass, we just return the raw property map value.\n if (picking.isActive > 0.5) {\n fragColor = bitmapColor;\n return;\n }\n\n // Decode the RGB value into a float. See decoder.fs.glsl for more details.\n float val = decode_rgb2float(bitmapColor.rgb);\n // Compute the shadow value, how dark a pixel will be, 1 is in complete shadow, 0 is in complete light.\n float shadow = shadow(normal(val));\n\n // The final pixel is black, with the opacity based on the shadow value,\n // opacity 0 if pixel is completely in the light, opacity 1 if pixel is completely in the shadow.\n // The property map opacity (some portions of the property map can be transparent) and\n // the user provided image-wide opacity value are also taken into account.\n fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * layer.opacity);\n\n geometry.uv = vTexCoord;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default fsHillshading;