@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
@@ -19,12 +19,10 @@
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  // THE SOFTWARE.
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  export default `\
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  #version 300 es
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- #define SHADER_NAME path-layer-fragment-shader
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+ #define SHADER_NAME polylines-fragment-shader
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  precision highp float;
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- uniform float miterLimit;
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-
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  in vec4 vColor;
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  in vec2 vCornerOffset;
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  in float vMiterLength;
@@ -48,7 +46,7 @@ void main(void) {
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  discard;
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  }
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  // trim miter
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- if (vJointType < 0.5 && vMiterLength > miterLimit + 1.0) {
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+ if (vJointType < 0.5 && vMiterLength > path.miterLimit + 1.0) {
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  discard;
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  }
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"path-layer-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/polylines/path-layer-fragment.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC"}
1
+ {"version":3,"file":"path-layer-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/polylines/path-layer-fragment.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME path-layer-vertex-shader\n\nin vec2 positions;\n\nin float instanceTypes;\nin vec3 instanceStartPositions;\nin vec3 instanceEndPositions;\nin vec3 instanceLeftPositions;\nin vec3 instanceRightPositions;\nin vec3 instanceLeftPositions64Low;\nin vec3 instanceStartPositions64Low;\nin vec3 instanceEndPositions64Low;\nin vec3 instanceRightPositions64Low;\nin float instanceStrokeWidths;\nin vec4 instanceColors;\nin vec3 instancePickingColors;\n\nuniform float widthScale;\nuniform float widthMinPixels;\nuniform float widthMaxPixels;\nuniform float jointType;\nuniform float capType;\nuniform float miterLimit;\nuniform bool billboard;\nuniform int widthUnits;\n\nuniform float opacity;\nuniform bool ZIncreasingDownwards;\n\nout vec4 vColor;\nout vec2 vCornerOffset;\nout float vMiterLength;\nout vec2 vPathPosition;\nout float vPathLength;\nout float vJointType;\n\nconst float EPSILON = 0.001;\nconst vec3 ZERO_OFFSET = vec3(0.0);\n\nfloat flipIfTrue(bool flag) {\n return -(float(flag) * 2. - 1.);\n}\n\n// calculate line join positions\nvec3 getLineJoinOffset(\n vec3 prevPoint, vec3 currPoint, vec3 nextPoint,\n vec2 width\n) {\n bool isEnd = positions.x > 0.0;\n // side of the segment - -1: left, 0: center, 1: right\n float sideOfPath = positions.y;\n float isJoint = float(sideOfPath == 0.0);\n\n vec3 deltaA3 = (currPoint - prevPoint);\n vec3 deltaB3 = (nextPoint - currPoint);\n\n mat3 rotationMatrix;\n bool needsRotation = !billboard && project_needs_rotation(currPoint, rotationMatrix);\n if (needsRotation) {\n deltaA3 = deltaA3 * rotationMatrix;\n deltaB3 = deltaB3 * rotationMatrix;\n }\n vec2 deltaA = deltaA3.xy / width;\n vec2 deltaB = deltaB3.xy / width;\n\n float lenA = length(deltaA);\n float lenB = length(deltaB);\n\n vec2 dirA = lenA > 0. ? normalize(deltaA) : vec2(0.0, 0.0);\n vec2 dirB = lenB > 0. ? normalize(deltaB) : vec2(0.0, 0.0);\n\n vec2 perpA = vec2(-dirA.y, dirA.x);\n vec2 perpB = vec2(-dirB.y, dirB.x);\n\n // tangent of the corner\n vec2 tangent = dirA + dirB;\n tangent = length(tangent) > 0. ? normalize(tangent) : perpA;\n // direction of the corner\n vec2 miterVec = vec2(-tangent.y, tangent.x);\n // direction of the segment\n vec2 dir = isEnd ? dirA : dirB;\n // direction of the extrusion\n vec2 perp = isEnd ? perpA : perpB;\n // length of the segment\n float L = isEnd ? lenA : lenB;\n\n // A = angle of the corner\n float sinHalfA = abs(dot(miterVec, perp));\n float cosHalfA = abs(dot(dirA, miterVec));\n\n // -1: right, 1: left\n float turnDirection = flipIfTrue(dirA.x * dirB.y >= dirA.y * dirB.x);\n\n // relative position to the corner:\n // -1: inside (smaller side of the angle)\n // 0: center\n // 1: outside (bigger side of the angle)\n float cornerPosition = sideOfPath * turnDirection;\n\n float miterSize = 1.0 / max(sinHalfA, EPSILON);\n // trim if inside corner extends further than the line segment\n miterSize = mix(\n min(miterSize, max(lenA, lenB) / max(cosHalfA, EPSILON)),\n miterSize,\n step(0.0, cornerPosition)\n );\n\n vec2 offsetVec = mix(miterVec * miterSize, perp, step(0.5, cornerPosition))\n * (sideOfPath + isJoint * turnDirection);\n\n // special treatment for start cap and end cap\n bool isStartCap = lenA == 0.0 || (!isEnd && (instanceTypes == 1.0 || instanceTypes == 3.0));\n bool isEndCap = lenB == 0.0 || (isEnd && (instanceTypes == 2.0 || instanceTypes == 3.0));\n bool isCap = isStartCap || isEndCap;\n\n // extend out a triangle to envelope the round cap\n if (isCap) {\n offsetVec = mix(perp * sideOfPath, dir * capType * 4.0 * flipIfTrue(isStartCap), isJoint);\n vJointType = capType;\n } else {\n vJointType = jointType;\n }\n\n // Generate variables for fragment shader\n vPathLength = L;\n vCornerOffset = offsetVec;\n vMiterLength = dot(vCornerOffset, miterVec * turnDirection);\n vMiterLength = isCap ? isJoint : vMiterLength;\n\n vec2 offsetFromStartOfPath = vCornerOffset + deltaA * float(isEnd);\n vPathPosition = vec2(\n dot(offsetFromStartOfPath, perp),\n dot(offsetFromStartOfPath, dir)\n );\n geometry.uv = vPathPosition;\n\n float isValid = step(instanceTypes, 3.5);\n vec3 offset = vec3(offsetVec * width * isValid, 0.0);\n\n if (needsRotation) {\n offset = rotationMatrix * offset;\n }\n return offset;\n}\n\n// In clipspace extrusion, if a line extends behind the camera, clip it to avoid visual artifacts\nvoid clipLine(inout vec4 position, vec4 refPosition) {\n if (position.w < EPSILON) {\n float r = (EPSILON - refPosition.w) / (position.w - refPosition.w);\n position = refPosition + (position - refPosition) * r;\n }\n}\n\nvoid main() {\n geometry.pickingColor = instancePickingColors;\n\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity);\n vec3 leftPosition = instanceLeftPositions;\n vec3 startPosition = instanceStartPositions;\n vec3 leftPos64Low = instanceLeftPositions64Low;\n vec3 startPos64Low = instanceStartPositions64Low;\n\n vec3 rightposition = instanceRightPositions;\n vec3 endPosition = instanceEndPositions;\n vec3 rightPos64Low = instanceRightPositions64Low;\n vec3 endPos64Low = instanceEndPositions64Low;\n\n if(ZIncreasingDownwards) {\n leftPosition.z *= -1.0;\n startPosition.z *= -1.0;\n leftPos64Low.z *= -1.0;\n startPos64Low.z *= -1.0;\n rightposition.z *= -1.0;\n endPosition.z *= -1.0;\n rightPos64Low.z *= -1.0;\n endPos64Low.z *= -1.0; \n }\n\n float isEnd = positions.x;\n\n vec3 prevPosition = mix(leftPosition, startPosition, isEnd);\n vec3 prevPosition64Low = mix(leftPos64Low, startPos64Low, isEnd);\n\n vec3 currPosition = mix(startPosition, endPosition, isEnd);\n vec3 currPosition64Low = mix(startPos64Low, endPos64Low, isEnd);\n\n vec3 nextPosition = mix(endPosition, rightposition, isEnd);\n vec3 nextPosition64Low = mix(endPos64Low, rightPos64Low, isEnd);\n\n geometry.worldPosition = currPosition;\n vec2 widthPixels = vec2(clamp(\n project_size_to_pixel(instanceStrokeWidths * widthScale, widthUnits),\n widthMinPixels, widthMaxPixels) / 2.0);\n vec3 width;\n\n if (billboard) {\n // Extrude in clipspace\n vec4 prevPositionScreen = project_position_to_clipspace(prevPosition, prevPosition64Low, ZERO_OFFSET);\n vec4 currPositionScreen = project_position_to_clipspace(currPosition, currPosition64Low, ZERO_OFFSET, geometry.position);\n vec4 nextPositionScreen = project_position_to_clipspace(nextPosition, nextPosition64Low, ZERO_OFFSET);\n\n clipLine(prevPositionScreen, currPositionScreen);\n clipLine(nextPositionScreen, currPositionScreen);\n clipLine(currPositionScreen, mix(nextPositionScreen, prevPositionScreen, isEnd));\n\n width = vec3(widthPixels, 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(\n prevPositionScreen.xyz / prevPositionScreen.w,\n currPositionScreen.xyz / currPositionScreen.w,\n nextPositionScreen.xyz / nextPositionScreen.w,\n project_pixel_size_to_clipspace(width.xy)\n );\n\n DECKGL_FILTER_GL_POSITION(currPositionScreen, geometry);\n gl_Position = vec4(currPositionScreen.xyz + offset * currPositionScreen.w, currPositionScreen.w);\n } else {\n // Extrude in commonspace\n prevPosition = project_position(prevPosition, prevPosition64Low);\n currPosition = project_position(currPosition, currPosition64Low);\n nextPosition = project_position(nextPosition, nextPosition64Low);\n\n width = vec3(project_pixel_size(widthPixels), 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(prevPosition, currPosition, nextPosition, width.xy);\n geometry.position = vec4(currPosition + offset, 1.0);\n gl_Position = project_common_position_to_clipspace(geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME polylines-vertex-shader\n\nin vec2 positions;\n\nin float instanceTypes;\nin vec3 instanceStartPositions;\nin vec3 instanceEndPositions;\nin vec3 instanceLeftPositions;\nin vec3 instanceRightPositions;\nin vec3 instanceLeftPositions64Low;\nin vec3 instanceStartPositions64Low;\nin vec3 instanceEndPositions64Low;\nin vec3 instanceRightPositions64Low;\nin float instanceStrokeWidths;\nin vec4 instanceColors;\nin vec3 instancePickingColors;\n\nout vec4 vColor;\nout vec2 vCornerOffset;\nout float vMiterLength;\nout vec2 vPathPosition;\nout float vPathLength;\nout float vJointType;\n\nconst float EPSILON = 0.001;\nconst vec3 ZERO_OFFSET = vec3(0.0);\n\nfloat flipIfTrue(bool flag) {\n return -(float(flag) * 2. - 1.);\n}\n\n// calculate line join positions\nvec3 getLineJoinOffset(\n vec3 prevPoint, vec3 currPoint, vec3 nextPoint,\n vec2 width\n) {\n bool isEnd = positions.x > 0.0;\n // side of the segment - -1: left, 0: center, 1: right\n float sideOfPath = positions.y;\n float isJoint = float(sideOfPath == 0.0);\n\n vec3 deltaA3 = (currPoint - prevPoint);\n vec3 deltaB3 = (nextPoint - currPoint);\n\n mat3 rotationMatrix;\n bool needsRotation = !path.billboard && project_needs_rotation(currPoint, rotationMatrix);\n if (needsRotation) {\n deltaA3 = deltaA3 * rotationMatrix;\n deltaB3 = deltaB3 * rotationMatrix;\n }\n vec2 deltaA = deltaA3.xy / width;\n vec2 deltaB = deltaB3.xy / width;\n\n float lenA = length(deltaA);\n float lenB = length(deltaB);\n\n vec2 dirA = lenA > 0. ? normalize(deltaA) : vec2(0.0, 0.0);\n vec2 dirB = lenB > 0. ? normalize(deltaB) : vec2(0.0, 0.0);\n\n vec2 perpA = vec2(-dirA.y, dirA.x);\n vec2 perpB = vec2(-dirB.y, dirB.x);\n\n // tangent of the corner\n vec2 tangent = dirA + dirB;\n tangent = length(tangent) > 0. ? normalize(tangent) : perpA;\n // direction of the corner\n vec2 miterVec = vec2(-tangent.y, tangent.x);\n // direction of the segment\n vec2 dir = isEnd ? dirA : dirB;\n // direction of the extrusion\n vec2 perp = isEnd ? perpA : perpB;\n // length of the segment\n float L = isEnd ? lenA : lenB;\n\n // A = angle of the corner\n float sinHalfA = abs(dot(miterVec, perp));\n float cosHalfA = abs(dot(dirA, miterVec));\n\n // -1: right, 1: left\n float turnDirection = flipIfTrue(dirA.x * dirB.y >= dirA.y * dirB.x);\n\n // relative position to the corner:\n // -1: inside (smaller side of the angle)\n // 0: center\n // 1: outside (bigger side of the angle)\n float cornerPosition = sideOfPath * turnDirection;\n\n float miterSize = 1.0 / max(sinHalfA, EPSILON);\n // trim if inside corner extends further than the line segment\n miterSize = mix(\n min(miterSize, max(lenA, lenB) / max(cosHalfA, EPSILON)),\n miterSize,\n step(0.0, cornerPosition)\n );\n\n vec2 offsetVec = mix(miterVec * miterSize, perp, step(0.5, cornerPosition))\n * (sideOfPath + isJoint * turnDirection);\n\n // special treatment for start cap and end cap\n bool isStartCap = lenA == 0.0 || (!isEnd && (instanceTypes == 1.0 || instanceTypes == 3.0));\n bool isEndCap = lenB == 0.0 || (isEnd && (instanceTypes == 2.0 || instanceTypes == 3.0));\n bool isCap = isStartCap || isEndCap;\n\n // extend out a triangle to envelope the round cap\n if (isCap) {\n offsetVec = mix(perp * sideOfPath, dir * path.capType * 4.0 * flipIfTrue(isStartCap), isJoint);\n vJointType = path.capType;\n } else {\n vJointType = path.jointType;\n }\n\n // Generate variables for fragment shader\n vPathLength = L;\n vCornerOffset = offsetVec;\n vMiterLength = dot(vCornerOffset, miterVec * turnDirection);\n vMiterLength = isCap ? isJoint : vMiterLength;\n\n vec2 offsetFromStartOfPath = vCornerOffset + deltaA * float(isEnd);\n vPathPosition = vec2(\n dot(offsetFromStartOfPath, perp),\n dot(offsetFromStartOfPath, dir)\n );\n geometry.uv = vPathPosition;\n\n float isValid = step(instanceTypes, 3.5);\n vec3 offset = vec3(offsetVec * width * isValid, 0.0);\n\n if (needsRotation) {\n offset = rotationMatrix * offset;\n }\n return offset;\n}\n\n// In clipspace extrusion, if a line extends behind the camera, clip it to avoid visual artifacts\nvoid clipLine(inout vec4 position, vec4 refPosition) {\n if (position.w < EPSILON) {\n float r = (EPSILON - refPosition.w) / (position.w - refPosition.w);\n position = refPosition + (position - refPosition) * r;\n }\n}\n\nvoid main() {\n geometry.pickingColor = instancePickingColors;\n\n vColor = vec4(instanceColors.rgb, instanceColors.a * polylines.opacity);\n vec3 leftPosition = instanceLeftPositions;\n vec3 startPosition = instanceStartPositions;\n vec3 leftPos64Low = instanceLeftPositions64Low;\n vec3 startPos64Low = instanceStartPositions64Low;\n\n vec3 rightposition = instanceRightPositions;\n vec3 endPosition = instanceEndPositions;\n vec3 rightPos64Low = instanceRightPositions64Low;\n vec3 endPos64Low = instanceEndPositions64Low;\n\n if(polylines.ZIncreasingDownwards) {\n leftPosition.z *= -1.0;\n startPosition.z *= -1.0;\n leftPos64Low.z *= -1.0;\n startPos64Low.z *= -1.0;\n rightposition.z *= -1.0;\n endPosition.z *= -1.0;\n rightPos64Low.z *= -1.0;\n endPos64Low.z *= -1.0; \n }\n\n float isEnd = positions.x;\n\n vec3 prevPosition = mix(leftPosition, startPosition, isEnd);\n vec3 prevPosition64Low = mix(leftPos64Low, startPos64Low, isEnd);\n\n vec3 currPosition = mix(startPosition, endPosition, isEnd);\n vec3 currPosition64Low = mix(startPos64Low, endPos64Low, isEnd);\n\n vec3 nextPosition = mix(endPosition, rightposition, isEnd);\n vec3 nextPosition64Low = mix(endPos64Low, rightPos64Low, isEnd);\n\n geometry.worldPosition = currPosition;\n vec2 widthPixels = vec2(clamp(\n project_size_to_pixel(instanceStrokeWidths * path.widthScale, path.widthUnits),\n path.widthMinPixels, path.widthMaxPixels) / 2.0);\n vec3 width;\n\n if (path.billboard) {\n // Extrude in clipspace\n vec4 prevPositionScreen = project_position_to_clipspace(prevPosition, prevPosition64Low, ZERO_OFFSET);\n vec4 currPositionScreen = project_position_to_clipspace(currPosition, currPosition64Low, ZERO_OFFSET, geometry.position);\n vec4 nextPositionScreen = project_position_to_clipspace(nextPosition, nextPosition64Low, ZERO_OFFSET);\n\n clipLine(prevPositionScreen, currPositionScreen);\n clipLine(nextPositionScreen, currPositionScreen);\n clipLine(currPositionScreen, mix(nextPositionScreen, prevPositionScreen, isEnd));\n\n width = vec3(widthPixels, 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(\n prevPositionScreen.xyz / prevPositionScreen.w,\n currPositionScreen.xyz / currPositionScreen.w,\n nextPositionScreen.xyz / nextPositionScreen.w,\n project_pixel_size_to_clipspace(width.xy)\n );\n\n DECKGL_FILTER_GL_POSITION(currPositionScreen, geometry);\n gl_Position = vec4(currPositionScreen.xyz + offset * currPositionScreen.w, currPositionScreen.w);\n } else {\n // Extrude in commonspace\n prevPosition = project_position(prevPosition, prevPosition64Low);\n currPosition = project_position(currPosition, currPosition64Low);\n nextPosition = project_position(nextPosition, nextPosition64Low);\n\n width = vec3(project_pixel_size(widthPixels), 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(prevPosition, currPosition, nextPosition, width.xy);\n geometry.position = vec4(currPosition + offset, 1.0);\n gl_Position = project_common_position_to_clipspace(geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -19,7 +19,7 @@
19
19
  // THE SOFTWARE.
20
20
  export default `\
21
21
  #version 300 es
22
- #define SHADER_NAME path-layer-vertex-shader
22
+ #define SHADER_NAME polylines-vertex-shader
23
23
 
24
24
  in vec2 positions;
25
25
 
@@ -36,18 +36,6 @@ in float instanceStrokeWidths;
36
36
  in vec4 instanceColors;
37
37
  in vec3 instancePickingColors;
38
38
 
39
- uniform float widthScale;
40
- uniform float widthMinPixels;
41
- uniform float widthMaxPixels;
42
- uniform float jointType;
43
- uniform float capType;
44
- uniform float miterLimit;
45
- uniform bool billboard;
46
- uniform int widthUnits;
47
-
48
- uniform float opacity;
49
- uniform bool ZIncreasingDownwards;
50
-
51
39
  out vec4 vColor;
52
40
  out vec2 vCornerOffset;
53
41
  out float vMiterLength;
@@ -76,7 +64,7 @@ vec3 getLineJoinOffset(
76
64
  vec3 deltaB3 = (nextPoint - currPoint);
77
65
 
78
66
  mat3 rotationMatrix;
79
- bool needsRotation = !billboard && project_needs_rotation(currPoint, rotationMatrix);
67
+ bool needsRotation = !path.billboard && project_needs_rotation(currPoint, rotationMatrix);
80
68
  if (needsRotation) {
81
69
  deltaA3 = deltaA3 * rotationMatrix;
82
70
  deltaB3 = deltaB3 * rotationMatrix;
@@ -136,10 +124,10 @@ vec3 getLineJoinOffset(
136
124
 
137
125
  // extend out a triangle to envelope the round cap
138
126
  if (isCap) {
139
- offsetVec = mix(perp * sideOfPath, dir * capType * 4.0 * flipIfTrue(isStartCap), isJoint);
140
- vJointType = capType;
127
+ offsetVec = mix(perp * sideOfPath, dir * path.capType * 4.0 * flipIfTrue(isStartCap), isJoint);
128
+ vJointType = path.capType;
141
129
  } else {
142
- vJointType = jointType;
130
+ vJointType = path.jointType;
143
131
  }
144
132
 
145
133
  // Generate variables for fragment shader
@@ -175,7 +163,7 @@ void clipLine(inout vec4 position, vec4 refPosition) {
175
163
  void main() {
176
164
  geometry.pickingColor = instancePickingColors;
177
165
 
178
- vColor = vec4(instanceColors.rgb, instanceColors.a * opacity);
166
+ vColor = vec4(instanceColors.rgb, instanceColors.a * polylines.opacity);
179
167
  vec3 leftPosition = instanceLeftPositions;
180
168
  vec3 startPosition = instanceStartPositions;
181
169
  vec3 leftPos64Low = instanceLeftPositions64Low;
@@ -186,7 +174,7 @@ void main() {
186
174
  vec3 rightPos64Low = instanceRightPositions64Low;
187
175
  vec3 endPos64Low = instanceEndPositions64Low;
188
176
 
189
- if(ZIncreasingDownwards) {
177
+ if(polylines.ZIncreasingDownwards) {
190
178
  leftPosition.z *= -1.0;
191
179
  startPosition.z *= -1.0;
192
180
  leftPos64Low.z *= -1.0;
@@ -210,11 +198,11 @@ void main() {
210
198
 
211
199
  geometry.worldPosition = currPosition;
212
200
  vec2 widthPixels = vec2(clamp(
213
- project_size_to_pixel(instanceStrokeWidths * widthScale, widthUnits),
214
- widthMinPixels, widthMaxPixels) / 2.0);
201
+ project_size_to_pixel(instanceStrokeWidths * path.widthScale, path.widthUnits),
202
+ path.widthMinPixels, path.widthMaxPixels) / 2.0);
215
203
  vec3 width;
216
204
 
217
- if (billboard) {
205
+ if (path.billboard) {
218
206
  // Extrude in clipspace
219
207
  vec4 prevPositionScreen = project_position_to_clipspace(prevPosition, prevPosition64Low, ZERO_OFFSET);
220
208
  vec4 currPositionScreen = project_position_to_clipspace(currPosition, currPosition64Low, ZERO_OFFSET, geometry.position);
@@ -1 +1 @@
1
- {"version":3,"file":"path-layer-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/polylines/path-layer-vertex.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Od,CAAC"}
1
+ {"version":3,"file":"path-layer-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/polylines/path-layer-vertex.glsl.ts"],"names":[],"mappings":"AAAA,oDAAoD;AACpD,EAAE;AACF,+EAA+E;AAC/E,gFAAgF;AAChF,+EAA+E;AAC/E,4EAA4E;AAC5E,wEAAwE;AACxE,2DAA2D;AAC3D,EAAE;AACF,6EAA6E;AAC7E,sDAAsD;AACtD,EAAE;AACF,6EAA6E;AAC7E,2EAA2E;AAC3E,8EAA8E;AAC9E,yEAAyE;AACzE,gFAAgF;AAChF,4EAA4E;AAC5E,gBAAgB;AAEhB,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Nd,CAAC"}
@@ -1,53 +1,11 @@
1
1
  import type { PathLayerProps } from "@deck.gl/layers";
2
2
  import { PathLayer } from "@deck.gl/layers";
3
- import type { NumericArray } from "@math.gl/types";
4
- import type { LayerContext } from "@deck.gl/core";
5
- type UniformValue = number | boolean | Readonly<NumericArray>;
6
3
  export interface ExtendedPathLayerProps {
7
4
  depthTest?: boolean;
8
5
  ZIncreasingDownwards: boolean;
9
6
  }
10
7
  export declare class PrivatePolylinesLayer extends PathLayer<unknown, ExtendedPathLayerProps> {
11
8
  constructor(props: PathLayerProps);
12
- getShaders(): {
13
- vs: string;
14
- fs: string;
15
- modules: (import("@luma.gl/shadertools").ShaderModule | {
16
- defaultUniforms: {
17
- useFloatColors: boolean;
18
- isActive?: boolean | undefined;
19
- isAttribute?: boolean | undefined;
20
- isHighlightActive?: boolean | undefined;
21
- highlightedObjectColor?: import("@luma.gl/shadertools/dist/lib/utils/uniform-types").NumberArray3 | undefined;
22
- highlightColor?: import("@luma.gl/shadertools/dist/lib/utils/uniform-types").NumberArray4 | undefined;
23
- };
24
- inject: {
25
- 'vs:DECKGL_FILTER_GL_POSITION': string;
26
- 'vs:DECKGL_FILTER_COLOR': string;
27
- 'fs:DECKGL_FILTER_COLOR': {
28
- order: number;
29
- injection: string;
30
- };
31
- };
32
- props?: Required<import("@luma.gl/shadertools").PickingProps> | undefined;
33
- uniforms?: import("@luma.gl/shadertools/dist/modules/engine/picking/picking").PickingUniforms | undefined;
34
- bindings?: import("@luma.gl/shadertools/dist/lib/shader-module/shader-module").PickBindings<import("@luma.gl/shadertools").PickingProps> | undefined;
35
- name: string;
36
- fs?: string | undefined;
37
- vs?: string | undefined;
38
- uniformTypes?: Required<import("@luma.gl/shadertools/dist/lib/utils/uniform-types").UniformTypes<import("@luma.gl/shadertools/dist/modules/engine/picking/picking").PickingUniforms>> | undefined;
39
- uniformPropTypes?: Record<keyof import("@luma.gl/shadertools/dist/modules/engine/picking/picking").PickingUniforms, import("@luma.gl/shadertools/dist/lib/shader-module/shader-module").UniformInfo> | undefined;
40
- getUniforms?: ((props?: Partial<import("@luma.gl/shadertools").PickingProps> | undefined, prevUniforms?: import("@luma.gl/shadertools/dist/modules/engine/picking/picking").PickingUniforms | undefined) => Partial<import("@luma.gl/shadertools/dist/modules/engine/picking/picking").PickingUniforms & import("@luma.gl/shadertools/dist/lib/shader-module/shader-module").PickBindings<import("@luma.gl/shadertools").PickingProps>>) | undefined;
41
- defines?: Record<string, string | number> | undefined;
42
- dependencies?: import("@luma.gl/shadertools").ShaderModule<any, any, import("@luma.gl/shadertools/dist/lib/shader-module/shader-module").PickBindings<any>>[] | undefined;
43
- deprecations?: import("@luma.gl/shadertools/dist/lib/shader-module/shader-module").ShaderModuleDeprecation[] | undefined;
44
- normalized?: boolean | undefined;
45
- })[];
46
- };
47
- draw(args: {
48
- moduleParameters?: unknown;
49
- uniforms: Record<string, UniformValue>;
50
- context: LayerContext;
51
- }): void;
9
+ getShaders(): any;
10
+ draw(args: any): void;
52
11
  }
53
- export {};
@@ -1,5 +1,4 @@
1
1
  import { PathLayer } from "@deck.gl/layers";
2
- import { picking, project32 } from "@deck.gl/core";
3
2
  import fs from "./path-layer-fragment.glsl";
4
3
  import vs from "./path-layer-vertex.glsl";
5
4
  export class PrivatePolylinesLayer extends PathLayer {
@@ -7,10 +6,18 @@ export class PrivatePolylinesLayer extends PathLayer {
7
6
  super(props);
8
7
  }
9
8
  getShaders() {
10
- return { vs, fs, modules: [project32, picking] };
9
+ const superShaders = super.getShaders();
10
+ // use object.assign to make sure we don't overwrite existing fields like `vs`, `modules`...
11
+ return Object.assign({}, superShaders, {
12
+ vs: vs,
13
+ fs: fs,
14
+ modules: [...superShaders.modules, polylinesUniforms],
15
+ });
11
16
  }
17
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
12
18
  draw(args) {
13
- args.uniforms["ZIncreasingDownwards"] = this.props.ZIncreasingDownwards;
19
+ var _a;
20
+ //conf g = context.device.getDefaultCanvasContext();
14
21
  const { gl } = this.context;
15
22
  let restoreDepthTest = false;
16
23
  if (typeof this.props.depthTest === "boolean" &&
@@ -18,11 +25,34 @@ export class PrivatePolylinesLayer extends PathLayer {
18
25
  restoreDepthTest = true;
19
26
  gl.disable(gl.DEPTH_TEST);
20
27
  }
21
- super.draw({ uniforms: args.uniforms });
28
+ // inject the local uniforms into the shader
29
+ (_a = this.state.model) === null || _a === void 0 ? void 0 : _a.shaderInputs.setProps({
30
+ polylines: {
31
+ opacity: this.props.opacity,
32
+ ZIncreasingDownwards: this.props.ZIncreasingDownwards,
33
+ },
34
+ });
35
+ super.draw(args.uniforms);
22
36
  if (restoreDepthTest) {
23
37
  gl.enable(gl.DEPTH_TEST);
24
38
  }
25
39
  }
26
40
  }
27
41
  PrivatePolylinesLayer.layerName = "PrivatePolylinesLayer";
42
+ const polylinesUniformsBlock = /*glsl*/ `\
43
+ uniform polylinesUniforms {
44
+ float opacity;
45
+ bool ZIncreasingDownwards;
46
+ } polylines;
47
+ `;
48
+ // NOTE: this must exactly the same name than in the uniform block
49
+ const polylinesUniforms = {
50
+ name: "polylines",
51
+ vs: polylinesUniformsBlock,
52
+ fs: undefined,
53
+ uniformTypes: {
54
+ opacity: "f32",
55
+ ZIncreasingDownwards: "u32",
56
+ },
57
+ };
28
58
  //# sourceMappingURL=privatePolylinesLayer.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"privatePolylinesLayer.js","sourceRoot":"","sources":["../../../src/layers/polylines/privatePolylinesLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAK5C,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAEnD,OAAO,EAAE,MAAM,4BAA4B,CAAC;AAC5C,OAAO,EAAE,MAAM,0BAA0B,CAAC;AAS1C,MAAM,OAAO,qBAAsB,SAAQ,SAG1C;IACG,YAAY,KAAqB;QAC7B,KAAK,CAAC,KAAK,CAAC,CAAC;IACjB,CAAC;IAED,UAAU;QACN,OAAO,EAAE,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,CAAC,SAAS,EAAE,OAAO,CAAC,EAAE,CAAC;IACrD,CAAC;IAED,IAAI,CAAC,IAIJ;QACG,IAAI,CAAC,QAAQ,CAAC,sBAAsB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,oBAAoB,CAAC;QAExE,MAAM,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,IAAI,gBAAgB,GAAG,KAAK,CAAC;QAC7B,IACI,OAAO,IAAI,CAAC,KAAK,CAAC,SAAS,KAAK,SAAS;YACzC,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EACvB,CAAC;YACC,gBAAgB,GAAG,IAAI,CAAC;YACxB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC9B,CAAC;QACD,KAAK,CAAC,IAAI,CAAC,EAAE,QAAQ,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QACxC,IAAI,gBAAgB,EAAE,CAAC;YACnB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC7B,CAAC;IACL,CAAC;CACJ;AAED,qBAAqB,CAAC,SAAS,GAAG,uBAAuB,CAAC"}
1
+ {"version":3,"file":"privatePolylinesLayer.js","sourceRoot":"","sources":["../../../src/layers/polylines/privatePolylinesLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,SAAS,EAAE,MAAM,iBAAiB,CAAC;AAK5C,OAAO,EAAE,MAAM,4BAA4B,CAAC;AAC5C,OAAO,EAAE,MAAM,0BAA0B,CAAC;AAO1C,MAAM,OAAO,qBAAsB,SAAQ,SAG1C;IACG,YAAY,KAAqB;QAC7B,KAAK,CAAC,KAAK,CAAC,CAAC;IACjB,CAAC;IAED,UAAU;QACN,MAAM,YAAY,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QACxC,4FAA4F;QAC5F,OAAO,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,YAAY,EAAE;YACnC,EAAE,EAAE,EAAE;YACN,EAAE,EAAE,EAAE;YACN,OAAO,EAAE,CAAC,GAAG,YAAY,CAAC,OAAO,EAAE,iBAAiB,CAAC;SACxD,CAAC,CAAC;IACP,CAAC;IAED,8DAA8D;IAC9D,IAAI,CAAC,IAAS;;QACV,oDAAoD;QACpD,MAAM,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,IAAI,gBAAgB,GAAG,KAAK,CAAC;QAC7B,IACI,OAAO,IAAI,CAAC,KAAK,CAAC,SAAS,KAAK,SAAS;YACzC,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EACvB,CAAC;YACC,gBAAgB,GAAG,IAAI,CAAC;YACxB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC9B,CAAC;QACD,4CAA4C;QAC5C,MAAA,IAAI,CAAC,KAAK,CAAC,KAAK,0CAAE,YAAY,CAAC,QAAQ,CAAC;YACpC,SAAS,EAAE;gBACP,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO;gBAC3B,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB;aACxD;SACJ,CAAC,CAAC;QACH,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1B,IAAI,gBAAgB,EAAE,CAAC;YACnB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC7B,CAAC;IACL,CAAC;CACJ;AAED,qBAAqB,CAAC,SAAS,GAAG,uBAAuB,CAAC;AAE1D,MAAM,sBAAsB,GAAG,QAAQ,CAAC;;;;;CAKvC,CAAC;AAOF,kEAAkE;AAClE,MAAM,iBAAiB,GAAG;IACtB,IAAI,EAAE,WAAW;IACjB,EAAE,EAAE,sBAAsB;IAC1B,EAAE,EAAE,SAAS;IACb,YAAY,EAAE;QACV,OAAO,EAAE,KAAK;QACd,oBAAoB,EAAE,KAAK;KAC9B;CAC+D,CAAC"}
@@ -1,3 +1,3 @@
1
1
  export { decoder } from "./decoder";
2
- export { localPhongLighting } from "./localPhongLighting";
3
2
  export { utilities } from "./utilities";
3
+ export { phongMaterial } from "./phong-lighting/phong-material";
@@ -1,4 +1,4 @@
1
1
  export { decoder } from "./decoder";
2
- export { localPhongLighting } from "./localPhongLighting";
3
2
  export { utilities } from "./utilities";
3
+ export { phongMaterial } from "./phong-lighting/phong-material";
4
4
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/layers/shader_modules/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAC1D,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../src/layers/shader_modules/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,aAAa,EAAE,MAAM,iCAAiC,CAAC"}
@@ -0,0 +1,11 @@
1
+ import type { NumberArray3 } from "@math.gl/types";
2
+ import type { ShaderModule } from "@luma.gl/shadertools";
3
+ export type PhongMaterialProps = {
4
+ ambient?: number;
5
+ diffuse?: number;
6
+ /** Specularity exponent */
7
+ shininess?: number;
8
+ specularColor?: NumberArray3;
9
+ };
10
+ /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
11
+ export declare const phongMaterial: ShaderModule<PhongMaterialProps>;
@@ -0,0 +1,38 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+ import { lighting } from "@luma.gl/shadertools";
5
+ import { PHONG_VS, PHONG_FS } from "./phong-shaders-glsl";
6
+ /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
7
+ export const phongMaterial = {
8
+ name: "phongMaterial",
9
+ dependencies: [lighting],
10
+ // Note these are switched between phong and gouraud
11
+ vs: PHONG_VS,
12
+ fs: PHONG_FS,
13
+ defines: {
14
+ // eslint-disable-next-line @typescript-eslint/ban-ts-comment
15
+ // @ts-expect-error
16
+ LIGHTING_FRAGMENT: true,
17
+ },
18
+ uniformTypes: {
19
+ ambient: "f32",
20
+ diffuse: "f32",
21
+ shininess: "f32",
22
+ specularColor: "vec3<f32>",
23
+ },
24
+ defaultUniforms: {
25
+ ambient: 0.35,
26
+ diffuse: 0.6,
27
+ shininess: 32,
28
+ specularColor: [0.15, 0.15, 0.15],
29
+ },
30
+ getUniforms(props) {
31
+ const uniforms = Object.assign({}, props);
32
+ if (uniforms.specularColor) {
33
+ uniforms.specularColor = uniforms.specularColor.map((x) => x / 255);
34
+ }
35
+ return Object.assign(Object.assign({}, phongMaterial.defaultUniforms), uniforms);
36
+ },
37
+ };
38
+ //# sourceMappingURL=phong-material.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-material.js","sourceRoot":"","sources":["../../../../src/layers/shader_modules/phong-lighting/phong-material.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AASpC,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAEhD,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAU1D,wIAAwI;AACxI,MAAM,CAAC,MAAM,aAAa,GAAqC;IAC3D,IAAI,EAAE,eAAe;IACrB,YAAY,EAAE,CAAC,QAAQ,CAAC;IACxB,oDAAoD;IACpD,EAAE,EAAE,QAAQ;IACZ,EAAE,EAAE,QAAQ;IACZ,OAAO,EAAE;QACL,6DAA6D;QAC7D,mBAAmB;QACnB,iBAAiB,EAAE,IAAI;KAC1B;IACD,YAAY,EAAE;QACV,OAAO,EAAE,KAAK;QACd,OAAO,EAAE,KAAK;QACd,SAAS,EAAE,KAAK;QAChB,aAAa,EAAE,WAAW;KAC7B;IACD,eAAe,EAAE;QACb,OAAO,EAAE,IAAI;QACb,OAAO,EAAE,GAAG;QACZ,SAAS,EAAE,EAAE;QACb,aAAa,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;KACpC;IACD,WAAW,CAAC,KAA0B;QAClC,MAAM,QAAQ,qBAAQ,KAAK,CAAE,CAAC;QAC9B,IAAI,QAAQ,CAAC,aAAa,EAAE,CAAC;YACzB,QAAQ,CAAC,aAAa,GAAG,QAAQ,CAAC,aAAa,CAAC,GAAG,CAC/C,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,GAAG,CACD,CAAC;QACtB,CAAC;QACD,uCAAY,aAAa,CAAC,eAAe,GAAK,QAAQ,EAAG;IAC7D,CAAC;CACJ,CAAC"}
@@ -0,0 +1,2 @@
1
+ export declare const PHONG_VS = "uniform phongMaterialUniforms {\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n";
2
+ export declare const PHONG_FS = "\nuniform phongMaterialUniforms {\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n\n// Note modified for two sided lighing.\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {\n vec3 halfway_direction = normalize(light_direction + view_direction); \n\n float lambertian = abs(dot(light_direction, normal_worldspace));\n float specular_angle = abs(dot(normal_worldspace, halfway_direction));\n\n float specular = pow(specular_angle, material.shininess); \n return (lambertian * material.diffuse * surfaceColor + specular * material.specularColor) * color;\n}\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n vec3 lightColor = surfaceColor;\n\n if (lighting.enabled == 0) {\n return lightColor;\n }\n\n vec3 view_direction = normalize(cameraPosition - position_worldspace);\n lightColor = material.ambient * surfaceColor * lighting.ambientColor;\n\n for (int i = 0; i < lighting.pointLightCount; i++) {\n PointLight pointLight = lighting_getPointLight(i);\n vec3 light_position_worldspace = pointLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));\n lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);\n }\n\n int totalLights = min(MAX_LIGHTS, lighting.pointLightCount + lighting.directionalLightCount);\n for (int i = lighting.pointLightCount; i < totalLights; i++) {\n DirectionalLight directionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n \n return lightColor;\n}\n";
@@ -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;