@webviz/subsurface-viewer 1.11.0 → 1.11.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/components/Map.js +1 -1
- package/dist/components/Map.js.map +1 -1
- package/dist/extensions/side-projection-extension.d.ts +41 -6
- package/dist/extensions/side-projection-extension.js +33 -27
- package/dist/extensions/side-projection-extension.js.map +1 -1
- package/dist/layers/axes/axes-fragment.glsl.d.ts +1 -1
- package/dist/layers/axes/axes-fragment.glsl.js +1 -1
- package/dist/layers/axes/grid-vertex.glsl.d.ts +1 -1
- package/dist/layers/axes/grid-vertex.glsl.js +1 -1
- package/dist/layers/axes2d/axes2DLayer.d.ts +7 -7
- package/dist/layers/axes2d/axes2DLayer.js +62 -14
- package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
- package/dist/layers/axes2d/label-fragment.glsl.d.ts +1 -1
- package/dist/layers/axes2d/label-fragment.glsl.js +7 -10
- package/dist/layers/axes2d/label-fragment.glsl.js.map +1 -1
- package/dist/layers/axes2d/label-vertex.glsl.d.ts +1 -1
- package/dist/layers/axes2d/label-vertex.glsl.js +1 -1
- package/dist/layers/axes2d/line-fragment.glsl.d.ts +1 -1
- package/dist/layers/axes2d/line-fragment.glsl.js +2 -4
- package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -1
- package/dist/layers/axes2d/line-vertex.glsl.d.ts +1 -1
- package/dist/layers/axes2d/line-vertex.glsl.js +2 -4
- package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.js +2 -5
- package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
- package/dist/layers/colormap/colormapLayer.d.ts +3 -2
- package/dist/layers/colormap/colormapLayer.js +81 -25
- package/dist/layers/colormap/colormapLayer.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.js +14 -27
- package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.js +2 -4
- package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/fragment_lines.glsl.d.ts +1 -1
- package/dist/layers/grid3d/fragment_lines.glsl.js +1 -1
- package/dist/layers/grid3d/grid3dLayer.js +2 -0
- package/dist/layers/grid3d/grid3dLayer.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -13
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -7
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/privateGrid3dLayer.d.ts +26 -5
- package/dist/layers/grid3d/privateGrid3dLayer.js +60 -22
- package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
- package/dist/layers/grid3d/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/grid3d/vertex_lines.glsl.js +2 -4
- package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -1
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +1 -1
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +8 -15
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
- package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +4 -3
- package/dist/layers/hillshading2d/hillshading2dLayer.js +109 -33
- package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -1
- package/dist/layers/map/fragment.glsl.d.ts +2 -0
- package/dist/layers/map/{fragment.fs.glsl.js → fragment.glsl.js} +15 -27
- package/dist/layers/map/fragment.glsl.js.map +1 -0
- package/dist/layers/map/fragment_lines.glsl.d.ts +1 -1
- package/dist/layers/map/fragment_lines.glsl.js +1 -1
- package/dist/layers/map/mapLayer.d.ts +1 -1
- package/dist/layers/map/mapLayer.js +2 -0
- package/dist/layers/map/mapLayer.js.map +1 -1
- package/dist/layers/map/privateMapLayer.d.ts +7 -9
- package/dist/layers/map/privateMapLayer.js +85 -17
- package/dist/layers/map/privateMapLayer.js.map +1 -1
- package/dist/layers/map/vertex.glsl.d.ts +1 -1
- package/dist/layers/map/vertex.glsl.js +3 -5
- package/dist/layers/map/vertex.glsl.js.map +1 -1
- package/dist/layers/map/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/map/vertex_lines.glsl.js +3 -2
- package/dist/layers/map/vertex_lines.glsl.js.map +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.d.ts +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.js +3 -3
- package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
- package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +1 -1
- package/dist/layers/northarrow/northarrow-fragment.glsl.js +1 -1
- package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +1 -1
- package/dist/layers/northarrow/northarrow-vertex.glsl.js +1 -1
- package/dist/layers/piechart/fragment.glsl.d.ts +1 -1
- package/dist/layers/piechart/fragment.glsl.js +1 -1
- package/dist/layers/piechart/vertex.glsl.d.ts +1 -1
- package/dist/layers/piechart/vertex.glsl.js +1 -1
- package/dist/layers/points/privatePointsLayer.d.ts +1 -9
- package/dist/layers/points/privatePointsLayer.js +32 -5
- package/dist/layers/points/privatePointsLayer.js.map +1 -1
- package/dist/layers/points/vertex.glsl.d.ts +1 -1
- package/dist/layers/points/vertex.glsl.js +13 -28
- package/dist/layers/points/vertex.glsl.js.map +1 -1
- package/dist/layers/polylines/path-layer-fragment.glsl.d.ts +1 -1
- package/dist/layers/polylines/path-layer-fragment.glsl.js +2 -4
- package/dist/layers/polylines/path-layer-fragment.glsl.js.map +1 -1
- package/dist/layers/polylines/path-layer-vertex.glsl.d.ts +1 -1
- package/dist/layers/polylines/path-layer-vertex.glsl.js +10 -22
- package/dist/layers/polylines/path-layer-vertex.glsl.js.map +1 -1
- package/dist/layers/polylines/privatePolylinesLayer.d.ts +2 -44
- package/dist/layers/polylines/privatePolylinesLayer.js +34 -4
- package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
- package/dist/layers/shader_modules/index.d.ts +1 -1
- package/dist/layers/shader_modules/index.js +1 -1
- package/dist/layers/shader_modules/index.js.map +1 -1
- package/dist/layers/shader_modules/phong-lighting/phong-material.d.ts +11 -0
- package/dist/layers/shader_modules/phong-lighting/phong-material.js +38 -0
- package/dist/layers/shader_modules/phong-lighting/phong-material.js.map +1 -0
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.d.ts +2 -0
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js +59 -0
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js.map +1 -0
- package/dist/layers/triangle/fragment.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/fragment.fs.glsl.js +7 -14
- package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/fragment_lines.glsl.d.ts +1 -1
- package/dist/layers/triangle/fragment_lines.glsl.js +1 -1
- package/dist/layers/triangle/privateTriangleLayer.d.ts +9 -14
- package/dist/layers/triangle/privateTriangleLayer.js +75 -26
- package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
- package/dist/layers/triangle/triangleLayer.d.ts +1 -1
- package/dist/layers/triangle/triangleLayer.js +2 -0
- package/dist/layers/triangle/triangleLayer.js.map +1 -1
- package/dist/layers/triangle/vertex.glsl.d.ts +1 -1
- package/dist/layers/triangle/vertex.glsl.js +3 -5
- package/dist/layers/triangle/vertex.glsl.js.map +1 -1
- package/dist/layers/triangle/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/triangle/vertex_lines.glsl.js +2 -4
- package/dist/layers/triangle/vertex_lines.glsl.js.map +1 -1
- package/dist/layers/utils/layerTools.d.ts +1 -1
- package/dist/layers/utils/layerTools.js +1 -1
- package/dist/layers/utils/layerTools.js.map +1 -1
- package/dist/layers/well_markers/vertex.glsl.d.ts +1 -1
- package/dist/layers/well_markers/vertex.glsl.js +3 -7
- package/dist/layers/well_markers/vertex.glsl.js.map +1 -1
- package/dist/layers/well_markers/wellMarkersLayer.d.ts +3 -8
- package/dist/layers/well_markers/wellMarkersLayer.js +49 -16
- package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
- package/dist/views/intersectionView.d.ts +3 -3
- package/dist/views/intersectionView.js +5 -0
- package/dist/views/intersectionView.js.map +1 -1
- package/package.json +11 -11
- package/dist/layers/map/fragment.fs.glsl.d.ts +0 -2
- package/dist/layers/map/fragment.fs.glsl.js.map +0 -1
- package/dist/layers/shader_modules/lighting.fs.glsl.d.ts +0 -1
- package/dist/layers/shader_modules/lighting.fs.glsl.js +0 -45
- package/dist/layers/shader_modules/lighting.fs.glsl.js.map +0 -1
- package/dist/layers/shader_modules/localPhongLighting.d.ts +0 -23
- package/dist/layers/shader_modules/localPhongLighting.js +0 -8
- package/dist/layers/shader_modules/localPhongLighting.js.map +0 -1
@@ -1,7 +1,6 @@
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import type { OrthographicViewState } from "@deck.gl/core";
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import type { OrthographicViewState, Viewport, _ConstructorOf } from "@deck.gl/core";
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import { View } from "@deck.gl/core";
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import type { CommonViewProps } from "@deck.gl/core/dist/views/view";
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import IntersectionViewport from "../viewports/intersectionViewport";
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export type IntersectionViewState = OrthographicViewState;
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type IntersectionViewProps = CommonViewProps<IntersectionViewState> & {
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/** Distance of near clipping plane. Default `0.1`. */
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export default class IntersectionView extends View<IntersectionViewState, IntersectionViewProps> {
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static displayName: string;
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constructor(props: IntersectionViewProps);
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getViewportType(_viewState: OrthographicViewState): _ConstructorOf<Viewport>;
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get ViewportType(): _ConstructorOf<Viewport>;
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get ControllerType(): never;
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}
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export {};
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target: [275, 0, -500],
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} }));
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}
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getViewportType(
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// eslint-disable-next-line @typescript-eslint/no-unused-vars
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_viewState) {
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return IntersectionViewport;
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}
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get ViewportType() {
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return IntersectionViewport;
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}
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{"version":3,"file":"intersectionView.js","sourceRoot":"","sources":["../../src/views/intersectionView.ts"],"names":[],"mappings":"
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{"version":3,"file":"intersectionView.js","sourceRoot":"","sources":["../../src/views/intersectionView.ts"],"names":[],"mappings":"AAKA,OAAO,EAAE,IAAI,EAAE,MAAM,eAAe,CAAC;AAErC,OAAO,oBAAoB,MAAM,mCAAmC,CAAC;AAcrE,MAAqB,gBAAiB,SAAQ,IAG7C;IAEG,YAAY,KAA4B;QACpC,KAAK,iCACE,KAAK,KACR,UAAU,EAAE,KAAK,EACjB,SAAS,EAAE;gBACP,MAAM,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC;aACzB,IACH,CAAC;IACP,CAAC;IAED,eAAe;IACX,6DAA6D;IAC7D,UAAiC;QAEjC,OAAO,oBAAoB,CAAC;IAChC,CAAC;IACD,IAAI,YAAY;QACZ,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED,IAAI,cAAc;QACd,MAAM,IAAI,KAAK,CAAC,yBAAyB,CAAC,CAAC;IAC/C,CAAC;;AAvBM,4BAAW,GAAG,kBAAkB,CAAC;eAJvB,gBAAgB"}
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package/package.json
CHANGED
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{
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"name": "@webviz/subsurface-viewer",
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"version": "1.11.
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"version": "1.11.2",
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"description": "3D visualization component for subsurface reservoir data",
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"keywords": [
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"subsurface",
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"author": "Equinor <opensource@equinor.com>",
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"license": "MPL-2.0",
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"dependencies": {
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"@deck.gl-community/editable-layers": "9.0.
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"@deck.gl/aggregation-layers": "9.
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"@deck.gl/core": "9.
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"@deck.gl/extensions": "9.
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"@deck.gl/geo-layers": "9.
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"@deck.gl/json": "9.
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"@deck.gl/layers": "9.
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"@deck.gl/mesh-layers": "9.
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"@deck.gl/react": "9.
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"@deck.gl-community/editable-layers": "^9.1.0-beta.4",
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"@deck.gl/aggregation-layers": "^9.1.11",
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"@deck.gl/core": "^9.1.11",
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"@deck.gl/extensions": "^9.1.11",
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"@deck.gl/geo-layers": "^9.1.11",
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"@deck.gl/json": "^9.1.11",
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"@deck.gl/layers": "^9.1.11",
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"@deck.gl/mesh-layers": "^9.1.11",
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"@deck.gl/react": "^9.1.11",
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"@emerson-eps/color-tables": "^0.4.92",
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"@equinor/eds-core-react": "^0.36.0",
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"@equinor/eds-icons": "^0.21.0",
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"d3-format": "^3.1.0",
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"gl-matrix": "^3.4.3",
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"lodash": "^4.17.21",
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"math.gl": "^4.0
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"math.gl": "^4.1.0",
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"mathjs": "^13.2.0",
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"merge-refs": "^1.2.2",
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"static-kdtree": "^1.0.2",
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declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in int vertexIndex;\n\nin vec3 worldPos;\nin float property;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nuniform bool isContoursDepth;\nuniform float contourReferencePoint;\nuniform float contourInterval;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec3 colorMapClampColor;\nuniform bool isClampColor;\nuniform bool isColorMapClampColorTransparent;\nuniform bool smoothShading;\n\nvoid main(void) { \n geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n\n if (!smoothShading || (normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0)) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n }\n\n //Picking pass.\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex);\n return;\n }\n\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float propertyValue = property;\n\n // This may happen due to GPU interpolation precision causing color artifacts.\n propertyValue = clamp(propertyValue, valueRangeMin, valueRangeMax);\n\n float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = vec4(colorMapClampColor.rgb, 1.0);\n\n }\n else if (isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n\n color = texture(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(x, 0.5));\n }\n\n bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;\n if (is_contours) {\n float val = isContoursDepth ? (abs(worldPos.z) - contourReferencePoint) / contourInterval\n : (propertyValue - contourReferencePoint) / contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
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{"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiGhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
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export declare const fs = "\n// Note: modification of luma.gl's functions to get two sided phong lighting.\n// Ref original file modules/shadertools/src/modules/phong-lighting/phong-lighting.glsl.ts in luma source.\n\nvec3 getPhongLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {\n \n vec3 halfway_direction = normalize(light_direction + view_direction); \n float lambertian = abs(dot(light_direction, normal_worldspace));\n\n float specular_angle = abs(dot(normal_worldspace, halfway_direction));\n\n float specular = pow(specular_angle, lighting_uShininess); \n return (lambertian * lighting_uDiffuse * surfaceColor + specular * lighting_uSpecularColor) * color; \n}\n\nvec3 getPhongLightColor(vec3 surfaceColor,vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n\n vec3 lightColor = surfaceColor;\n\n if (lighting_uEnabled) {\n vec3 view_direction = normalize(cameraPosition - position_worldspace);\n lightColor = lighting_uAmbient * surfaceColor * lighting_uAmbientLight.color;\n\n for (int i = 0; i < MAX_LIGHTS; i++) {\n if (i >= lighting_uPointLightCount) {\n break;\n }\n PointLight pointLight = lighting_uPointLight[i];\n vec3 light_position_worldspace = pointLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n lightColor += getPhongLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);\n }\n\n for (int i = 0; i < MAX_LIGHTS; i++) {\n if (i >= lighting_uDirectionalLightCount) {\n break;\n }\n DirectionalLight directionalLight = lighting_uDirectionalLight[i];\n lightColor += getPhongLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n }\n return lightColor;\n}\n";
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export const fs = `
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// Note: modification of luma.gl's functions to get two sided phong lighting.
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// Ref original file modules/shadertools/src/modules/phong-lighting/phong-lighting.glsl.ts in luma source.
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vec3 getPhongLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
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vec3 halfway_direction = normalize(light_direction + view_direction);
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float lambertian = abs(dot(light_direction, normal_worldspace));
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float specular_angle = abs(dot(normal_worldspace, halfway_direction));
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float specular = pow(specular_angle, lighting_uShininess);
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return (lambertian * lighting_uDiffuse * surfaceColor + specular * lighting_uSpecularColor) * color;
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}
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vec3 getPhongLightColor(vec3 surfaceColor,vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
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-
|
18
|
-
vec3 lightColor = surfaceColor;
|
19
|
-
|
20
|
-
if (lighting_uEnabled) {
|
21
|
-
vec3 view_direction = normalize(cameraPosition - position_worldspace);
|
22
|
-
lightColor = lighting_uAmbient * surfaceColor * lighting_uAmbientLight.color;
|
23
|
-
|
24
|
-
for (int i = 0; i < MAX_LIGHTS; i++) {
|
25
|
-
if (i >= lighting_uPointLightCount) {
|
26
|
-
break;
|
27
|
-
}
|
28
|
-
PointLight pointLight = lighting_uPointLight[i];
|
29
|
-
vec3 light_position_worldspace = pointLight.position;
|
30
|
-
vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
|
31
|
-
lightColor += getPhongLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
|
32
|
-
}
|
33
|
-
|
34
|
-
for (int i = 0; i < MAX_LIGHTS; i++) {
|
35
|
-
if (i >= lighting_uDirectionalLightCount) {
|
36
|
-
break;
|
37
|
-
}
|
38
|
-
DirectionalLight directionalLight = lighting_uDirectionalLight[i];
|
39
|
-
lightColor += getPhongLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
|
40
|
-
}
|
41
|
-
}
|
42
|
-
return lightColor;
|
43
|
-
}
|
44
|
-
`;
|
45
|
-
//# sourceMappingURL=lighting.fs.glsl.js.map
|
@@ -1 +0,0 @@
|
|
1
|
-
{"version":3,"file":"lighting.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/shader_modules/lighting.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,CAAC,MAAM,EAAE,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2CjB,CAAC"}
|
@@ -1,23 +0,0 @@
|
|
1
|
-
export declare const localPhongLighting: {
|
2
|
-
name: string;
|
3
|
-
fs: string;
|
4
|
-
dependencies: {
|
5
|
-
name: string;
|
6
|
-
dependencies: {
|
7
|
-
name: string;
|
8
|
-
vs: string;
|
9
|
-
fs: string;
|
10
|
-
getUniforms: (opts?: import("@luma.gl/shadertools/dist/modules-webgl1/lighting/lights/lights").LightsOptions | undefined) => Record<string, any>;
|
11
|
-
defines: {
|
12
|
-
MAX_LIGHTS: number;
|
13
|
-
};
|
14
|
-
}[];
|
15
|
-
fs: string;
|
16
|
-
defines: {
|
17
|
-
LIGHTING_FRAGMENT: number;
|
18
|
-
};
|
19
|
-
getUniforms: (opts?: {
|
20
|
-
material?: import("@luma.gl/shadertools/dist/modules-webgl1/lighting/phong-lighting/phong-lighting").PhongLightingProps | undefined;
|
21
|
-
} | undefined) => Record<string, any>;
|
22
|
-
}[];
|
23
|
-
};
|
@@ -1 +0,0 @@
|
|
1
|
-
{"version":3,"file":"localPhongLighting.js","sourceRoot":"","sources":["../../../src/layers/shader_modules/localPhongLighting.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,EAAE,EAAE,MAAM,oBAAoB,CAAC;AACxC,OAAO,EAAE,aAAa,EAAE,MAAM,sBAAsB,CAAC;AAErD,MAAM,CAAC,MAAM,kBAAkB,GAAG;IAC9B,IAAI,EAAE,oBAAoB;IAC1B,EAAE;IACF,YAAY,EAAE,CAAC,aAAa,CAAC;CAChC,CAAC"}
|