@webviz/subsurface-viewer 1.11.3 → 1.11.5

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Files changed (165) hide show
  1. package/dist/components/Map.js +179 -157
  2. package/dist/components/Map.js.map +1 -1
  3. package/dist/layers/axes/axesLayer.d.ts +1 -1
  4. package/dist/layers/axes/axesLayer.js +6 -6
  5. package/dist/layers/axes/axesLayer.js.map +1 -1
  6. package/dist/layers/axes/box.fs.glsl.d.ts +2 -0
  7. package/dist/layers/axes/{axes-fragment.glsl.js → box.fs.glsl.js} +2 -3
  8. package/dist/layers/axes/box.fs.glsl.js.map +1 -0
  9. package/dist/layers/axes/box.vs.glsl.d.ts +2 -0
  10. package/dist/layers/axes/{grid-vertex.glsl.js → box.vs.glsl.js} +2 -3
  11. package/dist/layers/axes/box.vs.glsl.js.map +1 -0
  12. package/dist/layers/axes/boxLayer.js +3 -3
  13. package/dist/layers/axes/boxLayer.js.map +1 -1
  14. package/dist/layers/axes2d/axes2DLayer.js +46 -20
  15. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  16. package/dist/layers/axes2d/{label-fragment.glsl.js → label.fs.glsl.js} +1 -1
  17. package/dist/layers/axes2d/label.fs.glsl.js.map +1 -0
  18. package/dist/layers/axes2d/{label-vertex.glsl.js → label.vs.glsl.js} +1 -1
  19. package/dist/layers/axes2d/label.vs.glsl.js.map +1 -0
  20. package/dist/layers/axes2d/{line-fragment.glsl.js → line.fs.glsl.js} +1 -1
  21. package/dist/layers/axes2d/line.fs.glsl.js.map +1 -0
  22. package/dist/layers/axes2d/{line-vertex.glsl.js → line.vs.glsl.js} +1 -1
  23. package/dist/layers/axes2d/line.vs.glsl.js.map +1 -0
  24. package/dist/layers/colormap/colormap.fs.glsl.d.ts +2 -2
  25. package/dist/layers/colormap/colormap.fs.glsl.js +1 -2
  26. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
  27. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +2 -2
  28. package/dist/layers/grid3d/cellProperty.fs.glsl.js +1 -2
  29. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  30. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +2 -2
  31. package/dist/layers/grid3d/cellProperty.vs.glsl.js +1 -2
  32. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  33. package/dist/layers/grid3d/line.fs.glsl.d.ts +2 -0
  34. package/dist/layers/grid3d/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
  35. package/dist/layers/grid3d/line.fs.glsl.js.map +1 -0
  36. package/dist/layers/grid3d/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
  37. package/dist/layers/grid3d/line.vs.glsl.js.map +1 -0
  38. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +2 -2
  39. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +1 -2
  40. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  41. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +2 -2
  42. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +1 -2
  43. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  44. package/dist/layers/grid3d/privateGrid3dLayer.js +2 -2
  45. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  46. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +2 -2
  47. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +1 -2
  48. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
  49. package/dist/layers/map/line.fs.glsl.d.ts +2 -0
  50. package/dist/layers/map/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
  51. package/dist/layers/map/line.fs.glsl.js.map +1 -0
  52. package/dist/layers/map/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
  53. package/dist/layers/map/line.vs.glsl.js.map +1 -0
  54. package/dist/layers/map/map.fs.glsl.d.ts +2 -0
  55. package/dist/layers/map/{fragment.glsl.js → map.fs.glsl.js} +2 -3
  56. package/dist/layers/map/map.fs.glsl.js.map +1 -0
  57. package/dist/layers/map/map.vs.glsl.d.ts +2 -0
  58. package/dist/layers/map/{vertex.glsl.js → map.vs.glsl.js} +2 -3
  59. package/dist/layers/map/map.vs.glsl.js.map +1 -0
  60. package/dist/layers/map/privateMapLayer.js +4 -4
  61. package/dist/layers/map/privateMapLayer.js.map +1 -1
  62. package/dist/layers/northarrow/northArrow3DLayer.js +2 -2
  63. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  64. package/dist/layers/northarrow/{northarrow-fragment.glsl.js → northarrow.fs.glsl.js} +1 -1
  65. package/dist/layers/northarrow/northarrow.fs.glsl.js.map +1 -0
  66. package/dist/layers/northarrow/{northarrow-vertex.glsl.js → northarrow.vs.glsl.js} +1 -1
  67. package/dist/layers/northarrow/northarrow.vs.glsl.js.map +1 -0
  68. package/dist/layers/piechart/pieChartLayer.js +2 -2
  69. package/dist/layers/piechart/pieChartLayer.js.map +1 -1
  70. package/dist/layers/piechart/{fragment.glsl.js → piechart.fs.glsl.js} +1 -1
  71. package/dist/layers/piechart/piechart.fs.glsl.js.map +1 -0
  72. package/dist/layers/piechart/{vertex.glsl.js → piechart.vs.glsl.js} +1 -1
  73. package/dist/layers/piechart/piechart.vs.glsl.js.map +1 -0
  74. package/dist/layers/points/{vertex.glsl.js → point.vs.glsl.js} +1 -1
  75. package/dist/layers/points/point.vs.glsl.js.map +1 -0
  76. package/dist/layers/points/privatePointsLayer.js +1 -1
  77. package/dist/layers/points/privatePointsLayer.js.map +1 -1
  78. package/dist/layers/polylines/{path-layer-fragment.glsl.js → polyline.fs.glsl.js} +1 -1
  79. package/dist/layers/polylines/polyline.fs.glsl.js.map +1 -0
  80. package/dist/layers/polylines/{path-layer-vertex.glsl.js → polyline.vs.glsl.js} +1 -1
  81. package/dist/layers/polylines/polyline.vs.glsl.js.map +1 -0
  82. package/dist/layers/polylines/privatePolylinesLayer.js +2 -2
  83. package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
  84. package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +2 -2
  85. package/dist/layers/shader_modules/decoder.fs.glsl.js +1 -2
  86. package/dist/layers/shader_modules/decoder.fs.glsl.js.map +1 -1
  87. package/dist/layers/triangle/line.fs.glsl.d.ts +2 -0
  88. package/dist/layers/triangle/{fragment_lines.glsl.js → line.fs.glsl.js} +2 -3
  89. package/dist/layers/triangle/line.fs.glsl.js.map +1 -0
  90. package/dist/layers/triangle/{vertex_lines.glsl.js → line.vs.glsl.js} +1 -1
  91. package/dist/layers/triangle/line.vs.glsl.js.map +1 -0
  92. package/dist/layers/triangle/privateTriangleLayer.js +4 -4
  93. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  94. package/dist/layers/triangle/triangle.fs.glsl.d.ts +2 -0
  95. package/dist/layers/triangle/{fragment.fs.glsl.js → triangle.fs.glsl.js} +2 -3
  96. package/dist/layers/triangle/triangle.fs.glsl.js.map +1 -0
  97. package/dist/layers/triangle/triangle.vs.glsl.d.ts +2 -0
  98. package/dist/layers/triangle/{vertex.glsl.js → triangle.vs.glsl.js} +2 -3
  99. package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -0
  100. package/dist/layers/well_markers/marker.fs.glsl.d.ts +2 -0
  101. package/dist/layers/well_markers/{fragment.glsl.js → marker.fs.glsl.js} +2 -2
  102. package/dist/layers/well_markers/marker.fs.glsl.js.map +1 -0
  103. package/dist/layers/well_markers/marker.vs.glsl.d.ts +2 -0
  104. package/dist/layers/well_markers/{vertex.glsl.js → marker.vs.glsl.js} +2 -2
  105. package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -0
  106. package/dist/layers/well_markers/wellMarkersLayer.js +2 -2
  107. package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
  108. package/dist/utils/fitBounds.d.ts +24 -0
  109. package/dist/utils/{fit-bounds.js → fitBounds.js} +9 -10
  110. package/dist/utils/fitBounds.js.map +1 -0
  111. package/dist/viewports/index.js.map +1 -1
  112. package/dist/views/index.js.map +1 -1
  113. package/package.json +83 -84
  114. package/dist/layers/axes/axes-fragment.glsl.d.ts +0 -2
  115. package/dist/layers/axes/axes-fragment.glsl.js.map +0 -1
  116. package/dist/layers/axes/grid-vertex.glsl.d.ts +0 -2
  117. package/dist/layers/axes/grid-vertex.glsl.js.map +0 -1
  118. package/dist/layers/axes2d/label-fragment.glsl.js.map +0 -1
  119. package/dist/layers/axes2d/label-vertex.glsl.js.map +0 -1
  120. package/dist/layers/axes2d/line-fragment.glsl.js.map +0 -1
  121. package/dist/layers/axes2d/line-vertex.glsl.js.map +0 -1
  122. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +0 -2
  123. package/dist/layers/grid3d/fragment_lines.glsl.js.map +0 -1
  124. package/dist/layers/grid3d/vertex_lines.glsl.js.map +0 -1
  125. package/dist/layers/map/fragment.glsl.d.ts +0 -2
  126. package/dist/layers/map/fragment.glsl.js.map +0 -1
  127. package/dist/layers/map/fragment_lines.glsl.d.ts +0 -2
  128. package/dist/layers/map/fragment_lines.glsl.js.map +0 -1
  129. package/dist/layers/map/vertex.glsl.d.ts +0 -2
  130. package/dist/layers/map/vertex.glsl.js.map +0 -1
  131. package/dist/layers/map/vertex_lines.glsl.js.map +0 -1
  132. package/dist/layers/northarrow/northarrow-fragment.glsl.js.map +0 -1
  133. package/dist/layers/northarrow/northarrow-vertex.glsl.js.map +0 -1
  134. package/dist/layers/piechart/fragment.glsl.js.map +0 -1
  135. package/dist/layers/piechart/vertex.glsl.js.map +0 -1
  136. package/dist/layers/points/vertex.glsl.js.map +0 -1
  137. package/dist/layers/polylines/path-layer-fragment.glsl.js.map +0 -1
  138. package/dist/layers/polylines/path-layer-vertex.glsl.js.map +0 -1
  139. package/dist/layers/triangle/fragment.fs.glsl.d.ts +0 -2
  140. package/dist/layers/triangle/fragment.fs.glsl.js.map +0 -1
  141. package/dist/layers/triangle/fragment_lines.glsl.d.ts +0 -2
  142. package/dist/layers/triangle/fragment_lines.glsl.js.map +0 -1
  143. package/dist/layers/triangle/vertex.glsl.d.ts +0 -2
  144. package/dist/layers/triangle/vertex.glsl.js.map +0 -1
  145. package/dist/layers/triangle/vertex_lines.glsl.js.map +0 -1
  146. package/dist/layers/well_markers/fragment.glsl.d.ts +0 -1
  147. package/dist/layers/well_markers/fragment.glsl.js.map +0 -1
  148. package/dist/layers/well_markers/vertex.glsl.d.ts +0 -1
  149. package/dist/layers/well_markers/vertex.glsl.js.map +0 -1
  150. package/dist/utils/fit-bounds.d.ts +0 -14
  151. package/dist/utils/fit-bounds.js.map +0 -1
  152. /package/dist/layers/axes2d/{label-fragment.glsl.d.ts → label.fs.glsl.d.ts} +0 -0
  153. /package/dist/layers/axes2d/{label-vertex.glsl.d.ts → label.vs.glsl.d.ts} +0 -0
  154. /package/dist/layers/axes2d/{line-fragment.glsl.d.ts → line.fs.glsl.d.ts} +0 -0
  155. /package/dist/layers/axes2d/{line-vertex.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
  156. /package/dist/layers/grid3d/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
  157. /package/dist/layers/map/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
  158. /package/dist/layers/northarrow/{northarrow-fragment.glsl.d.ts → northarrow.fs.glsl.d.ts} +0 -0
  159. /package/dist/layers/northarrow/{northarrow-vertex.glsl.d.ts → northarrow.vs.glsl.d.ts} +0 -0
  160. /package/dist/layers/piechart/{fragment.glsl.d.ts → piechart.fs.glsl.d.ts} +0 -0
  161. /package/dist/layers/piechart/{vertex.glsl.d.ts → piechart.vs.glsl.d.ts} +0 -0
  162. /package/dist/layers/points/{vertex.glsl.d.ts → point.vs.glsl.d.ts} +0 -0
  163. /package/dist/layers/polylines/{path-layer-fragment.glsl.d.ts → polyline.fs.glsl.d.ts} +0 -0
  164. /package/dist/layers/polylines/{path-layer-vertex.glsl.d.ts → polyline.vs.glsl.d.ts} +0 -0
  165. /package/dist/layers/triangle/{vertex_lines.glsl.d.ts → line.vs.glsl.d.ts} +0 -0
@@ -1,4 +1,4 @@
1
- const fragmentShader = `\
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+ export default `\
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  #version 300 es
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  #define SHADER_NAME triangle-lines-fragment-shader
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@@ -17,5 +17,4 @@ void main(void) {
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  fragColor = vec4(0.0, 0.0, 0.0, 1.0);
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  }
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  `;
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- export default fragmentShader;
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- //# sourceMappingURL=fragment_lines.glsl.js.map
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+ //# sourceMappingURL=line.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;CAkBd,CAAC"}
@@ -16,4 +16,4 @@ void main(void) {
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  gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
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  }
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  `;
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- //# sourceMappingURL=vertex_lines.glsl.js.map
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+ //# sourceMappingURL=line.vs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
@@ -4,10 +4,10 @@ import { Geometry, Model } from "@luma.gl/engine";
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  import { lighting } from "@luma.gl/shadertools";
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  import { phongMaterial } from "../shader_modules/phong-lighting/phong-material";
6
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  import { createPropertyData } from "../utils/layerTools";
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- import fsShader from "./fragment.fs.glsl";
8
- import fsLineShader from "./fragment_lines.glsl";
9
- import vsShader from "./vertex.glsl";
10
- import vsLineShader from "./vertex_lines.glsl";
7
+ import fsShader from "./triangle.fs.glsl";
8
+ import vsShader from "./triangle.vs.glsl";
9
+ import fsLineShader from "./line.fs.glsl";
10
+ import vsLineShader from "./line.vs.glsl";
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  const defaultProps = {
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  data: ["dummy"],
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  contours: [-1, -1],
@@ -1 +1 @@
1
- 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@@ -0,0 +1,2 @@
1
+ declare const _default: "#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
+ export default _default;
@@ -1,4 +1,4 @@
1
- const fsShader = `#version 300 es
1
+ export default `#version 300 es
2
2
  #define SHADER_NAME triangle-fragment-shader
3
3
 
4
4
  precision highp float;
@@ -40,5 +40,4 @@ void main(void) {
40
40
  DECKGL_FILTER_COLOR(fragColor, geometry);
41
41
  }
42
42
  `;
43
- export default fsShader;
44
- //# sourceMappingURL=fragment.fs.glsl.js.map
43
+ //# sourceMappingURL=triangle.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triangle.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/triangle.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCd,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME triangle-vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec3 worldPos;\nout float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) {\n geometry.pickingColor = pickingColor;\n\n cameraPosition = project.cameraPosition;\n\n vec3 position = positions;\n position[2] *= triangles.ZIncreasingDownwards ? -1.0 : 1.0;\n\n worldPos = position;\n\n normals_commonspace = normals;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
2
+ export default _default;
@@ -1,4 +1,4 @@
1
- const vsShader = `\
1
+ export default `\
2
2
  #version 300 es
3
3
  #define SHADER_NAME triangle-vertex-shader
4
4
 
@@ -41,5 +41,4 @@ void main(void) {
41
41
  DECKGL_FILTER_COLOR(color, geometry);
42
42
  }
43
43
  `;
44
- export default vsShader;
45
- //# sourceMappingURL=vertex.glsl.js.map
44
+ //# sourceMappingURL=triangle.vs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triangle.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/triangle.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Cd,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME well-markers-fragment-shader\n\nprecision highp float;\n\nin vec4 color;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(color.rgba * (1.0 / 255.0));\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
+ export default _default;
@@ -1,4 +1,4 @@
1
- export const fsShader = `#version 300 es
1
+ export default `#version 300 es
2
2
  #define SHADER_NAME well-markers-fragment-shader
3
3
 
4
4
  precision highp float;
@@ -12,4 +12,4 @@ void main(void) {
12
12
  DECKGL_FILTER_COLOR(fragColor, geometry);
13
13
  }
14
14
  `;
15
- //# sourceMappingURL=fragment.glsl.js.map
15
+ //# sourceMappingURL=marker.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"marker.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/marker.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME well-markers-vertex-shader\nprecision highp float;\n\nin vec3 positions;\nin vec3 instancePositions;\nin float instanceSizes;\nin float instanceAzimuths;\nin float instanceInclinations;\nin vec4 instanceColors;\nin vec4 instanceOutlineColors;\nin vec3 instancePickingColors;\n\nout vec4 color;\n\nvoid main(void) {\n vec3 position = instancePositions;\n position.z *= (wellMarkers.ZIncreasingDownwards? -1.0 : 1.0);\n\n geometry.worldPosition = position;\n geometry.pickingColor = instancePickingColors;\n\n color = wellMarkers.useOutlineColor ? instanceOutlineColors : instanceColors;\n\n float sizeInPixels = project_size_to_pixel(instanceSizes, wellMarkers.sizeUnits);\n float projectedSize = project_pixel_size(sizeInPixels);\n\n float sinA = sin (PI / 180.0 * instanceAzimuths);\n float cosA = cos (PI / 180.0 * instanceAzimuths);\n\n float sinI = sin (PI / 180.0 * instanceInclinations);\n float cosI = cos (PI / 180.0 * instanceInclinations);\n\n mat3 azimuthMatrix = mat3(vec3(cosA, sinA, 0.0), vec3(-sinA, cosA, 0.0), vec3(0.0, 0.0, 1.0));\n mat3 inclMatrix = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, cosI, sinI), vec3(0.0, -sinI, cosI));\n mat3 sizeMatrix = mat3(vec3(projectedSize, 0.0, 0.0), vec3(0.0, projectedSize, 0.0), vec3(0.0, 0.0, 1.0));\n vec3 rotatedPos = azimuthMatrix * inclMatrix * sizeMatrix *positions;\n\n vec4 position_commonspace = vec4(project_position(rotatedPos + position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n vec4 dummyColor = vec4(0.0);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n DECKGL_FILTER_COLOR(dummyColor, geometry);\n}\n";
2
+ export default _default;
@@ -1,4 +1,4 @@
1
- export const vsShader = `#version 300 es
1
+ export default `#version 300 es
2
2
  #define SHADER_NAME well-markers-vertex-shader
3
3
  precision highp float;
4
4
 
@@ -45,4 +45,4 @@ void main(void) {
45
45
  DECKGL_FILTER_COLOR(dummyColor, geometry);
46
46
  }
47
47
  `;
48
- //# sourceMappingURL=vertex.glsl.js.map
48
+ //# sourceMappingURL=marker.vs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"marker.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/well_markers/marker.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC"}
@@ -2,8 +2,8 @@ import { Geometry, Model } from "@luma.gl/engine";
2
2
  import { Layer, project, picking, UNIT } from "@deck.gl/core";
3
3
  import { createPropertyData } from "../utils/layerTools";
4
4
  import { utilities } from "../shader_modules";
5
- import { vsShader } from "./vertex.glsl";
6
- import { fsShader } from "./fragment.glsl";
5
+ import fsShader from "./marker.fs.glsl";
6
+ import vsShader from "./marker.vs.glsl";
7
7
  const normalizeColor = (color) => {
8
8
  if (!color) {
9
9
  return new Uint8Array([0, 0, 0, 255]);
@@ -1 +1 @@
1
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@@ -0,0 +1,24 @@
1
+ export declare const log2: (x: number) => number;
2
+ type Bounds = [number, number, number, number];
3
+ type Padding = {
4
+ top: number;
5
+ bottom: number;
6
+ left: number;
7
+ right: number;
8
+ };
9
+ export declare function fitBounds({ width, height, bounds, minExtent, // 0.01 would be about 1000 meters (degree is ~110KM)
10
+ maxZoom, // ~x4,000,000 => About 10 meter extents
11
+ padding, offset, }: {
12
+ width: number;
13
+ height: number;
14
+ bounds: Bounds;
15
+ minExtent?: number;
16
+ maxZoom?: number;
17
+ padding?: number | Padding;
18
+ offset?: [number, number];
19
+ }): {
20
+ x: number;
21
+ y: number;
22
+ zoom: number;
23
+ };
24
+ export {};
@@ -6,11 +6,12 @@ function ieLog2(x) {
6
6
  }
7
7
  // Handle missing log2 in IE 11
8
8
  export const log2 = Math.log2 || ieLog2;
9
- export default function fitBounds({ width, height, bounds, minExtent = 0, // 0.01 would be about 1000 meters (degree is ~110KM)
9
+ export function fitBounds({ width, height, bounds, minExtent = 0, // 0.01 would be about 1000 meters (degree is ~110KM)
10
10
  maxZoom = 24, // ~x4,000,000 => About 10 meter extents
11
11
  // options
12
12
  padding = 0, offset = [0, 0], }) {
13
- if (Number.isFinite(padding)) {
13
+ if (typeof padding === "number") {
14
+ // convert to Padding
14
15
  const p = padding;
15
16
  padding = {
16
17
  top: p,
@@ -19,13 +20,11 @@ padding = 0, offset = [0, 0], }) {
19
20
  right: p,
20
21
  };
21
22
  }
22
- else {
23
- // Make sure all the required properties are set
24
- console.assert(Number.isFinite(padding.top) &&
25
- Number.isFinite(padding.bottom) &&
26
- Number.isFinite(padding.left) &&
27
- Number.isFinite(padding.right));
28
- }
23
+ // Make sure all the required properties are set
24
+ console.assert(Number.isFinite(padding.top) &&
25
+ Number.isFinite(padding.bottom) &&
26
+ Number.isFinite(padding.left) &&
27
+ Number.isFinite(padding.right));
29
28
  const [west, south] = [bounds[0], bounds[1]];
30
29
  const [east, north] = [bounds[2], bounds[3]];
31
30
  const nw = [west, north];
@@ -60,4 +59,4 @@ padding = 0, offset = [0, 0], }) {
60
59
  zoom,
61
60
  };
62
61
  }
63
- //# sourceMappingURL=fit-bounds.js.map
62
+ //# sourceMappingURL=fitBounds.js.map
@@ -0,0 +1 @@
1
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@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/viewports/index.js"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,oBAAoB,EAAE,MAAM,wBAAwB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/viewports/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,oBAAoB,EAAE,MAAM,wBAAwB,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/views/index.js"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,gBAAgB,EAAE,MAAM,oBAAoB,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/views/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,gBAAgB,EAAE,MAAM,oBAAoB,CAAC"}
package/package.json CHANGED
@@ -1,88 +1,87 @@
1
1
  {
2
- "name": "@webviz/subsurface-viewer",
3
- "version": "1.11.3",
4
- "description": "3D visualization component for subsurface reservoir data",
5
- "keywords": [
6
- "subsurface",
7
- "react",
8
- "wells",
9
- "welllogs",
10
- "grids",
11
- "faults",
12
- "reservoir"
13
- ],
14
- "homepage": "https://github.com/equinor/webviz-subsurface-components",
15
- "main": "dist/index.js",
16
- "types": "dist/index.d.ts",
17
- "files": [
18
- "dist"
19
- ],
20
- "scripts": {
21
- "transpile": "tsc --project ./tsconfig.json",
22
- "copy-files": "copyfiles --up 1 \"src/{layers,assets}/**/*.png\" dist/",
23
- "build": "git clean -xdff dist && npm run transpile && npm run copy-files",
24
- "test_perf": "jest _performance",
25
- "test_correctness": "jest --coverage --testPathIgnorePatterns='_performance'",
26
- "test": "jest --coverage",
27
- "test:update": "npm test -- --u",
28
- "test:watch": "npm test -- --watch",
29
- "test:debug": "node --inspect-brk ../../node_modules/jest/bin/jest.js --coverage=false --runInBand",
30
- "doc": "git clean -xdff docs && typedoc src",
31
- "semantic-release:dry-run": "semantic-release --dry-run"
2
+ "name": "@webviz/subsurface-viewer",
3
+ "version": "1.11.5",
4
+ "description": "3D visualization component for subsurface reservoir data",
5
+ "keywords": [
6
+ "subsurface",
7
+ "react",
8
+ "wells",
9
+ "welllogs",
10
+ "grids",
11
+ "faults",
12
+ "reservoir"
13
+ ],
14
+ "homepage": "https://github.com/equinor/webviz-subsurface-components",
15
+ "main": "dist/index.js",
16
+ "types": "dist/index.d.ts",
17
+ "files": [
18
+ "dist"
19
+ ],
20
+ "scripts": {
21
+ "transpile": "tsc --project ./tsconfig.json",
22
+ "copy-files": "copyfiles --up 1 \"src/{layers,assets}/**/*.png\" dist/",
23
+ "build": "git clean -xdff dist && npm run transpile && npm run copy-files",
24
+ "test_perf": "jest _performance",
25
+ "test_correctness": "jest --coverage --testPathIgnorePatterns='_performance'",
26
+ "test": "jest --coverage",
27
+ "test:update": "npm test -- --u",
28
+ "test:watch": "npm test -- --watch",
29
+ "test:debug": "node --inspect-brk ../../node_modules/jest/bin/jest.js --coverage=false --runInBand",
30
+ "doc": "git clean -xdff docs && typedoc src"
31
+ },
32
+ "author": "Equinor <opensource@equinor.com>",
33
+ "license": "MPL-2.0",
34
+ "dependencies": {
35
+ "@deck.gl-community/editable-layers": "^9.1.0-beta.4",
36
+ "@deck.gl/aggregation-layers": "^9.1.11",
37
+ "@deck.gl/core": "^9.1.11",
38
+ "@deck.gl/extensions": "^9.1.11",
39
+ "@deck.gl/geo-layers": "^9.1.11",
40
+ "@deck.gl/json": "^9.1.11",
41
+ "@deck.gl/layers": "^9.1.11",
42
+ "@deck.gl/mesh-layers": "^9.1.11",
43
+ "@deck.gl/react": "^9.1.11",
44
+ "@emerson-eps/color-tables": "^0.4.92",
45
+ "@equinor/eds-core-react": "^0.36.0",
46
+ "@equinor/eds-icons": "^0.21.0",
47
+ "@turf/simplify": "^7.1.0",
48
+ "@vivaxy/png": "^1.3.0",
49
+ "@webviz/wsc-common": "*",
50
+ "ajv": "^8.16.0",
51
+ "convert-units": "^2.3.4",
52
+ "d3": "^7.8.2",
53
+ "d3-color": "^3.1.0",
54
+ "d3-format": "^3.1.0",
55
+ "gl-matrix": "^3.4.3",
56
+ "lodash": "^4.17.21",
57
+ "math.gl": "^4.1.0",
58
+ "mathjs": "^13.2.0",
59
+ "merge-refs": "^1.2.2",
60
+ "static-kdtree": "^1.0.2",
61
+ "workerpool": "^9.2.0"
62
+ },
63
+ "peerDependencies": {
64
+ "@mui/material": "^5.11",
65
+ "@mui/system": "^5.11",
66
+ "@reduxjs/toolkit": "^1.7.2 || ^2",
67
+ "react": "^17 || ^18",
68
+ "react-dom": "^17 || ^18",
69
+ "react-redux": "^8.1.1 || ^9"
70
+ },
71
+ "peerDependenciesMeta": {
72
+ "@reduxjs/toolkit": {
73
+ "optional": true
32
74
  },
33
- "author": "Equinor <opensource@equinor.com>",
34
- "license": "MPL-2.0",
35
- "dependencies": {
36
- "@deck.gl-community/editable-layers": "^9.1.0-beta.4",
37
- "@deck.gl/aggregation-layers": "^9.1.11",
38
- "@deck.gl/core": "^9.1.11",
39
- "@deck.gl/extensions": "^9.1.11",
40
- "@deck.gl/geo-layers": "^9.1.11",
41
- "@deck.gl/json": "^9.1.11",
42
- "@deck.gl/layers": "^9.1.11",
43
- "@deck.gl/mesh-layers": "^9.1.11",
44
- "@deck.gl/react": "^9.1.11",
45
- "@emerson-eps/color-tables": "^0.4.92",
46
- "@equinor/eds-core-react": "^0.36.0",
47
- "@equinor/eds-icons": "^0.21.0",
48
- "@turf/simplify": "^7.1.0",
49
- "@vivaxy/png": "^1.3.0",
50
- "@webviz/wsc-common": "*",
51
- "ajv": "^8.16.0",
52
- "convert-units": "^2.3.4",
53
- "d3": "^7.8.2",
54
- "d3-color": "^3.1.0",
55
- "d3-format": "^3.1.0",
56
- "gl-matrix": "^3.4.3",
57
- "lodash": "^4.17.21",
58
- "math.gl": "^4.1.0",
59
- "mathjs": "^13.2.0",
60
- "merge-refs": "^1.2.2",
61
- "static-kdtree": "^1.0.2",
62
- "workerpool": "^9.2.0"
63
- },
64
- "peerDependencies": {
65
- "@mui/material": "^5.11",
66
- "@mui/system": "^5.11",
67
- "@reduxjs/toolkit": "^1.7.2 || ^2",
68
- "react": "^17 || ^18",
69
- "react-dom": "^17 || ^18",
70
- "react-redux": "^8.1.1 || ^9"
71
- },
72
- "peerDependenciesMeta": {
73
- "@reduxjs/toolkit": {
74
- "optional": true
75
- },
76
- "react-redux": {
77
- "optional": true
78
- }
79
- },
80
- "devDependencies": {
81
- "@reduxjs/toolkit": "^2.3.0",
82
- "@types/static-kdtree": "^1.0.3",
83
- "react-redux": "^9.1.2"
84
- },
85
- "volta": {
86
- "node": "18.19.0"
75
+ "react-redux": {
76
+ "optional": true
87
77
  }
78
+ },
79
+ "devDependencies": {
80
+ "@reduxjs/toolkit": "^2.3.0",
81
+ "@types/static-kdtree": "^1.0.3",
82
+ "react-redux": "^9.1.2"
83
+ },
84
+ "volta": {
85
+ "node": "20.18.3"
86
+ }
88
87
  }
@@ -1,2 +0,0 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME axes-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nuniform vec4 uColor;\n\nvoid main(void) {\n fragColor = uColor;\n}\n";
2
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"axes-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes/axes-fragment.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;CAYtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const gridVertex = "#version 300 es\n#define SHADER_NAME axes-grid-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nvoid main(void) {\n vec3 position_commonspace = project_position(positions);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n}\n";
2
- export default gridVertex;
@@ -1 +0,0 @@
1
- {"version":3,"file":"grid-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes/grid-vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,UAAU,GAAG;;;;;;;;;;;CAWlB,CAAC;AAEF,eAAe,UAAU,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"label-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/label-fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"label-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/label-vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;CAkBd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"line-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/line-fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;CAWd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"line-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes2d/line-vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -1,2 +0,0 @@
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
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;CAYtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1 +0,0 @@
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 +0,0 @@
1
- declare const fsShader = "#version 300 es\n#define SHADER_NAME map-fragment-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\n\nvoid main(void) { \n geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n\n if(!map.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, map.valueRangeMin, map.valueRangeMax);\n\n float x = (propertyValue - map.colorMapRangeMin) / (map.colorMapRangeMax - map.colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (map.isClampColor) {\n color = vec4(map.colorMapClampColor.rgb, 1.0);\n }\n else if (map.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 = map.contourReferencePoint != -1.0 && map.contourInterval != -1.0;\n if (is_contours) {\n float val = map.isContoursDepth ? (abs(worldPos.z) - map.contourReferencePoint) / map.contourInterval\n : (propertyValue - map.contourReferencePoint) / map.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 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\n fragColor = vec4(lightColor, 1.0);\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
- export default fsShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const fragmentShader = "#version 300 es\n#define SHADER_NAME map-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
- export default fragmentShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;CAYtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -1,2 +0,0 @@
1
- declare const vsShader = "#version 300 es\n#define SHADER_NAME map-vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\nin vec3 colors;\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\nout vec3 worldPos;\nout float property;\nflat out int vertexIndex;\n\nvoid main(void) {\n geometry.pickingColor = vec3(1.0, 1.0, 0.0);\n vertexIndex = gl_VertexID;\n\n vec3 position = positions;\n position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n cameraPosition = project.cameraPosition;\n\n worldPos = position;\n geometry.worldPosition = position;\n\n normals_commonspace = normals;\n\n vColor = vec4(colors.rgb, 1.0);\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
- export default vsShader;
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/vertex.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"northarrow-fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northarrow-fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"northarrow-vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northarrow-vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;CAYd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/piechart/fragment.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/piechart/vertex.glsl.js"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCd,CAAC"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.glsl.js","sourceRoot":"","sources":["../../../src/layers/points/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,CAAC"}
@@ -1 +0,0 @@
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 +0,0 @@
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"}
@@ -1,2 +0,0 @@
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
- export default fsShader;
@@ -1 +0,0 @@
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"}