@webviz/subsurface-viewer 1.11.7 → 1.11.9

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.
Files changed (79) hide show
  1. package/dist/components/Map.js +5 -0
  2. package/dist/components/Map.js.map +1 -1
  3. package/dist/layers/axes/box.fs.glsl.d.ts +1 -1
  4. package/dist/layers/axes/box.fs.glsl.js +3 -3
  5. package/dist/layers/axes/box.vs.glsl.d.ts +1 -1
  6. package/dist/layers/axes/box.vs.glsl.js +4 -0
  7. package/dist/layers/axes/box.vs.glsl.js.map +1 -1
  8. package/dist/layers/axes/boxLayer.js +4 -8
  9. package/dist/layers/axes/boxLayer.js.map +1 -1
  10. package/dist/layers/axes2d/axes2DLayer.js +13 -24
  11. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  12. package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
  13. package/dist/layers/colormap/colormap.fs.glsl.js +1 -1
  14. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
  15. package/dist/layers/grid3d/cellProperty.fs.glsl.js +5 -4
  16. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  17. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
  18. package/dist/layers/grid3d/cellProperty.vs.glsl.js +3 -2
  19. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  20. package/dist/layers/grid3d/line.fs.glsl.d.ts +1 -1
  21. package/dist/layers/grid3d/line.fs.glsl.js +3 -1
  22. package/dist/layers/grid3d/line.fs.glsl.js.map +1 -1
  23. package/dist/layers/grid3d/line.vs.glsl.d.ts +1 -1
  24. package/dist/layers/grid3d/line.vs.glsl.js +4 -0
  25. package/dist/layers/grid3d/line.vs.glsl.js.map +1 -1
  26. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
  27. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +3 -2
  28. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  29. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
  30. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -2
  31. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  32. package/dist/layers/grid3d/privateGrid3dLayer.d.ts +1 -18
  33. package/dist/layers/grid3d/privateGrid3dLayer.js +18 -25
  34. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  35. package/dist/layers/map/line.fs.glsl.d.ts +1 -1
  36. package/dist/layers/map/line.fs.glsl.js +2 -1
  37. package/dist/layers/map/line.fs.glsl.js.map +1 -1
  38. package/dist/layers/map/line.vs.glsl.d.ts +1 -1
  39. package/dist/layers/map/line.vs.glsl.js +4 -0
  40. package/dist/layers/map/line.vs.glsl.js.map +1 -1
  41. package/dist/layers/map/map.fs.glsl.d.ts +1 -1
  42. package/dist/layers/map/map.fs.glsl.js +6 -8
  43. package/dist/layers/map/map.fs.glsl.js.map +1 -1
  44. package/dist/layers/map/map.vs.glsl.d.ts +1 -1
  45. package/dist/layers/map/map.vs.glsl.js +2 -4
  46. package/dist/layers/map/map.vs.glsl.js.map +1 -1
  47. package/dist/layers/map/privateMapLayer.js +4 -8
  48. package/dist/layers/map/privateMapLayer.js.map +1 -1
  49. package/dist/layers/northarrow/northArrow3DLayer.js +4 -8
  50. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  51. package/dist/layers/northarrow/northarrow.fs.glsl.d.ts +1 -1
  52. package/dist/layers/northarrow/northarrow.fs.glsl.js +1 -1
  53. package/dist/layers/piechart/pieChartLayer.js +4 -7
  54. package/dist/layers/piechart/pieChartLayer.js.map +1 -1
  55. package/dist/layers/piechart/piechart.fs.glsl.d.ts +1 -1
  56. package/dist/layers/piechart/piechart.fs.glsl.js +1 -1
  57. package/dist/layers/points/point.vs.glsl.d.ts +1 -1
  58. package/dist/layers/points/point.vs.glsl.js +2 -2
  59. package/dist/layers/polylines/polyline.vs.glsl.d.ts +1 -1
  60. package/dist/layers/polylines/polyline.vs.glsl.js +1 -1
  61. package/dist/layers/triangle/line.fs.glsl.d.ts +1 -1
  62. package/dist/layers/triangle/line.fs.glsl.js +4 -1
  63. package/dist/layers/triangle/line.fs.glsl.js.map +1 -1
  64. package/dist/layers/triangle/line.vs.glsl.d.ts +1 -1
  65. package/dist/layers/triangle/line.vs.glsl.js +4 -1
  66. package/dist/layers/triangle/line.vs.glsl.js.map +1 -1
  67. package/dist/layers/triangle/privateTriangleLayer.js +4 -12
  68. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  69. package/dist/layers/triangle/triangle.fs.glsl.d.ts +1 -1
  70. package/dist/layers/triangle/triangle.fs.glsl.js +5 -5
  71. package/dist/layers/triangle/triangle.vs.glsl.d.ts +1 -1
  72. package/dist/layers/triangle/triangle.vs.glsl.js +3 -5
  73. package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -1
  74. package/dist/layers/well_markers/marker.fs.glsl.d.ts +1 -1
  75. package/dist/layers/well_markers/marker.fs.glsl.js +2 -2
  76. package/dist/layers/well_markers/marker.vs.glsl.d.ts +1 -1
  77. package/dist/layers/well_markers/marker.vs.glsl.js +3 -5
  78. package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -1
  79. package/package.json +1 -1
@@ -4,6 +4,7 @@ export default `\
4
4
 
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  in vec3 cameraPosition;
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  in vec4 position_commonspace;
7
+ in vec4 vColor;
7
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  flat in vec3 normal;
9
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  flat in int vertexIndex;
@@ -75,19 +76,19 @@ void main(void) {
75
76
 
76
77
  if (isnan(property)) {
77
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  vec3 lightColor = lighting_getLightColor(grid.undefinedPropertyColor.rgb, cameraPosition, position_commonspace.xyz, normal);
78
- fragColor = vec4(lightColor, 1.0);
79
+ fragColor = vec4(lightColor, vColor.a);
79
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  DECKGL_FILTER_COLOR(fragColor, geometry);
80
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  return;
81
- }
82
+ }
82
83
 
83
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  // This may happen due to GPU interpolation precision causing color artifacts.
84
85
  float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);
85
-
86
+
86
87
  vec4 color = grid.isColoringDiscrete ? getDiscretePropertyColor(round(propertyValue)) : getContinuousPropertyColor(propertyValue);
87
88
 
88
89
  // Use two sided phong lighting. This has no effect if "material" property is not set.
89
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  vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
90
- fragColor = vec4(lightColor, 1.0);
91
+ fragColor = vec4(lightColor, vColor.a);
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  DECKGL_FILTER_COLOR(fragColor, geometry);
92
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  }
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  `;
@@ -1 +1 @@
1
- {"version":3,"file":"cellProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC"}
1
+ {"version":3,"file":"cellProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Fd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\nin float properties;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\n\nflat out vec3 normal;\nflat out int vertexIndex;\nflat out float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\nin float properties;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout vec4 vColor;\n\nflat out vec3 normal;\nflat out int vertexIndex;\nflat out float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(0.0, 0.0, 0.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -9,6 +9,7 @@ in float properties;
9
9
  // Outputs to fragment shader
10
10
  out vec3 cameraPosition;
11
11
  out vec4 position_commonspace;
12
+ out vec4 vColor;
12
13
 
13
14
  flat out vec3 normal;
14
15
  flat out int vertexIndex;
@@ -37,8 +38,8 @@ void main(void) {
37
38
 
38
39
  DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
39
40
 
40
- vec4 color = vec4(0.0);
41
- DECKGL_FILTER_COLOR(color, geometry);
41
+ vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
42
+ DECKGL_FILTER_COLOR(vColor, geometry);
42
43
  }
43
44
  `;
44
45
  //# sourceMappingURL=cellProperty.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"cellProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Cd,CAAC"}
1
+ {"version":3,"file":"cellProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#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";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-lines-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -4,10 +4,12 @@ export default `\
4
4
 
5
5
  precision highp float;
6
6
 
7
+ in vec4 vColor;
8
+
7
9
  out vec4 fragColor;
8
10
 
9
11
  void main(void) {
10
- fragColor = vec4(0.0, 0.0, 0.0, 1.0);
12
+ fragColor = vColor;
11
13
  DECKGL_FILTER_COLOR(fragColor, geometry);
12
14
  }
13
15
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;CAYd,CAAC"}
1
+ {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;CAcd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n vec3 position_commonspace = project_position(position);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\nout vec4 vColor;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n vec3 position_commonspace = project_position(position);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n\n vColor = vec4(0.0, 0.0, 0.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -7,6 +7,7 @@ precision highp float;
7
7
  in vec3 positions;
8
8
 
9
9
  out vec4 position_commonspace;
10
+ out vec4 vColor;
10
11
 
11
12
  void main(void) {
12
13
  vec3 position = positions;
@@ -14,6 +15,9 @@ void main(void) {
14
15
 
15
16
  vec3 position_commonspace = project_position(position);
16
17
  gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
18
+
19
+ vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
20
+ DECKGL_FILTER_COLOR(vColor, geometry);
17
21
  }
18
22
  `;
19
23
  //# sourceMappingURL=line.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
1
+ {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\n\nflat in vec3 normal;\nflat in int vertexIndex;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nvec4 getPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);\n if (normalizedValue < 0.0 || normalizedValue > 1.0) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colorMapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n normalizedValue = clamp (normalizedValue, 0.0, 1.0); \n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n return color;\n}\n\n\nvoid main(void) {\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n \n // This may happen due to GPU interpolation precision causing color artifacts.\n float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);\n\n vec4 color = getPropertyColor(propertyValue);\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\nin vec4 vColor;\n\nflat in vec3 normal;\nflat in int vertexIndex;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nvec4 getPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);\n if (normalizedValue < 0.0 || normalizedValue > 1.0) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colorMapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n normalizedValue = clamp (normalizedValue, 0.0, 1.0); \n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n return color;\n}\n\n\nvoid main(void) {\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n\n // This may happen due to GPU interpolation precision causing color artifacts.\n float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);\n\n vec4 color = getPropertyColor(propertyValue);\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, vColor.a);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -5,6 +5,7 @@ export default `\
5
5
  in vec3 cameraPosition;
6
6
  in vec4 position_commonspace;
7
7
  in float property;
8
+ in vec4 vColor;
8
9
 
9
10
  flat in vec3 normal;
10
11
  flat in int vertexIndex;
@@ -42,7 +43,7 @@ void main(void) {
42
43
  fragColor = encodeVertexIndexToRGB(vertexIndex);
43
44
  return;
44
45
  }
45
-
46
+
46
47
  // This may happen due to GPU interpolation precision causing color artifacts.
47
48
  float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);
48
49
 
@@ -50,7 +51,7 @@ void main(void) {
50
51
 
51
52
  // Use two sided phong lighting. This has no effect if "material" property is not set.
52
53
  vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
53
- fragColor = vec4(lightColor, 1.0);
54
+ fragColor = vec4(lightColor, vColor.a);
54
55
  DECKGL_FILTER_COLOR(fragColor, geometry);
55
56
  }
56
57
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"nodeProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC"}
1
+ {"version":3,"file":"nodeProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n switch(int(grid.coloringMode)) {\n case 2:\n property = position.x;\n break;\n case 3:\n property = position.y;\n break;\n case 4:\n property = position.z;\n break;\n // case 0 or default should never be used\n default:\n property = position.z;\n break;\n }\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\nout vec4 vColor;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n switch(int(grid.coloringMode)) {\n case 2:\n property = position.x;\n break;\n case 3:\n property = position.y;\n break;\n case 4:\n property = position.z;\n break;\n // case 0 or default should never be used\n default:\n property = position.z;\n break;\n }\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(0.0, 0.0, 0.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -9,6 +9,7 @@ in vec3 normals;
9
9
  out vec3 cameraPosition;
10
10
  out vec4 position_commonspace;
11
11
  out float property;
12
+ out vec4 vColor;
12
13
 
13
14
  flat out vec3 normal;
14
15
  flat out int vertexIndex;
@@ -49,8 +50,8 @@ void main(void) {
49
50
 
50
51
  DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
51
52
 
52
- vec4 color = vec4(0.0);
53
- DECKGL_FILTER_COLOR(color, geometry);
53
+ vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
54
+ DECKGL_FILTER_COLOR(vColor, geometry);
54
55
  }
55
56
  `;
56
57
  //# sourceMappingURL=nodeProperty.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"nodeProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,CAAC"}
1
+ {"version":3,"file":"nodeProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC"}
@@ -31,24 +31,7 @@ export default class PrivateLayer extends Layer<PrivateLayerProps> {
31
31
  initializeState(context: DeckGLLayerContext): void;
32
32
  shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<Layer<PrivateLayerProps>>): boolean;
33
33
  updateState({ context }: UpdateParameters<Layer<PrivateLayerProps>>): void;
34
- _getModels(context: DeckGLLayerContext): (Model | {
35
- readonly name: "grid";
36
- readonly vs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
37
- readonly fs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
38
- readonly uniformTypes: {
39
- readonly ZIncreasingDownwards: "u32";
40
- readonly valueRangeMin: "f32";
41
- readonly valueRangeMax: "f32";
42
- readonly colorMapRangeMin: "f32";
43
- readonly colorMapRangeMax: "f32";
44
- readonly colorMapClampColor: "vec4<f32>";
45
- readonly isClampColor: "u32";
46
- readonly coloringMode: "f32";
47
- readonly undefinedPropertyColor: "vec3<f32>";
48
- readonly isColoringDiscrete: "u32";
49
- readonly colorMapSize: "f32";
50
- };
51
- })[];
34
+ _getModels(context: DeckGLLayerContext): Model[];
52
35
  draw(args: {
53
36
  moduleParameters?: unknown;
54
37
  uniforms: UniformValue;
@@ -67,23 +67,11 @@ export default class PrivateLayer extends Layer {
67
67
  const geometricShading = isGeometricProperty(this.props.coloringMode);
68
68
  const uniforms = this.getUniforms();
69
69
  const colormap = this.getColormapTexture(context);
70
- const mesh_model = new Model(context.device, {
71
- id: `${this.props.id}-mesh`,
70
+ const mesh_model = new Model(context.device, Object.assign(Object.assign({ id: `${this.props.id}-mesh` }, super.getShaders({
72
71
  vs: geometricShading ? linearVertexShader : flatVertexShader,
73
- fs: geometricShading ? linearFragmentShader : flatFragmentShader,
74
- geometry: new Geometry({
75
- topology: (_a = this.props.mesh.drawMode) !== null && _a !== void 0 ? _a : "triangle-list",
76
- attributes: Object.assign({ positions: this.props.mesh.attributes.positions, normals: this.props.mesh.attributes.normals }, (geometricShading
77
- ? {}
78
- : {
79
- properties: this.props.mesh.attributes.properties,
80
- })),
81
- vertexCount: this.props.mesh.vertexCount,
82
- }),
83
- bufferLayout: this.getAttributeManager().getBufferLayouts(),
84
- bindings: {
85
- colormap,
86
- },
72
+ fs: geometricShading
73
+ ? linearFragmentShader
74
+ : flatFragmentShader,
87
75
  modules: [
88
76
  project32,
89
77
  picking,
@@ -92,24 +80,29 @@ export default class PrivateLayer extends Layer {
92
80
  utilities,
93
81
  gridUniforms,
94
82
  ],
95
- isInstanced: false,
96
- });
83
+ })), { geometry: new Geometry({
84
+ topology: (_a = this.props.mesh.drawMode) !== null && _a !== void 0 ? _a : "triangle-list",
85
+ attributes: Object.assign({ positions: this.props.mesh.attributes.positions, normals: this.props.mesh.attributes.normals }, (geometricShading
86
+ ? {}
87
+ : {
88
+ properties: this.props.mesh.attributes.properties,
89
+ })),
90
+ vertexCount: this.props.mesh.vertexCount,
91
+ }), bufferLayout: this.getAttributeManager().getBufferLayouts(), bindings: {
92
+ colormap,
93
+ }, isInstanced: false }));
97
94
  mesh_model.shaderInputs.setProps({
98
95
  grid: Object.assign({}, uniforms),
99
96
  });
100
- const mesh_lines_model = new Model(context.device, {
101
- id: `${this.props.id}-lines`,
97
+ const mesh_lines_model = new Model(context.device, Object.assign(Object.assign({ id: `${this.props.id}-lines` }, super.getShaders({
102
98
  vs: vsLineShader,
103
99
  fs: fsLineShader,
104
- geometry: new Geometry(this.props.meshLines),
105
- bufferLayout: this.getAttributeManager().getBufferLayouts(),
106
100
  modules: [project32, picking, gridUniforms],
107
- isInstanced: false,
108
- });
101
+ })), { geometry: new Geometry(this.props.meshLines), bufferLayout: this.getAttributeManager().getBufferLayouts(), isInstanced: false }));
109
102
  mesh_lines_model.shaderInputs.setProps({
110
103
  grid: Object.assign({}, uniforms),
111
104
  });
112
- return [mesh_model, mesh_lines_model, gridUniforms];
105
+ return [mesh_model, mesh_lines_model];
113
106
  }
114
107
  draw(args) {
115
108
  if (!this.state["models"]) {
@@ -1 +1 @@
1
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@@ -1,2 +1,2 @@
1
- declare const _default: "#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";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -4,10 +4,11 @@ export default `\
4
4
 
5
5
  precision highp float;
6
6
 
7
+ in vec4 vColor;
7
8
  out vec4 fragColor;
8
9
 
9
10
  void main(void) {
10
- fragColor = vec4(0.0, 0.0, 0.0, 1.0);
11
+ fragColor = vColor;
11
12
  DECKGL_FILTER_COLOR(fragColor, geometry);
12
13
  }
13
14
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;CAYd,CAAC"}
1
+ {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nuniform bool ZIncreasingDownwards;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n vec3 position_commonspace = project_position(position);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\nout vec4 vColor;\n\nuniform bool ZIncreasingDownwards;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n vec3 position_commonspace = project_position(position);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(0.0, 0.0, 0.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -7,6 +7,7 @@ precision highp float;
7
7
  in vec3 positions;
8
8
 
9
9
  out vec4 position_commonspace;
10
+ out vec4 vColor;
10
11
 
11
12
  uniform bool ZIncreasingDownwards;
12
13
 
@@ -17,6 +18,9 @@ void main(void) {
17
18
  vec3 position_commonspace = project_position(position);
18
19
  gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
19
20
  DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
21
+
22
+ vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
23
+ DECKGL_FILTER_COLOR(vColor, geometry);
20
24
  }
21
25
  `;
22
26
  //# sourceMappingURL=line.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC"}
1
+ {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#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";
1
+ declare const _default: "#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;\nin vec3 worldPos;\nin float property;\nflat in int vertexIndex;\n\n// Uniforms\nuniform sampler2D colormap;\n\nout vec4 fragColor;\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, vColor.a);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -8,16 +8,15 @@ in vec3 cameraPosition;
8
8
  in vec3 normals_commonspace;
9
9
  in vec4 position_commonspace;
10
10
  in vec4 vColor;
11
-
12
- flat in int vertexIndex;
13
-
14
11
  in vec3 worldPos;
15
12
  in float property;
13
+ flat in int vertexIndex;
16
14
 
17
- out vec4 fragColor;
18
-
15
+ // Uniforms
19
16
  uniform sampler2D colormap;
20
17
 
18
+ out vec4 fragColor;
19
+
21
20
 
22
21
  void main(void) {
23
22
  geometry.uv = vTexCoord;
@@ -34,7 +33,7 @@ void main(void) {
34
33
  return;
35
34
  }
36
35
 
37
- vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
36
+ vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
38
37
  float propertyValue = property;
39
38
 
40
39
  // This may happen due to GPU interpolation precision causing color artifacts.
@@ -79,8 +78,7 @@ void main(void) {
79
78
  // Use two sided phong lighting. This has no effect if "material" property is not set.
80
79
  vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
81
80
 
82
- fragColor = vec4(lightColor, 1.0);
83
-
81
+ fragColor = vec4(lightColor, vColor.a);
84
82
  DECKGL_FILTER_COLOR(fragColor, geometry);
85
83
  }
86
84
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"map.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFd,CAAC"}
1
+ {"version":3,"file":"map.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmFd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#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";
1
+ declare const _default: "#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 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 vColor = vec4(colors.rgb, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -34,8 +34,6 @@ void main(void) {
34
34
 
35
35
  normals_commonspace = normals;
36
36
 
37
- vColor = vec4(colors.rgb, 1.0);
38
-
39
37
  property = properties;
40
38
 
41
39
  position_commonspace = vec4(project_position(position), 0.0);
@@ -43,8 +41,8 @@ void main(void) {
43
41
 
44
42
  DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
45
43
 
46
- vec4 color = vec4(0.0);
47
- DECKGL_FILTER_COLOR(color, geometry);
44
+ vColor = vec4(colors.rgb, layer.opacity);
45
+ DECKGL_FILTER_COLOR(vColor, geometry);
48
46
  }
49
47
  `;
50
48
  //# sourceMappingURL=map.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"map.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDd,CAAC"}
1
+ {"version":3,"file":"map.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Cd,CAAC"}
@@ -112,21 +112,17 @@ export default class PrivateMapLayer extends Layer {
112
112
  },
113
113
  });
114
114
  // MESH LINES
115
- const mesh_lines_model = new Model(device, {
116
- id: `${this.props.id}-lines`,
115
+ const mesh_lines_model = new Model(device, Object.assign(Object.assign({ id: `${this.props.id}-lines` }, super.getShaders({
117
116
  vs: vsLineShader,
118
117
  fs: fsLineShader,
119
- geometry: new Geometry({
118
+ modules: [project32, picking, mapUniforms],
119
+ })), { geometry: new Geometry({
120
120
  topology: "line-list",
121
121
  attributes: {
122
122
  positions: { value: this.props.positions, size: 3 },
123
123
  },
124
124
  indices: { value: this.props.lineIndices, size: 1 },
125
- }),
126
- bufferLayout: this.getAttributeManager().getBufferLayouts(),
127
- modules: [project32, picking, mapUniforms],
128
- isInstanced: false,
129
- });
125
+ }), bufferLayout: this.getAttributeManager().getBufferLayouts(), isInstanced: false }));
130
126
  mesh_lines_model.shaderInputs.setProps({
131
127
  map: {
132
128
  contourReferencePoint,
@@ -1 +1 @@
1
- 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@@ -64,21 +64,17 @@ export default class NorthArrow3DLayer extends Layer {
64
64
  }
65
65
  const color = this.props.color.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
66
66
  color[3] = 1;
67
- const grids = new Model(device, {
68
- id: `${this.props.id}-grids`,
67
+ const grids = new Model(device, Object.assign(Object.assign({ id: `${this.props.id}-grids` }, super.getShaders({
69
68
  vs: vertexShader,
70
69
  fs: fragmentShader,
71
- uniforms: { uColor: Array.from(color) },
72
- geometry: new Geometry({
70
+ modules: [project32],
71
+ })), { uniforms: { uColor: Array.from(color) }, geometry: new Geometry({
73
72
  topology: "line-list",
74
73
  attributes: {
75
74
  positions: new Float32Array(lines),
76
75
  },
77
76
  vertexCount: lines.length / 3,
78
- }),
79
- modules: [project32],
80
- isInstanced: false, // This only works when set to false.
81
- });
77
+ }), isInstanced: false }));
82
78
  return {
83
79
  model: grids,
84
80
  models: [grids].filter(Boolean),