@webviz/subsurface-viewer 1.11.8 → 1.11.9

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Files changed (77) hide show
  1. package/dist/layers/axes/box.fs.glsl.d.ts +1 -1
  2. package/dist/layers/axes/box.fs.glsl.js +3 -3
  3. package/dist/layers/axes/box.vs.glsl.d.ts +1 -1
  4. package/dist/layers/axes/box.vs.glsl.js +4 -0
  5. package/dist/layers/axes/box.vs.glsl.js.map +1 -1
  6. package/dist/layers/axes/boxLayer.js +4 -8
  7. package/dist/layers/axes/boxLayer.js.map +1 -1
  8. package/dist/layers/axes2d/axes2DLayer.js +13 -24
  9. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  10. package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
  11. package/dist/layers/colormap/colormap.fs.glsl.js +1 -1
  12. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
  13. package/dist/layers/grid3d/cellProperty.fs.glsl.js +5 -4
  14. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  15. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
  16. package/dist/layers/grid3d/cellProperty.vs.glsl.js +3 -2
  17. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  18. package/dist/layers/grid3d/line.fs.glsl.d.ts +1 -1
  19. package/dist/layers/grid3d/line.fs.glsl.js +3 -1
  20. package/dist/layers/grid3d/line.fs.glsl.js.map +1 -1
  21. package/dist/layers/grid3d/line.vs.glsl.d.ts +1 -1
  22. package/dist/layers/grid3d/line.vs.glsl.js +4 -0
  23. package/dist/layers/grid3d/line.vs.glsl.js.map +1 -1
  24. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
  25. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +3 -2
  26. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  27. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
  28. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -2
  29. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  30. package/dist/layers/grid3d/privateGrid3dLayer.d.ts +1 -18
  31. package/dist/layers/grid3d/privateGrid3dLayer.js +18 -25
  32. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  33. package/dist/layers/map/line.fs.glsl.d.ts +1 -1
  34. package/dist/layers/map/line.fs.glsl.js +2 -1
  35. package/dist/layers/map/line.fs.glsl.js.map +1 -1
  36. package/dist/layers/map/line.vs.glsl.d.ts +1 -1
  37. package/dist/layers/map/line.vs.glsl.js +4 -0
  38. package/dist/layers/map/line.vs.glsl.js.map +1 -1
  39. package/dist/layers/map/map.fs.glsl.d.ts +1 -1
  40. package/dist/layers/map/map.fs.glsl.js +6 -8
  41. package/dist/layers/map/map.fs.glsl.js.map +1 -1
  42. package/dist/layers/map/map.vs.glsl.d.ts +1 -1
  43. package/dist/layers/map/map.vs.glsl.js +2 -4
  44. package/dist/layers/map/map.vs.glsl.js.map +1 -1
  45. package/dist/layers/map/privateMapLayer.js +4 -8
  46. package/dist/layers/map/privateMapLayer.js.map +1 -1
  47. package/dist/layers/northarrow/northArrow3DLayer.js +4 -8
  48. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  49. package/dist/layers/northarrow/northarrow.fs.glsl.d.ts +1 -1
  50. package/dist/layers/northarrow/northarrow.fs.glsl.js +1 -1
  51. package/dist/layers/piechart/pieChartLayer.js +4 -7
  52. package/dist/layers/piechart/pieChartLayer.js.map +1 -1
  53. package/dist/layers/piechart/piechart.fs.glsl.d.ts +1 -1
  54. package/dist/layers/piechart/piechart.fs.glsl.js +1 -1
  55. package/dist/layers/points/point.vs.glsl.d.ts +1 -1
  56. package/dist/layers/points/point.vs.glsl.js +2 -2
  57. package/dist/layers/polylines/polyline.vs.glsl.d.ts +1 -1
  58. package/dist/layers/polylines/polyline.vs.glsl.js +1 -1
  59. package/dist/layers/triangle/line.fs.glsl.d.ts +1 -1
  60. package/dist/layers/triangle/line.fs.glsl.js +4 -1
  61. package/dist/layers/triangle/line.fs.glsl.js.map +1 -1
  62. package/dist/layers/triangle/line.vs.glsl.d.ts +1 -1
  63. package/dist/layers/triangle/line.vs.glsl.js +4 -1
  64. package/dist/layers/triangle/line.vs.glsl.js.map +1 -1
  65. package/dist/layers/triangle/privateTriangleLayer.js +4 -12
  66. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  67. package/dist/layers/triangle/triangle.fs.glsl.d.ts +1 -1
  68. package/dist/layers/triangle/triangle.fs.glsl.js +5 -5
  69. package/dist/layers/triangle/triangle.vs.glsl.d.ts +1 -1
  70. package/dist/layers/triangle/triangle.vs.glsl.js +3 -5
  71. package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -1
  72. package/dist/layers/well_markers/marker.fs.glsl.d.ts +1 -1
  73. package/dist/layers/well_markers/marker.fs.glsl.js +2 -2
  74. package/dist/layers/well_markers/marker.vs.glsl.d.ts +1 -1
  75. package/dist/layers/well_markers/marker.vs.glsl.js +3 -5
  76. package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -1
  77. package/package.json +1 -1
@@ -67,23 +67,11 @@ export default class PrivateLayer extends Layer {
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  const geometricShading = isGeometricProperty(this.props.coloringMode);
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  const uniforms = this.getUniforms();
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  const colormap = this.getColormapTexture(context);
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- const mesh_model = new Model(context.device, {
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- id: `${this.props.id}-mesh`,
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+ const mesh_model = new Model(context.device, Object.assign(Object.assign({ id: `${this.props.id}-mesh` }, super.getShaders({
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  vs: geometricShading ? linearVertexShader : flatVertexShader,
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- fs: geometricShading ? linearFragmentShader : flatFragmentShader,
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- geometry: new Geometry({
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- topology: (_a = this.props.mesh.drawMode) !== null && _a !== void 0 ? _a : "triangle-list",
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- attributes: Object.assign({ positions: this.props.mesh.attributes.positions, normals: this.props.mesh.attributes.normals }, (geometricShading
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- ? {}
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- : {
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- properties: this.props.mesh.attributes.properties,
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- })),
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- vertexCount: this.props.mesh.vertexCount,
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- }),
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- bufferLayout: this.getAttributeManager().getBufferLayouts(),
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- bindings: {
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- colormap,
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- },
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+ fs: geometricShading
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+ ? linearFragmentShader
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+ : flatFragmentShader,
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  modules: [
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  project32,
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  picking,
@@ -92,24 +80,29 @@ export default class PrivateLayer extends Layer {
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  utilities,
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  gridUniforms,
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  ],
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- isInstanced: false,
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- });
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+ })), { geometry: new Geometry({
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+ topology: (_a = this.props.mesh.drawMode) !== null && _a !== void 0 ? _a : "triangle-list",
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+ attributes: Object.assign({ positions: this.props.mesh.attributes.positions, normals: this.props.mesh.attributes.normals }, (geometricShading
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+ ? {}
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+ : {
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+ properties: this.props.mesh.attributes.properties,
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+ })),
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+ vertexCount: this.props.mesh.vertexCount,
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+ }), bufferLayout: this.getAttributeManager().getBufferLayouts(), bindings: {
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+ colormap,
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+ }, isInstanced: false }));
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  mesh_model.shaderInputs.setProps({
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  grid: Object.assign({}, uniforms),
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  });
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- const mesh_lines_model = new Model(context.device, {
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- id: `${this.props.id}-lines`,
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+ const mesh_lines_model = new Model(context.device, Object.assign(Object.assign({ id: `${this.props.id}-lines` }, super.getShaders({
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  vs: vsLineShader,
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  fs: fsLineShader,
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- geometry: new Geometry(this.props.meshLines),
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- bufferLayout: this.getAttributeManager().getBufferLayouts(),
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  modules: [project32, picking, gridUniforms],
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- isInstanced: false,
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- });
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+ })), { geometry: new Geometry(this.props.meshLines), bufferLayout: this.getAttributeManager().getBufferLayouts(), isInstanced: false }));
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  mesh_lines_model.shaderInputs.setProps({
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  grid: Object.assign({}, uniforms),
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  });
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- return [mesh_model, mesh_lines_model, gridUniforms];
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+ return [mesh_model, mesh_lines_model];
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  }
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  draw(args) {
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  if (!this.state["models"]) {
@@ -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),
@@ -1 +1 @@
1
- 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@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME northarrow-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nuniform vec4 uColor;\n\nvoid main(void) {\n fragColor = uColor;\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME northarrow-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nuniform vec4 uColor;\n\nvoid main(void) {\n fragColor = vec4(uColor.rgb, uColor.a * layer.opacity);\n}\n";
2
2
  export default _default;
@@ -9,7 +9,7 @@ out vec4 fragColor;
9
9
  uniform vec4 uColor;
10
10
 
11
11
  void main(void) {
12
- fragColor = uColor;
12
+ fragColor = vec4(uColor.rgb, uColor.a * layer.opacity);
13
13
  }
14
14
  `;
15
15
  //# sourceMappingURL=northarrow.fs.glsl.js.map
@@ -99,11 +99,11 @@ export default class PieChartLayer extends Layer {
99
99
  start_a = end_a;
100
100
  }
101
101
  }
102
- const model = new Model(device, {
103
- id: `${this.props.id}-pie`,
102
+ const model = new Model(device, Object.assign(Object.assign({ id: `${this.props.id}-pie` }, super.getShaders({
104
103
  vs: vertexShader,
105
104
  fs: fragmentShader,
106
- geometry: new Geometry({
105
+ modules: [project32, picking],
106
+ })), { geometry: new Geometry({
107
107
  topology: "triangle-list",
108
108
  attributes: {
109
109
  positions: { value: new Float32Array(vertexs), size: 3 },
@@ -114,10 +114,7 @@ export default class PieChartLayer extends Layer {
114
114
  do_scale: { value: new Float32Array(doScale), size: 1 },
115
115
  },
116
116
  vertexCount: vertexs.length / 3,
117
- }),
118
- modules: [project32, picking],
119
- isInstanced: false, // This only works when set to false.
120
- });
117
+ }), isInstanced: false }));
121
118
  return { model, pieInfo };
122
119
  }
123
120
  // Signature from the base class, eslint doesn't like the any type.
@@ -1 +1 @@
1
- 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@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME piechart-fragment-shader\n\nprecision highp float;\n\nflat in int pie_index_;\n\nout vec4 fragColor;\n\nin vec4 vColor;\n\nvoid main(void) {\n\n //Picking pass.\n if (picking.isActive > 0.5) {\n // Express triangle index in 255 system.\n float r = 0.0;\n float g = 0.0;\n float b = 0.0;\n \n int idx = pie_index_;\n \n if (idx >= (256 * 256) - 1) {\n r = floor(float(idx) / (256.0 * 256.0));\n idx -= int(r * (256.0 * 256.0));\n }\n \n if (idx >= 256 - 1) {\n g = floor(float(idx) / 256.0);\n idx -= int(g * 256.0);\n }\n \n b = float(idx);\n \n fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);\n return;\n }\n\n fragColor = vColor;\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME piechart-fragment-shader\n\nprecision highp float;\n\nflat in int pie_index_;\n\nout vec4 fragColor;\n\nin vec4 vColor;\n\nvoid main(void) {\n\n //Picking pass.\n if (picking.isActive > 0.5) {\n // Express triangle index in 255 system.\n float r = 0.0;\n float g = 0.0;\n float b = 0.0;\n \n int idx = pie_index_;\n \n if (idx >= (256 * 256) - 1) {\n r = floor(float(idx) / (256.0 * 256.0));\n idx -= int(r * (256.0 * 256.0));\n }\n \n if (idx >= 256 - 1) {\n g = floor(float(idx) / 256.0);\n idx -= int(g * 256.0);\n }\n \n b = float(idx);\n \n fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, layer.opacity);\n return;\n }\n\n fragColor = vColor;\n}\n";
2
2
  export default _default;
@@ -33,7 +33,7 @@ void main(void) {
33
33
 
34
34
  b = float(idx);
35
35
 
36
- fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
36
+ fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, layer.opacity);
37
37
  return;
38
38
  }
39
39
 
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME points-vertex-shader\n\nin vec3 positions;\n\nin vec3 instancePositions;\nin vec3 instancePositions64Low;\nin float instanceRadius;\nin float instanceLineWidths;\nin vec4 instanceFillColors;\nin vec4 instanceLineColors;\nin vec3 instancePickingColors;\n\nout vec4 vFillColor;\nout vec4 vLineColor;\nout vec2 unitPosition;\nout float innerUnitRadius;\nout float outerRadiusPixels;\n\n\nvoid main(void) {\n vec3 position = instancePositions;\n vec3 position64low = instancePositions64Low;\n\n if(points.ZIncreasingDownwards) {\n position.z *= -1.0;\n position64low.z *= -1.0;\n }\n geometry.worldPosition = position;\n\n // Multiply out radius and clamp to limits\n outerRadiusPixels = clamp(\n project_size_to_pixel(scatterplot.radiusScale * instanceRadius, scatterplot.radiusUnits),\n scatterplot.radiusMinPixels, scatterplot.radiusMaxPixels\n );\n \n // Multiply out line width and clamp to limits\n float lineWidthPixels = clamp(\n project_size_to_pixel(scatterplot.lineWidthScale * instanceLineWidths, scatterplot.lineWidthUnits),\n scatterplot.lineWidthMinPixels, scatterplot.lineWidthMaxPixels\n );\n\n // outer radius needs to offset by half stroke width\n outerRadiusPixels += scatterplot.stroked * lineWidthPixels / 2.0;\n\n // Expand geometry to accommodate edge smoothing\n float edgePadding = scatterplot.antialiasing ? (outerRadiusPixels + SMOOTH_EDGE_RADIUS) / outerRadiusPixels : 1.0;\n\n // position on the containing square in [-1, 1] space\n unitPosition = edgePadding * positions.xy;\n geometry.uv = unitPosition;\n geometry.pickingColor = instancePickingColors;\n\n innerUnitRadius = 1.0 - scatterplot.stroked * lineWidthPixels / outerRadiusPixels;\n \n if (scatterplot.billboard) {\n gl_Position = project_position_to_clipspace(position, position64low, vec3(0.0), geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n vec3 offset = edgePadding * positions * outerRadiusPixels;\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n } else {\n vec3 offset = edgePadding * positions * project_pixel_size(outerRadiusPixels);\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position = project_position_to_clipspace(position, position64low, offset, geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n\n // Apply opacity to instance color, or return instance picking color\n vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * points.opacity);\n DECKGL_FILTER_COLOR(vFillColor, geometry);\n vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * points.opacity);\n DECKGL_FILTER_COLOR(vLineColor, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME points-vertex-shader\n\nin vec3 positions;\n\nin vec3 instancePositions;\nin vec3 instancePositions64Low;\nin float instanceRadius;\nin float instanceLineWidths;\nin vec4 instanceFillColors;\nin vec4 instanceLineColors;\nin vec3 instancePickingColors;\n\nout vec4 vFillColor;\nout vec4 vLineColor;\nout vec2 unitPosition;\nout float innerUnitRadius;\nout float outerRadiusPixels;\n\n\nvoid main(void) {\n vec3 position = instancePositions;\n vec3 position64low = instancePositions64Low;\n\n if(points.ZIncreasingDownwards) {\n position.z *= -1.0;\n position64low.z *= -1.0;\n }\n geometry.worldPosition = position;\n\n // Multiply out radius and clamp to limits\n outerRadiusPixels = clamp(\n project_size_to_pixel(scatterplot.radiusScale * instanceRadius, scatterplot.radiusUnits),\n scatterplot.radiusMinPixels, scatterplot.radiusMaxPixels\n );\n \n // Multiply out line width and clamp to limits\n float lineWidthPixels = clamp(\n project_size_to_pixel(scatterplot.lineWidthScale * instanceLineWidths, scatterplot.lineWidthUnits),\n scatterplot.lineWidthMinPixels, scatterplot.lineWidthMaxPixels\n );\n\n // outer radius needs to offset by half stroke width\n outerRadiusPixels += scatterplot.stroked * lineWidthPixels / 2.0;\n\n // Expand geometry to accommodate edge smoothing\n float edgePadding = scatterplot.antialiasing ? (outerRadiusPixels + SMOOTH_EDGE_RADIUS) / outerRadiusPixels : 1.0;\n\n // position on the containing square in [-1, 1] space\n unitPosition = edgePadding * positions.xy;\n geometry.uv = unitPosition;\n geometry.pickingColor = instancePickingColors;\n\n innerUnitRadius = 1.0 - scatterplot.stroked * lineWidthPixels / outerRadiusPixels;\n \n if (scatterplot.billboard) {\n gl_Position = project_position_to_clipspace(position, position64low, vec3(0.0), geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n vec3 offset = edgePadding * positions * outerRadiusPixels;\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);\n } else {\n vec3 offset = edgePadding * positions * project_pixel_size(outerRadiusPixels);\n DECKGL_FILTER_SIZE(offset, geometry);\n gl_Position = project_position_to_clipspace(position, position64low, offset, geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n\n // Apply opacity to instance color, or return instance picking color\n vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * points.opacity * layer.opacity);\n DECKGL_FILTER_COLOR(vFillColor, geometry);\n vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * points.opacity * layer.opacity);\n DECKGL_FILTER_COLOR(vLineColor, geometry);\n}\n";
2
2
  export default _default;
@@ -87,9 +87,9 @@ void main(void) {
87
87
  }
88
88
 
89
89
  // Apply opacity to instance color, or return instance picking color
90
- vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * points.opacity);
90
+ vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * points.opacity * layer.opacity);
91
91
  DECKGL_FILTER_COLOR(vFillColor, geometry);
92
- vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * points.opacity);
92
+ vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * points.opacity * layer.opacity);
93
93
  DECKGL_FILTER_COLOR(vLineColor, geometry);
94
94
  }
95
95
  `;
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME polylines-vertex-shader\n\nin vec2 positions;\n\nin float instanceTypes;\nin vec3 instanceStartPositions;\nin vec3 instanceEndPositions;\nin vec3 instanceLeftPositions;\nin vec3 instanceRightPositions;\nin vec3 instanceLeftPositions64Low;\nin vec3 instanceStartPositions64Low;\nin vec3 instanceEndPositions64Low;\nin vec3 instanceRightPositions64Low;\nin float instanceStrokeWidths;\nin vec4 instanceColors;\nin vec3 instancePickingColors;\n\nout vec4 vColor;\nout vec2 vCornerOffset;\nout float vMiterLength;\nout vec2 vPathPosition;\nout float vPathLength;\nout float vJointType;\n\nconst float EPSILON = 0.001;\nconst vec3 ZERO_OFFSET = vec3(0.0);\n\nfloat flipIfTrue(bool flag) {\n return -(float(flag) * 2. - 1.);\n}\n\n// calculate line join positions\nvec3 getLineJoinOffset(\n vec3 prevPoint, vec3 currPoint, vec3 nextPoint,\n vec2 width\n) {\n bool isEnd = positions.x > 0.0;\n // side of the segment - -1: left, 0: center, 1: right\n float sideOfPath = positions.y;\n float isJoint = float(sideOfPath == 0.0);\n\n vec3 deltaA3 = (currPoint - prevPoint);\n vec3 deltaB3 = (nextPoint - currPoint);\n\n mat3 rotationMatrix;\n bool needsRotation = !path.billboard && project_needs_rotation(currPoint, rotationMatrix);\n if (needsRotation) {\n deltaA3 = deltaA3 * rotationMatrix;\n deltaB3 = deltaB3 * rotationMatrix;\n }\n vec2 deltaA = deltaA3.xy / width;\n vec2 deltaB = deltaB3.xy / width;\n\n float lenA = length(deltaA);\n float lenB = length(deltaB);\n\n vec2 dirA = lenA > 0. ? normalize(deltaA) : vec2(0.0, 0.0);\n vec2 dirB = lenB > 0. ? normalize(deltaB) : vec2(0.0, 0.0);\n\n vec2 perpA = vec2(-dirA.y, dirA.x);\n vec2 perpB = vec2(-dirB.y, dirB.x);\n\n // tangent of the corner\n vec2 tangent = dirA + dirB;\n tangent = length(tangent) > 0. ? normalize(tangent) : perpA;\n // direction of the corner\n vec2 miterVec = vec2(-tangent.y, tangent.x);\n // direction of the segment\n vec2 dir = isEnd ? dirA : dirB;\n // direction of the extrusion\n vec2 perp = isEnd ? perpA : perpB;\n // length of the segment\n float L = isEnd ? lenA : lenB;\n\n // A = angle of the corner\n float sinHalfA = abs(dot(miterVec, perp));\n float cosHalfA = abs(dot(dirA, miterVec));\n\n // -1: right, 1: left\n float turnDirection = flipIfTrue(dirA.x * dirB.y >= dirA.y * dirB.x);\n\n // relative position to the corner:\n // -1: inside (smaller side of the angle)\n // 0: center\n // 1: outside (bigger side of the angle)\n float cornerPosition = sideOfPath * turnDirection;\n\n float miterSize = 1.0 / max(sinHalfA, EPSILON);\n // trim if inside corner extends further than the line segment\n miterSize = mix(\n min(miterSize, max(lenA, lenB) / max(cosHalfA, EPSILON)),\n miterSize,\n step(0.0, cornerPosition)\n );\n\n vec2 offsetVec = mix(miterVec * miterSize, perp, step(0.5, cornerPosition))\n * (sideOfPath + isJoint * turnDirection);\n\n // special treatment for start cap and end cap\n bool isStartCap = lenA == 0.0 || (!isEnd && (instanceTypes == 1.0 || instanceTypes == 3.0));\n bool isEndCap = lenB == 0.0 || (isEnd && (instanceTypes == 2.0 || instanceTypes == 3.0));\n bool isCap = isStartCap || isEndCap;\n\n // extend out a triangle to envelope the round cap\n if (isCap) {\n offsetVec = mix(perp * sideOfPath, dir * path.capType * 4.0 * flipIfTrue(isStartCap), isJoint);\n vJointType = path.capType;\n } else {\n vJointType = path.jointType;\n }\n\n // Generate variables for fragment shader\n vPathLength = L;\n vCornerOffset = offsetVec;\n vMiterLength = dot(vCornerOffset, miterVec * turnDirection);\n vMiterLength = isCap ? isJoint : vMiterLength;\n\n vec2 offsetFromStartOfPath = vCornerOffset + deltaA * float(isEnd);\n vPathPosition = vec2(\n dot(offsetFromStartOfPath, perp),\n dot(offsetFromStartOfPath, dir)\n );\n geometry.uv = vPathPosition;\n\n float isValid = step(instanceTypes, 3.5);\n vec3 offset = vec3(offsetVec * width * isValid, 0.0);\n\n if (needsRotation) {\n offset = rotationMatrix * offset;\n }\n return offset;\n}\n\n// In clipspace extrusion, if a line extends behind the camera, clip it to avoid visual artifacts\nvoid clipLine(inout vec4 position, vec4 refPosition) {\n if (position.w < EPSILON) {\n float r = (EPSILON - refPosition.w) / (position.w - refPosition.w);\n position = refPosition + (position - refPosition) * r;\n }\n}\n\nvoid main() {\n geometry.pickingColor = instancePickingColors;\n\n vColor = vec4(instanceColors.rgb, instanceColors.a * polylines.opacity);\n vec3 leftPosition = instanceLeftPositions;\n vec3 startPosition = instanceStartPositions;\n vec3 leftPos64Low = instanceLeftPositions64Low;\n vec3 startPos64Low = instanceStartPositions64Low;\n\n vec3 rightposition = instanceRightPositions;\n vec3 endPosition = instanceEndPositions;\n vec3 rightPos64Low = instanceRightPositions64Low;\n vec3 endPos64Low = instanceEndPositions64Low;\n\n if(polylines.ZIncreasingDownwards) {\n leftPosition.z *= -1.0;\n startPosition.z *= -1.0;\n leftPos64Low.z *= -1.0;\n startPos64Low.z *= -1.0;\n rightposition.z *= -1.0;\n endPosition.z *= -1.0;\n rightPos64Low.z *= -1.0;\n endPos64Low.z *= -1.0; \n }\n\n float isEnd = positions.x;\n\n vec3 prevPosition = mix(leftPosition, startPosition, isEnd);\n vec3 prevPosition64Low = mix(leftPos64Low, startPos64Low, isEnd);\n\n vec3 currPosition = mix(startPosition, endPosition, isEnd);\n vec3 currPosition64Low = mix(startPos64Low, endPos64Low, isEnd);\n\n vec3 nextPosition = mix(endPosition, rightposition, isEnd);\n vec3 nextPosition64Low = mix(endPos64Low, rightPos64Low, isEnd);\n\n geometry.worldPosition = currPosition;\n vec2 widthPixels = vec2(clamp(\n project_size_to_pixel(instanceStrokeWidths * path.widthScale, path.widthUnits),\n path.widthMinPixels, path.widthMaxPixels) / 2.0);\n vec3 width;\n\n if (path.billboard) {\n // Extrude in clipspace\n vec4 prevPositionScreen = project_position_to_clipspace(prevPosition, prevPosition64Low, ZERO_OFFSET);\n vec4 currPositionScreen = project_position_to_clipspace(currPosition, currPosition64Low, ZERO_OFFSET, geometry.position);\n vec4 nextPositionScreen = project_position_to_clipspace(nextPosition, nextPosition64Low, ZERO_OFFSET);\n\n clipLine(prevPositionScreen, currPositionScreen);\n clipLine(nextPositionScreen, currPositionScreen);\n clipLine(currPositionScreen, mix(nextPositionScreen, prevPositionScreen, isEnd));\n\n width = vec3(widthPixels, 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(\n prevPositionScreen.xyz / prevPositionScreen.w,\n currPositionScreen.xyz / currPositionScreen.w,\n nextPositionScreen.xyz / nextPositionScreen.w,\n project_pixel_size_to_clipspace(width.xy)\n );\n\n DECKGL_FILTER_GL_POSITION(currPositionScreen, geometry);\n gl_Position = vec4(currPositionScreen.xyz + offset * currPositionScreen.w, currPositionScreen.w);\n } else {\n // Extrude in commonspace\n prevPosition = project_position(prevPosition, prevPosition64Low);\n currPosition = project_position(currPosition, currPosition64Low);\n nextPosition = project_position(nextPosition, nextPosition64Low);\n\n width = vec3(project_pixel_size(widthPixels), 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(prevPosition, currPosition, nextPosition, width.xy);\n geometry.position = vec4(currPosition + offset, 1.0);\n gl_Position = project_common_position_to_clipspace(geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME polylines-vertex-shader\n\nin vec2 positions;\n\nin float instanceTypes;\nin vec3 instanceStartPositions;\nin vec3 instanceEndPositions;\nin vec3 instanceLeftPositions;\nin vec3 instanceRightPositions;\nin vec3 instanceLeftPositions64Low;\nin vec3 instanceStartPositions64Low;\nin vec3 instanceEndPositions64Low;\nin vec3 instanceRightPositions64Low;\nin float instanceStrokeWidths;\nin vec4 instanceColors;\nin vec3 instancePickingColors;\n\nout vec4 vColor;\nout vec2 vCornerOffset;\nout float vMiterLength;\nout vec2 vPathPosition;\nout float vPathLength;\nout float vJointType;\n\nconst float EPSILON = 0.001;\nconst vec3 ZERO_OFFSET = vec3(0.0);\n\nfloat flipIfTrue(bool flag) {\n return -(float(flag) * 2. - 1.);\n}\n\n// calculate line join positions\nvec3 getLineJoinOffset(\n vec3 prevPoint, vec3 currPoint, vec3 nextPoint,\n vec2 width\n) {\n bool isEnd = positions.x > 0.0;\n // side of the segment - -1: left, 0: center, 1: right\n float sideOfPath = positions.y;\n float isJoint = float(sideOfPath == 0.0);\n\n vec3 deltaA3 = (currPoint - prevPoint);\n vec3 deltaB3 = (nextPoint - currPoint);\n\n mat3 rotationMatrix;\n bool needsRotation = !path.billboard && project_needs_rotation(currPoint, rotationMatrix);\n if (needsRotation) {\n deltaA3 = deltaA3 * rotationMatrix;\n deltaB3 = deltaB3 * rotationMatrix;\n }\n vec2 deltaA = deltaA3.xy / width;\n vec2 deltaB = deltaB3.xy / width;\n\n float lenA = length(deltaA);\n float lenB = length(deltaB);\n\n vec2 dirA = lenA > 0. ? normalize(deltaA) : vec2(0.0, 0.0);\n vec2 dirB = lenB > 0. ? normalize(deltaB) : vec2(0.0, 0.0);\n\n vec2 perpA = vec2(-dirA.y, dirA.x);\n vec2 perpB = vec2(-dirB.y, dirB.x);\n\n // tangent of the corner\n vec2 tangent = dirA + dirB;\n tangent = length(tangent) > 0. ? normalize(tangent) : perpA;\n // direction of the corner\n vec2 miterVec = vec2(-tangent.y, tangent.x);\n // direction of the segment\n vec2 dir = isEnd ? dirA : dirB;\n // direction of the extrusion\n vec2 perp = isEnd ? perpA : perpB;\n // length of the segment\n float L = isEnd ? lenA : lenB;\n\n // A = angle of the corner\n float sinHalfA = abs(dot(miterVec, perp));\n float cosHalfA = abs(dot(dirA, miterVec));\n\n // -1: right, 1: left\n float turnDirection = flipIfTrue(dirA.x * dirB.y >= dirA.y * dirB.x);\n\n // relative position to the corner:\n // -1: inside (smaller side of the angle)\n // 0: center\n // 1: outside (bigger side of the angle)\n float cornerPosition = sideOfPath * turnDirection;\n\n float miterSize = 1.0 / max(sinHalfA, EPSILON);\n // trim if inside corner extends further than the line segment\n miterSize = mix(\n min(miterSize, max(lenA, lenB) / max(cosHalfA, EPSILON)),\n miterSize,\n step(0.0, cornerPosition)\n );\n\n vec2 offsetVec = mix(miterVec * miterSize, perp, step(0.5, cornerPosition))\n * (sideOfPath + isJoint * turnDirection);\n\n // special treatment for start cap and end cap\n bool isStartCap = lenA == 0.0 || (!isEnd && (instanceTypes == 1.0 || instanceTypes == 3.0));\n bool isEndCap = lenB == 0.0 || (isEnd && (instanceTypes == 2.0 || instanceTypes == 3.0));\n bool isCap = isStartCap || isEndCap;\n\n // extend out a triangle to envelope the round cap\n if (isCap) {\n offsetVec = mix(perp * sideOfPath, dir * path.capType * 4.0 * flipIfTrue(isStartCap), isJoint);\n vJointType = path.capType;\n } else {\n vJointType = path.jointType;\n }\n\n // Generate variables for fragment shader\n vPathLength = L;\n vCornerOffset = offsetVec;\n vMiterLength = dot(vCornerOffset, miterVec * turnDirection);\n vMiterLength = isCap ? isJoint : vMiterLength;\n\n vec2 offsetFromStartOfPath = vCornerOffset + deltaA * float(isEnd);\n vPathPosition = vec2(\n dot(offsetFromStartOfPath, perp),\n dot(offsetFromStartOfPath, dir)\n );\n geometry.uv = vPathPosition;\n\n float isValid = step(instanceTypes, 3.5);\n vec3 offset = vec3(offsetVec * width * isValid, 0.0);\n\n if (needsRotation) {\n offset = rotationMatrix * offset;\n }\n return offset;\n}\n\n// In clipspace extrusion, if a line extends behind the camera, clip it to avoid visual artifacts\nvoid clipLine(inout vec4 position, vec4 refPosition) {\n if (position.w < EPSILON) {\n float r = (EPSILON - refPosition.w) / (position.w - refPosition.w);\n position = refPosition + (position - refPosition) * r;\n }\n}\n\nvoid main() {\n geometry.pickingColor = instancePickingColors;\n\n vColor = vec4(instanceColors.rgb, instanceColors.a * polylines.opacity * layer.opacity);\n vec3 leftPosition = instanceLeftPositions;\n vec3 startPosition = instanceStartPositions;\n vec3 leftPos64Low = instanceLeftPositions64Low;\n vec3 startPos64Low = instanceStartPositions64Low;\n\n vec3 rightposition = instanceRightPositions;\n vec3 endPosition = instanceEndPositions;\n vec3 rightPos64Low = instanceRightPositions64Low;\n vec3 endPos64Low = instanceEndPositions64Low;\n\n if(polylines.ZIncreasingDownwards) {\n leftPosition.z *= -1.0;\n startPosition.z *= -1.0;\n leftPos64Low.z *= -1.0;\n startPos64Low.z *= -1.0;\n rightposition.z *= -1.0;\n endPosition.z *= -1.0;\n rightPos64Low.z *= -1.0;\n endPos64Low.z *= -1.0; \n }\n\n float isEnd = positions.x;\n\n vec3 prevPosition = mix(leftPosition, startPosition, isEnd);\n vec3 prevPosition64Low = mix(leftPos64Low, startPos64Low, isEnd);\n\n vec3 currPosition = mix(startPosition, endPosition, isEnd);\n vec3 currPosition64Low = mix(startPos64Low, endPos64Low, isEnd);\n\n vec3 nextPosition = mix(endPosition, rightposition, isEnd);\n vec3 nextPosition64Low = mix(endPos64Low, rightPos64Low, isEnd);\n\n geometry.worldPosition = currPosition;\n vec2 widthPixels = vec2(clamp(\n project_size_to_pixel(instanceStrokeWidths * path.widthScale, path.widthUnits),\n path.widthMinPixels, path.widthMaxPixels) / 2.0);\n vec3 width;\n\n if (path.billboard) {\n // Extrude in clipspace\n vec4 prevPositionScreen = project_position_to_clipspace(prevPosition, prevPosition64Low, ZERO_OFFSET);\n vec4 currPositionScreen = project_position_to_clipspace(currPosition, currPosition64Low, ZERO_OFFSET, geometry.position);\n vec4 nextPositionScreen = project_position_to_clipspace(nextPosition, nextPosition64Low, ZERO_OFFSET);\n\n clipLine(prevPositionScreen, currPositionScreen);\n clipLine(nextPositionScreen, currPositionScreen);\n clipLine(currPositionScreen, mix(nextPositionScreen, prevPositionScreen, isEnd));\n\n width = vec3(widthPixels, 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(\n prevPositionScreen.xyz / prevPositionScreen.w,\n currPositionScreen.xyz / currPositionScreen.w,\n nextPositionScreen.xyz / nextPositionScreen.w,\n project_pixel_size_to_clipspace(width.xy)\n );\n\n DECKGL_FILTER_GL_POSITION(currPositionScreen, geometry);\n gl_Position = vec4(currPositionScreen.xyz + offset * currPositionScreen.w, currPositionScreen.w);\n } else {\n // Extrude in commonspace\n prevPosition = project_position(prevPosition, prevPosition64Low);\n currPosition = project_position(currPosition, currPosition64Low);\n nextPosition = project_position(nextPosition, nextPosition64Low);\n\n width = vec3(project_pixel_size(widthPixels), 0.0);\n DECKGL_FILTER_SIZE(width, geometry);\n\n vec3 offset = getLineJoinOffset(prevPosition, currPosition, nextPosition, width.xy);\n geometry.position = vec4(currPosition + offset, 1.0);\n gl_Position = project_common_position_to_clipspace(geometry.position);\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n }\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -163,7 +163,7 @@ void clipLine(inout vec4 position, vec4 refPosition) {
163
163
  void main() {
164
164
  geometry.pickingColor = instancePickingColors;
165
165
 
166
- vColor = vec4(instanceColors.rgb, instanceColors.a * polylines.opacity);
166
+ vColor = vec4(instanceColors.rgb, instanceColors.a * polylines.opacity * layer.opacity);
167
167
  vec3 leftPosition = instanceLeftPositions;
168
168
  vec3 startPosition = instanceStartPositions;
169
169
  vec3 leftPos64Low = instanceLeftPositions64Low;
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME triangle-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n\n // Picking pass.\n if (picking.isActive > 0.5) {\n discard;\n return;\n }\n\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME triangle-lines-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n\n // Picking pass.\n if (picking.isActive > 0.5) {\n discard;\n return;\n }\n\n fragColor = vColor;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -4,6 +4,8 @@ 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) {
@@ -14,7 +16,8 @@ void main(void) {
14
16
  return;
15
17
  }
16
18
 
17
- fragColor = vec4(0.0, 0.0, 0.0, 1.0);
19
+ fragColor = vColor;
20
+ DECKGL_FILTER_COLOR(fragColor, geometry);
18
21
  }
19
22
  `;
20
23
  //# sourceMappingURL=line.fs.glsl.js.map