@webviz/subsurface-viewer 1.11.8 → 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.
- package/dist/layers/axes/box.fs.glsl.d.ts +1 -1
- package/dist/layers/axes/box.fs.glsl.js +3 -3
- package/dist/layers/axes/box.vs.glsl.d.ts +1 -1
- package/dist/layers/axes/box.vs.glsl.js +4 -0
- package/dist/layers/axes/box.vs.glsl.js.map +1 -1
- package/dist/layers/axes/boxLayer.js +4 -8
- package/dist/layers/axes/boxLayer.js.map +1 -1
- package/dist/layers/axes2d/axes2DLayer.js +13 -24
- package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.js +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.js +5 -4
- package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.js +3 -2
- package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/line.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/line.fs.glsl.js +3 -1
- package/dist/layers/grid3d/line.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/line.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/line.vs.glsl.js +4 -0
- package/dist/layers/grid3d/line.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js +3 -2
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -2
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/privateGrid3dLayer.d.ts +1 -18
- package/dist/layers/grid3d/privateGrid3dLayer.js +18 -25
- package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
- package/dist/layers/map/line.fs.glsl.d.ts +1 -1
- package/dist/layers/map/line.fs.glsl.js +2 -1
- package/dist/layers/map/line.fs.glsl.js.map +1 -1
- package/dist/layers/map/line.vs.glsl.d.ts +1 -1
- package/dist/layers/map/line.vs.glsl.js +4 -0
- package/dist/layers/map/line.vs.glsl.js.map +1 -1
- package/dist/layers/map/map.fs.glsl.d.ts +1 -1
- package/dist/layers/map/map.fs.glsl.js +6 -8
- package/dist/layers/map/map.fs.glsl.js.map +1 -1
- package/dist/layers/map/map.vs.glsl.d.ts +1 -1
- package/dist/layers/map/map.vs.glsl.js +2 -4
- package/dist/layers/map/map.vs.glsl.js.map +1 -1
- package/dist/layers/map/privateMapLayer.js +4 -8
- package/dist/layers/map/privateMapLayer.js.map +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.js +4 -8
- package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
- package/dist/layers/northarrow/northarrow.fs.glsl.d.ts +1 -1
- package/dist/layers/northarrow/northarrow.fs.glsl.js +1 -1
- package/dist/layers/piechart/pieChartLayer.js +4 -7
- package/dist/layers/piechart/pieChartLayer.js.map +1 -1
- package/dist/layers/piechart/piechart.fs.glsl.d.ts +1 -1
- package/dist/layers/piechart/piechart.fs.glsl.js +1 -1
- package/dist/layers/points/point.vs.glsl.d.ts +1 -1
- package/dist/layers/points/point.vs.glsl.js +2 -2
- package/dist/layers/polylines/polyline.vs.glsl.d.ts +1 -1
- package/dist/layers/polylines/polyline.vs.glsl.js +1 -1
- package/dist/layers/triangle/line.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/line.fs.glsl.js +4 -1
- package/dist/layers/triangle/line.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/line.vs.glsl.d.ts +1 -1
- package/dist/layers/triangle/line.vs.glsl.js +4 -1
- package/dist/layers/triangle/line.vs.glsl.js.map +1 -1
- package/dist/layers/triangle/privateTriangleLayer.js +4 -12
- package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
- package/dist/layers/triangle/triangle.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/triangle.fs.glsl.js +5 -5
- package/dist/layers/triangle/triangle.vs.glsl.d.ts +1 -1
- package/dist/layers/triangle/triangle.vs.glsl.js +3 -5
- package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -1
- package/dist/layers/well_markers/marker.fs.glsl.d.ts +1 -1
- package/dist/layers/well_markers/marker.fs.glsl.js +2 -2
- package/dist/layers/well_markers/marker.vs.glsl.d.ts +1 -1
- package/dist/layers/well_markers/marker.vs.glsl.js +3 -5
- package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -1
- 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
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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,
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@@ -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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})), { 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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});
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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
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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"]) {
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@@ -1 +1 @@
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1
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-
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1
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+
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@@ -1,2 +1,2 @@
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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 =
|
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;
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
1
|
+
{"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
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@@ -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";
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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";
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export default _default;
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@@ -7,6 +7,7 @@ precision highp float;
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in vec3 positions;
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out vec4 position_commonspace;
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out vec4 vColor;
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uniform bool ZIncreasingDownwards;
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vec3 position_commonspace = project_position(position);
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gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
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vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
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DECKGL_FILTER_COLOR(vColor, geometry);
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}
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//# sourceMappingURL=line.vs.glsl.js.map
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1
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-
{"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
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+
{"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 @@
|
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1
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-
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;\
|
1
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+
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";
|
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|
export default _default;
|
@@ -8,16 +8,15 @@ in vec3 cameraPosition;
|
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in vec3 normals_commonspace;
|
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in vec4 position_commonspace;
|
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in vec4 vColor;
|
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-
|
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-
flat in int vertexIndex;
|
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-
|
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11
|
in vec3 worldPos;
|
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12
|
in float property;
|
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|
+
flat in int vertexIndex;
|
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14
|
|
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-
|
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|
-
|
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|
+
// Uniforms
|
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|
uniform sampler2D colormap;
|
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17
|
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|
+
out vec4 fragColor;
|
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+
|
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20
|
|
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void main(void) {
|
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geometry.uv = vTexCoord;
|
@@ -34,7 +33,7 @@ void main(void) {
|
|
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33
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return;
|
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}
|
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|
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vec4 color = vec4(1.0, 1.0, 1.0,
|
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+
vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
|
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|
float propertyValue = property;
|
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// This may happen due to GPU interpolation precision causing color artifacts.
|
@@ -79,8 +78,7 @@ void main(void) {
|
|
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|
// Use two sided phong lighting. This has no effect if "material" property is not set.
|
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|
vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
|
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|
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fragColor = vec4(lightColor,
|
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|
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fragColor = vec4(lightColor, vColor.a);
|
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|
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|
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}
|
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`;
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"map.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
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
|
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";
|
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2
|
export default _default;
|
@@ -34,8 +34,6 @@ void main(void) {
|
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34
|
|
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35
|
normals_commonspace = normals;
|
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|
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vColor = vec4(colors.rgb, 1.0);
|
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|
-
|
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|
property = properties;
|
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38
|
|
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39
|
position_commonspace = vec4(project_position(position), 0.0);
|
@@ -43,8 +41,8 @@ void main(void) {
|
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DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
|
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|
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-
|
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-
DECKGL_FILTER_COLOR(
|
44
|
+
vColor = vec4(colors.rgb, layer.opacity);
|
45
|
+
DECKGL_FILTER_COLOR(vColor, geometry);
|
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46
|
}
|
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|
`;
|
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|
//# 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
|
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 {
|
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112
|
},
|
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113
|
});
|
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114
|
// MESH LINES
|
115
|
-
const mesh_lines_model = new Model(device, {
|
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|
-
id: `${this.props.id}-lines`,
|
115
|
+
const mesh_lines_model = new Model(device, Object.assign(Object.assign({ id: `${this.props.id}-lines` }, super.getShaders({
|
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116
|
vs: vsLineShader,
|
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|
fs: fsLineShader,
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|
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|
+
modules: [project32, picking, mapUniforms],
|
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|
+
})), { geometry: new Geometry({
|
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|
topology: "line-list",
|
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121
|
attributes: {
|
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122
|
positions: { value: this.props.positions, size: 3 },
|
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123
|
},
|
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124
|
indices: { value: this.props.lineIndices, size: 1 },
|
125
|
-
}),
|
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|
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bufferLayout: this.getAttributeManager().getBufferLayouts(),
|
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|
-
modules: [project32, picking, mapUniforms],
|
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|
-
isInstanced: false,
|
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|
-
});
|
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|
+
}), bufferLayout: this.getAttributeManager().getBufferLayouts(), isInstanced: false }));
|
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|
mesh_lines_model.shaderInputs.setProps({
|
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|
map: {
|
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|
contourReferencePoint,
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"privateMapLayer.js","sourceRoot":"","sources":["../../../src/layers/map/privateMapLayer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,iBAAiB,EAAE,MAAM,eAAe,CAAC;AAElD,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAChD,OAAO,EAAE,aAAa,EAAE,MAAM,iDAAiD,CAAC;AAOhF,OAAO,EAAE,kBAAkB,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AAEvE,OAAO,EAAE,MAAM,eAAe,CAAC;AAC/B,OAAO,EAAE,MAAM,eAAe,CAAC;AAC/B,OAAO,YAAY,MAAM,gBAAgB,CAAC;AAC1C,OAAO,YAAY,MAAM,gBAAgB,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAC1D,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAuBlD,MAAM,YAAY,GAAG;IACjB,IAAI,EAAE,CAAC,OAAO,CAAC;IACf,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAClB,eAAe,EAAE,IAAI;IACrB,SAAS,EAAE,KAAK;IAChB,YAAY,EAAE,EAAE;IAChB,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,cAAc,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC1B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;IAC1B,cAAc,EAAE,IAAI;CACvB,CAAC;AAEF,8DAA8D;AAC9D,MAAM,CAAC,OAAO,OAAO,eAAgB,SAAQ,KAA2B;IACpE,IAAI,QAAQ;;QACR,OAAO,MAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAa,mCAAI,KAAK,CAAC;IACxD,CAAC;IAED,oBAAoB,CAChB,IAEE;QAEF,KAAK,CAAC,oBAAoB,iCACnB,IAAI,KACP,QAAQ,kCACD,IAAI,CAAC,UAAU,CAAC,KACnB,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,OAExC,CAAC;IACP,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,EAAE,GAAG,OAAO,CAAC,MAAM,CAAC;QAC1B,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC;QAC3D,IAAI,CAAC,QAAQ,CAAC;YACV,MAAM,EAAE,CAAC,UAAU,EAAE,gBAAgB,CAAC;YACtC,QAAQ,EAAE,KAAK;SAClB,CAAC,CAAC;IACP,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GACU;QACrB,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,UAAU,CAAC,MAAc;;QACrB,MAAM,QAAQ,GAAY,MAAM,CAAC,aAAa,CAAC;YAC3C,OAAO,EAAE;gBACL,YAAY,EAAE,eAAe;gBAC7B,YAAY,EAAE,eAAe;gBAC7B,SAAS,EAAE,QAAQ;gBACnB,SAAS,EAAE,QAAQ;aACtB;YACD,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,CAAC;YACT,MAAM,EAAE,iBAAiB;YACzB,IAAI,EAAE,YAAY,CACd,IAAI,CAAC,KAAK,CAAC,YAAY,EACtB,IAAI,CAAC,OAA8B,CAAC,QAAQ,CAAC,WAAW,EACzD,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAC9B;SACJ,CAAC,CAAC;QAEH,aAAa;QACb,MAAM,qBAAqB,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QAC7D,MAAM,eAAe,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QACvD,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAEnD,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;QAC9D,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;QAE9D,gFAAgF;QAChF,gEAAgE;QAChE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QACxE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QAExE,MAAM,YAAY,GACd,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,SAAS;YAC3C,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,IAAI;YACtC,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,KAAK,CAAC;QAC5C,IAAI,kBAAkB,GAAG,YAAY;YACjC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,kBAAkB;YAC/B,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEhB,4BAA4B;QAC5B,6DAA6D;QAC7D,aAAa;QACb,kBAAkB,GAAI,kBAA4B,CAAC,GAAG,CAClD,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CACxB,CAAC;QAEF,MAAM,+BAA+B,GAChC,IAAI,CAAC,KAAK,CAAC,kBAA8B,KAAK,KAAK,CAAC;QAEzD,MAAM,aAAa,GACf,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC;QACtE,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,gCAC5C,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO,IACxB,IAAI,CAAC,UAAU,EAAE,KACpB,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,eAAe;gBACzB,UAAU,gCACN,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,IAEhD,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI;oBACjC,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC,EAAE;iBAClD,CAAC,KACF,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,GAC9D;gBACD,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE;aAC1D,CAAC,EACF,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE,EAC5D,QAAQ,EAAE;gBACN,QAAQ,EAAE,QAAQ;aACrB,EACD,WAAW,EAAE,KAAK,IACpB,CAAC;QAEH,UAAU,CAAC,YAAY,CAAC,QAAQ,CAAC;YAC7B,GAAG,EAAE;gBACD,qBAAqB;gBACrB,eAAe;gBACf,eAAe;gBACf,aAAa;gBACb,aAAa;gBACb,gBAAgB;gBAChB,gBAAgB;gBAChB,kBAAkB;gBAClB,+BAA+B;gBAC/B,YAAY;gBACZ,aAAa;gBACb,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB;aACxD;SACJ,CAAC,CAAC;QAEH,aAAa;QACb,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,MAAM,
|
1
|
+
{"version":3,"file":"privateMapLayer.js","sourceRoot":"","sources":["../../../src/layers/map/privateMapLayer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,iBAAiB,EAAE,MAAM,eAAe,CAAC;AAElD,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAChD,OAAO,EAAE,aAAa,EAAE,MAAM,iDAAiD,CAAC;AAOhF,OAAO,EAAE,kBAAkB,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AAEvE,OAAO,EAAE,MAAM,eAAe,CAAC;AAC/B,OAAO,EAAE,MAAM,eAAe,CAAC;AAC/B,OAAO,YAAY,MAAM,gBAAgB,CAAC;AAC1C,OAAO,YAAY,MAAM,gBAAgB,CAAC;AAE1C,OAAO,EAAE,KAAK,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAC1D,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAuBlD,MAAM,YAAY,GAAG;IACjB,IAAI,EAAE,CAAC,OAAO,CAAC;IACf,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAClB,eAAe,EAAE,IAAI;IACrB,SAAS,EAAE,KAAK;IAChB,YAAY,EAAE,EAAE;IAChB,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,cAAc,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC1B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;IAC1B,cAAc,EAAE,IAAI;CACvB,CAAC;AAEF,8DAA8D;AAC9D,MAAM,CAAC,OAAO,OAAO,eAAgB,SAAQ,KAA2B;IACpE,IAAI,QAAQ;;QACR,OAAO,MAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAa,mCAAI,KAAK,CAAC;IACxD,CAAC;IAED,oBAAoB,CAChB,IAEE;QAEF,KAAK,CAAC,oBAAoB,iCACnB,IAAI,KACP,QAAQ,kCACD,IAAI,CAAC,UAAU,CAAC,KACnB,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,OAExC,CAAC;IACP,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,EAAE,GAAG,OAAO,CAAC,MAAM,CAAC;QAC1B,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC;QAC3D,IAAI,CAAC,QAAQ,CAAC;YACV,MAAM,EAAE,CAAC,UAAU,EAAE,gBAAgB,CAAC;YACtC,QAAQ,EAAE,KAAK;SAClB,CAAC,CAAC;IACP,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GACU;QACrB,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,UAAU,CAAC,MAAc;;QACrB,MAAM,QAAQ,GAAY,MAAM,CAAC,aAAa,CAAC;YAC3C,OAAO,EAAE;gBACL,YAAY,EAAE,eAAe;gBAC7B,YAAY,EAAE,eAAe;gBAC7B,SAAS,EAAE,QAAQ;gBACnB,SAAS,EAAE,QAAQ;aACtB;YACD,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,CAAC;YACT,MAAM,EAAE,iBAAiB;YACzB,IAAI,EAAE,YAAY,CACd,IAAI,CAAC,KAAK,CAAC,YAAY,EACtB,IAAI,CAAC,OAA8B,CAAC,QAAQ,CAAC,WAAW,EACzD,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAC9B;SACJ,CAAC,CAAC;QAEH,aAAa;QACb,MAAM,qBAAqB,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QAC7D,MAAM,eAAe,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QACvD,MAAM,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAEnD,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;QAC9D,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;QAE9D,gFAAgF;QAChF,gEAAgE;QAChE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QACxE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QAExE,MAAM,YAAY,GACd,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,SAAS;YAC3C,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,IAAI;YACtC,IAAI,CAAC,KAAK,CAAC,kBAAkB,KAAK,KAAK,CAAC;QAC5C,IAAI,kBAAkB,GAAG,YAAY;YACjC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,kBAAkB;YAC/B,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEhB,4BAA4B;QAC5B,6DAA6D;QAC7D,aAAa;QACb,kBAAkB,GAAI,kBAA4B,CAAC,GAAG,CAClD,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CACxB,CAAC;QAEF,MAAM,+BAA+B,GAChC,IAAI,CAAC,KAAK,CAAC,kBAA8B,KAAK,KAAK,CAAC;QAEzD,MAAM,aAAa,GACf,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC;QACtE,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,gCAC5C,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO,IACxB,IAAI,CAAC,UAAU,EAAE,KACpB,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,eAAe;gBACzB,UAAU,gCACN,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,IAEhD,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,GAAG,CAAC,IAAI;oBACjC,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,IAAI,EAAE,CAAC,EAAE;iBAClD,CAAC,KACF,UAAU,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,gBAAgB,EAAE,IAAI,EAAE,CAAC,EAAE,GAC9D;gBACD,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,CAAC,EAAE;aAC1D,CAAC,EACF,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE,EAC5D,QAAQ,EAAE;gBACN,QAAQ,EAAE,QAAQ;aACrB,EACD,WAAW,EAAE,KAAK,IACpB,CAAC;QAEH,UAAU,CAAC,YAAY,CAAC,QAAQ,CAAC;YAC7B,GAAG,EAAE;gBACD,qBAAqB;gBACrB,eAAe;gBACf,eAAe;gBACf,aAAa;gBACb,aAAa;gBACb,gBAAgB;gBAChB,gBAAgB;gBAChB,kBAAkB;gBAClB,+BAA+B;gBAC/B,YAAY;gBACZ,aAAa;gBACb,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB;aACxD;SACJ,CAAC,CAAC;QAEH,aAAa;QACb,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,MAAM,gCACrC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ,IACzB,KAAK,CAAC,UAAU,CAAC;YAChB,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,OAAO,EAAE,CAAC,SAAS,EAAE,OAAO,EAAE,WAAW,CAAC;SAC7C,CAAC,KACF,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,WAAW;gBACrB,UAAU,EAAE;oBACR,SAAS,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE;iBACtD;gBACD,OAAO,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,EAAE,CAAC,EAAE;aACtD,CAAC,EACF,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE,EAC5D,WAAW,EAAE,KAAK,IACpB,CAAC;QAC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@@ -64,21 +64,17 @@ export default class NorthArrow3DLayer extends Layer {
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|
64
64
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}
|
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
|
-
|
72
|
-
|
70
|
+
modules: [project32],
|
71
|
+
})), { uniforms: { uColor: Array.from(color) }, geometry: new Geometry({
|
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72
|
topology: "line-list",
|
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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 }));
|
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78
|
return {
|
83
79
|
model: grids,
|
84
80
|
models: [grids].filter(Boolean),
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"northArrow3DLayer.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northArrow3DLayer.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,KAAK,EAAE,oBAAoB,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AACvE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAElD,OAAO,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAExC,OAAO,cAAc,MAAM,sBAAsB,CAAC;AAClD,OAAO,YAAY,MAAM,sBAAsB,CAAC;AAMhD,MAAM,YAAY,GAAG;IACjB,QAAQ,EAAE,mBAAmB;IAC7B,IAAI,EAAE,cAAc;IACpB,EAAE,EAAE,mBAAmB;IACvB,OAAO,EAAE,IAAI;IACb,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;CACtB,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,iBAAkB,SAAQ,KAA6B;IACxE,eAAe,CAAC,OAAqB;QACjC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;IACnD,CAAC;IAED,iBAAiB;QACb,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;QACnD,CAAC;IACL,CAAC;IAED,mEAAmE;IACnE,2BAA2B;IAC3B,IAAI,CAAC,WAAgB;QACjB,MAAM,EAAE,EAAE,EAAE,GAAG,WAAW,CAAC,OAAO,CAAC;QACnC,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC1B,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QACxB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;IAC7B,CAAC;IAED,UAAU,CAAC,MAAc;QACrB,MAAM,WAAW,GAAG,aAAa,EAAE,CAAC;QAEpC,MAAM,eAAe,GACjB,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,WAAW,KAAK,oBAAoB,CAAC;QAE/D,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3D,IAAI,SAAS,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;QAElE,IAAI,eAAe,EAAE,CAAC;YAClB,MAAM,SAAS,GAAG,IAAI,OAAO,CACxB,IAAI,CAAC,OAAO,CAAC,QAAqB,CAAC,cAAc,CACrD,CAAC,CAAC,CAAC,CAAC;YACL,SAAS,GAAG,IAAI,OAAO,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,MAAM,GAAG,GAAG,IAAI,OAAO,CAAC;YACpB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;YACzB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;YACzB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;SAC5B,CAAC,CAAC;QACH,GAAG,CAAC,SAAS,EAAE,CAAC;QAChB,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAEhB,2EAA2E;QAC3E,MAAM,GAAG,GAAG,IAAI,OAAO,CAAC;YACpB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACrB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACrB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;SACxB,CAAC,CAAC;QAEH,MAAM,KAAK,GAAa,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC;QACxC,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACrC,MAAM,KAAK,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,EAAE,CAAC;QAErD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;YACpD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxB,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAU,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;QACnE,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAEb,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,MAAM,
|
1
|
+
{"version":3,"file":"northArrow3DLayer.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northArrow3DLayer.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,KAAK,EAAE,oBAAoB,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AACvE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAElD,OAAO,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAExC,OAAO,cAAc,MAAM,sBAAsB,CAAC;AAClD,OAAO,YAAY,MAAM,sBAAsB,CAAC;AAMhD,MAAM,YAAY,GAAG;IACjB,QAAQ,EAAE,mBAAmB;IAC7B,IAAI,EAAE,cAAc;IACpB,EAAE,EAAE,mBAAmB;IACvB,OAAO,EAAE,IAAI;IACb,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;CACtB,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,iBAAkB,SAAQ,KAA6B;IACxE,eAAe,CAAC,OAAqB;QACjC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;IACnD,CAAC;IAED,iBAAiB;QACb,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;QACnD,CAAC;IACL,CAAC;IAED,mEAAmE;IACnE,2BAA2B;IAC3B,IAAI,CAAC,WAAgB;QACjB,MAAM,EAAE,EAAE,EAAE,GAAG,WAAW,CAAC,OAAO,CAAC;QACnC,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC1B,KAAK,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QACxB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;IAC7B,CAAC;IAED,UAAU,CAAC,MAAc;QACrB,MAAM,WAAW,GAAG,aAAa,EAAE,CAAC;QAEpC,MAAM,eAAe,GACjB,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,WAAW,KAAK,oBAAoB,CAAC;QAE/D,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3D,IAAI,SAAS,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;QAElE,IAAI,eAAe,EAAE,CAAC;YAClB,MAAM,SAAS,GAAG,IAAI,OAAO,CACxB,IAAI,CAAC,OAAO,CAAC,QAAqB,CAAC,cAAc,CACrD,CAAC,CAAC,CAAC,CAAC;YACL,SAAS,GAAG,IAAI,OAAO,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,MAAM,GAAG,GAAG,IAAI,OAAO,CAAC;YACpB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;YACzB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;YACzB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;SAC5B,CAAC,CAAC;QACH,GAAG,CAAC,SAAS,EAAE,CAAC;QAChB,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAEhB,2EAA2E;QAC3E,MAAM,GAAG,GAAG,IAAI,OAAO,CAAC;YACpB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACrB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACrB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;SACxB,CAAC,CAAC;QAEH,MAAM,KAAK,GAAa,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC;QACxC,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACrC,MAAM,KAAK,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,EAAE,CAAC;QAErD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;YACpD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxB,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAU,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;QACnE,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAEb,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,MAAM,gCAC1B,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ,IACzB,KAAK,CAAC,UAAU,CAAC;YAChB,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,cAAc;YAClB,OAAO,EAAE,CAAC,SAAS,CAAC;SACvB,CAAC,KACF,QAAQ,EAAE,EAAE,MAAM,EAAE,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,EACvC,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,WAAW;gBACrB,UAAU,EAAE;oBACR,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC;iBACrC;gBACD,WAAW,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC;aAChC,CAAC,EACF,WAAW,EAAE,KAAK,IACpB,CAAC;QAEH,OAAO;YACH,KAAK,EAAE,KAAK;YACZ,MAAM,EAAE,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,OAAO,CAAC;YAC/B,YAAY,EAAE,EAAE,KAAK,EAAE;SAC1B,CAAC;IACN,CAAC;CACJ;AAED,iBAAiB,CAAC,SAAS,GAAG,mBAAmB,CAAC;AAClD,iBAAiB,CAAC,YAAY,GAAG,YAAY,CAAC;AAE9C,4DAA4D;AAE5D,SAAS,aAAa;IAClB,MAAM,KAAK,GAAe,EAAE,CAAC;IAE7B,IAAI,CAAC,GAAG,GAAG,CAAC;IACZ,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACxB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACtB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAExB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACxB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAExB,CAAC,GAAG,CAAC,GAAG,CAAC;IACT,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACxB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACtB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAExB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACxB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAExB,UAAU;IACV,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAC3B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAE1B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAC1B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAEzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAC5B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAE3B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IACzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAExB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAC3B,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAE1B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IACzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAExB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAC1B,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;IAEzB,OAAO,KAAK,CAAC,IAAI,EAAE,CAAC;AACxB,CAAC"}
|
@@ -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;
|
@@ -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
|
-
|
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 @@
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1
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-
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,
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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";
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export default _default;
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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";
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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";
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vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * points.opacity);
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vFillColor = vec4(instanceFillColors.rgb, instanceFillColors.a * points.opacity * layer.opacity);
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vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * points.opacity);
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vLineColor = vec4(instanceLineColors.rgb, instanceLineColors.a * points.opacity * layer.opacity);
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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";
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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";
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export default _default;
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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 =
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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";
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export default _default;
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@@ -4,6 +4,8 @@ export default `\
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precision highp float;
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+
in vec4 vColor;
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+
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out vec4 fragColor;
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void main(void) {
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@@ -14,7 +16,8 @@ void main(void) {
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return;
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}
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-
fragColor =
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fragColor = vColor;
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DECKGL_FILTER_COLOR(fragColor, geometry);
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}
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`;
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//# sourceMappingURL=line.fs.glsl.js.map
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