// deck.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors export default `\ #version 300 es in vec3 positions; in vec3 positions64Low; in float weights; out vec4 weightsTexture; void main() { weightsTexture = vec4(weights * weight.weightsScale, 0., 0., 1.); float radiusTexels = project_pixel_size(weight.radiusPixels) * weight.textureWidth / (weight.commonBounds.z - weight.commonBounds.x); gl_PointSize = radiusTexels * 2.; vec3 commonPosition = project_position(positions, positions64Low); // // map xy from commonBounds to [-1, 1] gl_Position.xy = (commonPosition.xy - weight.commonBounds.xy) / (weight.commonBounds.zw - weight.commonBounds.xy) ; gl_Position.xy = (gl_Position.xy * 2.) - (1.); gl_Position.w = 1.0; } `;