/* * Copyright 2019 Teralytics * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ export default `\ #define SHADER_NAME flow-circles-layer-fragment-shader #define SOFT_OUTLINE 0.1 precision highp float; varying vec4 vColor; varying vec2 unitPosition; varying float outerRadiusPixels; void main(void) { geometry.uv = unitPosition; float distToCenter = length(unitPosition); if (distToCenter > 1.0) { discard; } gl_FragColor = vColor; gl_FragColor.a *= smoothstep(0.0, SOFT_OUTLINE, 1.0 - distToCenter); DECKGL_FILTER_COLOR(gl_FragColor, geometry); } `;