// Copyright (c) 2015 Uber Technologies, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. export default `\ #define SHADER_NAME flow-circles-layer-vertex-shader #define radiusScale 100 attribute vec3 positions; attribute vec3 instancePositions; attribute vec3 instancePositions64Low; attribute float instanceRadius; attribute vec4 instanceColors; attribute vec3 instancePickingColors; uniform float opacity; varying vec4 vColor; varying vec2 unitPosition; varying float outerRadiusPixels; void main(void) { geometry.worldPosition = instancePositions; outerRadiusPixels = instanceRadius; // position on the containing square in [-1, 1] space unitPosition = positions.xy; geometry.uv = unitPosition; geometry.pickingColor = instancePickingColors; // Find the center of the point and add the current vertex vec3 offset = positions * project_pixel_size(outerRadiusPixels); DECKGL_FILTER_SIZE(offset, geometry); gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset, geometry.position); DECKGL_FILTER_GL_POSITION(gl_Position, geometry); // Apply opacity to instance color, or return instance picking color vColor = vec4(instanceColors.rgb / 255., instanceColors.a / 255. * opacity); DECKGL_FILTER_COLOR(vColor, geometry); } `;