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Update Scatterplot to GLSL 300 (#8369)
1 parent 1c1cad2 commit af1942e

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2 files changed

+27
-23
lines changed

2 files changed

+27
-23
lines changed

modules/layers/src/scatterplot-layer/scatterplot-layer-fragment.glsl.ts

Lines changed: 13 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -19,6 +19,7 @@
1919
// THE SOFTWARE.
2020

2121
export default `\
22+
#version 300 es
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#define SHADER_NAME scatterplot-layer-fragment-shader
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precision highp float;
@@ -27,11 +28,13 @@ uniform bool filled;
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uniform float stroked;
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uniform bool antialiasing;
2930
30-
varying vec4 vFillColor;
31-
varying vec4 vLineColor;
32-
varying vec2 unitPosition;
33-
varying float innerUnitRadius;
34-
varying float outerRadiusPixels;
31+
in vec4 vFillColor;
32+
in vec4 vLineColor;
33+
in vec2 unitPosition;
34+
in float innerUnitRadius;
35+
in float outerRadiusPixels;
36+
37+
out vec4 fragColor;
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void main(void) {
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geometry.uv = unitPosition;
@@ -51,20 +54,20 @@ void main(void) {
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step(innerUnitRadius * outerRadiusPixels, distToCenter);
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if (filled) {
54-
gl_FragColor = mix(vFillColor, vLineColor, isLine);
57+
fragColor = mix(vFillColor, vLineColor, isLine);
5558
} else {
5659
if (isLine == 0.0) {
5760
discard;
5861
}
59-
gl_FragColor = vec4(vLineColor.rgb, vLineColor.a * isLine);
62+
fragColor = vec4(vLineColor.rgb, vLineColor.a * isLine);
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}
6164
} else if (!filled) {
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discard;
6366
} else {
64-
gl_FragColor = vFillColor;
67+
fragColor = vFillColor;
6568
}
6669
67-
gl_FragColor.a *= inCircle;
68-
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
70+
fragColor.a *= inCircle;
71+
DECKGL_FILTER_COLOR(fragColor, geometry);
6972
}
7073
`;

modules/layers/src/scatterplot-layer/scatterplot-layer-vertex.glsl.ts

Lines changed: 14 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -19,17 +19,18 @@
1919
// THE SOFTWARE.
2020

2121
export default `\
22+
#version 300 es
2223
#define SHADER_NAME scatterplot-layer-vertex-shader
2324
24-
attribute vec3 positions;
25+
in vec3 positions;
2526
26-
attribute vec3 instancePositions;
27-
attribute vec3 instancePositions64Low;
28-
attribute float instanceRadius;
29-
attribute float instanceLineWidths;
30-
attribute vec4 instanceFillColors;
31-
attribute vec4 instanceLineColors;
32-
attribute vec3 instancePickingColors;
27+
in vec3 instancePositions;
28+
in vec3 instancePositions64Low;
29+
in float instanceRadius;
30+
in float instanceLineWidths;
31+
in vec4 instanceFillColors;
32+
in vec4 instanceLineColors;
33+
in vec3 instancePickingColors;
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uniform float opacity;
3536
uniform float radiusScale;
@@ -45,11 +46,11 @@ uniform bool billboard;
4546
uniform int radiusUnits;
4647
uniform int lineWidthUnits;
4748
48-
varying vec4 vFillColor;
49-
varying vec4 vLineColor;
50-
varying vec2 unitPosition;
51-
varying float innerUnitRadius;
52-
varying float outerRadiusPixels;
49+
out vec4 vFillColor;
50+
out vec4 vLineColor;
51+
out vec2 unitPosition;
52+
out float innerUnitRadius;
53+
out float outerRadiusPixels;
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void main(void) {

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