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8 changes: 4 additions & 4 deletions modules/geo-layers/src/trips-layer/trips-layer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -68,9 +68,9 @@ export default class TripsLayer<DataT = any, ExtraProps extends {} = {}> extends
shaders.inject = {
'vs:#decl': `\
uniform float trailLength;
attribute float instanceTimestamps;
attribute float instanceNextTimestamps;
varying float vTime;
in float instanceTimestamps;
in float instanceNextTimestamps;
out float vTime;
`,
// Timestamp of the vertex
'vs:#main-end': `\
Expand All @@ -80,7 +80,7 @@ vTime = instanceTimestamps + (instanceNextTimestamps - instanceTimestamps) * vPa
uniform bool fadeTrail;
uniform float trailLength;
uniform float currentTime;
varying float vTime;
in float vTime;
`,
// Drop the segments outside of the time window
'fs:#main-start': `\
Expand Down
17 changes: 10 additions & 7 deletions modules/layers/src/bitmap-layer/bitmap-layer-fragment.ts
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,8 @@ vec3 packUVsIntoRGB(vec2 uv) {
}
`;

export default `
export default `\
#version 300 es
#define SHADER_NAME bitmap-layer-fragment-shader

#ifdef GL_ES
Expand All @@ -33,8 +34,10 @@ precision highp float;

uniform sampler2D bitmapTexture;

varying vec2 vTexCoord;
varying vec2 vTexPos;
in vec2 vTexCoord;
in vec2 vTexPos;

out vec4 fragColor;

uniform float desaturate;
uniform vec4 transparentColor;
Expand Down Expand Up @@ -109,16 +112,16 @@ void main(void) {
vec2 commonPos = lnglat_to_mercator(vTexPos);
uv = getUV(commonPos);
}
vec4 bitmapColor = texture2D(bitmapTexture, uv);
vec4 bitmapColor = texture(bitmapTexture, uv);

gl_FragColor = apply_opacity(color_tint(color_desaturate(bitmapColor.rgb)), bitmapColor.a * opacity);
fragColor = apply_opacity(color_tint(color_desaturate(bitmapColor.rgb)), bitmapColor.a * opacity);

geometry.uv = uv;
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
DECKGL_FILTER_COLOR(fragColor, geometry);

if (picking_uActive && !picking_uAttribute) {
// Since instance information is not used, we can use picking color for pixel index
gl_FragColor.rgb = packUVsIntoRGB(uv);
fragColor.rgb = packUVsIntoRGB(uv);
}
}
`;
13 changes: 7 additions & 6 deletions modules/layers/src/bitmap-layer/bitmap-layer-vertex.ts
Original file line number Diff line number Diff line change
@@ -1,12 +1,13 @@
export default `
export default `\
#version 300 es
#define SHADER_NAME bitmap-layer-vertex-shader

attribute vec2 texCoords;
attribute vec3 positions;
attribute vec3 positions64Low;
in vec2 texCoords;
in vec3 positions;
in vec3 positions64Low;

varying vec2 vTexCoord;
varying vec2 vTexPos;
out vec2 vTexCoord;
out vec2 vTexPos;

uniform float coordinateConversion;

Expand Down
17 changes: 10 additions & 7 deletions modules/layers/src/icon-layer/icon-layer-fragment.glsl.ts
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@
// THE SOFTWARE.

export default `\
#version 300 es
#define SHADER_NAME icon-layer-fragment-shader

precision highp float;
Expand All @@ -27,15 +28,17 @@ uniform float opacity;
uniform sampler2D iconsTexture;
uniform float alphaCutoff;

varying float vColorMode;
varying vec4 vColor;
varying vec2 vTextureCoords;
varying vec2 uv;
in float vColorMode;
in vec4 vColor;
in vec2 vTextureCoords;
in vec2 uv;

out vec4 fragColor;

void main(void) {
geometry.uv = uv;

vec4 texColor = texture2D(iconsTexture, vTextureCoords);
vec4 texColor = texture(iconsTexture, vTextureCoords);

// if colorMode == 0, use pixel color from the texture
// if colorMode == 1 or rendering picking buffer, use texture as transparency mask
Expand All @@ -47,7 +50,7 @@ void main(void) {
discard;
}

gl_FragColor = vec4(color, a);
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
fragColor = vec4(color, a);
DECKGL_FILTER_COLOR(fragColor, geometry);
}
`;
31 changes: 16 additions & 15 deletions modules/layers/src/icon-layer/icon-layer-vertex.glsl.ts
Original file line number Diff line number Diff line change
Expand Up @@ -19,20 +19,21 @@
// THE SOFTWARE.

export default `\
#version 300 es
#define SHADER_NAME icon-layer-vertex-shader

attribute vec2 positions;
in vec2 positions;

attribute vec3 instancePositions;
attribute vec3 instancePositions64Low;
attribute float instanceSizes;
attribute float instanceAngles;
attribute vec4 instanceColors;
attribute vec3 instancePickingColors;
attribute vec4 instanceIconFrames;
attribute float instanceColorModes;
attribute vec2 instanceOffsets;
attribute vec2 instancePixelOffset;
in vec3 instancePositions;
in vec3 instancePositions64Low;
in float instanceSizes;
in float instanceAngles;
in vec4 instanceColors;
in vec3 instancePickingColors;
in vec4 instanceIconFrames;
in float instanceColorModes;
in vec2 instanceOffsets;
in vec2 instancePixelOffset;

uniform float sizeScale;
uniform vec2 iconsTextureDim;
Expand All @@ -41,10 +42,10 @@ uniform float sizeMaxPixels;
uniform bool billboard;
uniform int sizeUnits;

varying float vColorMode;
varying vec4 vColor;
varying vec2 vTextureCoords;
varying vec2 uv;
out float vColorMode;
out vec4 vColor;
out vec2 vTextureCoords;
out vec2 uv;

vec2 rotate_by_angle(vec2 vertex, float angle) {
float angle_radian = angle * PI / 180.0;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -19,12 +19,15 @@
// THE SOFTWARE.

export default `\
#version 300 es
#define SHADER_NAME point-cloud-layer-fragment-shader

precision highp float;

varying vec4 vColor;
varying vec2 unitPosition;
in vec4 vColor;
in vec2 unitPosition;

out vec4 fragColor;

void main(void) {
geometry.uv = unitPosition;
Expand All @@ -35,7 +38,7 @@ void main(void) {
discard;
}

gl_FragColor = vColor;
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
fragColor = vColor;
DECKGL_FILTER_COLOR(fragColor, geometry);
}
`;
Original file line number Diff line number Diff line change
Expand Up @@ -19,21 +19,22 @@
// THE SOFTWARE.

export default `\
#version 300 es
#define SHADER_NAME point-cloud-layer-vertex-shader

attribute vec3 positions;
attribute vec3 instanceNormals;
attribute vec4 instanceColors;
attribute vec3 instancePositions;
attribute vec3 instancePositions64Low;
attribute vec3 instancePickingColors;
in vec3 positions;
in vec3 instanceNormals;
in vec4 instanceColors;
in vec3 instancePositions;
in vec3 instancePositions64Low;
in vec3 instancePickingColors;

uniform float opacity;
uniform float radiusPixels;
uniform int sizeUnits;

varying vec4 vColor;
varying vec2 unitPosition;
out vec4 vColor;
out vec2 unitPosition;

void main(void) {
geometry.worldPosition = instancePositions;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@
// THE SOFTWARE.

export default `\
#version 300 es
#define SHADER_NAME multi-icon-layer-fragment-shader

precision highp float;
Expand All @@ -32,9 +33,11 @@ uniform float sdfBuffer;
uniform float outlineBuffer;
uniform vec4 outlineColor;

varying vec4 vColor;
varying vec2 vTextureCoords;
varying vec2 uv;
in vec4 vColor;
in vec2 vTextureCoords;
in vec2 uv;

out vec4 fragColor;

void main(void) {
geometry.uv = uv;
Expand Down Expand Up @@ -63,9 +66,9 @@ void main(void) {
discard;
}

gl_FragColor = vec4(color.rgb, a * opacity);
fragColor = vec4(color.rgb, a * opacity);
}

DECKGL_FILTER_COLOR(gl_FragColor, geometry);
DECKGL_FILTER_COLOR(fragColor, geometry);
}
`;