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nova-header-nav / node_modules /@plotly /mapbox-gl /src /shaders /fill_extrusion_pattern.vertex.glsl
| uniform mat4 u_matrix; | |
| uniform vec2 u_pixel_coord_upper; | |
| uniform vec2 u_pixel_coord_lower; | |
| uniform float u_height_factor; | |
| uniform vec3 u_scale; | |
| uniform float u_vertical_gradient; | |
| uniform lowp float u_opacity; | |
| uniform vec3 u_lightcolor; | |
| uniform lowp vec3 u_lightpos; | |
| uniform lowp float u_lightintensity; | |
| attribute vec2 a_pos; | |
| attribute vec4 a_normal_ed; | |
| varying vec2 v_pos_a; | |
| varying vec2 v_pos_b; | |
| varying vec4 v_lighting; | |
| void main() { | |
| vec2 pattern_tl_a = pattern_from.xy; | |
| vec2 pattern_br_a = pattern_from.zw; | |
| vec2 pattern_tl_b = pattern_to.xy; | |
| vec2 pattern_br_b = pattern_to.zw; | |
| float tileRatio = u_scale.x; | |
| float fromScale = u_scale.y; | |
| float toScale = u_scale.z; | |
| vec3 normal = a_normal_ed.xyz; | |
| float edgedistance = a_normal_ed.w; | |
| vec2 display_size_a = (pattern_br_a - pattern_tl_a) / pixel_ratio_from; | |
| vec2 display_size_b = (pattern_br_b - pattern_tl_b) / pixel_ratio_to; | |
| base = max(0.0, base); | |
| height = max(0.0, height); | |
| float t = mod(normal.x, 2.0); | |
| float z = t > 0.0 ? height : base; | |
| gl_Position = u_matrix * vec4(a_pos, z, 1); | |
| vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0 | |
| ? a_pos // extrusion top | |
| : vec2(edgedistance, z * u_height_factor); // extrusion side | |
| v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos); | |
| v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos); | |
| v_lighting = vec4(0.0, 0.0, 0.0, 1.0); | |
| float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0); | |
| directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional); | |
| if (normal.y != 0.0) { | |
| // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient, | |
| // and otherwise calculates the gradient based on base + height | |
| directional *= ( | |
| (1.0 - u_vertical_gradient) + | |
| (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0))); | |
| } | |
| v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0)); | |
| v_lighting *= u_opacity; | |
| } | |