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aggregate-all-fs.glsl.js
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aggregate-all-fs.glsl.js
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// Copyright (c) 2015 - 2018 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 `\
#version 300 es
#define SHADER_NAME gpu-aggregation-all-fs
precision highp float;
in vec2 vTextureCoord;
uniform sampler2D uSampler;
out vec4 fragColor;
void main(void) {
vec4 textureColor = texture(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
// Red: total count, Green: total weight, Alpha: maximum wieght
fragColor = vec4(textureColor.r, textureColor.g, 0., textureColor.g);
}
`;