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solid-polygon-layer.js
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solid-polygon-layer.js
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// Copyright (c) 2015 - 2017 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.
// SolidPolygonLayer, but using es 3.0 shaders
import {SolidPolygonLayer} from '@deck.gl/layers';
import vsTop from './solid-polygon-layer-vertex-top.glsl';
import vsSide from './solid-polygon-layer-vertex-side.glsl';
import fs from './solid-polygon-layer-fragment.glsl';
export default class SolidPolygonLayer2 extends SolidPolygonLayer {
getShaders(vs) {
const shaders = super.getShaders(vs);
shaders.vs =
vs.indexOf('SHADER_NAME solid-polygon-layer-vertex-shader-side') > 0 ? vsSide : vsTop;
shaders.fs = fs;
return shaders;
}
}
SolidPolygonLayer2.layerName = 'SolidPolygonLayer';