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Sampler2D last uniform #33

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Sep 15, 2021
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2 changes: 1 addition & 1 deletion bundle.js
Original file line number Diff line number Diff line change
Expand Up @@ -280,7 +280,7 @@ function Scatter(regl, options) {
}; // draw sdf-marker

var markerOptions = extend({}, shaderOptions);
markerOptions.frag = glslify(["precision highp float;\n#define GLSLIFY 1\n\nuniform sampler2D markerTexture;\nuniform float opacity;\n\nvarying vec4 fragColor, fragBorderColor;\nvarying float fragWidth, fragBorderColorLevel, fragColorLevel;\n\nfloat smoothStep(float x, float y) {\n return 1.0 / (1.0 + exp(50.0*(x - y)));\n}\n\nvoid main() {\n float dist = texture2D(markerTexture, gl_PointCoord).r, delta = fragWidth;\n\n // max-distance alpha\n if (dist < 0.003) discard;\n\n // null-border case\n if (fragBorderColorLevel == fragColorLevel || fragBorderColor.a == 0.) {\n float colorAmt = smoothstep(.5 - delta, .5 + delta, dist);\n gl_FragColor = vec4(fragColor.rgb, colorAmt * fragColor.a * opacity);\n }\n else {\n float borderColorAmt = smoothstep(fragBorderColorLevel - delta, fragBorderColorLevel + delta, dist);\n float colorAmt = smoothstep(fragColorLevel - delta, fragColorLevel + delta, dist);\n\n vec4 color = fragBorderColor;\n color.a *= borderColorAmt;\n color = mix(color, fragColor, colorAmt);\n color.a *= opacity;\n\n gl_FragColor = color;\n }\n\n}\n"]);
markerOptions.frag = glslify(["precision highp float;\n#define GLSLIFY 1\n\nuniform float opacity;\nuniform sampler2D markerTexture;\n\nvarying vec4 fragColor, fragBorderColor;\nvarying float fragWidth, fragBorderColorLevel, fragColorLevel;\n\nfloat smoothStep(float x, float y) {\n return 1.0 / (1.0 + exp(50.0*(x - y)));\n}\n\nvoid main() {\n float dist = texture2D(markerTexture, gl_PointCoord).r, delta = fragWidth;\n\n // max-distance alpha\n if (dist < 0.003) discard;\n\n // null-border case\n if (fragBorderColorLevel == fragColorLevel || fragBorderColor.a == 0.) {\n float colorAmt = smoothstep(.5 - delta, .5 + delta, dist);\n gl_FragColor = vec4(fragColor.rgb, colorAmt * fragColor.a * opacity);\n }\n else {\n float borderColorAmt = smoothstep(fragBorderColorLevel - delta, fragBorderColorLevel + delta, dist);\n float colorAmt = smoothstep(fragColorLevel - delta, fragColorLevel + delta, dist);\n\n vec4 color = fragBorderColor;\n color.a *= borderColorAmt;\n color = mix(color, fragColor, colorAmt);\n color.a *= opacity;\n\n gl_FragColor = color;\n }\n\n}\n"]);
markerOptions.vert = glslify(["precision highp float;\n#define GLSLIFY 1\n\nattribute float x, y, xFract, yFract;\nattribute float size, borderSize;\nattribute vec4 colorId, borderColorId;\nattribute float isActive;\n\nuniform bool constPointSize;\nuniform float pixelRatio;\nuniform vec2 scale, scaleFract, translate, translateFract, paletteSize;\nuniform sampler2D paletteTexture;\n\nconst float maxSize = 100.;\nconst float borderLevel = .5;\n\nvarying vec4 fragColor, fragBorderColor;\nvarying float fragPointSize, fragBorderRadius, fragWidth, fragBorderColorLevel, fragColorLevel;\n\nfloat pointSizeScale = (constPointSize) ? 2. : pixelRatio;\n\nbool isDirect = (paletteSize.x < 1.);\n\nvec4 getColor(vec4 id) {\n return isDirect ? id / 255. : texture2D(paletteTexture,\n vec2(\n (id.x + .5) / paletteSize.x,\n (id.y + .5) / paletteSize.y\n )\n );\n}\n\nvoid main() {\n // ignore inactive points\n if (isActive == 0.) return;\n\n vec2 position = vec2(x, y);\n vec2 positionFract = vec2(xFract, yFract);\n\n vec4 color = getColor(colorId);\n vec4 borderColor = getColor(borderColorId);\n\n float size = size * maxSize / 255.;\n float borderSize = borderSize * maxSize / 255.;\n\n gl_PointSize = 2. * size * pointSizeScale;\n fragPointSize = size * pixelRatio;\n\n vec2 pos = (position + translate) * scale\n + (positionFract + translateFract) * scale\n + (position + translate) * scaleFract\n + (positionFract + translateFract) * scaleFract;\n\n gl_Position = vec4(pos * 2. - 1., 0., 1.);\n\n fragColor = color;\n fragBorderColor = borderColor;\n fragWidth = 1. / gl_PointSize;\n\n fragBorderColorLevel = clamp(borderLevel - borderLevel * borderSize / size, 0., 1.);\n fragColorLevel = clamp(borderLevel + (1. - borderLevel) * borderSize / size, 0., 1.);\n}"]);
this.drawMarker = regl(markerOptions); // draw circle

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2 changes: 1 addition & 1 deletion marker-frag.glsl
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
precision highp float;

uniform sampler2D markerTexture;
uniform float opacity;
uniform sampler2D markerTexture;

varying vec4 fragColor, fragBorderColor;
varying float fragWidth, fragBorderColorLevel, fragColorLevel;
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