examples/website/plot/plot-layer/label-vertex.glsl.js (78 lines of code) (raw):

// 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. export default `\ #define SHADER_NAME graph-layer-axis-vertex-shader attribute vec3 positions; attribute vec3 normals; attribute vec2 texCoords; attribute vec2 instancePositions; attribute vec3 instanceNormals; attribute float instanceIsTitle; uniform vec3 gridDims; uniform vec3 gridCenter; uniform float gridOffset; uniform vec3 labelWidths; uniform float fontSize; uniform float labelHeight; uniform vec2 labelTextureDim; varying vec2 vTexCoords; varying float shouldDiscard; const float LABEL_OFFSET = 0.02; const float TITLE_OFFSET = 0.06; float sum2(vec2 v) { return v.x + v.y; } float sum3(vec3 v) { return v.x + v.y + v.z; } // determines if the grid line is behind or in front of the center float frontFacing(vec3 v) { vec4 v_clipspace = project_uViewProjectionMatrix * project_uModelMatrix * vec4(v, 0.0); return step(v_clipspace.z, 0.0); } void main(void) { // rotated rectangle to align with slice: // for each x tick, draw rectangle on yz plane // for each y tick, draw rectangle on zx plane // for each z tick, draw rectangle on xy plane // offset of each corner of the rectangle from tick on axis vec3 gridVertexOffset = mat3( vec3(positions.z, positions.xy), vec3(positions.yz, positions.x), positions ) * instanceNormals; // normal of each edge of the rectangle from tick on axis vec3 gridLineNormal = mat3( vec3(normals.z, normals.xy), vec3(normals.yz, normals.x), normals ) * instanceNormals; // do not draw grid line in front of the graph // do not draw label behind the graph shouldDiscard = frontFacing(gridLineNormal) + (1.0 - frontFacing(gridVertexOffset)); // get bounding box of texture in pixels // +----------+----------+----------+ // | xlabel0 | ylabel0 | zlabel0 | // +----------+----------+----------+ // | xlabel1 | ylabel1 | zlabel1 | // +----------+----------+----------+ // | ... | ... | ... | vec2 textureOrigin = vec2( sum3(vec3(0.0, labelWidths.x, sum2(labelWidths.xy)) * instanceNormals), instancePositions.y * labelHeight ); vec2 textureSize = vec2(sum3(labelWidths * instanceNormals), labelHeight); vTexCoords = (textureOrigin + textureSize * texCoords) / labelTextureDim; vec3 position_modelspace = vec3(instancePositions.x) * instanceNormals + gridVertexOffset * gridDims / 2.0 + gridCenter * abs(gridVertexOffset); // apply offsets position_modelspace += gridOffset * gridLineNormal; position_modelspace += (LABEL_OFFSET + (instanceIsTitle * TITLE_OFFSET)) * gridVertexOffset; vec3 position_commonspace = project_position(position_modelspace); vec4 position_clipspace = project_common_position_to_clipspace(vec4(position_commonspace, 1.0)); vec2 labelVertexOffset = vec2(texCoords.x - 0.5, 0.5 - texCoords.y) * textureSize; // project to clipspace labelVertexOffset = project_pixel_size_to_clipspace(labelVertexOffset).xy; // scale label to be constant size in pixels labelVertexOffset *= fontSize / labelHeight * position_clipspace.w; gl_Position = position_clipspace + vec4(labelVertexOffset, 0.0, 0.0); } `;