examples/website/plot/plot-layer/surface-vertex.glsl.js (23 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-vertex-shader
attribute vec4 positions;
attribute vec4 colors;
attribute vec3 pickingColors;
uniform float lightStrength;
uniform float opacity;
varying vec4 vColor;
varying float shouldDiscard;
void main(void) {
// fit into a unit cube that centers at [0, 0, 0]
vec3 position_commonspace = project_position(positions.xyz);
gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 1.0));
// cheap way to produce believable front-lit effect.
// Note: clipsspace depth is nonlinear and deltaZ depends on the near and far values
// when creating the perspective projection matrix.
vec4 position_vector = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
float fadeFactor = 1.0 - position_vector.z * lightStrength;
vColor = vec4(colors.rgb * fadeFactor, colors.a * opacity) / 255.0;;
picking_setPickingColor(pickingColors);
shouldDiscard = positions.w;
}
`;