modules/layers/src/imagery-layer/imagery-layer-fragment.js (45 lines of code) (raw):
// Copyright (c) 2019 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 imagery-layer-fragment-shader
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D imageryTexture;
varying vec2 vTexCoord;
// TODO/ib enables shader derivatives that facilitate debugging height maps
varying float vWorldHeight;
const float SLOPE_MAX = 0.10;
uniform float desaturate;
uniform vec4 transparentColor;
uniform vec3 tintColor;
uniform float opacity;
// apply desaturation
vec3 color_desaturate(vec3 color) {
float luminance = (color.r + color.g + color.b) * 0.333333333;
return mix(color, vec3(luminance), desaturate);
}
// apply tint
vec3 color_tint(vec3 color) {
return color * tintColor / 255.0;
}
// blend with background color
vec4 apply_opacity(vec3 color, float alpha) {
return mix(transparentColor / 255.0, vec4(color, 1.0), alpha);
}
void main(void) {
vec4 bitmapColor = texture2D(imageryTexture, vTexCoord);
// TODO/ib - discard fragments when height is changing to quickly
// Uncomment to debug height maps
// If changing more than 5 centimeter per pixel discard
// if (abs(dFdx(vWorldHeight)) > SLOPE_MAX || abs(dFdy(vWorldHeight)) > SLOPE_MAX) {
// discard;
// }
if (bitmapColor.rgb == vec3(0., 0., 0.)) {
discard;
};
gl_FragColor = apply_opacity(color_tint(color_desaturate(bitmapColor.rgb)), bitmapColor.a * opacity);
// use highlight color if this fragment belongs to the selected object.
gl_FragColor = picking_filterHighlightColor(gl_FragColor);
// use picking color if rendering to picking FBO.
gl_FragColor = picking_filterPickingColor(gl_FragColor);
}
`;