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); } `;