Update PointsLayer documentation

This commit is contained in:
jahow
2018-12-01 00:11:27 +01:00
parent 55c36b5aab
commit 8bb7d77f68

View File

@@ -77,7 +77,12 @@ const FRAGMENT_SHADER = `
* All features will be rendered as quads (two triangles forming a square). New data will be flushed to the GPU
* every time the vector source changes.
*
* Use shaders to customize the final output.
* Use shaders to customize the final output. The following attributes are available:
* * `vec2 a_position`
* * `vec2 a_texCoord`
* * `vec2 a_offsets`
* * `float a_rotateWithView`
* * `float a_opacity`
*
* This uses {@link module:ol/webgl/Helper~WebGLHelper} internally.
*
@@ -90,12 +95,14 @@ const FRAGMENT_SHADER = `
* attribute vec2 a_texCoord;
* attribute float a_rotateWithView;
* attribute vec2 a_offsets;
* attribute float a_opacity;
*
* uniform mat4 u_projectionMatrix;
* uniform mat4 u_offsetScaleMatrix;
* uniform mat4 u_offsetRotateMatrix;
*
* varying vec2 v_texCoord;
* varying float v_opacity;
*
* void main(void) {
* mat4 offsetMatrix = u_offsetScaleMatrix;
@@ -105,6 +112,7 @@ const FRAGMENT_SHADER = `
* vec4 offsets = offsetMatrix * vec4(a_offsets, 0.0, 0.0);
* gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
* v_texCoord = a_texCoord;
* v_opacity = a_opacity;
* }
* ```
*
@@ -114,10 +122,11 @@ const FRAGMENT_SHADER = `
* uniform float u_opacity;
*
* varying vec2 v_texCoord;
* varying float v_opacity;
*
* void main(void) {
* gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
* float alpha = u_opacity;
* float alpha = u_opacity * v_opacity;
* if (alpha == 0.0) {
* discard;
* }