Heatmap / add hit detection shaders

This commit is contained in:
Olivier Guyot
2019-10-08 13:27:31 +02:00
parent 057cc92716
commit b44a6ab26a
2 changed files with 106 additions and 1 deletions

View File

@@ -220,6 +220,51 @@ class Heatmap extends VectorLayer {
float alpha = smoothstep(0.0, 1.0, value) * v_weight;
gl_FragColor = vec4(alpha, alpha, alpha, alpha);
}`,
hitVertexShader: `
precision mediump float;
uniform mat4 u_projectionMatrix;
uniform mat4 u_offsetScaleMatrix;
uniform float u_size;
attribute vec2 a_position;
attribute float a_index;
attribute float a_weight;
attribute vec4 a_hitColor;
varying vec2 v_texCoord;
varying float v_weight;
varying vec4 v_hitColor;
void main(void) {
mat4 offsetMatrix = u_offsetScaleMatrix;
float offsetX = a_index == 0.0 || a_index == 3.0 ? -u_size / 2.0 : u_size / 2.0;
float offsetY = a_index == 0.0 || a_index == 1.0 ? -u_size / 2.0 : u_size / 2.0;
vec4 offsets = offsetMatrix * vec4(offsetX, offsetY, 0.0, 0.0);
gl_Position = u_projectionMatrix * vec4(a_position, 0.0, 1.0) + offsets;
float u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
float v = a_index == 0.0 || a_index == 1.0 ? 0.0 : 1.0;
v_texCoord = vec2(u, v);
v_hitColor = a_hitColor;
v_weight = a_weight;
}`,
hitFragmentShader: `
precision mediump float;
uniform float u_blurSlope;
varying vec2 v_texCoord;
varying float v_weight;
varying vec4 v_hitColor;
void main(void) {
vec2 texCoord = v_texCoord * 2.0 - vec2(1.0, 1.0);
float sqRadius = texCoord.x * texCoord.x + texCoord.y * texCoord.y;
float value = (1.0 - sqrt(sqRadius)) * u_blurSlope;
float alpha = smoothstep(0.0, 1.0, value) * v_weight;
if (alpha < 0.05) {
discard;
}
gl_FragColor = v_hitColor;
}`,
uniforms: {
u_size: function() {
return (this.get(Property.RADIUS) + this.get(Property.BLUR)) * 2;