Simple handling of layer opacity in webgl points layer
Now the layer opacity is simply handled by a CSS property on the layer DOM element. As such it does not have to be taken into account in shaders.
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@@ -43,8 +43,7 @@ export const ShaderType = {
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export const DefaultUniform = {
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PROJECTION_MATRIX: 'u_projectionMatrix',
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OFFSET_SCALE_MATRIX: 'u_offsetScaleMatrix',
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix',
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OPACITY: 'u_opacity'
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OFFSET_ROTATION_MATRIX: 'u_offsetRotateMatrix'
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};
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/**
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@@ -130,7 +129,7 @@ export const DefaultAttrib = {
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* Uniforms are defined using the `uniforms` option and can either be explicit values or callbacks taking the frame state as argument.
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* You can also change their value along the way like so:
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* ```js
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* this.context.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
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* this.context.setUniformFloatValue('u_value', valueAsNumber);
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* ```
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*
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* ### Defining post processing passes
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