vertexShader:this.parseResult_.builder.getSymbolVertexShader(), fragmentShader:this.parseResult_.builder.getSymbolFragmentShader(), hitVertexShader: !this.hitDetectionDisabled_&& this.parseResult_.builder.getSymbolVertexShader(true), hitFragmentShader: !this.hitDetectionDisabled_&& this.parseResult_.build...
@@ -11,10 +11,13 @@ import maskvs from './shaders/mask.vertex.glsl' import { checkColorOption, getImageData } from './utils' import { initArrugator } from './utils/arrugator' import type { ArrugadoFlat } from './utils/arrugator' import type { Color, ColorType } from './col...
Finally, we save the current center of the view in a property called centerAtLastUpdate; we will see how this vector will play an important role in improving the geographical accuracy of the vertex shader.this.centerAtLastUpdate = vec2.fromValues(this.view.state.center[0], this.view.state...
// create GLSL source for fragment shader constfragmentSource=` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5); }`; // create a vertex shader constvertexShader=gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader,vertexSource); ...
createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexSource); gl.compileShader(vertexShader); // create a fragment shader var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentSource); gl.compileShader(fragmentShader); // link the two ...
// create GLSL source for fragment shader constfragmentSource=` void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5); }`; // create a vertex shader constvertexShader=gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader,vertexSource); ...
contentconsthighlightLayer = {id:'highlight',type:'custom',// method called when the layer is added to the map// Search for StyleImageInterface in https://maplibre.org/maplibre-gl-js/docs/API/onAdd(map, gl) {// create GLSL source for vertex shaderconstvertexSource =`#versi...
000000000010dda4 T glDeleteVertexArrays 000000000010e07c T glDepthFunc 000000000010e1e4 T glDepthMask 000000000010e91c T glDepthRangef 000000000010ebf4 T glDepthRangex 000000000010eecc T glDetachShader 000000000010f038 T glDisable 000000000010f1a0 T glDisableClientState ...
//vec4 project_vertex(vec2 extrusion, vec4 world_center, float radius, float view_scale) { // vec2 sample_offset = calc_offset(extrusion, radius, view_scale); // return u_matrix * ( world_center + vec4(sample_offset, 0, 0) ); //} void main () { vUv = uv; vec2 size = ...
_shaderProgram); gl.drawArrays(gl.TRIANGLES, 0, this._vertexCount); gl.disableVertexAttribArray(0); gl.disableVertexAttribArray(1); gl.useProgram(null); } requestRender Method requestRender() The LayerView can call this method to ask the MapView to schedule a new rendering frame. ...