Created
April 11, 2020 20:49
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// Switch from geometric --> semantic zoom at this size. | |
const MAX_DISPLAY_SIZE = 50; | |
// Min picking point size, to produce "envelope" around small points. | |
const MIN_PICKING_SIZE = 10; | |
// Above this size, add a border to the point. | |
const BORDER_THRESHOLD_SIZE = 30; | |
export const GET_POINT_SIZE = ` | |
float get_point_size(float size, float z) { | |
return min(size * (100.0 / -z), ${MAX_DISPLAY_SIZE}.0); | |
}`; | |
export const DISPLAY_VERTEX_SHADER = ` | |
uniform float pixelRatio; | |
attribute float size; | |
attribute vec3 displayColor; | |
varying float vPointSize; | |
varying vec3 vDisplayColor; | |
${GET_POINT_SIZE} | |
void main() { | |
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); | |
gl_Position = projectionMatrix * mvPosition; | |
gl_PointSize = get_point_size(size, mvPosition.z) * pixelRatio; | |
vPointSize = gl_PointSize; | |
vDisplayColor = displayColor; | |
}`; | |
export const DISPLAY_FRAGMENT_SHADER = ` | |
uniform sampler2D texture; | |
varying float vPointSize; | |
varying vec3 vDisplayColor; | |
void main() { | |
if (vPointSize > ${BORDER_THRESHOLD_SIZE}.0) { | |
vec4 pixel = texture2D(texture, gl_PointCoord); | |
gl_FragColor = pixel * vec4(vDisplayColor.xyz, 1.0); | |
} | |
else { | |
vec2 cxy = 2.0 * gl_PointCoord - 1.0; | |
float r = dot(cxy, cxy); | |
if (r > 1.0) discard; | |
gl_FragColor = vec4(vDisplayColor.xyz, 1.0); | |
} | |
}`; |
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