diff --git a/packages/layers/src/line/shaders/arc3d/line_arc_3d_frag.glsl b/packages/layers/src/line/shaders/arc3d/line_arc_3d_frag.glsl index 5f8e12d47b..7efbf3d107 100644 --- a/packages/layers/src/line/shaders/arc3d/line_arc_3d_frag.glsl +++ b/packages/layers/src/line/shaders/arc3d/line_arc_3d_frag.glsl @@ -23,12 +23,11 @@ layout(std140) uniform commonUniorm { float u_linearColor: 0.0; }; -// varying vec2 v_normal; -in vec4 v_dash_array; in vec4 v_color; -in vec4 v_line_data; +in vec4 v_dash_array; in float v_segmentIndex; in vec2 v_iconMapUV; +in vec4 v_line_data; out vec4 outputColor; @@ -57,7 +56,7 @@ void main() { alpha = clamp(alpha, 0.0, 1.0); outputColor.a *= alpha; - // u_animate + // u_animate // x enable // y duration // z interval diff --git a/packages/layers/src/line/shaders/greatCircle/line_arc_great_circle_frag.glsl b/packages/layers/src/line/shaders/greatCircle/line_arc_great_circle_frag.glsl index 8b60640cbf..ff7eeee247 100644 --- a/packages/layers/src/line/shaders/greatCircle/line_arc_great_circle_frag.glsl +++ b/packages/layers/src/line/shaders/greatCircle/line_arc_great_circle_frag.glsl @@ -19,11 +19,11 @@ layout(std140) uniform commonUniorm { float u_linearColor: 0; }; -in vec4 v_line_data; -in vec2 v_iconMapUV; in vec4 v_dash_array; -in float v_distance_ratio; in vec4 v_color; +in vec2 v_iconMapUV; +in vec4 v_line_data; +in float v_distance_ratio; out vec4 outputColor; #pragma include "picking" @@ -34,7 +34,7 @@ void main() { float animateSpeed = 0.0; float d_segmentIndex = v_line_data.g; - + // 设置弧线的底色 if(u_linearColor == 1.0) { // 使用渐变颜色 outputColor = mix(u_sourceColor, u_targetColor, d_segmentIndex/segmentNumber); @@ -65,7 +65,7 @@ void main() { } // 设置弧线的贴图 - if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { + if(LineTexture == u_line_texture && u_line_type != LineTypeDash) { float arcRadio = smoothstep( 0.0, 1.0, (d_segmentIndex / (segmentNumber - 1.0))); // float arcRadio = d_segmentIndex / (segmentNumber - 1.0); float count = v_line_data.b; // 贴图在弧线上重复的数量 @@ -79,7 +79,7 @@ void main() { vec2 uv= v_iconMapUV / u_textSize + vec2(u, v) / u_textSize * 64.; vec4 pattern = texture(SAMPLER_2D(u_texture), uv); - + // 设置贴图和底色的叠加模式 if(u_textureBlend == 0.0) { // normal pattern.a = 0.0; @@ -96,4 +96,4 @@ void main() { } // gl_FragColor = filterColor(gl_FragColor); -} \ No newline at end of file +} diff --git a/packages/layers/src/line/shaders/wall/wall_frag.glsl b/packages/layers/src/line/shaders/wall/wall_frag.glsl index 7c52c3ad19..89ae85c656 100644 --- a/packages/layers/src/line/shaders/wall/wall_frag.glsl +++ b/packages/layers/src/line/shaders/wall/wall_frag.glsl @@ -17,13 +17,15 @@ layout(std140) uniform commonUniorm { float u_iconStepCount; float u_time; }; + + in vec2 v_iconMapUV; -in float v_blur; -in float v_radio; in vec4 v_color; +in float v_blur; in vec4 v_dataset; out vec4 outputColor; + #pragma include "picking" void main() { @@ -79,7 +81,7 @@ void main() { outputColor = filterColor(pattern); } } - + // blur - AA if(v < v_blur) { diff --git a/packages/layers/src/line/shaders/wall/wall_vert.glsl b/packages/layers/src/line/shaders/wall/wall_vert.glsl index dfde182390..3f710f6557 100644 --- a/packages/layers/src/line/shaders/wall/wall_vert.glsl +++ b/packages/layers/src/line/shaders/wall/wall_vert.glsl @@ -21,17 +21,16 @@ layout(std140) uniform commonUniorm { float u_time; }; -#pragma include "projection" -#pragma include "light" -#pragma include "picking" - // texV 线图层 - 贴图部分的 v 坐标(线的宽度方向) out vec2 v_iconMapUV; out vec4 v_color; out float v_blur; -out float v_radio; out vec4 v_dataset; +#pragma include "projection" +#pragma include "light" +#pragma include "picking" + void main() { float a_Distance = a_Distance_Total_Miter.x; float a_Miter = a_Distance_Total_Miter.y;