"use strict";

Object.defineProperty(exports, "__esModule", {
  value: true
});
// Copyright (c) 2015 - 2017 Uber Technologies, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

exports.default = "#define SHADER_NAME line-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 instanceSourcePositions;\nattribute vec3 instanceTargetPositions;\nattribute vec4 instanceSourceTargetPositions64xyLow;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float strokeWidth;\nuniform float opacity;\n\nvarying vec4 vColor;\n\n// offset vector by strokeWidth pixels\n// offset_direction is -1 (left) or 1 (right)\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n  // normalized direction of the line\n  vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize);\n  // rotate by 90 degrees\n  dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n  vec2 offset_screenspace = dir_screenspace * offset_direction * strokeWidth / 2.0;\n  vec2 offset_clipspace = project_pixel_to_clipspace(offset_screenspace).xy;\n\n  return offset_clipspace;\n}\n\nvoid main(void) {\n  // Position\n  vec4 source = project_position_to_clipspace(instanceSourcePositions, instanceSourceTargetPositions64xyLow.xy, vec3(0.));\n  vec4 target = project_position_to_clipspace(instanceTargetPositions, instanceSourceTargetPositions64xyLow.zw, vec3(0.));\n\n  // linear interpolation of source & target to pick right coord\n  float segmentIndex = positions.x;\n  vec4 p = mix(source, target, segmentIndex);\n\n  // extrude\n  vec2 offset = getExtrusionOffset(target.xy - source.xy, positions.y);\n  gl_Position = p + vec4(offset, 0.0, 0.0);\n\n  // Color\n  vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n  // Set color to be rendered to picking fbo (also used to check for selection highlight).\n  picking_setPickingColor(instancePickingColors);\n}\n";
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