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Merge branch 'master' into fix-update-storybook
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w1nklr authored Oct 27, 2023
2 parents 963c569 + 270d5d4 commit b26190a
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Showing 8 changed files with 17 additions and 11 deletions.
7 changes: 7 additions & 0 deletions typescript/packages/subsurface-viewer/CHANGELOG.md
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## [0.5.3](https://github.com/equinor/webviz-subsurface-components/compare/[email protected]@0.5.3) (2023-10-27)


### Bug Fixes

* force publishing a new package ([#1740](https://github.com/equinor/webviz-subsurface-components/issues/1740)) ([64938ee](https://github.com/equinor/webviz-subsurface-components/commit/64938ee977db4ec01c1ea09135827bc2af837018))

## [0.5.2](https://github.com/equinor/webviz-subsurface-components/compare/[email protected]@0.5.2) (2023-10-25)


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2 changes: 1 addition & 1 deletion typescript/packages/subsurface-viewer/package.json
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{
"name": "@webviz/subsurface-viewer",
"version": "0.5.2",
"version": "0.5.3",
"description": "",
"main": "dist/index.js",
"types": "dist/index.d.ts",
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Expand Up @@ -55,9 +55,9 @@ void main(void) {
color = texture2D(colormap, vec2(x, 0.5));
}
// Use normal lighting. This has no effect if "material" property is not set.
vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
gl_FragColor = vec4(lightColor, 1.0);
// Use two sided phong lighting. This has no effect if "material" property is not set.
vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
gl_FragColor = vec4(lightColor, 1.0);
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
}
`;
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import type { Color } from "@deck.gl/core/typed";
import { CompositeLayer } from "@deck.gl/core/typed";
import type { Material } from "./privateLayer";
import privateLayer from "./privateLayer";
import type { Material } from "./privateGrid3dLayer";
import privateLayer from "./privateGrid3dLayer";
import type {
ExtendedLayerProps,
colorMapFunctionType,
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import type { MeshType, MeshTypeLines } from "./privateLayer";
import type { MeshType, MeshTypeLines } from "./privateGrid3dLayer";
import type { WebWorkerParams } from "./grid3dLayer";

export function makeFullMesh(e: { data: WebWorkerParams }): void {
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Expand Up @@ -93,10 +93,9 @@ void main(void) {
color = color * vec4(c, c, c, 1.0);
}
// Use normal lighting. This has no effect if "material" property is not set.
vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
// Use two sided phong lighting. This has no effect if "material" property is not set.
vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
gl_FragColor = vec4(lightColor, 1.0);
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
}
`;
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Expand Up @@ -40,7 +40,7 @@ void main(void) {
color = color * vec4(c, c, c, 1.0);
}
// Use normal lighting. This has no effect if "material" property is not set.
// Use two sided phong lighting. This has no effect if "material" property is not set.
vec3 lightColor = getPhongLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
gl_FragColor = vec4(lightColor, 1.0);
DECKGL_FILTER_COLOR(gl_FragColor, geometry);
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