improvement: 优化气泡图水波纹效果

This commit is contained in:
thinkinggis 2020-03-12 16:39:50 +08:00
parent 99f082443b
commit b3af628983
5 changed files with 10 additions and 9 deletions

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@ -2,24 +2,26 @@
title: 发布日志
order: 10
---
## 2020.03.12 2.1 正式版
###✨ Features
新增 l7-react版本
 新增 l7-react 版本
• 可自定义样式的聚合图 MakerLayer
• 新增 quantile、quantize度量
• 新增 quantile、quantize 度量
• 地图导出功能
### 🍏 Improvements
### 🍏 Improvements
• IE 11 支持
• 更新拾取机制,拾取更高效
• 优化依赖包减少包体积
### 🐞 Bug Fixes
• setData 更新机制
• color,size,shape更新重绘问题
• color,size,shape 更新重绘问题
## 2020.03.12 2.1 正式版

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@ -154,7 +154,7 @@ const World = React.memo(function Map() {
values: 0.6,
}}
color={{
values: '#FCE2D7',
values: '#aaa',
}}
shape={{
values: 'line',

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@ -145,7 +145,7 @@ const World = React.memo(function Map() {
values: 0.6,
}}
color={{
values: '#f00', // 描边颜色
values: '#aaa', // 描边颜色
}}
shape={{
values: 'line',

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@ -76,7 +76,7 @@ void main() {
if(u_aimate.x == Animate) {
float d = length(v_data.xy);
float intensity = clamp(cos(d * PI), 0.0, 1.0) * clamp(cos(2.0 * PI * (d * 2.0 * u_aimate.z - u_aimate.y * u_time)), 0.0, 1.0);
gl_FragColor = vec4(gl_FragColor.xyz * intensity, intensity);
gl_FragColor = vec4(gl_FragColor.xyz, intensity);
}
gl_FragColor = filterColor(gl_FragColor);

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@ -29,7 +29,6 @@ void main() {
highp float gamma_scaled = gamma * v_gamma_scale;
highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
gl_FragColor = mix(v_color * u_opacity, u_stroke * u_stroke_opacity, smoothstep(0., 0.5, 1. - dist)) * alpha;
gl_FragColor = mix(vec4(v_color.rgb, v_color.a * u_opacity), vec4(u_stroke.rgb, u_stroke.a * u_opacity), smoothstep(0., 0.5, 1. - dist)) * alpha;
gl_FragColor = filterColor(gl_FragColor);
}