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land.yaml
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land.yaml
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layers:
earth:
data: { source: mapzen}
draw:
polygons:
order: global.sort_rank
color: global.earth_color
boundaries:
data: { source: mapzen}
filter: { kind: country }
draw:
boundary_dashes:
order: global.sort_rank
color: global.boundary_color
width: 1px
water:
data: { source: mapzen}
filter: {not: {is_tunnel: true}}
draw:
lines:
order: global.sort_rank
join: round
cap: square
shore_lines:
filter: { boundary: true, $zoom: { min: 16 } }
draw:
lines-coast:
order: 220
width: [[16,20px],[18,10m]] # actually visually 1/3
color: global.water_color
river_lines:
filter: { kind: [river, canal] }
draw:
lines:
color: global.water_color
width: [[10, 1px], [17, 6px], [18, 12m]]
stream_lines:
filter: { kind: [stream, ditch, drain], $zoom: { min: 15 }}
draw:
lines:
color: global.water_color
width: [[15, 1px], [17, 2px], [18, 5m]]
water_areas:
draw:
polygons:
order: global.sort_rank
color: global.water_color
buildings:
data: { source: mapzen}
filter: {not: { location: underground }, $zoom: { min: 16 } }
draw:
buildings-style:
order: global.sort_rank
color: global.building_color
extrude: true
buildings-outline-style:
order: function() { return feature.sort_rank+1; }
color: global.building_outline_color
width: [[16, 1px], [18,2px], [19,4px]]
extrude: true
landuse:
data: { source: mapzen}
draw:
polygons:
order: global.sort_rank
color: global.landuse_color
city_walls:
filter: { kind: [city_wall, dam] }
draw:
buildings-outline-style:
order: global.sort_rank
color: global.building_outline_color
width: [[12, 4px], [18, 8m]]
walls:
filter: { kind: [wall, retaining_wall, fence] }
draw:
buildings-outline-style:
order: global.sort_rank
color: global.building_outline_color
width: [[15, 1px], [18, 2m]]
squares:
filter: { kind: [pedestrian], $zoom: { min: 17 } }
draw:
lines:
color: global.square_outline_color
width: function () { return 1/4 * Math.log($zoom); }
order: 200
polygons:
color: global.square_color
order: 360
styles:
boundary_dashes:
base: lines
dash: [1, 2]
buildings-style:
base: polygons
blend: opaque
buildings-outline-style:
base: lines
blend: inlay
lines-coast:
base: lines
texcoords: true
blend: inlay
shaders:
uniforms:
u_waves: 1.5
u_speed: 0.08
u_color: [0.6,0.7,1.,1.]
blocks:
color: |
float x = (v_texcoord.x - 0.495) * 2.;
if(x > 0.0) {
float opacity = 1.-x;
float waves = fract(u_waves*(1.-x)-u_time*u_speed);
color = mix(color, u_color, opacity * waves);
} else {
color.a = 0.0;
}