---
title: "Add a custom style layer | JavaScript maps SDK"
description: "Use a custom style layer for WebGL content."
---

> For AI agents: a documentation index is available at [/llms.txt](https://docs.maptiler.com/llms.txt). Markdown versions of all pages are available by appending .md to any URL.

# Add a custom style layer

Use a custom style layer to render custom WebGL content.

### NPM module setup

```bash
npm install --save @maptiler/sdk
```

#### main.js

```js
import { Map, MapStyle, config, MercatorCoordinate } from '@maptiler/sdk';
import '@maptiler/sdk/dist/maptiler-sdk.css';

config.apiKey = 'YOUR_MAPTILER_API_KEY_HERE';
const map = (window.map = new Map({
    container: 'map',
    zoom: 3,
    center: [7.5, 58],
    style: MapStyle.STREETS,
    canvasContextAttributes: {antialias: true}  // create the gl context with MSAA antialiasing, so custom layers are antialiased
}));

// create a custom style layer to implement the WebGL content
const highlightLayer = {
    id: 'highlight',
    type: 'custom',

    // method called when the layer is added to the map
    // Search for StyleImageInterface in https://maplibre.org/maplibre-gl-js/docs/API/
    onAdd (map, gl) {
    // create GLSL source for vertex shader
        const vertexSource = `#version 300 es

        uniform mat4 u_matrix;
        in vec2 a_pos;
        void main() {
            gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
        }`;

        // create GLSL source for fragment shader
        const fragmentSource = `#version 300 es

        out highp vec4 fragColor;
        void main() {
            fragColor = vec4(1.0, 0.0, 0.0, 0.5);
        }`;

        // create a vertex shader
        const vertexShader = gl.createShader(gl.VERTEX_SHADER);
        gl.shaderSource(vertexShader, vertexSource);
        gl.compileShader(vertexShader);

        // create a fragment shader
        const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
        gl.shaderSource(fragmentShader, fragmentSource);
        gl.compileShader(fragmentShader);

        // link the two shaders into a WebGL program
        this.program = gl.createProgram();
        gl.attachShader(this.program, vertexShader);
        gl.attachShader(this.program, fragmentShader);
        gl.linkProgram(this.program);

        this.aPos = gl.getAttribLocation(this.program, 'a_pos');

        // define vertices of the triangle to be rendered in the custom style layer
        const helsinki = MercatorCoordinate.fromLngLat({
            lng: 25.004,
            lat: 60.239
        });
        const berlin = MercatorCoordinate.fromLngLat({
            lng: 13.403,
            lat: 52.562
        });
        const kyiv = MercatorCoordinate.fromLngLat({
            lng: 30.498,
            lat: 50.541
        });

        // create and initialize a WebGLBuffer to store vertex and color data
        this.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
        gl.bufferData(
            gl.ARRAY_BUFFER,
            new Float32Array([
                helsinki.x,
                helsinki.y,
                berlin.x,
                berlin.y,
                kyiv.x,
                kyiv.y
            ]),
            gl.STATIC_DRAW
        );
    },

    // method fired on each animation frame
    render (gl, args) {
        gl.useProgram(this.program);
        gl.uniformMatrix4fv(
            gl.getUniformLocation(this.program, 'u_matrix'),
            false,
            args.defaultProjectionData.mainMatrix
        );
        gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
        gl.enableVertexAttribArray(this.aPos);
        gl.vertexAttribPointer(this.aPos, 2, gl.FLOAT, false, 0, 0);
        gl.enable(gl.BLEND);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
    }
};

// add the custom style layer to the map
map.on('load', () => {
    map.addLayer(highlightLayer, 'Building');
});
```

#### index.html

```html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="robots" content="noindex">
  <title>Add a custom style layer | NPM example</title>
  <link rel="stylesheet" href="./style.css">
</head>
<body>
  <div id="map"></div>
  <script type="module" src="./main.js"></script>
</body>
</html>
```

#### style.css

```css
body {margin: 0; padding: 0;}
#map {position: absolute; top: 0; bottom: 0; width: 100%;}
```

### Basic JavaScript setup

```html
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Add a custom style layer</title>
<script src="https://cdn.maptiler.com/maptiler-sdk-js/v4.2.0/maptiler-sdk.umd.min.js"></script>
<link href="https://cdn.maptiler.com/maptiler-sdk-js/v4.2.0/maptiler-sdk.css" rel="stylesheet" />
<style>
  body {margin: 0; padding: 0;}
  #map {position: absolute; top: 0; bottom: 0; width: 100%;}
</style>
</head>
<body>
<div id="map"></div>
<script>
    maptilersdk.config.apiKey = 'YOUR_MAPTILER_API_KEY_HERE';
    const map = (window.map = new maptilersdk.Map({
        container: 'map',
        zoom: 3,
        center: [7.5, 58],
        style: maptilersdk.MapStyle.STREETS,
        canvasContextAttributes: {antialias: true}  // create the gl context with MSAA antialiasing, so custom layers are antialiased
    }));

    // create a custom style layer to implement the WebGL content
    const highlightLayer = {
        id: 'highlight',
        type: 'custom',

        // method called when the layer is added to the map
        // Search for StyleImageInterface in https://maplibre.org/maplibre-gl-js/docs/API/
        onAdd (map, gl) {
        // create GLSL source for vertex shader
            const vertexSource = `#version 300 es

            uniform mat4 u_matrix;
            in vec2 a_pos;
            void main() {
                gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
            }`;

            // create GLSL source for fragment shader
            const fragmentSource = `#version 300 es

            out highp vec4 fragColor;
            void main() {
                fragColor = vec4(1.0, 0.0, 0.0, 0.5);
            }`;

            // create a vertex shader
            const vertexShader = gl.createShader(gl.VERTEX_SHADER);
            gl.shaderSource(vertexShader, vertexSource);
            gl.compileShader(vertexShader);

            // create a fragment shader
            const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
            gl.shaderSource(fragmentShader, fragmentSource);
            gl.compileShader(fragmentShader);

            // link the two shaders into a WebGL program
            this.program = gl.createProgram();
            gl.attachShader(this.program, vertexShader);
            gl.attachShader(this.program, fragmentShader);
            gl.linkProgram(this.program);

            this.aPos = gl.getAttribLocation(this.program, 'a_pos');

            // define vertices of the triangle to be rendered in the custom style layer
            const helsinki = maptilersdk.MercatorCoordinate.fromLngLat({
                lng: 25.004,
                lat: 60.239
            });
            const berlin = maptilersdk.MercatorCoordinate.fromLngLat({
                lng: 13.403,
                lat: 52.562
            });
            const kyiv = maptilersdk.MercatorCoordinate.fromLngLat({
                lng: 30.498,
                lat: 50.541
            });

            // create and initialize a WebGLBuffer to store vertex and color data
            this.buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
            gl.bufferData(
                gl.ARRAY_BUFFER,
                new Float32Array([
                    helsinki.x,
                    helsinki.y,
                    berlin.x,
                    berlin.y,
                    kyiv.x,
                    kyiv.y
                ]),
                gl.STATIC_DRAW
            );
        },

        // method fired on each animation frame
        render (gl, args) {
            gl.useProgram(this.program);
            gl.uniformMatrix4fv(
                gl.getUniformLocation(this.program, 'u_matrix'),
                false,
                args.defaultProjectionData.mainMatrix
            );
            gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
            gl.enableVertexAttribArray(this.aPos);
            gl.vertexAttribPointer(this.aPos, 2, gl.FLOAT, false, 0, 0);
            gl.enable(gl.BLEND);
            gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
        }
    };

    // add the custom style layer to the map
    map.on('load', () => {
        map.addLayer(highlightLayer, 'Building');
    });
</script>
</body>
</html>
```

## Related examples

### [Add an animated icon to the map](https://docs.maptiler.com/sdk-js/examples/add-image-animated/)

Examples

Add animated icons generated at runtime using Canvas API.

### [Add a canvas source](https://docs.maptiler.com/sdk-js/examples/canvas-source/)

Examples

Integrate a dynamic HTML canvas source into the map.

### [Add a generated icon to the map](https://docs.maptiler.com/sdk-js/examples/add-image-generated/)

Examples

Add custom map icons generated dynamically at runtime.

### [Generate a missing icon to the map](https://docs.maptiler.com/sdk-js/examples/add-image-missing-generated/)

Examples

Dynamically generate and add missing icons to the map.
