[core] Use separate shaders for background and clipping

This commit is contained in:
Lauren Budorick
2018-01-09 15:02:49 -08:00
committed by GitHub
parent 966606a107
commit 43a9bd3fba
20 changed files with 388 additions and 41 deletions

View File

@@ -0,0 +1,65 @@
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/background_pattern.hpp>
namespace mbgl {
namespace shaders {
const char* background_pattern::name = "background_pattern";
const char* background_pattern::vertexSource = R"MBGL_SHADER(
uniform mat4 u_matrix;
uniform vec2 u_pattern_size_a;
uniform vec2 u_pattern_size_b;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform float u_scale_a;
uniform float u_scale_b;
uniform float u_tile_units_to_pixels;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
}
)MBGL_SHADER";
const char* background_pattern::fragmentSource = R"MBGL_SHADER(
uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
uniform vec2 u_texsize;
uniform float u_mix;
uniform float u_opacity;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_mix) * u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl