Optimize fill extrusion memory by using instancing [Core optimization] (#4256)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
Co-authored-by: Adrian Cojocaru <adrian.cojocaru92@yahoo.com>
This commit is contained in:
Alex Cristici
2026-05-05 19:24:17 +03:00
committed by GitHub
parent e0af63c913
commit 6aa804f7e2
31 changed files with 889 additions and 181 deletions

View File

@@ -301,8 +301,8 @@ public:
/// Sum of element strides, and the total size of a vertex in the buffer
std::size_t getTotalSize() const;
/// Get the largest count value of the attribute elements
std::size_t getMaxCount() const;
/// Get the smallest count value of the attribute elements
std::size_t getMinCount() const;
/// Get a attribute element.
/// Returns a pointer to the element on success, or null if the attribute doesn't exists.

View File

@@ -0,0 +1,16 @@
// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::FillExtrusionInstancedShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillExtrusionInstancedShader";
static constexpr const char* vertex = R"()";
static constexpr const char* fragment = R"()";
};
} // namespace shaders
} // namespace mbgl

View File

@@ -0,0 +1,16 @@
// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternInstancedShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillExtrusionPatternInstancedShader";
static constexpr const char* vertex = R"()";
static constexpr const char* fragment = R"()";
};
} // namespace shaders
} // namespace mbgl

View File

@@ -78,6 +78,7 @@ enum {
};
#define MLN_UBO_CONSOLIDATION (MLN_RENDER_BACKEND_METAL || MLN_RENDER_BACKEND_VULKAN || MLN_RENDER_BACKEND_WEBGPU)
#define MLN_USE_FILL_EXTRUSION_INSTANCING (MLN_RENDER_BACKEND_METAL)
} // namespace shaders
} // namespace mbgl

View File

@@ -69,7 +69,7 @@ struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Metal> {
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 5> attributes;
static const std::array<AttributeInfo, 4> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
@@ -78,16 +78,15 @@ struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Metal> {
struct VertexStage {
short2 pos [[attribute(0)]];
short4 normal_ed [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_color)
float4 color [[attribute(2)]];
float4 color [[attribute(1)]];
#endif
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(3)]];
float base [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(4)]];
float height [[attribute(3)]];
#endif
};
@@ -119,8 +118,8 @@ FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
const auto height = max(unpack_mix_float(vertx.height, drawable.height_t), 0.0);
#endif
const float3 normal = float3(vertx.normal_ed.xyz);
const float t = glMod(normal.x, 2.0);
const float3 normal = float3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float4 position = drawable.matrix * float4(float2(vertx.pos), z, 1);
@@ -146,7 +145,149 @@ FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
color += min(float4(0.03, 0.03, 0.03, 1.0), float4(1.0));
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal / 16384.0, props.light_position_base.xyz), 0.0, 1.0);
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
const float minDirectional = 1.0 - props.light_intensity;
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
float directional = mix(minDirectional, maxDirectional, directionalFraction);
// Add gradient along z axis of side surfaces
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
// vertical gradient, and otherwise calculates the gradient based on base + height
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
// Assign final color based on surface + ambient light color, diffuse light directional,
// and light color with lower bounds adjusted to hue of light so that shading is tinted
// with the complementary (opposite) color to the light color
const float3 light_color = props.light_color_pad.rgb;
const float3 minLight = mix(0.0, 0.3, 1.0 - light_color.rgb);
vcolor += float4(clamp(color.rgb * directional * light_color.rgb, minLight, 1.0), 0.0);
return {
.position = position,
.color = half4(vcolor * props.opacity),
};
}
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]]) {
return { in.color/*, in.position.z*/ };
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionInstancedShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "FillExtrusionInstancedShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 5> instanceAttributes;
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
#if !defined(HAS_UNIFORM_u_color)
float4 color [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(5)]];
#endif
};
struct OutlineInstance {
short2 pos;
ushort2 ed_discard;
};
struct FragmentStage {
float4 position [[position, invariant]];
half4 color;
};
struct FragmentOutput {
half4 color [[color(0)]];
//float depth [[depth(less)]]; // Write depth value if it's less than what's already there
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
uint instanceID [[ instance_id ]],
device const OutlineInstance* outline [[buffer(fillExtrusionUBOCount + 1)]]) {
if (outline[instanceID].ed_discard.y) {
return {
.position = float4(0.0),
.color = half4(0.0),
};
}
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const auto height = props.height;
#else
const auto height = max(unpack_mix_float(vertx.height, drawable.height_t), 0.0);
#endif
float2 p1 = float2(outline[instanceID + 1].pos);
float2 p2 = float2(outline[instanceID + 0].pos);
float2 perp = p1 - p2;
float magnitude = sqrt(perp.x * perp.x + perp.y * perp.y);
if (magnitude > 0) {
perp = perp / magnitude;
}
const float3 normal = float3(-perp.y, perp.x, 0.0);
const float t = float(vertx.pos.y);
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float4 position = drawable.matrix * float4(float2(outline[instanceID + vertx.pos.x].pos), z, 1);
#if defined(OVERDRAW_INSPECTOR)
return {
.position = position,
.color = half4(1.0),
};
#endif
#if defined(HAS_UNIFORM_u_color)
auto color = props.color;
#else
auto color = unpack_mix_color(vertx.color, drawable.color_t);
#endif
// Relative luminance (how dark/bright is the surface color?)
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
float4 vcolor = float4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
color += min(float4(0.03, 0.03, 0.03, 1.0), float4(1.0));
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
@@ -190,7 +331,7 @@ struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Met
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 6> attributes;
static const std::array<AttributeInfo, 5> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
@@ -199,19 +340,18 @@ struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Met
struct VertexStage {
short2 pos [[attribute(0)]];
short4 normal_ed [[attribute(1)]];
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(2)]];
float base [[attribute(1)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(3)]];
float height [[attribute(2)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
ushort4 pattern_from [[attribute(4)]];
ushort4 pattern_from [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
ushort4 pattern_to [[attribute(5)]];
ushort4 pattern_to [[attribute(4)]];
#endif
};
@@ -255,9 +395,8 @@ FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
const auto height = max(unpack_mix_float(vertx.height, drawable.height_t), 0.0);
#endif
const float3 normal = float3(vertx.normal_ed.xyz);
const float edgedistance = vertx.normal_ed.w;
const float t = glMod(normal.x, 2.0);
const float3 normal = float3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float4 position = drawable.matrix * float4(float2(vertx.pos), z, 1);
@@ -296,12 +435,10 @@ FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const float2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? float2(vertx.pos) // extrusion top
: float2(edgedistance, z * drawable.height_factor); // extrusion side
const float2 pos = float2(vertx.pos); // extrusion top
float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, props.light_position_base.xyz), 0.0, 1.0);
float directional = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.y != 0.0) {
@@ -370,5 +507,225 @@ fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]],
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternInstancedShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "FillExtrusionPatternInstancedShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 6> instanceAttributes;
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(0)]];
#if !defined(HAS_UNIFORM_u_base)
float base [[attribute(3)]];
#endif
#if !defined(HAS_UNIFORM_u_height)
float height [[attribute(4)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
ushort4 pattern_from [[attribute(5)]];
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
ushort4 pattern_to [[attribute(6)]];
#endif
};
struct OutlineInstance {
short2 pos;
ushort2 ed_discard;
};
struct FragmentStage {
float4 position [[position, invariant]];
float4 lighting;
float2 pos_a;
float2 pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
half4 pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
half4 pattern_to;
#endif
};
struct FragmentOutput {
half4 color [[color(0)]];
//float depth [[depth(less)]]; // Write depth value if it's less than what's already there
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const GlobalPaintParamsUBO& paintParams [[buffer(idGlobalPaintParamsUBO)]],
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionDrawableUBO* drawableVector [[buffer(idFillExtrusionDrawableUBO)]],
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
uint instanceID [[ instance_id ]],
device const OutlineInstance* outline [[buffer(fillExtrusionUBOCount + 1)]]) {
if (outline[instanceID].ed_discard.y) {
return {
.position = float4(0.0),
.lighting = float4(0.0),
.pos_a = float2(0.0),
.pos_b = float2(0.0),
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(0.0),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(0.0),
#endif
};
}
device const FillExtrusionDrawableUBO& drawable = drawableVector[uboIndex];
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
#if defined(HAS_UNIFORM_u_base)
const auto base = props.light_position_base.w;
#else
const auto base = max(unpack_mix_float(vertx.base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const auto height = props.height;
#else
const auto height = max(unpack_mix_float(vertx.height, drawable.height_t), 0.0);
#endif
float2 p1 = float2(outline[instanceID + 1].pos);
float2 p2 = float2(outline[instanceID + 0].pos);
float2 perp = p1 - p2;
float magnitude = sqrt(perp.x * perp.x + perp.y * perp.y);
if (magnitude > 0) {
perp = perp / magnitude;
}
const float3 normal = float3(-perp.y, perp.x, 0.0);
const float edgedistance = outline[instanceID + 1 - vertx.pos.x].ed_discard.x;
const float t = float(vertx.pos.y);
const float z = (t != 0.0) ? height : base; // TODO: This would come out wrong on GL for negative values, check it...
const float4 position = drawable.matrix * float4(float2(outline[instanceID + vertx.pos.x].pos), z, 1);
#if defined(OVERDRAW_INSPECTOR)
return {
.position = position,
.lighting = float4(1.0),
.pos_a = float2(1.0),
.pos_b = float2(1.0),
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(1.0),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(1.0),
#endif
};
#endif
#if defined(HAS_UNIFORM_u_pattern_from)
const auto pattern_from = tileProps.pattern_from;
#else
const auto pattern_from = float4(vertx.pattern_from);
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const auto pattern_to = tileProps.pattern_to;
#else
const auto pattern_to = float4(vertx.pattern_to);
#endif
const float2 pattern_tl_a = pattern_from.xy;
const float2 pattern_br_a = pattern_from.zw;
const float2 pattern_tl_b = pattern_to.xy;
const float2 pattern_br_b = pattern_to.zw;
const float pixelRatio = paintParams.pixel_ratio;
const float tileZoomRatio = drawable.tile_ratio;
const float fromScale = props.from_scale;
const float toScale = props.to_scale;
const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const float2 pos = float2(edgedistance, z * drawable.height_factor); // extrusion side
float4 lighting = float4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - props.vertical_gradient) +
(props.vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - props.light_intensity), 1.0)));
}
lighting.rgb += clamp(directional * props.light_color_pad.rgb, mix(float3(0.0), float3(0.3), 1.0 - props.light_color_pad.rgb), float3(1.0));
lighting *= props.opacity;
return {
.position = position,
.lighting = lighting,
.pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos),
.pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos),
#if !defined(HAS_UNIFORM_u_pattern_from)
.pattern_from = half4(pattern_from),
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
.pattern_to = half4(pattern_to),
#endif
};
}
fragment FragmentOutput fragmentMain(FragmentStage in [[stage_in]],
device const uint32_t& uboIndex [[buffer(idGlobalUBOIndex)]],
device const FillExtrusionTilePropsUBO* tilePropsVector [[buffer(idFillExtrusionTilePropsUBO)]],
device const FillExtrusionPropsUBO& props [[buffer(idFillExtrusionPropsUBO)]],
texture2d<float, access::sample> image0 [[texture(0)]],
sampler image0_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return {half4(1.0)/*, in.position.z*/};
#endif
device const FillExtrusionTilePropsUBO& tileProps = tilePropsVector[uboIndex];
#if defined(HAS_UNIFORM_u_pattern_from)
const auto pattern_from = float4(tileProps.pattern_from);
#else
const auto pattern_from = float4(in.pattern_from);
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const auto pattern_to = float4(tileProps.pattern_to);
#else
const auto pattern_to = float4(in.pattern_to);
#endif
const float2 pattern_tl_a = pattern_from.xy;
const float2 pattern_br_a = pattern_from.zw;
const float2 pattern_tl_b = pattern_to.xy;
const float2 pattern_br_b = pattern_to.zw;
const float2 imagecoord = glMod(in.pos_a, 1.0);
const float2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
const float4 color1 = image0.sample(image0_sampler, pos);
const float2 imagecoord_b = glMod(in.pos_b, 1.0);
const float2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
const float4 color2 = image0.sample(image0_sampler, pos2);
return {half4(mix(color1, color2, props.fade) * in.lighting)/*, in.position.z*/};
}
)";
};
} // namespace shaders
} // namespace mbgl

View File

@@ -77,11 +77,13 @@ public:
using ShaderClass = shaders::ShaderSource<ShaderID, gfx::Backend::Type::Metal>;
for (const auto& attrib : ShaderClass::attributes) {
if (!propertiesAsUniforms.second.count(attrib.id)) {
shader->initAttribute(attrib);
shader->initVertexAttribute(attrib);
}
}
for (const auto& attrib : ShaderClass::instanceAttributes) {
shader->initInstanceAttribute(attrib);
if (!propertiesAsUniforms.second.count(attrib.id)) {
shader->initInstanceAttribute(attrib);
}
}
for (const auto& texture : ShaderClass::textures) {
shader->initTexture(texture);

View File

@@ -65,7 +65,7 @@ public:
const gfx::VertexAttributeArray& getInstanceAttributes() const override { return instanceAttributes; }
void initAttribute(const shaders::AttributeInfo&);
void initVertexAttribute(const shaders::AttributeInfo&);
void initInstanceAttribute(const shaders::AttributeInfo&);
void initTexture(const shaders::TextureInfo&);

View File

@@ -422,7 +422,13 @@ enum {
enum {
idFillExtrusionPosVertexAttribute,
#if MLN_USE_FILL_EXTRUSION_INSTANCING
idFillExtrusionOutlinePosAttribute,
idFillExtrusionEdDiscardAttribute,
#else
idFillExtrusionNormalEdVertexAttribute,
#endif
// Data driven
idFillExtrusionBaseVertexAttribute,

View File

@@ -19,7 +19,9 @@
#include <mbgl/shaders/gl/fill_outline_pattern.hpp>
#include <mbgl/shaders/gl/fill_outline_triangulated.hpp>
#include <mbgl/shaders/gl/fill_extrusion.hpp>
#include <mbgl/shaders/gl/fill_extrusion_instanced.hpp>
#include <mbgl/shaders/gl/fill_extrusion_pattern.hpp>
#include <mbgl/shaders/gl/fill_extrusion_pattern_instanced.hpp>
#include <mbgl/shaders/gl/heatmap.hpp>
#include <mbgl/shaders/gl/heatmap_texture.hpp>
#include <mbgl/shaders/gl/hillshade_prepare.hpp>

View File

@@ -25,7 +25,9 @@ enum class BuiltIn {
FillOutlinePatternShader,
FillOutlineTriangulatedShader,
FillExtrusionShader,
FillExtrusionInstancedShader,
FillExtrusionPatternShader,
FillExtrusionPatternInstancedShader,
HeatmapShader,
HeatmapTextureShader,
HillshadePrepareShader,