[core] Use cpp files for shader source
This commit is contained in:
@@ -182,18 +182,31 @@ set(MBGL_CORE_FILES
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src/mbgl/renderer/symbol_bucket.hpp
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# shaders
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src/mbgl/shaders/circle.cpp
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src/mbgl/shaders/circle.hpp
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src/mbgl/shaders/collision_box.cpp
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src/mbgl/shaders/collision_box.hpp
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src/mbgl/shaders/debug.cpp
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src/mbgl/shaders/debug.hpp
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src/mbgl/shaders/fill.cpp
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src/mbgl/shaders/fill.hpp
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src/mbgl/shaders/fill_outline.cpp
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src/mbgl/shaders/fill_outline.hpp
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src/mbgl/shaders/fill_outline_pattern.cpp
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src/mbgl/shaders/fill_outline_pattern.hpp
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src/mbgl/shaders/fill_pattern.cpp
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src/mbgl/shaders/fill_pattern.hpp
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src/mbgl/shaders/line.cpp
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src/mbgl/shaders/line.hpp
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src/mbgl/shaders/line_pattern.cpp
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src/mbgl/shaders/line_pattern.hpp
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src/mbgl/shaders/line_sdf.cpp
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src/mbgl/shaders/line_sdf.hpp
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src/mbgl/shaders/raster.cpp
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src/mbgl/shaders/raster.hpp
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src/mbgl/shaders/symbol_icon.cpp
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src/mbgl/shaders/symbol_icon.hpp
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src/mbgl/shaders/symbol_sdf.cpp
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src/mbgl/shaders/symbol_sdf.hpp
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# sprite
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@@ -1,10 +1,10 @@
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#!/usr/bin/env node
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var path = require('path');
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var fs = require('fs');
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const path = require('path');
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const fs = require('fs');
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var inputPath = 'mapbox-gl-js/shaders';
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var outputPath = 'src/mbgl/shaders';
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const inputPath = 'mapbox-gl-js/shaders';
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const outputPath = 'src/mbgl/shaders';
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require('./style-code');
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@@ -34,8 +34,8 @@ require('./style-code');
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}
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function vertexSource() {
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var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
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var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
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const prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
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const source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"uniform lowp float a_{name}_t;",
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@@ -50,8 +50,8 @@ require('./style-code');
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}
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function fragmentSource() {
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var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
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var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
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const prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
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const source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
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return prelude + applyPragmas(source, {
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define: [
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"varying {precision} {type} {name};"
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@@ -61,24 +61,42 @@ require('./style-code');
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});
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}
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var content = "#pragma once\n" +
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"\n" +
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"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
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"\n" +
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"#include <mbgl/gl/gl.hpp>\n" +
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"\n" +
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"namespace mbgl {\n" +
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"namespace shaders {\n" +
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"\n" +
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"class " + shaderName + " {\n" +
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"public:\n" +
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" static constexpr const char* name = \"" + shaderName + "\";\n" +
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" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
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" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
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"};\n" +
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"\n" +
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"} // namespace shaders\n" +
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"} // namespace mbgl\n";
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writeIfModified(path.join(outputPath, `${shaderName}.hpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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writeIfModified(path.join(outputPath, shaderName + '.hpp'), content);
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#pragma once
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#include <mbgl/gl/gl.hpp>
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namespace mbgl {
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namespace shaders {
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class ${shaderName} {
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public:
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static const char* name;
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static const char* vertexSource;
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static const char* fragmentSource;
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};
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} // namespace shaders
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} // namespace mbgl
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`);
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writeIfModified(path.join(outputPath, `${shaderName}.cpp`), `// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/${shaderName}.hpp>
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namespace mbgl {
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namespace shaders {
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const char* ${shaderName}::name = "${shaderName}";
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const char* ${shaderName}::vertexSource = R"MBGL_SHADER(
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${vertexSource()}
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)MBGL_SHADER";
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const char* ${shaderName}::fragmentSource = R"MBGL_SHADER(
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${fragmentSource()}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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`);
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});
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191
src/mbgl/shaders/circle.cpp
Normal file
191
src/mbgl/shaders/circle.cpp
Normal file
@@ -0,0 +1,191 @@
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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/circle.hpp>
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namespace mbgl {
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namespace shaders {
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const char* circle::name = "circle";
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const char* circle::vertexSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision highp float;
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#else
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#if !defined(lowp)
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#define lowp
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#endif
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#if !defined(mediump)
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#define mediump
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#endif
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#if !defined(highp)
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#define highp
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#endif
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#endif
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float evaluate_zoom_function_1(const vec4 values, const float t) {
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if (t < 1.0) {
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return mix(values[0], values[1], t);
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} else if (t < 2.0) {
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return mix(values[1], values[2], t - 1.0);
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} else {
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return mix(values[2], values[3], t - 2.0);
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}
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}
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vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
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if (t < 1.0) {
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return mix(value0, value1, t);
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} else if (t < 2.0) {
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return mix(value1, value2, t - 1.0);
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} else {
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return mix(value2, value3, t - 2.0);
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}
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}
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// The offset depends on how many pixels are between the world origin and the edge of the tile:
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// vec2 offset = mod(pixel_coord, size)
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//
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// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
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// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
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//
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// The pixel_coord is passed in as two 16 bit values:
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// pixel_coord_upper = floor(pixel_coord / 2^16)
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// pixel_coord_lower = mod(pixel_coord, 2^16)
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//
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// The offset is calculated in a series of steps that should preserve this precision:
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vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
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const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
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vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
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return (tile_units_to_pixels * pos + offset) / pattern_size;
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}
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uniform mat4 u_matrix;
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uniform bool u_scale_with_map;
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uniform vec2 u_extrude_scale;
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attribute vec2 a_pos;
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uniform lowp float a_color_t;
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attribute lowp vec4 a_color_min;
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attribute lowp vec4 a_color_max;
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varying lowp vec4 color;
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uniform lowp float a_radius_t;
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attribute mediump float a_radius_min;
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attribute mediump float a_radius_max;
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varying mediump float radius;
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uniform lowp float a_blur_t;
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attribute lowp float a_blur_min;
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attribute lowp float a_blur_max;
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varying lowp float blur;
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uniform lowp float a_opacity_t;
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attribute lowp float a_opacity_min;
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attribute lowp float a_opacity_max;
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varying lowp float opacity;
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uniform lowp float a_stroke_color_t;
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attribute lowp vec4 a_stroke_color_min;
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attribute lowp vec4 a_stroke_color_max;
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varying lowp vec4 stroke_color;
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uniform lowp float a_stroke_width_t;
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attribute mediump float a_stroke_width_min;
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attribute mediump float a_stroke_width_max;
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varying mediump float stroke_width;
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uniform lowp float a_stroke_opacity_t;
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attribute lowp float a_stroke_opacity_min;
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attribute lowp float a_stroke_opacity_max;
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varying lowp float stroke_opacity;
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varying vec2 v_extrude;
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varying lowp float v_antialiasblur;
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void main(void) {
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color = mix(a_color_min, a_color_max, a_color_t);
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radius = mix(a_radius_min, a_radius_max, a_radius_t);
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blur = mix(a_blur_min, a_blur_max, a_blur_t);
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opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
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stroke_color = mix(a_stroke_color_min, a_stroke_color_max, a_stroke_color_t);
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stroke_width = mix(a_stroke_width_min, a_stroke_width_max, a_stroke_width_t);
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stroke_opacity = mix(a_stroke_opacity_min, a_stroke_opacity_max, a_stroke_opacity_t);
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// unencode the extrusion vector that we snuck into the a_pos vector
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v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
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vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;
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// multiply a_pos by 0.5, since we had it * 2 in order to sneak
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// in extrusion data
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gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
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if (u_scale_with_map) {
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gl_Position.xy += extrude;
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} else {
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gl_Position.xy += extrude * gl_Position.w;
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}
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// This is a minimum blur distance that serves as a faux-antialiasing for
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// the circle. since blur is a ratio of the circle's size and the intent is
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// to keep the blur at roughly 1px, the two are inversely related.
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v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
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}
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)MBGL_SHADER";
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const char* circle::fragmentSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision mediump float;
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#else
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#if !defined(lowp)
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#define lowp
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#endif
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#if !defined(mediump)
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#define mediump
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#endif
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#if !defined(highp)
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#define highp
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#endif
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#endif
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varying lowp vec4 color;
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varying mediump float radius;
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varying lowp float blur;
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varying lowp float opacity;
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varying lowp vec4 stroke_color;
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varying mediump float stroke_width;
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varying lowp float stroke_opacity;
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varying vec2 v_extrude;
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varying lowp float v_antialiasblur;
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void main() {
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float extrude_length = length(v_extrude);
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float antialiased_blur = -max(blur, v_antialiasblur);
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float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
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float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
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antialiased_blur,
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0.0,
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extrude_length - radius / (radius + stroke_width)
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);
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gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
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#ifdef OVERDRAW_INSPECTOR
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gl_FragColor = vec4(1.0);
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#endif
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}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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@@ -1,7 +1,7 @@
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#pragma once
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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#pragma once
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#include <mbgl/gl/gl.hpp>
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namespace mbgl {
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@@ -9,185 +9,9 @@ namespace shaders {
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class circle {
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public:
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static constexpr const char* name = "circle";
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static constexpr const char* vertexSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision highp float;
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#else
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#if !defined(lowp)
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#define lowp
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#endif
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#if !defined(mediump)
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#define mediump
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#endif
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#if !defined(highp)
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#define highp
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#endif
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#endif
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float evaluate_zoom_function_1(const vec4 values, const float t) {
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if (t < 1.0) {
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return mix(values[0], values[1], t);
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} else if (t < 2.0) {
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return mix(values[1], values[2], t - 1.0);
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} else {
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return mix(values[2], values[3], t - 2.0);
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}
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}
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vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
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if (t < 1.0) {
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return mix(value0, value1, t);
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} else if (t < 2.0) {
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return mix(value1, value2, t - 1.0);
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} else {
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return mix(value2, value3, t - 2.0);
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}
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}
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// The offset depends on how many pixels are between the world origin and the edge of the tile:
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// vec2 offset = mod(pixel_coord, size)
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//
|
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// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
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// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
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//
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// The pixel_coord is passed in as two 16 bit values:
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// pixel_coord_upper = floor(pixel_coord / 2^16)
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// pixel_coord_lower = mod(pixel_coord, 2^16)
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//
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// The offset is calculated in a series of steps that should preserve this precision:
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vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
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const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
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vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
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return (tile_units_to_pixels * pos + offset) / pattern_size;
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}
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uniform mat4 u_matrix;
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uniform bool u_scale_with_map;
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uniform vec2 u_extrude_scale;
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attribute vec2 a_pos;
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uniform lowp float a_color_t;
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attribute lowp vec4 a_color_min;
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attribute lowp vec4 a_color_max;
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varying lowp vec4 color;
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uniform lowp float a_radius_t;
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attribute mediump float a_radius_min;
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attribute mediump float a_radius_max;
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varying mediump float radius;
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uniform lowp float a_blur_t;
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attribute lowp float a_blur_min;
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attribute lowp float a_blur_max;
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varying lowp float blur;
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uniform lowp float a_opacity_t;
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attribute lowp float a_opacity_min;
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attribute lowp float a_opacity_max;
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varying lowp float opacity;
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uniform lowp float a_stroke_color_t;
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attribute lowp vec4 a_stroke_color_min;
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attribute lowp vec4 a_stroke_color_max;
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varying lowp vec4 stroke_color;
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uniform lowp float a_stroke_width_t;
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attribute mediump float a_stroke_width_min;
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attribute mediump float a_stroke_width_max;
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varying mediump float stroke_width;
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uniform lowp float a_stroke_opacity_t;
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attribute lowp float a_stroke_opacity_min;
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attribute lowp float a_stroke_opacity_max;
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varying lowp float stroke_opacity;
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varying vec2 v_extrude;
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varying lowp float v_antialiasblur;
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void main(void) {
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color = mix(a_color_min, a_color_max, a_color_t);
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radius = mix(a_radius_min, a_radius_max, a_radius_t);
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blur = mix(a_blur_min, a_blur_max, a_blur_t);
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opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
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stroke_color = mix(a_stroke_color_min, a_stroke_color_max, a_stroke_color_t);
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stroke_width = mix(a_stroke_width_min, a_stroke_width_max, a_stroke_width_t);
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stroke_opacity = mix(a_stroke_opacity_min, a_stroke_opacity_max, a_stroke_opacity_t);
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// unencode the extrusion vector that we snuck into the a_pos vector
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v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
|
||||
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||||
vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;
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||||
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
|
||||
// in extrusion data
|
||||
gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
|
||||
|
||||
if (u_scale_with_map) {
|
||||
gl_Position.xy += extrude;
|
||||
} else {
|
||||
gl_Position.xy += extrude * gl_Position.w;
|
||||
}
|
||||
|
||||
// This is a minimum blur distance that serves as a faux-antialiasing for
|
||||
// the circle. since blur is a ratio of the circle's size and the intent is
|
||||
// to keep the blur at roughly 1px, the two are inversely related.
|
||||
v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 color;
|
||||
varying mediump float radius;
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
varying lowp vec4 stroke_color;
|
||||
varying mediump float stroke_width;
|
||||
varying lowp float stroke_opacity;
|
||||
|
||||
varying vec2 v_extrude;
|
||||
varying lowp float v_antialiasblur;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float extrude_length = length(v_extrude);
|
||||
float antialiased_blur = -max(blur, v_antialiasblur);
|
||||
|
||||
float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
|
||||
|
||||
float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
|
||||
antialiased_blur,
|
||||
0.0,
|
||||
extrude_length - radius / (radius + stroke_width)
|
||||
);
|
||||
|
||||
gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
128
src/mbgl/shaders/collision_box.cpp
Normal file
128
src/mbgl/shaders/collision_box.cpp
Normal file
@@ -0,0 +1,128 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/collision_box.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* collision_box::name = "collision_box";
|
||||
const char* collision_box::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_extrude;
|
||||
attribute vec2 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform float u_scale;
|
||||
|
||||
varying float v_max_zoom;
|
||||
varying float v_placement_zoom;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
|
||||
|
||||
v_max_zoom = a_data.x;
|
||||
v_placement_zoom = a_data.y;
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* collision_box::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform float u_zoom;
|
||||
uniform float u_maxzoom;
|
||||
|
||||
varying float v_max_zoom;
|
||||
varying float v_placement_zoom;
|
||||
|
||||
void main() {
|
||||
|
||||
float alpha = 0.5;
|
||||
|
||||
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
|
||||
|
||||
if (v_placement_zoom > u_zoom) {
|
||||
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
|
||||
}
|
||||
|
||||
if (u_zoom >= v_max_zoom) {
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
|
||||
}
|
||||
|
||||
if (v_placement_zoom >= u_maxzoom) {
|
||||
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
|
||||
}
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,122 +9,9 @@ namespace shaders {
|
||||
|
||||
class collision_box {
|
||||
public:
|
||||
static constexpr const char* name = "collision_box";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_extrude;
|
||||
attribute vec2 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform float u_scale;
|
||||
|
||||
varying float v_max_zoom;
|
||||
varying float v_placement_zoom;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
|
||||
|
||||
v_max_zoom = a_data.x;
|
||||
v_placement_zoom = a_data.y;
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform float u_zoom;
|
||||
uniform float u_maxzoom;
|
||||
|
||||
varying float v_max_zoom;
|
||||
varying float v_placement_zoom;
|
||||
|
||||
void main() {
|
||||
|
||||
float alpha = 0.5;
|
||||
|
||||
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
|
||||
|
||||
if (v_placement_zoom > u_zoom) {
|
||||
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
|
||||
}
|
||||
|
||||
if (u_zoom >= v_max_zoom) {
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
|
||||
}
|
||||
|
||||
if (v_placement_zoom >= u_maxzoom) {
|
||||
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
|
||||
}
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
100
src/mbgl/shaders/debug.cpp
Normal file
100
src/mbgl/shaders/debug.cpp
Normal file
@@ -0,0 +1,100 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/debug.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* debug::name = "debug";
|
||||
const char* debug::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* debug::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform lowp vec4 u_color;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = u_color;
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,94 +9,9 @@ namespace shaders {
|
||||
|
||||
class debug {
|
||||
public:
|
||||
static constexpr const char* name = "debug";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform lowp vec4 u_color;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = u_color;
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
120
src/mbgl/shaders/fill.cpp
Normal file
120
src/mbgl/shaders/fill.cpp
Normal file
@@ -0,0 +1,120 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/fill.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* fill::name = "fill";
|
||||
const char* fill::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
uniform lowp float a_color_t;
|
||||
attribute lowp vec4 a_color_min;
|
||||
attribute lowp vec4 a_color_max;
|
||||
varying lowp vec4 color;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
color = mix(a_color_min, a_color_max, a_color_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* fill::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 color;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
gl_FragColor = color * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,114 +9,9 @@ namespace shaders {
|
||||
|
||||
class fill {
|
||||
public:
|
||||
static constexpr const char* name = "fill";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
uniform lowp float a_color_t;
|
||||
attribute lowp vec4 a_color_min;
|
||||
attribute lowp vec4 a_color_max;
|
||||
varying lowp vec4 color;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
color = mix(a_color_min, a_color_max, a_color_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 color;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
gl_FragColor = color * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
128
src/mbgl/shaders/fill_outline.cpp
Normal file
128
src/mbgl/shaders/fill_outline.cpp
Normal file
@@ -0,0 +1,128 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/fill_outline.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* fill_outline::name = "fill_outline";
|
||||
const char* fill_outline::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform vec2 u_world;
|
||||
|
||||
varying vec2 v_pos;
|
||||
|
||||
uniform lowp float a_outline_color_t;
|
||||
attribute lowp vec4 a_outline_color_min;
|
||||
attribute lowp vec4 a_outline_color_max;
|
||||
varying lowp vec4 outline_color;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
outline_color = mix(a_outline_color_min, a_outline_color_max, a_outline_color_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
||||
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* fill_outline::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 outline_color;
|
||||
varying lowp float opacity;
|
||||
|
||||
varying vec2 v_pos;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
float dist = length(v_pos - gl_FragCoord.xy);
|
||||
float alpha = smoothstep(1.0, 0.0, dist);
|
||||
gl_FragColor = outline_color * (alpha * opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,122 +9,9 @@ namespace shaders {
|
||||
|
||||
class fill_outline {
|
||||
public:
|
||||
static constexpr const char* name = "fill_outline";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform vec2 u_world;
|
||||
|
||||
varying vec2 v_pos;
|
||||
|
||||
uniform lowp float a_outline_color_t;
|
||||
attribute lowp vec4 a_outline_color_min;
|
||||
attribute lowp vec4 a_outline_color_max;
|
||||
varying lowp vec4 outline_color;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
outline_color = mix(a_outline_color_min, a_outline_color_max, a_outline_color_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
||||
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 outline_color;
|
||||
varying lowp float opacity;
|
||||
|
||||
varying vec2 v_pos;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
float dist = length(v_pos - gl_FragCoord.xy);
|
||||
float alpha = smoothstep(1.0, 0.0, dist);
|
||||
gl_FragColor = outline_color * (alpha * opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
156
src/mbgl/shaders/fill_outline_pattern.cpp
Normal file
156
src/mbgl/shaders/fill_outline_pattern.cpp
Normal file
@@ -0,0 +1,156 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/fill_outline_pattern.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* fill_outline_pattern::name = "fill_outline_pattern";
|
||||
const char* fill_outline_pattern::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
uniform mat4 u_matrix;
|
||||
uniform vec2 u_world;
|
||||
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;
|
||||
varying vec2 v_pos;
|
||||
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
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);
|
||||
|
||||
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* fill_outline_pattern::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
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 float u_mix;
|
||||
|
||||
uniform sampler2D u_image;
|
||||
|
||||
varying vec2 v_pos_a;
|
||||
varying vec2 v_pos_b;
|
||||
varying vec2 v_pos;
|
||||
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
vec2 imagecoord = mod(v_pos_a, 1.0);
|
||||
vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
|
||||
vec4 color1 = texture2D(u_image, pos);
|
||||
|
||||
vec2 imagecoord_b = mod(v_pos_b, 1.0);
|
||||
vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
|
||||
vec4 color2 = texture2D(u_image, pos2);
|
||||
|
||||
// find distance to outline for alpha interpolation
|
||||
|
||||
float dist = length(v_pos - gl_FragCoord.xy);
|
||||
float alpha = smoothstep(1.0, 0.0, dist);
|
||||
|
||||
|
||||
gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,150 +9,9 @@ namespace shaders {
|
||||
|
||||
class fill_outline_pattern {
|
||||
public:
|
||||
static constexpr const char* name = "fill_outline_pattern";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
uniform mat4 u_matrix;
|
||||
uniform vec2 u_world;
|
||||
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;
|
||||
varying vec2 v_pos;
|
||||
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
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);
|
||||
|
||||
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
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 float u_mix;
|
||||
|
||||
uniform sampler2D u_image;
|
||||
|
||||
varying vec2 v_pos_a;
|
||||
varying vec2 v_pos_b;
|
||||
varying vec2 v_pos;
|
||||
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
vec2 imagecoord = mod(v_pos_a, 1.0);
|
||||
vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
|
||||
vec4 color1 = texture2D(u_image, pos);
|
||||
|
||||
vec2 imagecoord_b = mod(v_pos_b, 1.0);
|
||||
vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
|
||||
vec4 color2 = texture2D(u_image, pos2);
|
||||
|
||||
// find distance to outline for alpha interpolation
|
||||
|
||||
float dist = length(v_pos - gl_FragCoord.xy);
|
||||
float alpha = smoothstep(1.0, 0.0, dist);
|
||||
|
||||
|
||||
gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
145
src/mbgl/shaders/fill_pattern.cpp
Normal file
145
src/mbgl/shaders/fill_pattern.cpp
Normal file
@@ -0,0 +1,145 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/fill_pattern.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* fill_pattern::name = "fill_pattern";
|
||||
const char* fill_pattern::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
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;
|
||||
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
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* fill_pattern::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
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 float u_mix;
|
||||
|
||||
uniform sampler2D u_image;
|
||||
|
||||
varying vec2 v_pos_a;
|
||||
varying vec2 v_pos_b;
|
||||
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
vec2 imagecoord = mod(v_pos_a, 1.0);
|
||||
vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
|
||||
vec4 color1 = texture2D(u_image, pos);
|
||||
|
||||
vec2 imagecoord_b = mod(v_pos_b, 1.0);
|
||||
vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
|
||||
vec4 color2 = texture2D(u_image, pos2);
|
||||
|
||||
gl_FragColor = mix(color1, color2, u_mix) * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,139 +9,9 @@ namespace shaders {
|
||||
|
||||
class fill_pattern {
|
||||
public:
|
||||
static constexpr const char* name = "fill_pattern";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
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;
|
||||
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
|
||||
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";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
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 float u_mix;
|
||||
|
||||
uniform sampler2D u_image;
|
||||
|
||||
varying vec2 v_pos_a;
|
||||
varying vec2 v_pos_b;
|
||||
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
vec2 imagecoord = mod(v_pos_a, 1.0);
|
||||
vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
|
||||
vec4 color1 = texture2D(u_image, pos);
|
||||
|
||||
vec2 imagecoord_b = mod(v_pos_b, 1.0);
|
||||
vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
|
||||
vec4 color2 = texture2D(u_image, pos2);
|
||||
|
||||
gl_FragColor = mix(color1, color2, u_mix) * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
216
src/mbgl/shaders/line.cpp
Normal file
216
src/mbgl/shaders/line.cpp
Normal file
@@ -0,0 +1,216 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/line.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* line::name = "line";
|
||||
const char* line::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
|
||||
|
||||
// the distance over which the line edge fades out.
|
||||
// Retina devices need a smaller distance to avoid aliasing.
|
||||
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
|
||||
|
||||
// floor(127 / 2) == 63.0
|
||||
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
|
||||
// stored in a byte (-128..127). we scale regular normals up to length 63, but
|
||||
// there are also "special" normals that have a bigger length (of up to 126 in
|
||||
// this case).
|
||||
// #define scale 63.0
|
||||
#define scale 0.015873016
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform mediump float u_ratio;
|
||||
uniform mediump float u_width;
|
||||
uniform vec2 u_gl_units_to_pixels;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
uniform lowp float a_color_t;
|
||||
attribute lowp vec4 a_color_min;
|
||||
attribute lowp vec4 a_color_max;
|
||||
varying lowp vec4 color;
|
||||
uniform lowp float a_blur_t;
|
||||
attribute lowp float a_blur_min;
|
||||
attribute lowp float a_blur_max;
|
||||
varying lowp float blur;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
uniform lowp float a_gapwidth_t;
|
||||
attribute mediump float a_gapwidth_min;
|
||||
attribute mediump float a_gapwidth_max;
|
||||
varying mediump float gapwidth;
|
||||
uniform lowp float a_offset_t;
|
||||
attribute lowp float a_offset_min;
|
||||
attribute lowp float a_offset_max;
|
||||
varying lowp float offset;
|
||||
|
||||
void main() {
|
||||
color = mix(a_color_min, a_color_max, a_color_t);
|
||||
blur = mix(a_blur_min, a_blur_max, a_blur_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
|
||||
offset = mix(a_offset_min, a_offset_max, a_offset_t);
|
||||
|
||||
vec2 a_extrude = a_data.xy - 128.0;
|
||||
float a_direction = mod(a_data.z, 4.0) - 1.0;
|
||||
|
||||
// We store the texture normals in the most insignificant bit
|
||||
// transform y so that 0 => -1 and 1 => 1
|
||||
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
|
||||
// y is 1 if the normal points up, and -1 if it points down
|
||||
mediump vec2 normal = mod(a_pos, 2.0);
|
||||
normal.y = sign(normal.y - 0.5);
|
||||
v_normal = normal;
|
||||
|
||||
|
||||
// these transformations used to be applied in the JS and native code bases.
|
||||
// moved them into the shader for clarity and simplicity.
|
||||
gapwidth = gapwidth / 2.0;
|
||||
float width = u_width / 2.0;
|
||||
offset = -1.0 * offset;
|
||||
|
||||
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
||||
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
|
||||
|
||||
// Scale the extrusion vector down to a normal and then up by the line width
|
||||
// of this vertex.
|
||||
mediump vec2 dist = outset * a_extrude * scale;
|
||||
|
||||
// Calculate the offset when drawing a line that is to the side of the actual line.
|
||||
// We do this by creating a vector that points towards the extrude, but rotate
|
||||
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
||||
// extrude vector points in another direction.
|
||||
mediump float u = 0.5 * a_direction;
|
||||
mediump float t = 1.0 - abs(u);
|
||||
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
|
||||
|
||||
// Remove the texture normal bit to get the position
|
||||
vec2 pos = floor(a_pos * 0.5);
|
||||
|
||||
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
|
||||
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
|
||||
|
||||
// calculate how much the perspective view squishes or stretches the extrude
|
||||
float extrude_length_without_perspective = length(dist);
|
||||
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
|
||||
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
|
||||
|
||||
v_width2 = vec2(outset, inset);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* line::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 color;
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
|
||||
varying vec2 v_width2;
|
||||
varying vec2 v_normal;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
|
||||
// Calculate the distance of the pixel from the line in pixels.
|
||||
float dist = length(v_normal) * v_width2.s;
|
||||
|
||||
// Calculate the antialiasing fade factor. This is either when fading in
|
||||
// the line in case of an offset line (v_width2.t) or when fading out
|
||||
// (v_width2.s)
|
||||
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
|
||||
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = color * (alpha * opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,210 +9,9 @@ namespace shaders {
|
||||
|
||||
class line {
|
||||
public:
|
||||
static constexpr const char* name = "line";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
|
||||
|
||||
// the distance over which the line edge fades out.
|
||||
// Retina devices need a smaller distance to avoid aliasing.
|
||||
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
|
||||
|
||||
// floor(127 / 2) == 63.0
|
||||
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
|
||||
// stored in a byte (-128..127). we scale regular normals up to length 63, but
|
||||
// there are also "special" normals that have a bigger length (of up to 126 in
|
||||
// this case).
|
||||
// #define scale 63.0
|
||||
#define scale 0.015873016
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform mediump float u_ratio;
|
||||
uniform mediump float u_width;
|
||||
uniform vec2 u_gl_units_to_pixels;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
uniform lowp float a_color_t;
|
||||
attribute lowp vec4 a_color_min;
|
||||
attribute lowp vec4 a_color_max;
|
||||
varying lowp vec4 color;
|
||||
uniform lowp float a_blur_t;
|
||||
attribute lowp float a_blur_min;
|
||||
attribute lowp float a_blur_max;
|
||||
varying lowp float blur;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
uniform lowp float a_gapwidth_t;
|
||||
attribute mediump float a_gapwidth_min;
|
||||
attribute mediump float a_gapwidth_max;
|
||||
varying mediump float gapwidth;
|
||||
uniform lowp float a_offset_t;
|
||||
attribute lowp float a_offset_min;
|
||||
attribute lowp float a_offset_max;
|
||||
varying lowp float offset;
|
||||
|
||||
void main() {
|
||||
color = mix(a_color_min, a_color_max, a_color_t);
|
||||
blur = mix(a_blur_min, a_blur_max, a_blur_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
|
||||
offset = mix(a_offset_min, a_offset_max, a_offset_t);
|
||||
|
||||
vec2 a_extrude = a_data.xy - 128.0;
|
||||
float a_direction = mod(a_data.z, 4.0) - 1.0;
|
||||
|
||||
// We store the texture normals in the most insignificant bit
|
||||
// transform y so that 0 => -1 and 1 => 1
|
||||
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
|
||||
// y is 1 if the normal points up, and -1 if it points down
|
||||
mediump vec2 normal = mod(a_pos, 2.0);
|
||||
normal.y = sign(normal.y - 0.5);
|
||||
v_normal = normal;
|
||||
|
||||
|
||||
// these transformations used to be applied in the JS and native code bases.
|
||||
// moved them into the shader for clarity and simplicity.
|
||||
gapwidth = gapwidth / 2.0;
|
||||
float width = u_width / 2.0;
|
||||
offset = -1.0 * offset;
|
||||
|
||||
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
||||
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
|
||||
|
||||
// Scale the extrusion vector down to a normal and then up by the line width
|
||||
// of this vertex.
|
||||
mediump vec2 dist = outset * a_extrude * scale;
|
||||
|
||||
// Calculate the offset when drawing a line that is to the side of the actual line.
|
||||
// We do this by creating a vector that points towards the extrude, but rotate
|
||||
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
||||
// extrude vector points in another direction.
|
||||
mediump float u = 0.5 * a_direction;
|
||||
mediump float t = 1.0 - abs(u);
|
||||
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
|
||||
|
||||
// Remove the texture normal bit to get the position
|
||||
vec2 pos = floor(a_pos * 0.5);
|
||||
|
||||
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
|
||||
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
|
||||
|
||||
// calculate how much the perspective view squishes or stretches the extrude
|
||||
float extrude_length_without_perspective = length(dist);
|
||||
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
|
||||
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
|
||||
|
||||
v_width2 = vec2(outset, inset);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
varying lowp vec4 color;
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
|
||||
varying vec2 v_width2;
|
||||
varying vec2 v_normal;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
|
||||
// Calculate the distance of the pixel from the line in pixels.
|
||||
float dist = length(v_normal) * v_width2.s;
|
||||
|
||||
// Calculate the antialiasing fade factor. This is either when fading in
|
||||
// the line in case of an offset line (v_width2.t) or when fading out
|
||||
// (v_width2.s)
|
||||
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
|
||||
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = color * (alpha * opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
233
src/mbgl/shaders/line_pattern.cpp
Normal file
233
src/mbgl/shaders/line_pattern.cpp
Normal file
@@ -0,0 +1,233 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/line_pattern.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* line_pattern::name = "line_pattern";
|
||||
const char* line_pattern::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
// floor(127 / 2) == 63.0
|
||||
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
|
||||
// stored in a byte (-128..127). we scale regular normals up to length 63, but
|
||||
// there are also "special" normals that have a bigger length (of up to 126 in
|
||||
// this case).
|
||||
// #define scale 63.0
|
||||
#define scale 0.015873016
|
||||
|
||||
// We scale the distance before adding it to the buffers so that we can store
|
||||
// long distances for long segments. Use this value to unscale the distance.
|
||||
#define LINE_DISTANCE_SCALE 2.0
|
||||
|
||||
// the distance over which the line edge fades out.
|
||||
// Retina devices need a smaller distance to avoid aliasing.
|
||||
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform mediump float u_ratio;
|
||||
uniform mediump float u_width;
|
||||
uniform vec2 u_gl_units_to_pixels;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying float v_linesofar;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
uniform lowp float a_blur_t;
|
||||
attribute lowp float a_blur_min;
|
||||
attribute lowp float a_blur_max;
|
||||
varying lowp float blur;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
uniform lowp float a_offset_t;
|
||||
attribute lowp float a_offset_min;
|
||||
attribute lowp float a_offset_max;
|
||||
varying lowp float offset;
|
||||
uniform lowp float a_gapwidth_t;
|
||||
attribute mediump float a_gapwidth_min;
|
||||
attribute mediump float a_gapwidth_max;
|
||||
varying mediump float gapwidth;
|
||||
|
||||
void main() {
|
||||
blur = mix(a_blur_min, a_blur_max, a_blur_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
offset = mix(a_offset_min, a_offset_max, a_offset_t);
|
||||
gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
|
||||
|
||||
vec2 a_extrude = a_data.xy - 128.0;
|
||||
float a_direction = mod(a_data.z, 4.0) - 1.0;
|
||||
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
|
||||
|
||||
// We store the texture normals in the most insignificant bit
|
||||
// transform y so that 0 => -1 and 1 => 1
|
||||
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
|
||||
// y is 1 if the normal points up, and -1 if it points down
|
||||
mediump vec2 normal = mod(a_pos, 2.0);
|
||||
normal.y = sign(normal.y - 0.5);
|
||||
v_normal = normal;
|
||||
|
||||
// these transformations used to be applied in the JS and native code bases.
|
||||
// moved them into the shader for clarity and simplicity.
|
||||
gapwidth = gapwidth / 2.0;
|
||||
float width = u_width / 2.0;
|
||||
offset = -1.0 * offset;
|
||||
|
||||
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
||||
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
|
||||
|
||||
// Scale the extrusion vector down to a normal and then up by the line width
|
||||
// of this vertex.
|
||||
mediump vec2 dist = outset * a_extrude * scale;
|
||||
|
||||
// Calculate the offset when drawing a line that is to the side of the actual line.
|
||||
// We do this by creating a vector that points towards the extrude, but rotate
|
||||
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
||||
// extrude vector points in another direction.
|
||||
mediump float u = 0.5 * a_direction;
|
||||
mediump float t = 1.0 - abs(u);
|
||||
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
|
||||
|
||||
// Remove the texture normal bit to get the position
|
||||
vec2 pos = floor(a_pos * 0.5);
|
||||
|
||||
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
|
||||
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
|
||||
|
||||
// calculate how much the perspective view squishes or stretches the extrude
|
||||
float extrude_length_without_perspective = length(dist);
|
||||
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
|
||||
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
|
||||
|
||||
v_linesofar = a_linesofar;
|
||||
v_width2 = vec2(outset, inset);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* line_pattern::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform vec2 u_pattern_size_a;
|
||||
uniform vec2 u_pattern_size_b;
|
||||
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 float u_fade;
|
||||
|
||||
uniform sampler2D u_image;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying float v_linesofar;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
// Calculate the distance of the pixel from the line in pixels.
|
||||
float dist = length(v_normal) * v_width2.s;
|
||||
|
||||
// Calculate the antialiasing fade factor. This is either when fading in
|
||||
// the line in case of an offset line (v_width2.t) or when fading out
|
||||
// (v_width2.s)
|
||||
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
|
||||
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
|
||||
|
||||
float x_a = mod(v_linesofar / u_pattern_size_a.x, 1.0);
|
||||
float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);
|
||||
float y_a = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_a.y);
|
||||
float y_b = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_b.y);
|
||||
vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));
|
||||
vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));
|
||||
|
||||
vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
|
||||
|
||||
gl_FragColor = color * alpha * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,227 +9,9 @@ namespace shaders {
|
||||
|
||||
class line_pattern {
|
||||
public:
|
||||
static constexpr const char* name = "line_pattern";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
// floor(127 / 2) == 63.0
|
||||
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
|
||||
// stored in a byte (-128..127). we scale regular normals up to length 63, but
|
||||
// there are also "special" normals that have a bigger length (of up to 126 in
|
||||
// this case).
|
||||
// #define scale 63.0
|
||||
#define scale 0.015873016
|
||||
|
||||
// We scale the distance before adding it to the buffers so that we can store
|
||||
// long distances for long segments. Use this value to unscale the distance.
|
||||
#define LINE_DISTANCE_SCALE 2.0
|
||||
|
||||
// the distance over which the line edge fades out.
|
||||
// Retina devices need a smaller distance to avoid aliasing.
|
||||
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform mediump float u_ratio;
|
||||
uniform mediump float u_width;
|
||||
uniform vec2 u_gl_units_to_pixels;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying float v_linesofar;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
uniform lowp float a_blur_t;
|
||||
attribute lowp float a_blur_min;
|
||||
attribute lowp float a_blur_max;
|
||||
varying lowp float blur;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
uniform lowp float a_offset_t;
|
||||
attribute lowp float a_offset_min;
|
||||
attribute lowp float a_offset_max;
|
||||
varying lowp float offset;
|
||||
uniform lowp float a_gapwidth_t;
|
||||
attribute mediump float a_gapwidth_min;
|
||||
attribute mediump float a_gapwidth_max;
|
||||
varying mediump float gapwidth;
|
||||
|
||||
void main() {
|
||||
blur = mix(a_blur_min, a_blur_max, a_blur_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
offset = mix(a_offset_min, a_offset_max, a_offset_t);
|
||||
gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
|
||||
|
||||
vec2 a_extrude = a_data.xy - 128.0;
|
||||
float a_direction = mod(a_data.z, 4.0) - 1.0;
|
||||
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
|
||||
|
||||
// We store the texture normals in the most insignificant bit
|
||||
// transform y so that 0 => -1 and 1 => 1
|
||||
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
|
||||
// y is 1 if the normal points up, and -1 if it points down
|
||||
mediump vec2 normal = mod(a_pos, 2.0);
|
||||
normal.y = sign(normal.y - 0.5);
|
||||
v_normal = normal;
|
||||
|
||||
// these transformations used to be applied in the JS and native code bases.
|
||||
// moved them into the shader for clarity and simplicity.
|
||||
gapwidth = gapwidth / 2.0;
|
||||
float width = u_width / 2.0;
|
||||
offset = -1.0 * offset;
|
||||
|
||||
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
||||
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
|
||||
|
||||
// Scale the extrusion vector down to a normal and then up by the line width
|
||||
// of this vertex.
|
||||
mediump vec2 dist = outset * a_extrude * scale;
|
||||
|
||||
// Calculate the offset when drawing a line that is to the side of the actual line.
|
||||
// We do this by creating a vector that points towards the extrude, but rotate
|
||||
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
||||
// extrude vector points in another direction.
|
||||
mediump float u = 0.5 * a_direction;
|
||||
mediump float t = 1.0 - abs(u);
|
||||
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
|
||||
|
||||
// Remove the texture normal bit to get the position
|
||||
vec2 pos = floor(a_pos * 0.5);
|
||||
|
||||
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
|
||||
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
|
||||
|
||||
// calculate how much the perspective view squishes or stretches the extrude
|
||||
float extrude_length_without_perspective = length(dist);
|
||||
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
|
||||
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
|
||||
|
||||
v_linesofar = a_linesofar;
|
||||
v_width2 = vec2(outset, inset);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform vec2 u_pattern_size_a;
|
||||
uniform vec2 u_pattern_size_b;
|
||||
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 float u_fade;
|
||||
|
||||
uniform sampler2D u_image;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying float v_linesofar;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
// Calculate the distance of the pixel from the line in pixels.
|
||||
float dist = length(v_normal) * v_width2.s;
|
||||
|
||||
// Calculate the antialiasing fade factor. This is either when fading in
|
||||
// the line in case of an offset line (v_width2.t) or when fading out
|
||||
// (v_width2.s)
|
||||
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
|
||||
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
|
||||
|
||||
float x_a = mod(v_linesofar / u_pattern_size_a.x, 1.0);
|
||||
float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);
|
||||
float y_a = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_a.y);
|
||||
float y_b = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_b.y);
|
||||
vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));
|
||||
vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));
|
||||
|
||||
vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
|
||||
|
||||
gl_FragColor = color * alpha * opacity;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
239
src/mbgl/shaders/line_sdf.cpp
Normal file
239
src/mbgl/shaders/line_sdf.cpp
Normal file
@@ -0,0 +1,239 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/line_sdf.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* line_sdf::name = "line_sdf";
|
||||
const char* line_sdf::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
// floor(127 / 2) == 63.0
|
||||
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
|
||||
// stored in a byte (-128..127). we scale regular normals up to length 63, but
|
||||
// there are also "special" normals that have a bigger length (of up to 126 in
|
||||
// this case).
|
||||
// #define scale 63.0
|
||||
#define scale 0.015873016
|
||||
|
||||
// We scale the distance before adding it to the buffers so that we can store
|
||||
// long distances for long segments. Use this value to unscale the distance.
|
||||
#define LINE_DISTANCE_SCALE 2.0
|
||||
|
||||
// the distance over which the line edge fades out.
|
||||
// Retina devices need a smaller distance to avoid aliasing.
|
||||
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform mediump float u_ratio;
|
||||
uniform vec2 u_patternscale_a;
|
||||
uniform float u_tex_y_a;
|
||||
uniform vec2 u_patternscale_b;
|
||||
uniform float u_tex_y_b;
|
||||
uniform vec2 u_gl_units_to_pixels;
|
||||
uniform mediump float u_width;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying vec2 v_tex_a;
|
||||
varying vec2 v_tex_b;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
uniform lowp float a_color_t;
|
||||
attribute lowp vec4 a_color_min;
|
||||
attribute lowp vec4 a_color_max;
|
||||
varying lowp vec4 color;
|
||||
uniform lowp float a_blur_t;
|
||||
attribute lowp float a_blur_min;
|
||||
attribute lowp float a_blur_max;
|
||||
varying lowp float blur;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
uniform lowp float a_gapwidth_t;
|
||||
attribute mediump float a_gapwidth_min;
|
||||
attribute mediump float a_gapwidth_max;
|
||||
varying mediump float gapwidth;
|
||||
uniform lowp float a_offset_t;
|
||||
attribute lowp float a_offset_min;
|
||||
attribute lowp float a_offset_max;
|
||||
varying lowp float offset;
|
||||
|
||||
void main() {
|
||||
color = mix(a_color_min, a_color_max, a_color_t);
|
||||
blur = mix(a_blur_min, a_blur_max, a_blur_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
|
||||
offset = mix(a_offset_min, a_offset_max, a_offset_t);
|
||||
|
||||
vec2 a_extrude = a_data.xy - 128.0;
|
||||
float a_direction = mod(a_data.z, 4.0) - 1.0;
|
||||
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
|
||||
|
||||
// We store the texture normals in the most insignificant bit
|
||||
// transform y so that 0 => -1 and 1 => 1
|
||||
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
|
||||
// y is 1 if the normal points up, and -1 if it points down
|
||||
mediump vec2 normal = mod(a_pos, 2.0);
|
||||
normal.y = sign(normal.y - 0.5);
|
||||
v_normal = normal;
|
||||
|
||||
// these transformations used to be applied in the JS and native code bases.
|
||||
// moved them into the shader for clarity and simplicity.
|
||||
gapwidth = gapwidth / 2.0;
|
||||
float width = u_width / 2.0;
|
||||
offset = -1.0 * offset;
|
||||
|
||||
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
||||
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
|
||||
|
||||
// Scale the extrusion vector down to a normal and then up by the line width
|
||||
// of this vertex.
|
||||
mediump vec2 dist =outset * a_extrude * scale;
|
||||
|
||||
// Calculate the offset when drawing a line that is to the side of the actual line.
|
||||
// We do this by creating a vector that points towards the extrude, but rotate
|
||||
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
||||
// extrude vector points in another direction.
|
||||
mediump float u = 0.5 * a_direction;
|
||||
mediump float t = 1.0 - abs(u);
|
||||
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
|
||||
|
||||
// Remove the texture normal bit to get the position
|
||||
vec2 pos = floor(a_pos * 0.5);
|
||||
|
||||
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
|
||||
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
|
||||
|
||||
// calculate how much the perspective view squishes or stretches the extrude
|
||||
float extrude_length_without_perspective = length(dist);
|
||||
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
|
||||
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
|
||||
|
||||
v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);
|
||||
v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);
|
||||
|
||||
v_width2 = vec2(outset, inset);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* line_sdf::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
uniform sampler2D u_image;
|
||||
uniform float u_sdfgamma;
|
||||
uniform float u_mix;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying vec2 v_tex_a;
|
||||
varying vec2 v_tex_b;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
varying lowp vec4 color;
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
|
||||
// Calculate the distance of the pixel from the line in pixels.
|
||||
float dist = length(v_normal) * v_width2.s;
|
||||
|
||||
// Calculate the antialiasing fade factor. This is either when fading in
|
||||
// the line in case of an offset line (v_width2.t) or when fading out
|
||||
// (v_width2.s)
|
||||
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
|
||||
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
|
||||
|
||||
float sdfdist_a = texture2D(u_image, v_tex_a).a;
|
||||
float sdfdist_b = texture2D(u_image, v_tex_b).a;
|
||||
float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
|
||||
alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);
|
||||
|
||||
gl_FragColor = color * (alpha * opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,233 +9,9 @@ namespace shaders {
|
||||
|
||||
class line_sdf {
|
||||
public:
|
||||
static constexpr const char* name = "line_sdf";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
// floor(127 / 2) == 63.0
|
||||
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
|
||||
// stored in a byte (-128..127). we scale regular normals up to length 63, but
|
||||
// there are also "special" normals that have a bigger length (of up to 126 in
|
||||
// this case).
|
||||
// #define scale 63.0
|
||||
#define scale 0.015873016
|
||||
|
||||
// We scale the distance before adding it to the buffers so that we can store
|
||||
// long distances for long segments. Use this value to unscale the distance.
|
||||
#define LINE_DISTANCE_SCALE 2.0
|
||||
|
||||
// the distance over which the line edge fades out.
|
||||
// Retina devices need a smaller distance to avoid aliasing.
|
||||
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
uniform mat4 u_matrix;
|
||||
uniform mediump float u_ratio;
|
||||
uniform vec2 u_patternscale_a;
|
||||
uniform float u_tex_y_a;
|
||||
uniform vec2 u_patternscale_b;
|
||||
uniform float u_tex_y_b;
|
||||
uniform vec2 u_gl_units_to_pixels;
|
||||
uniform mediump float u_width;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying vec2 v_tex_a;
|
||||
varying vec2 v_tex_b;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
uniform lowp float a_color_t;
|
||||
attribute lowp vec4 a_color_min;
|
||||
attribute lowp vec4 a_color_max;
|
||||
varying lowp vec4 color;
|
||||
uniform lowp float a_blur_t;
|
||||
attribute lowp float a_blur_min;
|
||||
attribute lowp float a_blur_max;
|
||||
varying lowp float blur;
|
||||
uniform lowp float a_opacity_t;
|
||||
attribute lowp float a_opacity_min;
|
||||
attribute lowp float a_opacity_max;
|
||||
varying lowp float opacity;
|
||||
uniform lowp float a_gapwidth_t;
|
||||
attribute mediump float a_gapwidth_min;
|
||||
attribute mediump float a_gapwidth_max;
|
||||
varying mediump float gapwidth;
|
||||
uniform lowp float a_offset_t;
|
||||
attribute lowp float a_offset_min;
|
||||
attribute lowp float a_offset_max;
|
||||
varying lowp float offset;
|
||||
|
||||
void main() {
|
||||
color = mix(a_color_min, a_color_max, a_color_t);
|
||||
blur = mix(a_blur_min, a_blur_max, a_blur_t);
|
||||
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
|
||||
gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
|
||||
offset = mix(a_offset_min, a_offset_max, a_offset_t);
|
||||
|
||||
vec2 a_extrude = a_data.xy - 128.0;
|
||||
float a_direction = mod(a_data.z, 4.0) - 1.0;
|
||||
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
|
||||
|
||||
// We store the texture normals in the most insignificant bit
|
||||
// transform y so that 0 => -1 and 1 => 1
|
||||
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
|
||||
// y is 1 if the normal points up, and -1 if it points down
|
||||
mediump vec2 normal = mod(a_pos, 2.0);
|
||||
normal.y = sign(normal.y - 0.5);
|
||||
v_normal = normal;
|
||||
|
||||
// these transformations used to be applied in the JS and native code bases.
|
||||
// moved them into the shader for clarity and simplicity.
|
||||
gapwidth = gapwidth / 2.0;
|
||||
float width = u_width / 2.0;
|
||||
offset = -1.0 * offset;
|
||||
|
||||
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
||||
float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
|
||||
|
||||
// Scale the extrusion vector down to a normal and then up by the line width
|
||||
// of this vertex.
|
||||
mediump vec2 dist =outset * a_extrude * scale;
|
||||
|
||||
// Calculate the offset when drawing a line that is to the side of the actual line.
|
||||
// We do this by creating a vector that points towards the extrude, but rotate
|
||||
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
||||
// extrude vector points in another direction.
|
||||
mediump float u = 0.5 * a_direction;
|
||||
mediump float t = 1.0 - abs(u);
|
||||
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
|
||||
|
||||
// Remove the texture normal bit to get the position
|
||||
vec2 pos = floor(a_pos * 0.5);
|
||||
|
||||
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
|
||||
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
|
||||
|
||||
// calculate how much the perspective view squishes or stretches the extrude
|
||||
float extrude_length_without_perspective = length(dist);
|
||||
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
|
||||
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
|
||||
|
||||
v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);
|
||||
v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);
|
||||
|
||||
v_width2 = vec2(outset, inset);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
uniform sampler2D u_image;
|
||||
uniform float u_sdfgamma;
|
||||
uniform float u_mix;
|
||||
|
||||
varying vec2 v_normal;
|
||||
varying vec2 v_width2;
|
||||
varying vec2 v_tex_a;
|
||||
varying vec2 v_tex_b;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
varying lowp vec4 color;
|
||||
varying lowp float blur;
|
||||
varying lowp float opacity;
|
||||
|
||||
void main() {
|
||||
|
||||
|
||||
|
||||
|
||||
// Calculate the distance of the pixel from the line in pixels.
|
||||
float dist = length(v_normal) * v_width2.s;
|
||||
|
||||
// Calculate the antialiasing fade factor. This is either when fading in
|
||||
// the line in case of an offset line (v_width2.t) or when fading out
|
||||
// (v_width2.s)
|
||||
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
|
||||
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
|
||||
|
||||
float sdfdist_a = texture2D(u_image, v_tex_a).a;
|
||||
float sdfdist_b = texture2D(u_image, v_tex_b).a;
|
||||
float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
|
||||
alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);
|
||||
|
||||
gl_FragColor = color * (alpha * opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
150
src/mbgl/shaders/raster.cpp
Normal file
150
src/mbgl/shaders/raster.cpp
Normal file
@@ -0,0 +1,150 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/raster.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* raster::name = "raster";
|
||||
const char* raster::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
uniform mat4 u_matrix;
|
||||
uniform vec2 u_tl_parent;
|
||||
uniform float u_scale_parent;
|
||||
uniform float u_buffer_scale;
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_texture_pos;
|
||||
|
||||
varying vec2 v_pos0;
|
||||
varying vec2 v_pos1;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
||||
v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5;
|
||||
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* raster::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform float u_fade_t;
|
||||
uniform float u_opacity;
|
||||
uniform sampler2D u_image0;
|
||||
uniform sampler2D u_image1;
|
||||
varying vec2 v_pos0;
|
||||
varying vec2 v_pos1;
|
||||
|
||||
uniform float u_brightness_low;
|
||||
uniform float u_brightness_high;
|
||||
|
||||
uniform float u_saturation_factor;
|
||||
uniform float u_contrast_factor;
|
||||
uniform vec3 u_spin_weights;
|
||||
|
||||
void main() {
|
||||
|
||||
// read and cross-fade colors from the main and parent tiles
|
||||
vec4 color0 = texture2D(u_image0, v_pos0);
|
||||
vec4 color1 = texture2D(u_image1, v_pos1);
|
||||
vec4 color = mix(color0, color1, u_fade_t);
|
||||
color.a *= u_opacity;
|
||||
vec3 rgb = color.rgb;
|
||||
|
||||
// spin
|
||||
rgb = vec3(
|
||||
dot(rgb, u_spin_weights.xyz),
|
||||
dot(rgb, u_spin_weights.zxy),
|
||||
dot(rgb, u_spin_weights.yzx));
|
||||
|
||||
// saturation
|
||||
float average = (color.r + color.g + color.b) / 3.0;
|
||||
rgb += (average - rgb) * u_saturation_factor;
|
||||
|
||||
// contrast
|
||||
rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
|
||||
|
||||
// brightness
|
||||
vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
|
||||
vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
|
||||
|
||||
gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,144 +9,9 @@ namespace shaders {
|
||||
|
||||
class raster {
|
||||
public:
|
||||
static constexpr const char* name = "raster";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
uniform mat4 u_matrix;
|
||||
uniform vec2 u_tl_parent;
|
||||
uniform float u_scale_parent;
|
||||
uniform float u_buffer_scale;
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_texture_pos;
|
||||
|
||||
varying vec2 v_pos0;
|
||||
varying vec2 v_pos1;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
||||
v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5;
|
||||
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform float u_fade_t;
|
||||
uniform float u_opacity;
|
||||
uniform sampler2D u_image0;
|
||||
uniform sampler2D u_image1;
|
||||
varying vec2 v_pos0;
|
||||
varying vec2 v_pos1;
|
||||
|
||||
uniform float u_brightness_low;
|
||||
uniform float u_brightness_high;
|
||||
|
||||
uniform float u_saturation_factor;
|
||||
uniform float u_contrast_factor;
|
||||
uniform vec3 u_spin_weights;
|
||||
|
||||
void main() {
|
||||
|
||||
// read and cross-fade colors from the main and parent tiles
|
||||
vec4 color0 = texture2D(u_image0, v_pos0);
|
||||
vec4 color1 = texture2D(u_image1, v_pos1);
|
||||
vec4 color = mix(color0, color1, u_fade_t);
|
||||
color.a *= u_opacity;
|
||||
vec3 rgb = color.rgb;
|
||||
|
||||
// spin
|
||||
rgb = vec3(
|
||||
dot(rgb, u_spin_weights.xyz),
|
||||
dot(rgb, u_spin_weights.zxy),
|
||||
dot(rgb, u_spin_weights.yzx));
|
||||
|
||||
// saturation
|
||||
float average = (color.r + color.g + color.b) / 3.0;
|
||||
rgb += (average - rgb) * u_saturation_factor;
|
||||
|
||||
// contrast
|
||||
rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
|
||||
|
||||
// brightness
|
||||
vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
|
||||
vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
|
||||
|
||||
gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
142
src/mbgl/shaders/symbol_icon.cpp
Normal file
142
src/mbgl/shaders/symbol_icon.cpp
Normal file
@@ -0,0 +1,142 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/symbol_icon.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* symbol_icon::name = "symbol_icon";
|
||||
const char* symbol_icon::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_offset;
|
||||
attribute vec2 a_texture_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
|
||||
// matrix is for the vertex position.
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
uniform mediump float u_zoom;
|
||||
uniform bool u_rotate_with_map;
|
||||
uniform vec2 u_extrude_scale;
|
||||
|
||||
uniform vec2 u_texsize;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
|
||||
void main() {
|
||||
vec2 a_tex = a_texture_pos.xy;
|
||||
mediump float a_labelminzoom = a_data[0];
|
||||
mediump vec2 a_zoom = a_data.pq;
|
||||
mediump float a_minzoom = a_zoom[0];
|
||||
mediump float a_maxzoom = a_zoom[1];
|
||||
|
||||
// u_zoom is the current zoom level adjusted for the change in font size
|
||||
mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
|
||||
|
||||
vec2 extrude = u_extrude_scale * (a_offset / 64.0);
|
||||
if (u_rotate_with_map) {
|
||||
gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
|
||||
gl_Position.z += z * gl_Position.w;
|
||||
} else {
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
|
||||
}
|
||||
|
||||
v_tex = a_tex / u_texsize;
|
||||
v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* symbol_icon::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_fadetexture;
|
||||
uniform lowp float u_opacity;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
|
||||
void main() {
|
||||
lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * u_opacity;
|
||||
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,136 +9,9 @@ namespace shaders {
|
||||
|
||||
class symbol_icon {
|
||||
public:
|
||||
static constexpr const char* name = "symbol_icon";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_offset;
|
||||
attribute vec2 a_texture_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
|
||||
// matrix is for the vertex position.
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
uniform mediump float u_zoom;
|
||||
uniform bool u_rotate_with_map;
|
||||
uniform vec2 u_extrude_scale;
|
||||
|
||||
uniform vec2 u_texsize;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
|
||||
void main() {
|
||||
vec2 a_tex = a_texture_pos.xy;
|
||||
mediump float a_labelminzoom = a_data[0];
|
||||
mediump vec2 a_zoom = a_data.pq;
|
||||
mediump float a_minzoom = a_zoom[0];
|
||||
mediump float a_maxzoom = a_zoom[1];
|
||||
|
||||
// u_zoom is the current zoom level adjusted for the change in font size
|
||||
mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
|
||||
|
||||
vec2 extrude = u_extrude_scale * (a_offset / 64.0);
|
||||
if (u_rotate_with_map) {
|
||||
gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
|
||||
gl_Position.z += z * gl_Position.w;
|
||||
} else {
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
|
||||
}
|
||||
|
||||
v_tex = a_tex / u_texsize;
|
||||
v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_fadetexture;
|
||||
uniform lowp float u_opacity;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
|
||||
void main() {
|
||||
lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * u_opacity;
|
||||
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
193
src/mbgl/shaders/symbol_sdf.cpp
Normal file
193
src/mbgl/shaders/symbol_sdf.cpp
Normal file
@@ -0,0 +1,193 @@
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#include <mbgl/shaders/symbol_sdf.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
namespace shaders {
|
||||
|
||||
const char* symbol_sdf::name = "symbol_sdf";
|
||||
const char* symbol_sdf::vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
const float PI = 3.141592653589793;
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_offset;
|
||||
attribute vec2 a_texture_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
|
||||
// matrix is for the vertex position.
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
uniform mediump float u_zoom;
|
||||
uniform bool u_rotate_with_map;
|
||||
uniform bool u_pitch_with_map;
|
||||
uniform mediump float u_pitch;
|
||||
uniform mediump float u_bearing;
|
||||
uniform mediump float u_aspect_ratio;
|
||||
uniform vec2 u_extrude_scale;
|
||||
|
||||
uniform vec2 u_texsize;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
void main() {
|
||||
vec2 a_tex = a_texture_pos.xy;
|
||||
mediump float a_labelminzoom = a_data[0];
|
||||
mediump vec2 a_zoom = a_data.pq;
|
||||
mediump float a_minzoom = a_zoom[0];
|
||||
mediump float a_maxzoom = a_zoom[1];
|
||||
|
||||
// u_zoom is the current zoom level adjusted for the change in font size
|
||||
mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
|
||||
|
||||
// pitch-alignment: map
|
||||
// rotation-alignment: map | viewport
|
||||
if (u_pitch_with_map) {
|
||||
lowp float angle = u_rotate_with_map ? (a_data[1] / 256.0 * 2.0 * PI) : u_bearing;
|
||||
lowp float asin = sin(angle);
|
||||
lowp float acos = cos(angle);
|
||||
mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);
|
||||
vec2 offset = RotationMatrix * a_offset;
|
||||
vec2 extrude = u_extrude_scale * (offset / 64.0);
|
||||
gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
|
||||
gl_Position.z += z * gl_Position.w;
|
||||
// pitch-alignment: viewport
|
||||
// rotation-alignment: map
|
||||
} else if (u_rotate_with_map) {
|
||||
// foreshortening factor to apply on pitched maps
|
||||
// as a label goes from horizontal <=> vertical in angle
|
||||
// it goes from 0% foreshortening to up to around 70% foreshortening
|
||||
lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));
|
||||
|
||||
lowp float lineangle = a_data[1] / 256.0 * 2.0 * PI;
|
||||
|
||||
// use the lineangle to position points a,b along the line
|
||||
// project the points and calculate the label angle in projected space
|
||||
// this calculation allows labels to be rendered unskewed on pitched maps
|
||||
vec4 a = u_matrix * vec4(a_pos, 0, 1);
|
||||
vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1);
|
||||
lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]);
|
||||
lowp float asin = sin(angle);
|
||||
lowp float acos = cos(angle);
|
||||
mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);
|
||||
|
||||
vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset);
|
||||
vec2 extrude = u_extrude_scale * (offset / 64.0);
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
|
||||
gl_Position.z += z * gl_Position.w;
|
||||
// pitch-alignment: viewport
|
||||
// rotation-alignment: viewport
|
||||
} else {
|
||||
vec2 extrude = u_extrude_scale * (a_offset / 64.0);
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
|
||||
}
|
||||
|
||||
v_gamma_scale = gl_Position.w;
|
||||
|
||||
v_tex = a_tex / u_texsize;
|
||||
v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
const char* symbol_sdf::fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_fadetexture;
|
||||
uniform lowp vec4 u_color;
|
||||
uniform lowp float u_opacity;
|
||||
uniform lowp float u_buffer;
|
||||
uniform lowp float u_gamma;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
void main() {
|
||||
lowp float dist = texture2D(u_texture, v_tex).a;
|
||||
lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;
|
||||
lowp float gamma = u_gamma * v_gamma_scale;
|
||||
lowp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;
|
||||
|
||||
gl_FragColor = u_color * (alpha * u_opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
)MBGL_SHADER";
|
||||
|
||||
} // namespace shaders
|
||||
} // namespace mbgl
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <mbgl/gl/gl.hpp>
|
||||
|
||||
namespace mbgl {
|
||||
@@ -9,187 +9,9 @@ namespace shaders {
|
||||
|
||||
class symbol_sdf {
|
||||
public:
|
||||
static constexpr const char* name = "symbol_sdf";
|
||||
static constexpr const char* vertexSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float evaluate_zoom_function_1(const vec4 values, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(values[0], values[1], t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(values[1], values[2], t - 1.0);
|
||||
} else {
|
||||
return mix(values[2], values[3], t - 2.0);
|
||||
}
|
||||
}
|
||||
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
|
||||
if (t < 1.0) {
|
||||
return mix(value0, value1, t);
|
||||
} else if (t < 2.0) {
|
||||
return mix(value1, value2, t - 1.0);
|
||||
} else {
|
||||
return mix(value2, value3, t - 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
// The offset depends on how many pixels are between the world origin and the edge of the tile:
|
||||
// vec2 offset = mod(pixel_coord, size)
|
||||
//
|
||||
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
|
||||
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
|
||||
//
|
||||
// The pixel_coord is passed in as two 16 bit values:
|
||||
// pixel_coord_upper = floor(pixel_coord / 2^16)
|
||||
// pixel_coord_lower = mod(pixel_coord, 2^16)
|
||||
//
|
||||
// The offset is calculated in a series of steps that should preserve this precision:
|
||||
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
|
||||
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
|
||||
|
||||
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
|
||||
return (tile_units_to_pixels * pos + offset) / pattern_size;
|
||||
}
|
||||
const float PI = 3.141592653589793;
|
||||
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_offset;
|
||||
attribute vec2 a_texture_pos;
|
||||
attribute vec4 a_data;
|
||||
|
||||
|
||||
// matrix is for the vertex position.
|
||||
uniform mat4 u_matrix;
|
||||
|
||||
uniform mediump float u_zoom;
|
||||
uniform bool u_rotate_with_map;
|
||||
uniform bool u_pitch_with_map;
|
||||
uniform mediump float u_pitch;
|
||||
uniform mediump float u_bearing;
|
||||
uniform mediump float u_aspect_ratio;
|
||||
uniform vec2 u_extrude_scale;
|
||||
|
||||
uniform vec2 u_texsize;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
void main() {
|
||||
vec2 a_tex = a_texture_pos.xy;
|
||||
mediump float a_labelminzoom = a_data[0];
|
||||
mediump vec2 a_zoom = a_data.pq;
|
||||
mediump float a_minzoom = a_zoom[0];
|
||||
mediump float a_maxzoom = a_zoom[1];
|
||||
|
||||
// u_zoom is the current zoom level adjusted for the change in font size
|
||||
mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
|
||||
|
||||
// pitch-alignment: map
|
||||
// rotation-alignment: map | viewport
|
||||
if (u_pitch_with_map) {
|
||||
lowp float angle = u_rotate_with_map ? (a_data[1] / 256.0 * 2.0 * PI) : u_bearing;
|
||||
lowp float asin = sin(angle);
|
||||
lowp float acos = cos(angle);
|
||||
mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);
|
||||
vec2 offset = RotationMatrix * a_offset;
|
||||
vec2 extrude = u_extrude_scale * (offset / 64.0);
|
||||
gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
|
||||
gl_Position.z += z * gl_Position.w;
|
||||
// pitch-alignment: viewport
|
||||
// rotation-alignment: map
|
||||
} else if (u_rotate_with_map) {
|
||||
// foreshortening factor to apply on pitched maps
|
||||
// as a label goes from horizontal <=> vertical in angle
|
||||
// it goes from 0% foreshortening to up to around 70% foreshortening
|
||||
lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));
|
||||
|
||||
lowp float lineangle = a_data[1] / 256.0 * 2.0 * PI;
|
||||
|
||||
// use the lineangle to position points a,b along the line
|
||||
// project the points and calculate the label angle in projected space
|
||||
// this calculation allows labels to be rendered unskewed on pitched maps
|
||||
vec4 a = u_matrix * vec4(a_pos, 0, 1);
|
||||
vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1);
|
||||
lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]);
|
||||
lowp float asin = sin(angle);
|
||||
lowp float acos = cos(angle);
|
||||
mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);
|
||||
|
||||
vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset);
|
||||
vec2 extrude = u_extrude_scale * (offset / 64.0);
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
|
||||
gl_Position.z += z * gl_Position.w;
|
||||
// pitch-alignment: viewport
|
||||
// rotation-alignment: viewport
|
||||
} else {
|
||||
vec2 extrude = u_extrude_scale * (a_offset / 64.0);
|
||||
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
|
||||
}
|
||||
|
||||
v_gamma_scale = gl_Position.w;
|
||||
|
||||
v_tex = a_tex / u_texsize;
|
||||
v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static constexpr const char* fragmentSource = R"MBGL_SHADER(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#else
|
||||
|
||||
#if !defined(lowp)
|
||||
#define lowp
|
||||
#endif
|
||||
|
||||
#if !defined(mediump)
|
||||
#define mediump
|
||||
#endif
|
||||
|
||||
#if !defined(highp)
|
||||
#define highp
|
||||
#endif
|
||||
|
||||
#endif
|
||||
uniform sampler2D u_texture;
|
||||
uniform sampler2D u_fadetexture;
|
||||
uniform lowp vec4 u_color;
|
||||
uniform lowp float u_opacity;
|
||||
uniform lowp float u_buffer;
|
||||
uniform lowp float u_gamma;
|
||||
|
||||
varying vec2 v_tex;
|
||||
varying vec2 v_fade_tex;
|
||||
varying float v_gamma_scale;
|
||||
|
||||
void main() {
|
||||
lowp float dist = texture2D(u_texture, v_tex).a;
|
||||
lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;
|
||||
lowp float gamma = u_gamma * v_gamma_scale;
|
||||
lowp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;
|
||||
|
||||
gl_FragColor = u_color * (alpha * u_opacity);
|
||||
|
||||
#ifdef OVERDRAW_INSPECTOR
|
||||
gl_FragColor = vec4(1.0);
|
||||
#endif
|
||||
}
|
||||
)MBGL_SHADER";
|
||||
static const char* name;
|
||||
static const char* vertexSource;
|
||||
static const char* fragmentSource;
|
||||
};
|
||||
|
||||
} // namespace shaders
|
||||
|
||||
Reference in New Issue
Block a user