[core] Use cpp files for shader source

This commit is contained in:
John Firebaugh
2017-02-06 12:24:39 -08:00
parent 9f2f7ddd12
commit 74eb8b3609
28 changed files with 2264 additions and 2038 deletions

View 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