[core] Use cpp files for shader source
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145
src/mbgl/shaders/fill_pattern.cpp
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145
src/mbgl/shaders/fill_pattern.cpp
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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/fill_pattern.hpp>
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namespace mbgl {
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namespace shaders {
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const char* fill_pattern::name = "fill_pattern";
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const char* fill_pattern::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 vec2 u_pattern_size_a;
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uniform vec2 u_pattern_size_b;
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uniform vec2 u_pixel_coord_upper;
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uniform vec2 u_pixel_coord_lower;
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uniform float u_scale_a;
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uniform float u_scale_b;
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uniform float u_tile_units_to_pixels;
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attribute vec2 a_pos;
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varying vec2 v_pos_a;
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varying vec2 v_pos_b;
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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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void main() {
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opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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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);
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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);
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}
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)MBGL_SHADER";
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const char* fill_pattern::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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uniform vec2 u_pattern_tl_a;
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uniform vec2 u_pattern_br_a;
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uniform vec2 u_pattern_tl_b;
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uniform vec2 u_pattern_br_b;
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uniform float u_mix;
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uniform sampler2D u_image;
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varying vec2 v_pos_a;
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varying vec2 v_pos_b;
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varying lowp float opacity;
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void main() {
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vec2 imagecoord = mod(v_pos_a, 1.0);
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vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
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vec4 color1 = texture2D(u_image, pos);
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vec2 imagecoord_b = mod(v_pos_b, 1.0);
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vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
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vec4 color2 = texture2D(u_image, pos2);
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gl_FragColor = mix(color1, color2, u_mix) * opacity;
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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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