[core] Check in generated shader code

One step toward eliminating the node/npm dependency for platforms other than node.
This commit is contained in:
John Firebaugh
2017-02-03 13:51:51 -08:00
parent d9f2cd5df5
commit 9f2f7ddd12
27 changed files with 2293 additions and 122 deletions

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@@ -68,7 +68,6 @@ endif()
include(platform/${MBGL_PLATFORM}/config.cmake)
include(cmake/core-files.cmake)
include(cmake/shaders.cmake)
include(cmake/core.cmake)
if(COMMAND mbgl_platform_test)

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@@ -633,6 +633,7 @@ android-javadoc:
.PHONY: style-code
style-code:
node scripts/generate-style-code.js
node scripts/generate-shaders.js
.PHONY: codestyle
codestyle:

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@@ -181,6 +181,21 @@ set(MBGL_CORE_FILES
src/mbgl/renderer/symbol_bucket.cpp
src/mbgl/renderer/symbol_bucket.hpp
# shaders
src/mbgl/shaders/circle.hpp
src/mbgl/shaders/collision_box.hpp
src/mbgl/shaders/debug.hpp
src/mbgl/shaders/fill.hpp
src/mbgl/shaders/fill_outline.hpp
src/mbgl/shaders/fill_outline_pattern.hpp
src/mbgl/shaders/fill_pattern.hpp
src/mbgl/shaders/line.hpp
src/mbgl/shaders/line_pattern.hpp
src/mbgl/shaders/line_sdf.hpp
src/mbgl/shaders/raster.hpp
src/mbgl/shaders/symbol_icon.hpp
src/mbgl/shaders/symbol_sdf.hpp
# sprite
include/mbgl/sprite/sprite_image.hpp
src/mbgl/sprite/sprite_atlas.cpp

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@@ -12,7 +12,6 @@ add_custom_command(
add_custom_target(mbgl-headers DEPENDS
${MBGL_GENERATED}/include/mbgl/util/version.hpp
${MBGL_SHADER_FILES}
)
add_library(mbgl-core STATIC

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@@ -1,32 +0,0 @@
function(add_shader VAR name)
set(shader_build_cmd ${NodeJS_EXECUTABLE} ${CMAKE_SOURCE_DIR}/scripts/build-shaders.js)
set(shader_file_prefix ${CMAKE_SOURCE_DIR}/mapbox-gl-js/shaders)
set(shader_source_prefix ${MBGL_GENERATED}/include/mbgl/shader)
add_custom_command(
OUTPUT ${shader_source_prefix}/${name}.hpp
COMMAND ${shader_build_cmd} ${name} ${shader_file_prefix} ${shader_source_prefix}
DEPENDS npm-install
DEPENDS ${CMAKE_SOURCE_DIR}/scripts/build-shaders.js
DEPENDS ${shader_file_prefix}/${name}.vertex.glsl
DEPENDS ${shader_file_prefix}/${name}.fragment.glsl
DEPENDS ${shader_file_prefix}/_prelude.vertex.glsl
DEPENDS ${shader_file_prefix}/_prelude.fragment.glsl
VERBATIM
)
set(${VAR} ${${VAR}} ${shader_source_prefix}/${name}.hpp PARENT_SCOPE)
endfunction()
add_shader(MBGL_SHADER_FILES circle)
add_shader(MBGL_SHADER_FILES collision_box)
add_shader(MBGL_SHADER_FILES debug)
add_shader(MBGL_SHADER_FILES fill)
add_shader(MBGL_SHADER_FILES fill_outline)
add_shader(MBGL_SHADER_FILES fill_outline_pattern)
add_shader(MBGL_SHADER_FILES fill_pattern)
add_shader(MBGL_SHADER_FILES line)
add_shader(MBGL_SHADER_FILES line_pattern)
add_shader(MBGL_SHADER_FILES line_sdf)
add_shader(MBGL_SHADER_FILES raster)
add_shader(MBGL_SHADER_FILES symbol_icon)
add_shader(MBGL_SHADER_FILES symbol_sdf)

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@@ -1,75 +0,0 @@
#!/usr/bin/env node
var path = require('path');
var fs = require('fs');
var mkdirp = require('mkdirp');
var shaderName = process.argv[2];
var inputPath = process.argv[3];
var outputPath = process.argv[4];
if (!shaderName || !inputPath || !outputPath) {
console.warn('Not enough arguments.');
console.warn('Usage: %s shaderName /path-to-shader-sources /output-path', path.basename(process.argv[1]));
process.exit(1);
}
function applyPragmas(source, pragmas) {
return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
return pragmas[operation]
.join("\n")
.replace(/\{type\}/g, type)
.replace(/\{precision\}/g, precision)
.replace(/\{name\}/g, name);
});
}
function vertexSource() {
var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
return prelude + applyPragmas(source, {
define: [
"uniform lowp float a_{name}_t;",
"attribute {precision} {type} a_{name}_min;",
"attribute {precision} {type} a_{name}_max;",
"varying {precision} {type} {name};"
],
initialize: [
"{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
]
});
}
function fragmentSource() {
var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
return prelude + applyPragmas(source, {
define: [
"varying {precision} {type} {name};"
],
initialize: [
]
});
}
var content = "#pragma once\n" +
"\n" +
"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
"\n" +
"#include <mbgl/gl/gl.hpp>\n" +
"\n" +
"namespace mbgl {\n" +
"namespace shaders {\n" +
"\n" +
"class " + shaderName + " {\n" +
"public:\n" +
" static constexpr const char* name = \"" + shaderName + "\";\n" +
" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
"};\n" +
"\n" +
"} // namespace shaders\n" +
"} // namespace mbgl\n";
mkdirp.sync(outputPath);
fs.writeFileSync(path.join(outputPath, shaderName + '.hpp'), content);

84
scripts/generate-shaders.js Executable file
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@@ -0,0 +1,84 @@
#!/usr/bin/env node
var path = require('path');
var fs = require('fs');
var inputPath = 'mapbox-gl-js/shaders';
var outputPath = 'src/mbgl/shaders';
require('./style-code');
[
'circle',
'collision_box',
'debug',
'fill',
'fill_outline',
'fill_outline_pattern',
'fill_pattern',
'line',
'line_pattern',
'line_sdf',
'raster',
'symbol_icon',
'symbol_sdf'
].forEach(function (shaderName) {
function applyPragmas(source, pragmas) {
return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
return pragmas[operation]
.join("\n")
.replace(/\{type\}/g, type)
.replace(/\{precision\}/g, precision)
.replace(/\{name\}/g, name);
});
}
function vertexSource() {
var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
return prelude + applyPragmas(source, {
define: [
"uniform lowp float a_{name}_t;",
"attribute {precision} {type} a_{name}_min;",
"attribute {precision} {type} a_{name}_max;",
"varying {precision} {type} {name};"
],
initialize: [
"{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
]
});
}
function fragmentSource() {
var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
return prelude + applyPragmas(source, {
define: [
"varying {precision} {type} {name};"
],
initialize: [
]
});
}
var content = "#pragma once\n" +
"\n" +
"// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n" +
"\n" +
"#include <mbgl/gl/gl.hpp>\n" +
"\n" +
"namespace mbgl {\n" +
"namespace shaders {\n" +
"\n" +
"class " + shaderName + " {\n" +
"public:\n" +
" static constexpr const char* name = \"" + shaderName + "\";\n" +
" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
"};\n" +
"\n" +
"} // namespace shaders\n" +
"} // namespace mbgl\n";
writeIfModified(path.join(outputPath, shaderName + '.hpp'), content);
});

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@@ -3,7 +3,7 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/circle.hpp>
#include <mbgl/shaders/circle.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/circle_layer_properties.hpp>

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@@ -3,7 +3,7 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/collision_box.hpp>
#include <mbgl/shaders/collision_box.hpp>
#include <mbgl/util/geometry.hpp>
#include <cmath>

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@@ -3,7 +3,7 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/debug.hpp>
#include <mbgl/shaders/debug.hpp>
namespace mbgl {

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@@ -3,10 +3,10 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/fill.hpp>
#include <mbgl/shader/fill_pattern.hpp>
#include <mbgl/shader/fill_outline.hpp>
#include <mbgl/shader/fill_outline_pattern.hpp>
#include <mbgl/shaders/fill.hpp>
#include <mbgl/shaders/fill_pattern.hpp>
#include <mbgl/shaders/fill_outline.hpp>
#include <mbgl/shaders/fill_outline_pattern.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>

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@@ -3,9 +3,9 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/line.hpp>
#include <mbgl/shader/line_pattern.hpp>
#include <mbgl/shader/line_sdf.hpp>
#include <mbgl/shaders/line.hpp>
#include <mbgl/shaders/line_pattern.hpp>
#include <mbgl/shaders/line_sdf.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp>

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@@ -3,7 +3,7 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/raster.hpp>
#include <mbgl/shaders/raster.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/raster_layer_properties.hpp>

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@@ -3,8 +3,8 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/symbol_icon.hpp>
#include <mbgl/shader/symbol_sdf.hpp>
#include <mbgl/shaders/symbol_icon.hpp>
#include <mbgl/shaders/symbol_sdf.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>

194
src/mbgl/shaders/circle.hpp Normal file
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@@ -0,0 +1,194 @@
#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
namespace shaders {
class circle {
public:
static constexpr const char* name = "circle";
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 bool u_scale_with_map;
uniform vec2 u_extrude_scale;
attribute vec2 a_pos;
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_radius_t;
attribute mediump float a_radius_min;
attribute mediump float a_radius_max;
varying mediump float radius;
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_stroke_color_t;
attribute lowp vec4 a_stroke_color_min;
attribute lowp vec4 a_stroke_color_max;
varying lowp vec4 stroke_color;
uniform lowp float a_stroke_width_t;
attribute mediump float a_stroke_width_min;
attribute mediump float a_stroke_width_max;
varying mediump float stroke_width;
uniform lowp float a_stroke_opacity_t;
attribute lowp float a_stroke_opacity_min;
attribute lowp float a_stroke_opacity_max;
varying lowp float stroke_opacity;
varying vec2 v_extrude;
varying lowp float v_antialiasblur;
void main(void) {
color = mix(a_color_min, a_color_max, a_color_t);
radius = mix(a_radius_min, a_radius_max, a_radius_t);
blur = mix(a_blur_min, a_blur_max, a_blur_t);
opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
stroke_color = mix(a_stroke_color_min, a_stroke_color_max, a_stroke_color_t);
stroke_width = mix(a_stroke_width_min, a_stroke_width_max, a_stroke_width_t);
stroke_opacity = mix(a_stroke_opacity_min, a_stroke_opacity_max, a_stroke_opacity_t);
// unencode the extrusion vector that we snuck into the a_pos vector
v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;
// 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";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,131 @@
#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

103
src/mbgl/shaders/debug.hpp Normal file
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@@ -0,0 +1,103 @@
#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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src/mbgl/shaders/fill.hpp Normal file
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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

153
src/mbgl/shaders/raster.hpp Normal file
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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl

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#pragma once
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/gl/gl.hpp>
namespace mbgl {
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";
};
} // namespace shaders
} // namespace mbgl