Yuri Astrakhan
2025-02-08 22:33:24 -05:00
committed by GitHub
parent 14559245d8
commit a8f4f70636
297 changed files with 10306 additions and 10320 deletions

View File

@@ -167,7 +167,7 @@ layout(location = 2) out vec2 frag_position;
void main() {
const FillOutlineDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
#if !defined(HAS_UNIFORM_u_outline_color)
frag_color = vec4(unpack_mix_color(in_color, drawable.outline_color_t));
#endif
@@ -331,9 +331,9 @@ void main() {
frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
#endif
const vec2 pattern_tl_a = frag_pattern_from.xy;
const vec2 pattern_br_a = frag_pattern_from.zw;
const vec2 pattern_tl_b = frag_pattern_to.xy;
const vec2 pattern_tl_a = frag_pattern_from.xy;
const vec2 pattern_br_a = frag_pattern_from.zw;
const vec2 pattern_tl_b = frag_pattern_to.xy;
const vec2 pattern_br_b = frag_pattern_to.zw;
const float pixelRatio = paintParams.pixel_ratio;
@@ -543,9 +543,9 @@ void main() {
frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
#endif
const vec2 pattern_tl_a = frag_pattern_from.xy;
const vec2 pattern_br_a = frag_pattern_from.zw;
const vec2 pattern_tl_b = frag_pattern_to.xy;
const vec2 pattern_tl_a = frag_pattern_from.xy;
const vec2 pattern_br_a = frag_pattern_from.zw;
const vec2 pattern_tl_b = frag_pattern_to.xy;
const vec2 pattern_br_b = frag_pattern_to.zw;
const float pixelRatio = paintParams.pixel_ratio;

View File

@@ -306,7 +306,7 @@ void main() {
const vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? vec2(in_position) // extrusion top
: vec2(edgedistance, z * drawable.height_factor); // extrusion side
vec4 lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);

View File

@@ -129,7 +129,7 @@ void main() {
#else
const lowp float offset = props.offset * -1.0;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_float(in_width, drawable.width_t);
#else
@@ -232,7 +232,7 @@ void main() {
#else
lowp float blur = frag_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = props.opacity;
#else
@@ -356,7 +356,7 @@ void main() {
#else
const lowp float offset = props.offset * -1.0;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_float(in_width, drawable.width_t);
#else
@@ -453,7 +453,7 @@ void main() {
#else
lowp float blur = frag_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = props.opacity;
#else
@@ -597,7 +597,7 @@ void main() {
#else
const lowp float offset = props.offset * -1.0;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_float(in_width, drawable.width_t);
#else
@@ -723,14 +723,14 @@ void main() {
return;
#endif
const LinePatternTilePropertiesUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
const LinePatternTilePropertiesUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#ifdef HAS_UNIFORM_u_blur
const lowp float blur = props.blur;
#else
const lowp float blur = frag_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
const lowp float opacity = props.opacity;
#else
@@ -1065,7 +1065,7 @@ void main() {
#else
const lowp float blur = frag_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
const lowp float opacity = props.opacity;
#else

View File

@@ -24,7 +24,7 @@ struct ShaderSource<BuiltIn::SymbolIconShader, gfx::Backend::Type::Vulkan> {
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = SYMBOL_SHADER_COMMON R"(
layout(location = 0) in ivec4 in_pos_offset;
layout(location = 1) in uvec4 in_data;
layout(location = 2) in ivec4 in_pixeloffset;
@@ -33,7 +33,7 @@ layout(location = 4) in float in_fade_opacity;
#if !defined(HAS_UNIFORM_u_opacity)
layout(location = 5) in vec2 in_opacity;
#endif
#endif
layout(push_constant) uniform Constants {
int ubo_index;
@@ -129,7 +129,7 @@ void main() {
const vec2 posOffset = a_offset * max(a_minFontScale, fontScale) / 32.0 + a_pxoffset / 16.0;
gl_Position = drawable.coord_matrix * vec4(pos0 + rotation_matrix * posOffset, 0.0, 1.0);
applySurfaceTransform();
const vec2 raw_fade_opacity = unpack_opacity(in_fade_opacity);
const float fade_change = raw_fade_opacity[1] > 0.5 ? paintParams.symbol_fade_change : -paintParams.symbol_fade_change;
const float fade_opacity = max(0.0, min(1.0, raw_fade_opacity[0] + fade_change));
@@ -211,7 +211,7 @@ struct ShaderSource<BuiltIn::SymbolSDFIconShader, gfx::Backend::Type::Vulkan> {
static const std::array<TextureInfo, 1> textures;
static constexpr auto vertex = SYMBOL_SHADER_COMMON R"(
layout(location = 0) in ivec4 in_pos_offset;
layout(location = 1) in uvec4 in_data;
layout(location = 2) in ivec4 in_pixeloffset;
@@ -236,7 +236,7 @@ layout(location = 8) in vec2 in_halo_width;
#if !defined(HAS_UNIFORM_u_halo_blur)
layout(location = 9) in vec2 in_halo_blur;
#endif
#endif
layout(push_constant) uniform Constants {
int ubo_index;
@@ -505,7 +505,7 @@ struct ShaderSource<BuiltIn::SymbolTextAndIconShader, gfx::Backend::Type::Vulkan
static const std::array<TextureInfo, 2> textures;
static constexpr auto vertex = SYMBOL_SHADER_COMMON R"(
#define SDF 1.0
#define ICON 0.0
@@ -532,7 +532,7 @@ layout(location = 7) in vec2 in_halo_width;
#if !defined(HAS_UNIFORM_u_halo_blur)
layout(location = 8) in vec2 in_halo_blur;
#endif
#endif
layout(push_constant) uniform Constants {
int ubo_index;
@@ -657,13 +657,13 @@ void main() {
const vec2 pos0 = projected_pos.xy / projected_pos.w + rotation_matrix * pos_rot;
gl_Position = drawable.coord_matrix * vec4(pos0, 0.0, 1.0);
applySurfaceTransform();
const vec2 raw_fade_opacity = unpack_opacity(in_fade_opacity);
const float fade_change = raw_fade_opacity[1] > 0.5 ? paintParams.symbol_fade_change : -paintParams.symbol_fade_change;
const bool is_icon = (is_sdf == ICON);
frag_is_icon = int(is_icon);
frag_tex = a_tex / (is_icon ? drawable.texsize_icon : drawable.texsize);
frag_fade_opacity = max(0.0, min(1.0, raw_fade_opacity[0] + fade_change));
frag_font_scale = fontScale;

View File

@@ -26,7 +26,7 @@ struct ShaderSource<BuiltIn::WideVectorShader, gfx::Backend::Type::Vulkan> {
/** Expressions are used to change values like width and opacity over zoom levels. **/
#define WKSExpStops 8
// Line Joins
// These are assumed to match WideVectorLineJoinType
#define WKSVertexLineJoinMiter 0
@@ -117,7 +117,7 @@ vec3 viewPos(const mat4 &mat, vec3 vec) {
float2 screenPos_MVP(const Uniforms &u, float3 viewPos) {
const float4 p4 = float4(viewPos, 1.0);
// Use the MVP matrix
const float4 s = u.mvpMatrix * p4;