[core] De-duplicate shader prelude source

This commit is contained in:
John Firebaugh
2017-03-08 08:55:55 -08:00
parent 84aac92b4e
commit b83b14feb0
18 changed files with 141 additions and 929 deletions

View File

@@ -7,60 +7,6 @@ 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;
@@ -71,23 +17,6 @@ void main() {
)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() {