Merge pull request #14126 from mapbox/gfx-refactor-4
Graphics refactor #4
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78
src/mbgl/programs/gl/background_pattern.cpp
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78
src/mbgl/programs/gl/background_pattern.cpp
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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/programs/background_pattern_program.hpp>
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#include <mbgl/programs/gl/shader_source.hpp>
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#include <mbgl/gl/program.hpp>
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namespace mbgl {
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namespace gfx {
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template <>
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std::unique_ptr<Program<BackgroundPatternProgram>>
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Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
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return gl::Program<BackgroundPatternProgram>::createProgram(
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reinterpret_cast<gl::Context&>(*this), programParameters, "background_pattern",
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programs::gl::shaderSource() + 1675, programs::gl::shaderSource() + 2266);
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}
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} // namespace gfx
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} // namespace mbgl
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// Uncompressed source of background_pattern.vertex.glsl:
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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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void main() {
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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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*/
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// Uncompressed source of background_pattern.fragment.glsl:
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/*
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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 vec2 u_texsize;
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uniform float u_mix;
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uniform float u_opacity;
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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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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_texsize, u_pattern_br_a / u_texsize, 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_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
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vec4 color2 = texture2D(u_image, pos2);
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gl_FragColor = mix(color1, color2, u_mix) * u_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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*/
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