remove line gradient
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committed by
Tim Sylvester
parent
b60e4afae5
commit
dd114b26c3
@@ -498,141 +498,5 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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)";
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};
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//
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// template <>
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// struct ShaderSource<BuiltIn::LineGradientShader, gfx::Backend::Type::Metal> {
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// static constexpr auto name = "LineGradientShader";
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// static constexpr auto vertexMainFunction = "vertexMain";
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// static constexpr auto fragmentMainFunction = "fragmentMain";
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//
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// static constexpr AttributeInfo attributes[] = {
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// {0, gfx::AttributeDataType::Short2, 1, "a_pos_normal"},
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// {1, gfx::AttributeDataType::UByte4, 1, "a_data"},
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// {2, gfx::AttributeDataType::Float2, 1, "a_blur"},
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// {3, gfx::AttributeDataType::Float2, 1, "a_opacity"},
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// {4, gfx::AttributeDataType::Float2, 1, "a_gapwidth"},
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// {5, gfx::AttributeDataType::Float2, 1, "a_offset"},
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// {6, gfx::AttributeDataType::Float2, 1, "a_width"},
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// };
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// static constexpr UniformBlockInfo uniforms[] = {
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// MLN_MTL_UNIFORM_BLOCK(7, true, true, LineGradientUBO),
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// MLN_MTL_UNIFORM_BLOCK(8, true, false, LineGradientPropertiesUBO),
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// MLN_MTL_UNIFORM_BLOCK(9, true, false, LineGradientInterpolationUBO),
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// MLN_MTL_UNIFORM_BLOCK(10, true, true, LinePermutationUBO),
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// MLN_MTL_UNIFORM_BLOCK(11, true, false, ExpressionInputsUBO),
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// };
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// static constexpr TextureInfo textures[] = {
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// {0, "u_image"},
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// };
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//
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// static constexpr auto source = R"(
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//
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// struct VertexStage {
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// short2 pos_normal [[attribute(0)]];
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// uchar4 data [[attribute(1)]];
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// float2 blur [[attribute(2)]];
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// float2 opacity [[attribute(3)]];
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// float2 gapwidth [[attribute(4)]];
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// float2 offset [[attribute(5)]];
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// float2 width [[attribute(6)]];
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//};
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//
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// struct FragmentStage {
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// float4 position [[position, invariant]];
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// float2 width2;
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// float2 normal;
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// float gamma_scale;
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// float blur;
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// float opacity;
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// float lineprogress;
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//};
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//
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//
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//
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// FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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// device const LineGradientUBO& line [[buffer(7)]],
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// device const LineGradientPropertiesUBO& props [[buffer(8)]],
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// device const LineGradientInterpolationUBO& interp [[buffer(9)]],
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// device const LinePermutationUBO& permutation [[buffer(10)]],
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// device const ExpressionInputsUBO& expr [[buffer(11)]]) {
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//
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// const auto blur = valueFor(permutation.blur, props.blur, vertx.blur, interp.blur_t, expr);
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// const auto opacity = valueFor(permutation.opacity, props.opacity, vertx.opacity, interp.opacity_t, expr);
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// const auto gapwidth = valueFor(permutation.gapwidth, props.gapwidth, vertx.gapwidth, interp.gapwidth_t, expr) / 2;
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// const auto offset = valueFor(permutation.offset, props.offset, vertx.offset, interp.offset_t, expr) *
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// -1; const auto width = valueFor(permutation.width, props.width, vertx.width, interp.width_t, expr);
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//
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// // the distance over which the line edge fades out.
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// // Retina devices need a smaller distance to avoid aliasing.
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// const float ANTIALIASING = 1.0 / line.device_pixel_ratio / 2.0;
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// const float LINE_DISTANCE_SCALE = 2.0;
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//
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// const float2 a_extrude = float2(vertx.data.xy) - 128.0;
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// const float a_direction = fmod(float(vertx.data.z), 4.0) - 1.0;
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// float lineprogress = (floor(vertx.data.z / 4.0) + vertx.data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE;
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// const float2 pos = floor(float2(vertx.pos_normal) * 0.5);
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//
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// // x is 1 if it's a round cap, 0 otherwise
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// // y is 1 if the normal points up, and -1 if it points down
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// // We store these in the least significant bit of a_pos_normal
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// const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
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// const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
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//
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// const float halfwidth = width / 2.0;
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// const float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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// const float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 :
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// ANTIALIASING);
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//
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// // Scale the extrusion vector down to a normal and then up by the line width of this vertex.
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// const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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//
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// // Calculate the offset when drawing a line that is to the side of the actual line.
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// // We do this by creating a vector that points towards the extrude, but rotate
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// // it when we're drawing round end points (a_direction = -1 or 1) since their
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// // extrude vector points in another direction.
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// const float u = 0.5 * a_direction;
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// const float t = 1.0 - abs(u);
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// const float2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * v_normal.y * float2x2(t, -u, u, t);
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//
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// const float4 projected_extrude = line.matrix * float4(dist / line.ratio, 0.0, 0.0);
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// const float4 position = line.matrix * float4(pos + offset2 / line.ratio, 0.0, 1.0) + projected_extrude;
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//
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// // calculate how much the perspective view squishes or stretches the extrude
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// const float extrude_length_without_perspective = length(dist);
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// const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * line.units_to_pixels);
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//
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// return {
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// .position = position,
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// .width2 = float2(outset, inset),
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// .normal = v_normal,
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// .gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective,
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// .blur = blur,
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// .opacity = opacity,
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// .lineprogress = lineprogress,
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// };
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//}
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//
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// half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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// device const LineSDFUBO& line [[buffer(9)]],
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// device const LinePermutationUBO& permutation [[buffer(12)]],
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// texture2d<float, access::sample> image0 [[texture(0)]],
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// sampler image0_sampler [[sampler(0)]]) {
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// if (permutation.overdrawInspector) {
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// return half4(1.0);
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// }
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//
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// const float dist = length(in.normal) * in.width2.x;
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// // Calculate the antialiasing fade factor. This is either when fading in the
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// // line in case of an offset line (v_width2.y) or when fading out (v_width2.x)
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// const float blur2 = (in.blur + 1.0 / line.device_pixel_ratio) * in.gamma_scale;
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// const float alpha = clamp(min(dist - (in.width2.y - blur2), in.width2.x - dist) / blur2, 0.0, 1.0);
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//
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// float4 color = image0.sample(image0_sampler, float2(in.v_lineprogress, 0.5));
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//
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// return half4(color * (alpha * in.opacity));
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//}
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//)";
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//};
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} // namespace shaders
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} // namespace mbgl
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