Removed submodule maplibre-gl-js (#938)
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66
shaders/fill_extrusion.vertex.glsl
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66
shaders/fill_extrusion.vertex.glsl
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uniform mat4 u_matrix;
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uniform vec3 u_lightcolor;
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uniform lowp vec3 u_lightpos;
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uniform lowp float u_lightintensity;
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uniform float u_vertical_gradient;
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uniform lowp float u_opacity;
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attribute vec2 a_pos;
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attribute vec4 a_normal_ed;
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varying vec4 v_color;
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#pragma mapbox: define highp float base
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#pragma mapbox: define highp float height
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#pragma mapbox: define highp vec4 color
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void main() {
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#pragma mapbox: initialize highp float base
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#pragma mapbox: initialize highp float height
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#pragma mapbox: initialize highp vec4 color
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vec3 normal = a_normal_ed.xyz;
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base = max(0.0, base);
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height = max(0.0, height);
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float t = mod(normal.x, 2.0);
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gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);
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// Relative luminance (how dark/bright is the surface color?)
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float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
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v_color = vec4(0.0, 0.0, 0.0, 1.0);
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// Add slight ambient lighting so no extrusions are totally black
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vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);
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color += ambientlight;
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// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
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float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0);
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// Adjust directional so that
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// the range of values for highlight/shading is narrower
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// with lower light intensity
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// and with lighter/brighter surface colors
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directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);
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// Add gradient along z axis of side surfaces
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if (normal.y != 0.0) {
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// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
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// and otherwise calculates the gradient based on base + height
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directional *= (
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(1.0 - u_vertical_gradient) +
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(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
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}
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// Assign final color based on surface + ambient light color, diffuse light directional, and light color
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// with lower bounds adjusted to hue of light
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// so that shading is tinted with the complementary (opposite) color to the light color
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v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0);
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v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0);
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v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0);
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v_color *= u_opacity;
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}
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