Migrate shaders to the registry (#964)

Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
This commit is contained in:
mwilsnd
2023-04-04 14:00:12 -05:00
committed by GitHub
parent daeae05181
commit f207aee091
97 changed files with 1924 additions and 3577 deletions

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@@ -9,8 +9,11 @@ namespace gfx {
class Backend {
public:
/// @brief The active graphics API/backend type.
enum class Type : uint8_t {
OpenGL,
OpenGL, ///< The OpenGL API backend
TYPE_MAX, ///< Not a valid backend type, used to determine the number
///< of available backends (ie for array allocation).
};
static constexpr Type DefaultType = Type::OpenGL;

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@@ -65,6 +65,26 @@ class ShaderRegistry {
return std::static_pointer_cast<T>(shader);
}
/// @brief Ensure the destination 'to' is populated with the requested
/// shader. If already non-null, does nothing.
/// @tparam T Derived type, inheriting `gfx::Shader`
/// @param to Location to store the shader
/// @return True if 'to' has a valid program object, false otherwise.
template<typename T,
typename std::enable_if_t<is_shader_v<T>, bool>* = nullptr>
bool populate(std::shared_ptr<T>& to) noexcept {
if (to) {
return true;
}
auto shader = getShader(std::string(T::Name));
if (!shader || (shader->name() != T::Name)) {
return false;
}
to = std::static_pointer_cast<T>(shader);
return true;
}
private:
std::unordered_map<
std::string,

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@@ -0,0 +1,33 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::BackgroundProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
)";
static constexpr const char* fragment = R"(uniform vec4 u_color;
uniform float u_opacity;
void main() {
gl_FragColor = u_color * u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,64 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::BackgroundPatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_pattern_size_a;
uniform vec2 u_pattern_size_b;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform float u_scale_a;
uniform float u_scale_b;
uniform float u_tile_units_to_pixels;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
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);
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);
}
)";
static constexpr const char* fragment = R"(uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
uniform vec2 u_texsize;
uniform float u_mix;
uniform float u_opacity;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_mix) * u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,231 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::CircleProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform bool u_scale_with_map;
uniform bool u_pitch_with_map;
uniform vec2 u_extrude_scale;
uniform lowp float u_device_pixel_ratio;
uniform highp float u_camera_to_center_distance;
attribute vec2 a_pos;
varying vec3 v_data;
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
uniform lowp float u_radius_t;
attribute mediump vec2 a_radius;
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
uniform lowp float u_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
uniform lowp float u_stroke_color_t;
attribute highp vec4 a_stroke_color;
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
uniform lowp float u_stroke_width_t;
attribute mediump vec2 a_stroke_width;
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
uniform lowp float u_stroke_opacity_t;
attribute lowp vec2 a_stroke_opacity;
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
void main(void) {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
radius = unpack_mix_vec2(a_radius, u_radius_t);
#else
mediump float radius = u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
stroke_color = unpack_mix_color(a_stroke_color, u_stroke_color_t);
#else
highp vec4 stroke_color = u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
stroke_width = unpack_mix_vec2(a_stroke_width, u_stroke_width_t);
#else
mediump float stroke_width = u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
stroke_opacity = unpack_mix_vec2(a_stroke_opacity, u_stroke_opacity_t);
#else
lowp float stroke_opacity = u_stroke_opacity;
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
vec2 circle_center = floor(a_pos * 0.5);
if (u_pitch_with_map) {
vec2 corner_position = circle_center;
if (u_scale_with_map) {
corner_position += extrude * (radius + stroke_width) * u_extrude_scale;
} else {
// Pitching the circle with the map effectively scales it with the map
// To counteract the effect for pitch-scale: viewport, we rescale the
// whole circle based on the pitch scaling effect at its central point
vec4 projected_center = u_matrix * vec4(circle_center, 0, 1);
corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
}
gl_Position = u_matrix * vec4(corner_position, 0, 1);
} else {
gl_Position = u_matrix * vec4(circle_center, 0, 1);
if (u_scale_with_map) {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance;
} else {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
}
}
// This is a minimum blur distance that serves as a faux-antialiasing for
// the circle. since blur is a ratio of the circle's size and the intent is
// to keep the blur at roughly 1px, the two are inversely related.
lowp float antialiasblur = 1.0 / u_device_pixel_ratio / (radius + stroke_width);
v_data = vec3(extrude.x, extrude.y, antialiasblur);
}
)";
static constexpr const char* fragment = R"(varying vec3 v_data;
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_radius
mediump float radius = u_radius;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_stroke_color
highp vec4 stroke_color = u_stroke_color;
#endif
#ifdef HAS_UNIFORM_u_stroke_width
mediump float stroke_width = u_stroke_width;
#endif
#ifdef HAS_UNIFORM_u_stroke_opacity
lowp float stroke_opacity = u_stroke_opacity;
#endif
vec2 extrude = v_data.xy;
float extrude_length = length(extrude);
lowp float antialiasblur = v_data.z;
float antialiased_blur = -max(blur, antialiasblur);
float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
antialiased_blur,
0.0,
extrude_length - radius / (radius + stroke_width)
);
gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,26 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::ClippingMaskProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
)";
static constexpr const char* fragment = R"(void main() {
gl_FragColor = vec4(1.0);
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,63 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::CollisionBoxProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
attribute vec2 a_anchor_pos;
attribute vec2 a_extrude;
attribute vec2 a_placed;
attribute vec2 a_shift;
uniform mat4 u_matrix;
uniform vec2 u_extrude_scale;
uniform float u_camera_to_center_distance;
varying float v_placed;
varying float v_notUsed;
void main() {
vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
highp float collision_perspective_ratio = clamp(
0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
4.0);
gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
v_placed = a_placed.x;
v_notUsed = a_placed.y;
}
)";
static constexpr const char* fragment = R"(
varying float v_placed;
varying float v_notUsed;
void main() {
float alpha = 0.5;
// Red = collision, hide label
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (v_placed > 0.5) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (v_notUsed > 0.5) {
// This box not used, fade it out
gl_FragColor *= .1;
}
})";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,86 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::CollisionCircleProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
attribute vec2 a_anchor_pos;
attribute vec2 a_extrude;
attribute vec2 a_placed;
uniform mat4 u_matrix;
uniform vec2 u_extrude_scale;
uniform float u_camera_to_center_distance;
varying float v_placed;
varying float v_notUsed;
varying float v_radius;
varying vec2 v_extrude;
varying vec2 v_extrude_scale;
void main() {
vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
highp float collision_perspective_ratio = clamp(
0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
4.0);
gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio;
v_placed = a_placed.x;
v_notUsed = a_placed.y;
v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
v_extrude = a_extrude * padding_factor;
v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio;
}
)";
static constexpr const char* fragment = R"(uniform float u_overscale_factor;
varying float v_placed;
varying float v_notUsed;
varying float v_radius;
varying vec2 v_extrude;
varying vec2 v_extrude_scale;
void main() {
float alpha = 0.5;
// Red = collision, hide label
vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (v_placed > 0.5) {
color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (v_notUsed > 0.5) {
// This box not used, fade it out
color *= .2;
}
float extrude_scale_length = length(v_extrude_scale);
float extrude_length = length(v_extrude) * extrude_scale_length;
float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor;
float radius = v_radius * extrude_scale_length;
float distance_to_edge = abs(extrude_length - radius);
float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
gl_FragColor = opacity_t * color;
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,37 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::DebugProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
varying vec2 v_uv;
uniform mat4 u_matrix;
uniform float u_overlay_scale;
void main() {
// This vertex shader expects a EXTENT x EXTENT quad,
// The UV co-ordinates for the overlay texture can be calculated using that knowledge
v_uv = a_pos / 8192.0;
gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1);
}
)";
static constexpr const char* fragment = R"(uniform highp vec4 u_color;
uniform sampler2D u_overlay;
varying vec2 v_uv;
void main() {
vec4 overlay_color = texture2D(u_overlay, v_uv);
gl_FragColor = mix(u_color, overlay_color, overlay_color.a);
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,74 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
uniform mat4 u_matrix;
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
)";
static constexpr const char* fragment = R"(#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
gl_FragColor = color * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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@@ -0,0 +1,118 @@
// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillExtrusionProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec3 u_lightcolor;
uniform lowp vec3 u_lightpos;
uniform lowp float u_lightintensity;
uniform float u_vertical_gradient;
uniform lowp float u_opacity;
attribute vec2 a_pos;
attribute vec4 a_normal_ed;
varying vec4 v_color;
#ifndef HAS_UNIFORM_u_base
uniform lowp float u_base_t;
attribute highp vec2 a_base;
#else
uniform highp float u_base;
#endif
#ifndef HAS_UNIFORM_u_height
uniform lowp float u_height_t;
attribute highp vec2 a_height;
#else
uniform highp float u_height;
#endif
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
attribute highp vec4 a_color;
#else
uniform highp vec4 u_color;
#endif
void main() {
#ifndef HAS_UNIFORM_u_base
highp float base = unpack_mix_vec2(a_base, u_base_t);
#else
highp float base = u_base;
#endif
#ifndef HAS_UNIFORM_u_height
highp float height = unpack_mix_vec2(a_height, u_height_t);
#else
highp float height = u_height;
#endif
#ifndef HAS_UNIFORM_u_color
highp vec4 color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
vec3 normal = a_normal_ed.xyz;
base = max(0.0, base);
height = max(0.0, height);
float t = mod(normal.x, 2.0);
gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);
// Relative luminance (how dark/bright is the surface color?)
float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
v_color = vec4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);
color += ambientlight;
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0);
// Adjust directional so that
// the range of values for highlight/shading is narrower
// with lower light intensity
// and with lighter/brighter surface colors
directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);
// Add gradient along z axis of side surfaces
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - u_vertical_gradient) +
(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
}
// Assign final color based on surface + ambient light color, diffuse light directional, and light color
// with lower bounds adjusted to hue of light
// so that shading is tinted with the complementary (opposite) color to the light color
v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0);
v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0);
v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0);
v_color *= u_opacity;
}
)";
static constexpr const char* fragment = R"(varying vec4 v_color;
void main() {
gl_FragColor = v_color;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillExtrusionPatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform float u_height_factor;
uniform vec4 u_scale;
uniform float u_vertical_gradient;
uniform lowp float u_opacity;
uniform vec3 u_lightcolor;
uniform lowp vec3 u_lightpos;
uniform lowp float u_lightintensity;
attribute vec2 a_pos;
attribute vec4 a_normal_ed;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec4 v_lighting;
#ifndef HAS_UNIFORM_u_base
uniform lowp float u_base_t;
attribute lowp vec2 a_base;
varying lowp float base;
#else
uniform lowp float u_base;
#endif
#ifndef HAS_UNIFORM_u_height
uniform lowp float u_height_t;
attribute lowp vec2 a_height;
varying lowp float height;
#else
uniform lowp float u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
uniform lowp float u_pattern_from_t;
attribute lowp vec4 a_pattern_from;
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
uniform lowp float u_pattern_to_t;
attribute lowp vec4 a_pattern_to;
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, u_base_t);
#else
lowp float base = u_base;
#endif
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, u_height_t);
#else
lowp float height = u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_scale.x;
float tileRatio = u_scale.y;
float fromScale = u_scale.z;
float toScale = u_scale.w;
vec3 normal = a_normal_ed.xyz;
float edgedistance = a_normal_ed.w;
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
base = max(0.0, base);
height = max(0.0, height);
float t = mod(normal.x, 2.0);
float z = t > 0.0 ? height : base;
gl_Position = u_matrix * vec4(a_pos, z, 1);
vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? a_pos // extrusion top
: vec2(edgedistance, z * u_height_factor); // extrusion side
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - u_vertical_gradient) +
(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
}
v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
v_lighting *= u_opacity;
}
)";
static constexpr const char* fragment = R"(uniform vec2 u_texsize;
uniform float u_fade;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec4 v_lighting;
#ifndef HAS_UNIFORM_u_base
varying lowp float base;
#else
uniform lowp float u_base;
#endif
#ifndef HAS_UNIFORM_u_height
varying lowp float height;
#else
uniform lowp float u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#endif
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
vec4 mixedColor = mix(color1, color2, u_fade);
gl_FragColor = mixedColor * v_lighting;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillOutlineProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(attribute vec2 a_pos;
uniform mat4 u_matrix;
uniform vec2 u_world;
varying vec2 v_pos;
#ifndef HAS_UNIFORM_u_outline_color
uniform lowp float u_outline_color_t;
attribute highp vec4 a_outline_color;
varying highp vec4 outline_color;
#else
uniform highp vec4 u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifndef HAS_UNIFORM_u_outline_color
outline_color = unpack_mix_color(a_outline_color, u_outline_color_t);
#else
highp vec4 outline_color = u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
)";
static constexpr const char* fragment = R"(varying vec2 v_pos;
#ifndef HAS_UNIFORM_u_outline_color
varying highp vec4 outline_color;
#else
uniform highp vec4 u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_outline_color
highp vec4 outline_color = u_outline_color;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
gl_FragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillOutlinePatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_world;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform vec4 u_scale;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec2 v_pos;
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
uniform lowp float u_pattern_from_t;
attribute lowp vec4 a_pattern_from;
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
uniform lowp float u_pattern_to_t;
attribute lowp vec4 a_pattern_to;
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_scale.x;
float tileRatio = u_scale.y;
float fromScale = u_scale.z;
float toScale = u_scale.w;
gl_Position = u_matrix * vec4(a_pos, 0, 1);
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
)";
static constexpr const char* fragment = R"(
uniform vec2 u_texsize;
uniform sampler2D u_image;
uniform float u_fade;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec2 v_pos;
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
// find distance to outline for alpha interpolation
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillPatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform vec4 u_scale;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
uniform lowp float u_pattern_from_t;
attribute lowp vec4 a_pattern_from;
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
uniform lowp float u_pattern_to_t;
attribute lowp vec4 a_pattern_to;
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_scale.x;
float tileZoomRatio = u_scale.y;
float fromScale = u_scale.z;
float toScale = u_scale.w;
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
}
)";
static constexpr const char* fragment = R"(uniform vec2 u_texsize;
uniform float u_fade;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_fade) * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::HeatmapProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(
uniform mat4 u_matrix;
uniform float u_extrude_scale;
uniform float u_opacity;
uniform float u_intensity;
attribute vec2 a_pos;
varying vec2 v_extrude;
#ifndef HAS_UNIFORM_u_weight
uniform lowp float u_weight_t;
attribute highp vec2 a_weight;
varying highp float weight;
#else
uniform highp float u_weight;
#endif
#ifndef HAS_UNIFORM_u_radius
uniform lowp float u_radius_t;
attribute mediump vec2 a_radius;
#else
uniform mediump float u_radius;
#endif
// Effective "0" in the kernel density texture to adjust the kernel size to;
// this empirically chosen number minimizes artifacts on overlapping kernels
// for typical heatmap cases (assuming clustered source)
const highp float ZERO = 1.0 / 255.0 / 16.0;
// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
#define GAUSS_COEF 0.3989422804014327
void main(void) {
#ifndef HAS_UNIFORM_u_weight
weight = unpack_mix_vec2(a_weight, u_weight_t);
#else
highp float weight = u_weight;
#endif
#ifndef HAS_UNIFORM_u_radius
mediump float radius = unpack_mix_vec2(a_radius, u_radius_t);
#else
mediump float radius = u_radius;
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 unscaled_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// This 'extrude' comes in ranging from [-1, -1], to [1, 1]. We'll use
// it to produce the vertices of a square mesh framing the point feature
// we're adding to the kernel density texture. We'll also pass it as
// a varying, so that the fragment shader can determine the distance of
// each fragment from the point feature.
// Before we do so, we need to scale it up sufficiently so that the
// kernel falls effectively to zero at the edge of the mesh.
// That is, we want to know S such that
// weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
// Which solves to:
// S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;
// Pass the varying in units of radius
v_extrude = S * unscaled_extrude;
// Scale by radius and the zoom-based scale factor to produce actual
// mesh position
vec2 extrude = v_extrude * radius * u_extrude_scale;
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
vec4 pos = vec4(floor(a_pos * 0.5) + extrude, 0, 1);
gl_Position = u_matrix * pos;
}
)";
static constexpr const char* fragment = R"(uniform highp float u_intensity;
varying vec2 v_extrude;
#ifndef HAS_UNIFORM_u_weight
varying highp float weight;
#else
uniform highp float u_weight;
#endif
// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
#define GAUSS_COEF 0.3989422804014327
void main() {
#ifdef HAS_UNIFORM_u_weight
highp float weight = u_weight;
#endif
// Kernel density estimation with a Gaussian kernel of size 5x5
float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
float val = weight * u_intensity * GAUSS_COEF * exp(d);
gl_FragColor = vec4(val, 1.0, 1.0, 1.0);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::HeatmapTextureProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_world;
attribute vec2 a_pos;
varying vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
v_pos.x = a_pos.x;
v_pos.y = 1.0 - a_pos.y;
}
)";
static constexpr const char* fragment = R"(uniform sampler2D u_image;
uniform sampler2D u_color_ramp;
uniform float u_opacity;
varying vec2 v_pos;
void main() {
float t = texture2D(u_image, v_pos).r;
vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
gl_FragColor = color * u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(0.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::HillshadeProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
attribute vec2 a_pos;
attribute vec2 a_texture_pos;
varying vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = a_texture_pos / 8192.0;
}
)";
static constexpr const char* fragment = R"(uniform sampler2D u_image;
varying vec2 v_pos;
uniform vec2 u_latrange;
uniform vec2 u_light;
uniform vec4 u_shadow;
uniform vec4 u_highlight;
uniform vec4 u_accent;
#define PI 3.141592653589793
void main() {
vec4 pixel = texture2D(u_image, v_pos);
vec2 deriv = ((pixel.rg * 2.0) - 1.0);
// We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude
// to account for mercator projection distortion. see #4807 for details
float scaleFactor = cos(radians((u_latrange[0] - u_latrange[1]) * (1.0 - v_pos.y) + u_latrange[1]));
// We also multiply the slope by an arbitrary z-factor of 1.25
float slope = atan(1.25 * length(deriv) / scaleFactor);
float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);
float intensity = u_light.x;
// We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal
// position property to account for 0deg corresponding to north/the top of the viewport in the style spec
// and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.
float azimuth = u_light.y + PI;
// We scale the slope exponentially based on intensity, using a calculation similar to
// the exponential interpolation function in the style spec:
// https://github.com/mapbox/mapbox-gl-js/blob/master/src/style-spec/expression/definitions/interpolate.js#L217-L228
// so that higher intensity values create more opaque hillshading.
float base = 1.875 - intensity * 1.75;
float maxValue = 0.5 * PI;
float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;
// The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine
// so that the accent color's rate of change eases in while the shade color's eases out.
float accent = cos(scaledSlope);
// We multiply both the accent and shade color by a clamped intensity value
// so that intensities >= 0.5 do not additionally affect the color values
// while intensity values < 0.5 make the overall color more transparent.
vec4 accent_color = (1.0 - accent) * u_accent * clamp(intensity * 2.0, 0.0, 1.0);
float shade = abs(mod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
vec4 shade_color = mix(u_shadow, u_highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
gl_FragColor = accent_color * (1.0 - shade_color.a) + shade_color;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::HillshadePrepareProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_dimension;
attribute vec2 a_pos;
attribute vec2 a_texture_pos;
varying vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
highp vec2 epsilon = 1.0 / u_dimension;
float scale = (u_dimension.x - 2.0) / u_dimension.x;
v_pos = (a_texture_pos / 8192.0) * scale + epsilon;
}
)";
static constexpr const char* fragment = R"(#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D u_image;
varying vec2 v_pos;
uniform vec2 u_dimension;
uniform float u_zoom;
uniform float u_maxzoom;
uniform vec4 u_unpack;
float getElevation(vec2 coord, float bias) {
// Convert encoded elevation value to meters
vec4 data = texture2D(u_image, coord) * 255.0;
data.a = -1.0;
return dot(data, u_unpack) / 4.0;
}
void main() {
vec2 epsilon = 1.0 / u_dimension;
// queried pixels:
// +-----------+
// | | | |
// | a | b | c |
// | | | |
// +-----------+
// | | | |
// | d | e | f |
// | | | |
// +-----------+
// | | | |
// | g | h | i |
// | | | |
// +-----------+
float a = getElevation(v_pos + vec2(-epsilon.x, -epsilon.y), 0.0);
float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0);
float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0);
float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0);
float e = getElevation(v_pos, 0.0);
float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0);
float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0);
float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0);
float i = getElevation(v_pos + vec2(epsilon.x, epsilon.y), 0.0);
// here we divide the x and y slopes by 8 * pixel size
// where pixel size (aka meters/pixel) is:
// circumference of the world / (pixels per tile * number of tiles)
// which is equivalent to: 8 * 40075016.6855785 / (512 * pow(2, u_zoom))
// which can be reduced to: pow(2, 19.25619978527 - u_zoom)
// we want to vertically exaggerate the hillshading though, because otherwise
// it is barely noticeable at low zooms. to do this, we multiply this by some
// scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
// Here we use a=0.3 which works out to the expression below. see
// nickidlugash's awesome breakdown for more info
// https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
float exaggeration = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
vec2 deriv = vec2(
(c + f + f + i) - (a + d + d + g),
(g + h + h + i) - (a + b + b + c)
) / pow(2.0, (u_zoom - u_maxzoom) * exaggeration + 19.2562 - u_zoom);
gl_FragColor = clamp(vec4(
deriv.x / 2.0 + 0.5,
deriv.y / 2.0 + 0.5,
1.0,
1.0), 0.0, 1.0);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::LineProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
attribute vec2 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
uniform vec2 u_units_to_pixels;
uniform lowp float u_device_pixel_ratio;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_gamma_scale;
varying highp float v_linesofar;
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
uniform lowp float u_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float u_gapwidth_t;
attribute mediump vec2 a_gapwidth;
#else
uniform mediump float u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
uniform lowp float u_offset_t;
attribute lowp vec2 a_offset;
#else
uniform lowp float u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
uniform lowp float u_width_t;
attribute mediump vec2 a_width;
#else
uniform mediump float u_width;
#endif
void main() {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, u_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, u_offset_t);
#else
lowp float offset = u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_vec2(a_width, u_width_t);
#else
mediump float width = u_width;
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist = outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_width2 = vec2(outset, inset);
}
)";
static constexpr const char* fragment = R"(uniform lowp float u_device_pixel_ratio;
varying vec2 v_width2;
varying vec2 v_normal;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
gl_FragColor = color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::LineGradientProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(
// the attribute conveying progress along a line is scaled to [0, 2^15)
#define MAX_LINE_DISTANCE 32767.0
// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
attribute vec2 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
uniform lowp float u_device_pixel_ratio;
uniform vec2 u_units_to_pixels;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_gamma_scale;
varying highp float v_lineprogress;
#ifndef HAS_UNIFORM_u_blur
uniform lowp float u_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float u_gapwidth_t;
attribute mediump vec2 a_gapwidth;
#else
uniform mediump float u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
uniform lowp float u_offset_t;
attribute lowp vec2 a_offset;
#else
uniform lowp float u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
uniform lowp float u_width_t;
attribute mediump vec2 a_width;
#else
uniform mediump float u_width;
#endif
void main() {
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, u_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, u_offset_t);
#else
lowp float offset = u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_vec2(a_width, u_width_t);
#else
mediump float width = u_width;
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
v_lineprogress = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist = outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_width2 = vec2(outset, inset);
}
)";
static constexpr const char* fragment = R"(uniform lowp float u_device_pixel_ratio;
uniform sampler2D u_image;
varying vec2 v_width2;
varying vec2 v_normal;
varying float v_gamma_scale;
varying highp float v_lineprogress;
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
// For gradient lines, v_lineprogress is the ratio along the entire line,
// scaled to [0, 2^15), and the gradient ramp is stored in a texture.
vec4 color = texture2D(u_image, vec2(v_lineprogress, 0.5));
gl_FragColor = color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::LinePatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
// We scale the distance before adding it to the buffers so that we can store
// long distances for long segments. Use this value to unscale the distance.
#define LINE_DISTANCE_SCALE 2.0
attribute vec2 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
uniform vec2 u_units_to_pixels;
uniform mediump float u_ratio;
uniform lowp float u_device_pixel_ratio;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_linesofar;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_blur
uniform lowp float u_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_offset
uniform lowp float u_offset_t;
attribute lowp vec2 a_offset;
#else
uniform lowp float u_offset;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float u_gapwidth_t;
attribute mediump vec2 a_gapwidth;
#else
uniform mediump float u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_width
uniform lowp float u_width_t;
attribute mediump vec2 a_width;
#else
uniform mediump float u_width;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
uniform lowp float u_pattern_from_t;
attribute lowp vec4 a_pattern_from;
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
uniform lowp float u_pattern_to_t;
attribute lowp vec4 a_pattern_to;
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, u_offset_t);
#else
lowp float offset = u_offset;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, u_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_vec2(a_width, u_width_t);
#else
mediump float width = u_width;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
// float tileRatio = u_scale.y;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist = outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_linesofar = a_linesofar;
v_width2 = vec2(outset, inset);
}
)";
static constexpr const char* fragment = R"(uniform lowp float u_device_pixel_ratio;
uniform vec2 u_texsize;
uniform float u_fade;
uniform mediump vec4 u_scale;
uniform sampler2D u_image;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_linesofar;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_pattern_from
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_scale.x;
float tileZoomRatio = u_scale.y;
float fromScale = u_scale.z;
float toScale = u_scale.w;
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y);
vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y);
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
float x_a = mod(v_linesofar / pattern_size_a.x, 1.0);
float x_b = mod(v_linesofar / pattern_size_b.x, 1.0);
// v_normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge
// we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0)
// to ensure we don't sample outside the designated symbol on the sprite sheet.
// 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of
// the texture coordinate
float y_a = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y);
float y_b = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y);
vec2 pos_a = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, vec2(x_a, y_a));
vec2 pos_b = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, vec2(x_b, y_b));
vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
gl_FragColor = color * alpha * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::LineSDFProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
// We scale the distance before adding it to the buffers so that we can store
// long distances for long segments. Use this value to unscale the distance.
#define LINE_DISTANCE_SCALE 2.0
attribute vec2 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
uniform lowp float u_device_pixel_ratio;
uniform vec2 u_patternscale_a;
uniform float u_tex_y_a;
uniform vec2 u_patternscale_b;
uniform float u_tex_y_b;
uniform vec2 u_units_to_pixels;
varying vec2 v_normal;
varying vec2 v_width2;
varying vec2 v_tex_a;
varying vec2 v_tex_b;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
uniform lowp float u_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float u_gapwidth_t;
attribute mediump vec2 a_gapwidth;
#else
uniform mediump float u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
uniform lowp float u_offset_t;
attribute lowp vec2 a_offset;
#else
uniform lowp float u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
uniform lowp float u_width_t;
attribute mediump vec2 a_width;
varying mediump float width;
#else
uniform mediump float u_width;
#endif
#ifndef HAS_UNIFORM_u_floorwidth
uniform lowp float u_floorwidth_t;
attribute lowp vec2 a_floorwidth;
varying lowp float floorwidth;
#else
uniform lowp float u_floorwidth;
#endif
void main() {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, u_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, u_offset_t);
#else
lowp float offset = u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
width = unpack_mix_vec2(a_width, u_width_t);
#else
mediump float width = u_width;
#endif
#ifndef HAS_UNIFORM_u_floorwidth
floorwidth = unpack_mix_vec2(a_floorwidth, u_floorwidth_t);
#else
lowp float floorwidth = u_floorwidth;
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist =outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_tex_a = vec2(a_linesofar * u_patternscale_a.x / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a);
v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b);
v_width2 = vec2(outset, inset);
}
)";
static constexpr const char* fragment = R"(
uniform lowp float u_device_pixel_ratio;
uniform sampler2D u_image;
uniform float u_sdfgamma;
uniform float u_mix;
varying vec2 v_normal;
varying vec2 v_width2;
varying vec2 v_tex_a;
varying vec2 v_tex_b;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_width
varying mediump float width;
#else
uniform mediump float u_width;
#endif
#ifndef HAS_UNIFORM_u_floorwidth
varying lowp float floorwidth;
#else
uniform lowp float u_floorwidth;
#endif
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_width
mediump float width = u_width;
#endif
#ifdef HAS_UNIFORM_u_floorwidth
lowp float floorwidth = u_floorwidth;
#endif
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
float sdfdist_a = texture2D(u_image, v_tex_a).a;
float sdfdist_b = texture2D(u_image, v_tex_b).a;
float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
alpha *= smoothstep(0.5 - u_sdfgamma / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist);
gl_FragColor = color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::Prelude, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(#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
// Unpack a pair of values that have been packed into a single float.
// The packed values are assumed to be 8-bit unsigned integers, and are
// packed like so:
// packedValue = floor(input[0]) * 256 + input[1],
vec2 unpack_float(const float packedValue) {
int packedIntValue = int(packedValue);
int v0 = packedIntValue / 256;
return vec2(v0, packedIntValue - v0 * 256);
}
vec2 unpack_opacity(const float packedOpacity) {
int intOpacity = int(packedOpacity) / 2;
return vec2(float(intOpacity) / 127.0, mod(packedOpacity, 2.0));
}
// To minimize the number of attributes needed, we encode a 4-component
// color into a pair of floats (i.e. a vec2) as follows:
// [ floor(color.r * 255) * 256 + color.g * 255,
// floor(color.b * 255) * 256 + color.g * 255 ]
vec4 decode_color(const vec2 encodedColor) {
return vec4(
unpack_float(encodedColor[0]) / 255.0,
unpack_float(encodedColor[1]) / 255.0
);
}
// Unpack a pair of paint values and interpolate between them.
float unpack_mix_vec2(const vec2 packedValue, const float t) {
return mix(packedValue[0], packedValue[1], t);
}
// Unpack a pair of paint values and interpolate between them.
vec4 unpack_mix_color(const vec4 packedColors, const float t) {
vec4 minColor = decode_color(vec2(packedColors[0], packedColors[1]));
vec4 maxColor = decode_color(vec2(packedColors[2], packedColors[3]));
return mix(minColor, maxColor, t);
}
// 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;
}
)";
static constexpr const char* fragment = R"(#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
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::RasterProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_tl_parent;
uniform float u_scale_parent;
uniform float u_buffer_scale;
attribute vec2 a_pos;
attribute vec2 a_texture_pos;
varying vec2 v_pos0;
varying vec2 v_pos1;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
// We are using Int16 for texture position coordinates to give us enough precision for
// fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
// as an arbitrarily high number to preserve adequate precision when rendering.
// This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
// so math for modifying either is consistent.
v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
}
)";
static constexpr const char* fragment = R"(uniform float u_fade_t;
uniform float u_opacity;
uniform sampler2D u_image0;
uniform sampler2D u_image1;
varying vec2 v_pos0;
varying vec2 v_pos1;
uniform float u_brightness_low;
uniform float u_brightness_high;
uniform float u_saturation_factor;
uniform float u_contrast_factor;
uniform vec3 u_spin_weights;
void main() {
// read and cross-fade colors from the main and parent tiles
vec4 color0 = texture2D(u_image0, v_pos0);
vec4 color1 = texture2D(u_image1, v_pos1);
if (color0.a > 0.0) {
color0.rgb = color0.rgb / color0.a;
}
if (color1.a > 0.0) {
color1.rgb = color1.rgb / color1.a;
}
vec4 color = mix(color0, color1, u_fade_t);
color.a *= u_opacity;
vec3 rgb = color.rgb;
// spin
rgb = vec3(
dot(rgb, u_spin_weights.xyz),
dot(rgb, u_spin_weights.zxy),
dot(rgb, u_spin_weights.yzx));
// saturation
float average = (color.r + color.g + color.b) / 3.0;
rgb += (average - rgb) * u_saturation_factor;
// contrast
rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
// brightness
vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::SymbolIconProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec4 a_pixeloffset;
attribute vec3 a_projected_pos;
attribute float a_fade_opacity;
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform highp float u_size; // used when size is both zoom and feature constant
uniform highp float u_camera_to_center_distance;
uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform float u_fade_change;
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_coord_matrix;
uniform bool u_is_text;
uniform bool u_pitch_with_map;
uniform vec2 u_texsize;
varying vec2 v_tex;
varying float v_fade_opacity;
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
float a_size_min = floor(a_size[0] * 0.5);
vec2 a_pxoffset = a_pixeloffset.xy;
vec2 a_minFontScale = a_pixeloffset.zw / 256.0;
highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size_min / 128.0;
} else {
size = u_size;
}
vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
// See comments in symbol_sdf.vertex
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
highp float perspective_ratio = clamp(
0.5 + 0.5 * distance_ratio,
0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
4.0);
size *= perspective_ratio;
float fontScale = u_is_text ? size / 24.0 : size;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// See comments in symbol_sdf.vertex
vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
vec2 a = projectedPoint.xy / projectedPoint.w;
vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
}
highp float angle_sin = sin(segment_angle + symbol_rotation);
highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * max(a_minFontScale, fontScale) + a_pxoffset / 16.0), 0.0, 1.0);
v_tex = a_tex / u_texsize;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
}
)";
static constexpr const char* fragment = R"(uniform sampler2D u_texture;
varying vec2 v_tex;
varying float v_fade_opacity;
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
lowp float alpha = opacity * v_fade_opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::SymbolSDFIconProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec4 a_pixeloffset;
attribute vec3 a_projected_pos;
attribute float a_fade_opacity;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
// For constants, a_size is disabled.
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
// text-size(upperZoomStop, feature) ]
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform highp float u_size; // used when size is both zoom and feature constant
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_coord_matrix;
uniform bool u_is_text;
uniform bool u_pitch_with_map;
uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform highp float u_camera_to_center_distance;
uniform float u_fade_change;
uniform vec2 u_texsize;
varying vec2 v_data0;
varying vec3 v_data1;
#ifndef HAS_UNIFORM_u_fill_color
uniform lowp float u_fill_color_t;
attribute highp vec4 a_fill_color;
varying highp vec4 fill_color;
#else
uniform highp vec4 u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float u_halo_color_t;
attribute highp vec4 a_halo_color;
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float u_halo_width_t;
attribute lowp vec2 a_halo_width;
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float u_halo_blur_t;
attribute lowp vec2 a_halo_blur;
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
void main() {
#ifndef HAS_UNIFORM_u_fill_color
fill_color = unpack_mix_color(a_fill_color, u_fill_color_t);
#else
highp vec4 fill_color = u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
halo_color = unpack_mix_color(a_halo_color, u_halo_color_t);
#else
highp vec4 halo_color = u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
halo_width = unpack_mix_vec2(a_halo_width, u_halo_width_t);
#else
lowp float halo_width = u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
halo_blur = unpack_mix_vec2(a_halo_blur, u_halo_blur_t);
#else
lowp float halo_blur = u_halo_blur;
#endif
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
float a_size_min = floor(a_size[0] * 0.5);
vec2 a_pxoffset = a_pixeloffset.xy;
highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size_min / 128.0;
} else {
size = u_size;
}
vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
// If the label is pitched with the map, layout is done in pitched space,
// which makes labels in the distance smaller relative to viewport space.
// We counteract part of that effect by multiplying by the perspective ratio.
// If the label isn't pitched with the map, we do layout in viewport space,
// which makes labels in the distance larger relative to the features around
// them. We counteract part of that effect by dividing by the perspective ratio.
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
highp float perspective_ratio = clamp(
0.5 + 0.5 * distance_ratio,
0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
4.0);
size *= perspective_ratio;
float fontScale = u_is_text ? size / 24.0 : size;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
// To figure out that angle in projected space, we draw a short horizontal line in tile
// space, project it, and measure its angle in projected space.
vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
vec2 a = projectedPoint.xy / projectedPoint.w;
vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
}
highp float angle_sin = sin(segment_angle + symbol_rotation);
highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale + a_pxoffset), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
v_data0 = a_tex / u_texsize;
v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
}
)";
static constexpr const char* fragment = R"(#define SDF_PX 8.0
uniform bool u_is_halo;
uniform sampler2D u_texture;
uniform highp float u_gamma_scale;
uniform lowp float u_device_pixel_ratio;
uniform bool u_is_text;
varying vec2 v_data0;
varying vec3 v_data1;
#ifndef HAS_UNIFORM_u_fill_color
varying highp vec4 fill_color;
#else
uniform highp vec4 u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
void main() {
#ifdef HAS_UNIFORM_u_fill_color
highp vec4 fill_color = u_fill_color;
#endif
#ifdef HAS_UNIFORM_u_halo_color
highp vec4 halo_color = u_halo_color;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_halo_width
lowp float halo_width = u_halo_width;
#endif
#ifdef HAS_UNIFORM_u_halo_blur
lowp float halo_blur = u_halo_blur;
#endif
float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
vec2 tex = v_data0.xy;
float gamma_scale = v_data1.x;
float size = v_data1.y;
float fade_opacity = v_data1[2];
float fontScale = u_is_text ? size / 24.0 : size;
lowp vec4 color = fill_color;
highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
lowp float buff = (256.0 - 64.0) / 256.0;
if (u_is_halo) {
color = halo_color;
gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
buff = (6.0 - halo_width / fontScale) / SDF_PX;
}
lowp float dist = texture2D(u_texture, tex).a;
highp float gamma_scaled = gamma * gamma_scale;
highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
gl_FragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::SymbolSDFTextProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec4 a_pixeloffset;
attribute vec3 a_projected_pos;
attribute float a_fade_opacity;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
// For constants, a_size is disabled.
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
// text-size(upperZoomStop, feature) ]
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform highp float u_size; // used when size is both zoom and feature constant
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_coord_matrix;
uniform bool u_is_text;
uniform bool u_pitch_with_map;
uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform highp float u_camera_to_center_distance;
uniform float u_fade_change;
uniform vec2 u_texsize;
varying vec2 v_data0;
varying vec3 v_data1;
#ifndef HAS_UNIFORM_u_fill_color
uniform lowp float u_fill_color_t;
attribute highp vec4 a_fill_color;
varying highp vec4 fill_color;
#else
uniform highp vec4 u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float u_halo_color_t;
attribute highp vec4 a_halo_color;
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float u_halo_width_t;
attribute lowp vec2 a_halo_width;
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float u_halo_blur_t;
attribute lowp vec2 a_halo_blur;
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
void main() {
#ifndef HAS_UNIFORM_u_fill_color
fill_color = unpack_mix_color(a_fill_color, u_fill_color_t);
#else
highp vec4 fill_color = u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
halo_color = unpack_mix_color(a_halo_color, u_halo_color_t);
#else
highp vec4 halo_color = u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
halo_width = unpack_mix_vec2(a_halo_width, u_halo_width_t);
#else
lowp float halo_width = u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
halo_blur = unpack_mix_vec2(a_halo_blur, u_halo_blur_t);
#else
lowp float halo_blur = u_halo_blur;
#endif
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
float a_size_min = floor(a_size[0] * 0.5);
vec2 a_pxoffset = a_pixeloffset.xy;
highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size_min / 128.0;
} else {
size = u_size;
}
vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
// If the label is pitched with the map, layout is done in pitched space,
// which makes labels in the distance smaller relative to viewport space.
// We counteract part of that effect by multiplying by the perspective ratio.
// If the label isn't pitched with the map, we do layout in viewport space,
// which makes labels in the distance larger relative to the features around
// them. We counteract part of that effect by dividing by the perspective ratio.
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
highp float perspective_ratio = clamp(
0.5 + 0.5 * distance_ratio,
0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
4.0);
size *= perspective_ratio;
float fontScale = u_is_text ? size / 24.0 : size;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
// To figure out that angle in projected space, we draw a short horizontal line in tile
// space, project it, and measure its angle in projected space.
vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
vec2 a = projectedPoint.xy / projectedPoint.w;
vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
}
highp float angle_sin = sin(segment_angle + symbol_rotation);
highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale + a_pxoffset), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
v_data0 = a_tex / u_texsize;
v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
}
)";
static constexpr const char* fragment = R"(#define SDF_PX 8.0
uniform bool u_is_halo;
uniform sampler2D u_texture;
uniform highp float u_gamma_scale;
uniform lowp float u_device_pixel_ratio;
uniform bool u_is_text;
varying vec2 v_data0;
varying vec3 v_data1;
#ifndef HAS_UNIFORM_u_fill_color
varying highp vec4 fill_color;
#else
uniform highp vec4 u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
void main() {
#ifdef HAS_UNIFORM_u_fill_color
highp vec4 fill_color = u_fill_color;
#endif
#ifdef HAS_UNIFORM_u_halo_color
highp vec4 halo_color = u_halo_color;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_halo_width
lowp float halo_width = u_halo_width;
#endif
#ifdef HAS_UNIFORM_u_halo_blur
lowp float halo_blur = u_halo_blur;
#endif
float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
vec2 tex = v_data0.xy;
float gamma_scale = v_data1.x;
float size = v_data1.y;
float fade_opacity = v_data1[2];
float fontScale = u_is_text ? size / 24.0 : size;
lowp vec4 color = fill_color;
highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
lowp float buff = (256.0 - 64.0) / 256.0;
if (u_is_halo) {
color = halo_color;
gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
buff = (6.0 - halo_width / fontScale) / SDF_PX;
}
lowp float dist = texture2D(u_texture, tex).a;
highp float gamma_scaled = gamma * gamma_scale;
highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
gl_FragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::SymbolTextAndIconProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec3 a_projected_pos;
attribute float a_fade_opacity;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
// For constants, a_size is disabled.
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
// text-size(upperZoomStop, feature) ]
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform highp float u_size; // used when size is both zoom and feature constant
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_coord_matrix;
uniform bool u_is_text;
uniform bool u_pitch_with_map;
uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform highp float u_camera_to_center_distance;
uniform float u_fade_change;
uniform vec2 u_texsize;
uniform vec2 u_texsize_icon;
varying vec4 v_data0;
varying vec4 v_data1;
#ifndef HAS_UNIFORM_u_fill_color
uniform lowp float u_fill_color_t;
attribute highp vec4 a_fill_color;
varying highp vec4 fill_color;
#else
uniform highp vec4 u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float u_halo_color_t;
attribute highp vec4 a_halo_color;
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float u_halo_width_t;
attribute lowp vec2 a_halo_width;
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float u_halo_blur_t;
attribute lowp vec2 a_halo_blur;
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
void main() {
#ifndef HAS_UNIFORM_u_fill_color
fill_color = unpack_mix_color(a_fill_color, u_fill_color_t);
#else
highp vec4 fill_color = u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
halo_color = unpack_mix_color(a_halo_color, u_halo_color_t);
#else
highp vec4 halo_color = u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
halo_width = unpack_mix_vec2(a_halo_width, u_halo_width_t);
#else
lowp float halo_width = u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
halo_blur = unpack_mix_vec2(a_halo_blur, u_halo_blur_t);
#else
lowp float halo_blur = u_halo_blur;
#endif
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
float a_size_min = floor(a_size[0] * 0.5);
float is_sdf = a_size[0] - 2.0 * a_size_min;
highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size_min / 128.0;
} else {
size = u_size;
}
vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
// If the label is pitched with the map, layout is done in pitched space,
// which makes labels in the distance smaller relative to viewport space.
// We counteract part of that effect by multiplying by the perspective ratio.
// If the label isn't pitched with the map, we do layout in viewport space,
// which makes labels in the distance larger relative to the features around
// them. We counteract part of that effect by dividing by the perspective ratio.
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
highp float perspective_ratio = clamp(
0.5 + 0.5 * distance_ratio,
0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
4.0);
size *= perspective_ratio;
float fontScale = size / 24.0;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
// To figure out that angle in projected space, we draw a short horizontal line in tile
// space, project it, and measure its angle in projected space.
vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
vec2 a = projectedPoint.xy / projectedPoint.w;
vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
}
highp float angle_sin = sin(segment_angle + symbol_rotation);
highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
v_data0.xy = a_tex / u_texsize;
v_data0.zw = a_tex / u_texsize_icon;
v_data1 = vec4(gamma_scale, size, interpolated_fade_opacity, is_sdf);
}
)";
static constexpr const char* fragment = R"(#define SDF_PX 8.0
#define SDF 1.0
#define ICON 0.0
uniform bool u_is_halo;
uniform sampler2D u_texture;
uniform sampler2D u_texture_icon;
uniform highp float u_gamma_scale;
uniform lowp float u_device_pixel_ratio;
varying vec4 v_data0;
varying vec4 v_data1;
#ifndef HAS_UNIFORM_u_fill_color
varying highp vec4 fill_color;
#else
uniform highp vec4 u_fill_color;
#endif
#ifndef HAS_UNIFORM_u_halo_color
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_halo_width
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
#ifndef HAS_UNIFORM_u_halo_blur
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
void main() {
#ifdef HAS_UNIFORM_u_fill_color
highp vec4 fill_color = u_fill_color;
#endif
#ifdef HAS_UNIFORM_u_halo_color
highp vec4 halo_color = u_halo_color;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_halo_width
lowp float halo_width = u_halo_width;
#endif
#ifdef HAS_UNIFORM_u_halo_blur
lowp float halo_blur = u_halo_blur;
#endif
float fade_opacity = v_data1[2];
if (v_data1.w == ICON) {
vec2 tex_icon = v_data0.zw;
lowp float alpha = opacity * fade_opacity;
gl_FragColor = texture2D(u_texture_icon, tex_icon) * alpha;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
return;
}
vec2 tex = v_data0.xy;
float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
float gamma_scale = v_data1.x;
float size = v_data1.y;
float fontScale = size / 24.0;
lowp vec4 color = fill_color;
highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
lowp float buff = (256.0 - 64.0) / 256.0;
if (u_is_halo) {
color = halo_color;
gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
buff = (6.0 - halo_width / fontScale) / SDF_PX;
}
lowp float dist = texture2D(u_texture, tex).a;
highp float gamma_scaled = gamma * gamma_scale;
highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
gl_FragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
#ifdef MBGL_RENDER_BACKEND_OPENGL
#include <mbgl/shaders/gl/prelude.hpp>
#include <mbgl/shaders/gl/background.hpp>
#include <mbgl/shaders/gl/background_pattern.hpp>
#include <mbgl/shaders/gl/circle.hpp>
#include <mbgl/shaders/gl/clipping_mask.hpp>
#include <mbgl/shaders/gl/collision_box.hpp>
#include <mbgl/shaders/gl/collision_circle.hpp>
#include <mbgl/shaders/gl/debug.hpp>
#include <mbgl/shaders/gl/fill_extrusion_pattern.hpp>
#include <mbgl/shaders/gl/fill_extrusion.hpp>
#include <mbgl/shaders/gl/fill_outline_pattern.hpp>
#include <mbgl/shaders/gl/fill_outline.hpp>
#include <mbgl/shaders/gl/fill_pattern.hpp>
#include <mbgl/shaders/gl/fill.hpp>
#include <mbgl/shaders/gl/heatmap_texture.hpp>
#include <mbgl/shaders/gl/heatmap.hpp>
#include <mbgl/shaders/gl/hillshade_prepare.hpp>
#include <mbgl/shaders/gl/hillshade.hpp>
#include <mbgl/shaders/gl/line_gradient.hpp>
#include <mbgl/shaders/gl/line_pattern.hpp>
#include <mbgl/shaders/gl/line_sdf.hpp>
#include <mbgl/shaders/gl/line.hpp>
#include <mbgl/shaders/gl/raster.hpp>
#include <mbgl/shaders/gl/symbol_icon.hpp>
#include <mbgl/shaders/gl/symbol_sdf_text.hpp>
#include <mbgl/shaders/gl/symbol_sdf_icon.hpp>
#include <mbgl/shaders/gl/symbol_text_and_icon.hpp>
#endif

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// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/gfx/backend.hpp>
namespace mbgl {
namespace shaders {
/// @brief This enum is used with the ShaderSource template to select
/// source code for the desired program and graphics back-end.
enum class BuiltIn {
None,
Prelude,
BackgroundProgram,
BackgroundPatternProgram,
CircleProgram,
ClippingMaskProgram,
CollisionBoxProgram,
CollisionCircleProgram,
DebugProgram,
FillExtrusionPatternProgram,
FillExtrusionProgram,
FillOutlinePatternProgram,
FillOutlineProgram,
FillPatternProgram,
FillProgram,
HeatmapTextureProgram,
HeatmapProgram,
HillshadePrepareProgram,
HillshadeProgram,
LineGradientProgram,
LinePatternProgram,
LineSDFProgram,
LineProgram,
RasterProgram,
SymbolIconProgram,
SymbolSDFTextProgram,
SymbolSDFIconProgram,
SymbolTextAndIconProgram
};
/// @brief Select shader source based on a program type and a desired
/// graphics API.
/// @tparam T One of the built-in shader types available in the BuiltIn enum
/// @tparam The desired graphics API to request shader code for. One of
/// gfx::Backend::Type enums.
template <BuiltIn T, gfx::Backend::Type> struct ShaderSource;
/// @brief A specialization of the ShaderSource template for no shader code.
template <> struct ShaderSource<BuiltIn::None, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = "";
static constexpr const char* fragment = "";
};
} // namespace shaders
} // namespace mbgl