Drawable Renderer (#1570), rework attributes for fill drawables
This commit is contained in:
committed by
Bart Louwers
parent
cec22b8572
commit
fffbfcfbb5
@@ -69,6 +69,7 @@ public:
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void setColor(const Color& value);
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enum class ColorMode {
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None,
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PerDrawable,
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PerVertex
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};
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@@ -89,6 +90,10 @@ public:
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/// Set the name given to new drawables
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void setDrawableName(std::string value) { drawableName = std::move(value); }
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/// The attribute names for automatic attributes (vertex/position and color, if color mode is not `None`)
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void setVertexAttrName(std::string value) { vertexAttrName = std::move(value); }
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void setColorAttrName(std::string value) { colorAttrName = std::move(value); }
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/// Set the matrix applied to new drawables
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void setMatrix(mat4 value) { matrix = value; }
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@@ -100,8 +105,11 @@ public:
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/// Add a rectangle consisting of two triangles
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void addQuad(int16_t x0, int16_t y0, int16_t x1, int16_t y1);
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/// Add already-set-up triangles directly
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/// A set of attribute values to be added for each vertex
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void setVertexAttributes(const VertexAttributeArray&);
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void setVertexAttributes(VertexAttributeArray&&);
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/// Add already-set-up triangles directly
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void addTriangles(const std::vector<std::array<int16_t, 2>>& vertices,
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std::size_t vertexOffset,
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std::size_t vertexLength,
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@@ -122,6 +130,8 @@ protected:
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protected:
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std::string name;
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std::string drawableName;
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std::string vertexAttrName;
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std::string colorAttrName;
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mbgl::RenderPass renderPass;
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DrawPriority drawPriority = 0;
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int32_t layerIndex = -1;
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@@ -132,6 +142,7 @@ protected:
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std::vector<UniqueDrawable> drawables;
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std::vector<DrawableTweakerPtr> tweakers;
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ColorMode colorMode = ColorMode::PerVertex;
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VertexAttributeArray vertexAttrs;
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struct Impl;
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std::unique_ptr<Impl> impl;
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@@ -36,8 +36,6 @@ public:
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using ElementType = std::variant<std::int32_t, int2, int3, int4, float, float2, float3, float4, matf3, matf4>;
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// Can only be created by VertexAttributeArray implementations
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protected:
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VertexAttribute(int index_, AttributeDataType dataType_, int size_, std::size_t count_, std::size_t stride_)
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: index(index_),
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size(size_),
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@@ -87,6 +85,14 @@ public:
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}
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return items[i] = value;
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}
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template <>
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const ElementType& set(std::size_t i, const ElementType& value) {
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if (items.size() < i + 1) {
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items.resize(std::max(items.size(), i + 1));
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}
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setDirty();
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return items[i] = value;
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}
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void clear() {
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if (!items.empty()) {
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@@ -132,7 +138,7 @@ public:
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VertexAttributeArray(int initCapacity = 10);
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VertexAttributeArray(VertexAttributeArray&&);
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// Would need to use the virtual assignment operator
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VertexAttributeArray(const VertexAttributeArray&) = delete;
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VertexAttributeArray(const VertexAttributeArray&);
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virtual ~VertexAttributeArray() = default;
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/// Number of elements
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@@ -182,6 +188,18 @@ public:
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attrs.begin(), attrs.end(), [](const auto& kv) { return kv.second && kv.second->isDirty(); });
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}
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void clear();
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/// Do something with each attribute
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void observeAttributes(const std::function<void(const std::string&, VertexAttribute&)>& f) {
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std::for_each(attrs.begin(), attrs.end(), [&](const auto& kv) {
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if (kv.second) { f(kv.first, *kv.second); }});
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}
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void observeAttributes(const std::function<void(const std::string&, const VertexAttribute&)>& f) const {
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std::for_each(attrs.begin(), attrs.end(), [&](const auto& kv) {
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if (kv.second) { f(kv.first, *kv.second); }});
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}
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using ResolveDelegate =
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std::function<void(const std::string&, const VertexAttribute&, const std::unique_ptr<VertexAttribute>&)>;
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/// Call the provided delegate with each value, providing the override if one exists.
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@@ -190,6 +208,10 @@ public:
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VertexAttributeArray& operator=(VertexAttributeArray&&);
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VertexAttributeArray& operator=(const VertexAttributeArray&);
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virtual std::unique_ptr<VertexAttributeArray> clone() const {
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return std::make_unique<VertexAttributeArray>(*this);
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}
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protected:
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const std::unique_ptr<VertexAttribute>& add(std::string name, std::unique_ptr<VertexAttribute>&& attr) {
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const auto result = attrs.insert(std::make_pair(std::move(name), std::unique_ptr<VertexAttribute>()));
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@@ -204,8 +226,12 @@ protected:
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virtual std::unique_ptr<VertexAttribute> create(int index,
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AttributeDataType dataType,
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int size,
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std::size_t count) = 0;
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virtual std::unique_ptr<VertexAttribute> copy(const VertexAttribute& attr) = 0;
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std::size_t count) const {
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return std::make_unique<VertexAttribute>(index, dataType, size, count, size*count);
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}
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virtual std::unique_ptr<VertexAttribute> copy(const gfx::VertexAttribute& attr) const {
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return std::make_unique<VertexAttribute>(attr);
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}
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protected:
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AttributeMap attrs;
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@@ -51,7 +51,8 @@ public:
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: VertexAttributeArray(initCapacity) {}
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VertexAttributeArrayGL(VertexAttributeArrayGL&& other)
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: VertexAttributeArray(std::move(other)) {}
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VertexAttributeArrayGL(const VertexAttributeArrayGL&) = delete;
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VertexAttributeArrayGL(const VertexAttributeArrayGL& other)
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: VertexAttributeArray(other) {}
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VertexAttributeArrayGL& operator=(VertexAttributeArrayGL&& other) {
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VertexAttributeArray::operator=(std::move(other));
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@@ -62,14 +63,18 @@ public:
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return *this;
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}
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std::unique_ptr<VertexAttributeArray> clone() const override {
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return std::make_unique<VertexAttributeArrayGL>(*this);
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}
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private:
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std::unique_ptr<gfx::VertexAttribute> create(int index,
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gfx::AttributeDataType dataType,
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int size,
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std::size_t count) override {
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std::size_t count) const override {
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return std::unique_ptr<gfx::VertexAttribute>(new VertexAttributeGL(index, dataType, size, count));
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}
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std::unique_ptr<gfx::VertexAttribute> copy(const gfx::VertexAttribute& attr) override {
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std::unique_ptr<gfx::VertexAttribute> copy(const gfx::VertexAttribute& attr) const override {
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return std::unique_ptr<gfx::VertexAttribute>(
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new VertexAttributeGL(static_cast<const VertexAttributeGL&>(attr)));
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}
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@@ -1,5 +1,5 @@
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// Generated code, do not modify this file!
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// Generated on 2023-05-12T17:51:34.322Z by mwilsnd using shaders/generate_shader_code.js
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// Generated on 2023-05-15T21:08:38.312Z by timsylvester using shaders/generate_shader_code.js
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#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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@@ -11,21 +11,62 @@ template <>
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struct ShaderSource<BuiltIn::FillShader, gfx::Backend::Type::OpenGL> {
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static constexpr const char* name = "FillShader";
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static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
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layout (std140) uniform DrawableUBO {
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mat4 u_matrix;
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};
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#ifndef HAS_UNIFORM_u_color
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uniform lowp float u_color_t;
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layout (location = 1) in highp vec4 a_color;
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out highp vec4 color;
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#else
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uniform highp vec4 u_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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uniform lowp float u_opacity_t;
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layout (location = 2) in lowp vec2 a_opacity;
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out lowp float opacity;
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#else
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uniform lowp float u_opacity;
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#endif
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void main() {
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#ifndef HAS_UNIFORM_u_color
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color = unpack_mix_color(a_color, u_color_t);
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#else
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highp vec4 color = u_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
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#else
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lowp float opacity = u_opacity;
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#endif
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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}
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)";
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static constexpr const char* fragment = R"(layout (std140) uniform BackgroundLayerUBO {
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vec4 u_color;
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float u_opacity;
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};
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static constexpr const char* fragment = R"(#ifndef HAS_UNIFORM_u_color
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in highp vec4 color;
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#else
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uniform highp vec4 u_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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in lowp float opacity;
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#else
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uniform lowp float u_opacity;
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#endif
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void main() {
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fragColor = u_color * u_opacity;
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#ifdef HAS_UNIFORM_u_color
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highp vec4 color = u_color;
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#endif
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#ifdef HAS_UNIFORM_u_opacity
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lowp float opacity = u_opacity;
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#endif
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fragColor = color * opacity;
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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