// Generated code, do not modify this file! #pragma once #include namespace mln { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "FillExtrusionPatternShader"; static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos; layout (location = 1) in vec2 a_decimals_ed; layout (location = 2) in vec2 a_normal2d; out vec2 v_pos_a; out vec2 v_pos_b; out vec4 v_lighting; layout (std140) uniform GlobalPaintParamsUBO { highp vec2 u_pattern_atlas_texsize; highp vec2 u_units_to_pixels; highp vec2 u_world_size; highp float u_camera_to_center_distance; highp float u_symbol_fade_change; highp float u_aspect_ratio; highp float u_pixel_ratio; highp float u_map_zoom; lowp float global_pad1; }; layout (std140) uniform FillExtrusionDrawableUBO { highp mat4 u_matrix; highp vec2 u_pixel_coord_upper; highp vec2 u_pixel_coord_lower; highp float u_height_factor; highp float u_tile_ratio; // Interpolations highp float u_base_t; highp float u_height_t; highp float u_color_t; highp float u_pattern_from_t; highp float u_pattern_to_t; lowp float drawable_pad1; }; layout (std140) uniform FillExtrusionTilePropsUBO { highp vec4 u_pattern_from; highp vec4 u_pattern_to; highp vec2 u_texsize; lowp float tileprops_pad1; lowp float tileprops_pad2; }; layout (std140) uniform FillExtrusionPropsUBO { highp vec4 u_color; highp vec3 u_lightcolor; lowp float props_pad1; highp vec3 u_lightpos; highp float u_base; highp float u_height; highp float u_lightintensity; highp float u_vertical_gradient; highp float u_opacity; highp float u_fade; highp float u_from_scale; highp float u_to_scale; lowp float props_pad2; }; #ifndef HAS_UNIFORM_u_base layout (location = 3) in lowp vec2 a_base; out lowp float base; #endif #ifndef HAS_UNIFORM_u_height layout (location = 4) in lowp vec2 a_height; out lowp float height; #endif #ifndef HAS_UNIFORM_u_pattern_from layout (location = 5) in mediump vec4 a_pattern_from; out mediump vec4 pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to layout (location = 6) in mediump vec4 a_pattern_to; out mediump vec4 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_pixel_ratio; float tileRatio = u_tile_ratio; float fromScale = u_from_scale; float toScale = u_to_scale; vec3 normal = vec3(a_normal2d / 16384.0, a_normal2d.x == 0.0 && a_normal2d.y == 0.0 ? 1.0 : 0.0); float edgedistance = a_decimals_ed.y; 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(a_decimals_ed.x, 2.0); float z = t > 0.0 ? height : base; vec2 decimals = unpack_float(floor(a_decimals_ed.x / 2.0)) / 128.0; gl_Position = u_matrix * vec4(a_pos + decimals, z, 1); // extrusion top or side vec2 pos = normal.z == 1.0 ? a_pos : vec2(edgedistance, z * u_height_factor); 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, u_lightpos), 0.0, 1.0); directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional); if (normal.z == 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 float fMin = mix(0.7, 0.98, 1.0 - u_lightintensity); float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0); directional *= (1.0 - u_vertical_gradient) + (u_vertical_gradient * factor); } 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"(in vec2 v_pos_a; in vec2 v_pos_b; in vec4 v_lighting; layout (std140) uniform FillExtrusionTilePropsUBO { highp vec4 u_pattern_from; highp vec4 u_pattern_to; highp vec2 u_texsize; lowp float tileprops_pad1; lowp float tileprops_pad2; }; layout (std140) uniform FillExtrusionPropsUBO { highp vec4 u_color; highp vec3 u_lightcolor; lowp float props_pad1; highp vec3 u_lightpos; highp float u_base; highp float u_height; highp float u_lightintensity; highp float u_vertical_gradient; highp float u_opacity; highp float u_fade; highp float u_from_scale; highp float u_to_scale; lowp float props_pad2; }; uniform sampler2D u_image; #ifndef HAS_UNIFORM_u_base in lowp float base; #endif #ifndef HAS_UNIFORM_u_height in lowp float height; #endif #ifndef HAS_UNIFORM_u_pattern_from in mediump vec4 pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to in mediump vec4 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 = texture(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 = texture(u_image, pos2); vec4 mixedColor = mix(color1, color2, u_fade); fragColor = mixedColor * v_lighting; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mln