// Generated code, do not modify this file! #pragma once #include namespace mln { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "HeatmapShader"; static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos; out vec2 v_extrude; layout (std140) uniform HeatmapDrawableUBO { highp mat4 u_matrix; highp float u_extrude_scale; // Interpolations lowp float u_weight_t; lowp float u_radius_t; lowp float drawable_pad1; }; layout (std140) uniform HeatmapEvaluatedPropsUBO { highp float u_weight; highp float u_radius; highp float u_intensity; lowp float props_pad1; }; #ifndef HAS_UNIFORM_u_weight layout (location = 1) in highp vec2 a_weight; out highp float weight; #endif #ifndef HAS_UNIFORM_u_radius layout (location = 2) in mediump vec2 a_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 / (max(weight, ZERO) * max(u_intensity, ZERO) * 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"(in vec2 v_extrude; layout (std140) uniform HeatmapEvaluatedPropsUBO { highp float u_weight; highp float u_radius; highp float u_intensity; lowp float props_pad1; }; #ifndef HAS_UNIFORM_u_weight in highp float 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); fragColor = vec4(val, 1.0, 1.0, 1.0); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mln