// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "CircleProgram"; 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; layout (location = 0) in vec2 a_pos; out vec3 v_data; #ifndef HAS_UNIFORM_u_color uniform lowp float u_color_t; layout (location = 1) in highp vec4 a_color; out highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_radius uniform lowp float u_radius_t; layout (location = 2) in mediump vec2 a_radius; out mediump float radius; #else uniform mediump float u_radius; #endif #ifndef HAS_UNIFORM_u_blur uniform lowp float u_blur_t; layout (location = 3) in lowp vec2 a_blur; out lowp float blur; #else uniform lowp float u_blur; #endif #ifndef HAS_UNIFORM_u_opacity uniform lowp float u_opacity_t; layout (location = 4) in lowp vec2 a_opacity; out lowp float opacity; #else uniform lowp float u_opacity; #endif #ifndef HAS_UNIFORM_u_stroke_color uniform lowp float u_stroke_color_t; layout (location = 5) in highp vec4 a_stroke_color; out 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; layout (location = 6) in mediump vec2 a_stroke_width; out 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; layout (location = 7) in lowp vec2 a_stroke_opacity; out 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"(in vec3 v_data; #ifndef HAS_UNIFORM_u_color in highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_radius in mediump float radius; #else uniform mediump float u_radius; #endif #ifndef HAS_UNIFORM_u_blur in lowp float blur; #else uniform lowp float u_blur; #endif #ifndef HAS_UNIFORM_u_opacity in lowp float opacity; #else uniform lowp float u_opacity; #endif #ifndef HAS_UNIFORM_u_stroke_color in highp vec4 stroke_color; #else uniform highp vec4 u_stroke_color; #endif #ifndef HAS_UNIFORM_u_stroke_width in mediump float stroke_width; #else uniform mediump float u_stroke_width; #endif #ifndef HAS_UNIFORM_u_stroke_opacity in 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) ); fragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mbgl