// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "FillExtrusionPatternProgram"; 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; layout (location = 0) in vec2 a_pos; layout (location = 1) in vec4 a_normal_ed; out vec2 v_pos_a; out vec2 v_pos_b; out vec4 v_lighting; #ifndef HAS_UNIFORM_u_base uniform lowp float u_base_t; layout (location = 2) in lowp vec2 a_base; out lowp float base; #else uniform lowp float u_base; #endif #ifndef HAS_UNIFORM_u_height uniform lowp float u_height_t; layout (location = 3) in lowp vec2 a_height; out lowp float height; #else uniform lowp float u_height; #endif #ifndef HAS_UNIFORM_u_pattern_from uniform lowp float u_pattern_from_t; layout (location = 4) in mediump vec4 a_pattern_from; out mediump vec4 pattern_from; #else uniform mediump vec4 u_pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to uniform lowp float u_pattern_to_t; layout (location = 5) in mediump vec4 a_pattern_to; out mediump vec4 pattern_to; #else uniform mediump 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; in vec2 v_pos_a; in vec2 v_pos_b; in vec4 v_lighting; #ifndef HAS_UNIFORM_u_base in lowp float base; #else uniform lowp float u_base; #endif #ifndef HAS_UNIFORM_u_height in lowp float height; #else uniform lowp float u_height; #endif #ifndef HAS_UNIFORM_u_pattern_from in mediump vec4 pattern_from; #else uniform mediump vec4 u_pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to in mediump vec4 pattern_to; #else uniform mediump 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 = 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 mbgl