#pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "Prelude"; static constexpr auto vertex = R"( #define M_PI 3.1415926535897932384626433832795 // The maximum allowed miter limit is 2.0 at the moment. the extrude normal is stored // in a byte (-128..127). We scale regular normals up to length 63, but there are also // "special" normals that have a bigger length (of up to 126 in this case). #define LINE_NORMAL_SCALE (1.0 / (127 / 2)) // The attribute conveying progress along a line is scaled to [0, 2^15). #define MAX_LINE_DISTANCE 32767.0 // Unpack a pair of values that have been packed into a single float. // The packed values are assumed to be 8-bit unsigned integers, and are // packed like so: // packedValue = floor(input[0]) * 256 + input[1], vec2 unpack_float(const float packedValue) { int packedIntValue = int(packedValue); int v0 = packedIntValue / 256; return vec2(v0, packedIntValue - v0 * 256); } vec2 unpack_opacity(const float packedOpacity) { int intOpacity = int(packedOpacity) / 2; return vec2(float(intOpacity) / 127.0, mod(packedOpacity, 2.0)); } // To minimize the number of attributes needed, we encode a 4-component // color into a pair of floats (i.e. a vec2) as follows: // [ floor(color.r * 255) * 256 + color.g * 255, // floor(color.b * 255) * 256 + color.g * 255 ] vec4 decode_color(const vec2 encodedColor) { return vec4( unpack_float(encodedColor[0]) / 255.0, unpack_float(encodedColor[1]) / 255.0 ); } // Unpack a pair of paint values and interpolate between them. float unpack_mix_float(const vec2 packedValue, const float t) { return mix(packedValue[0], packedValue[1], t); } // Unpack a pair of paint values and interpolate between them. vec4 unpack_mix_color(const vec4 packedColors, const float t) { vec4 minColor = decode_color(vec2(packedColors[0], packedColors[1])); vec4 maxColor = decode_color(vec2(packedColors[2], packedColors[3])); return mix(minColor, maxColor, t); } // unpack pattern position vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower, const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) { const vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size); return (tile_units_to_pixels * pos + offset) / pattern_size; } layout(set = 0, binding = 0) uniform GlobalPaintParamsUBO { vec2 pattern_atlas_texsize; vec2 units_to_pixels; vec2 world_size; float camera_to_center_distance; float symbol_fade_change; float aspect_ratio; float pixel_ratio; float zoom; float pad1; } global; )"; static constexpr auto fragment = R"( #define M_PI 3.1415926535897932384626433832795 #define SDF_PX 8.0 layout(set = 0, binding = 0) uniform GlobalPaintParamsUBO { vec2 pattern_atlas_texsize; vec2 units_to_pixels; vec2 world_size; float camera_to_center_distance; float symbol_fade_change; float aspect_ratio; float pixel_ratio; float zoom; float pad1; } global; )"; }; } // namespace shaders } // namespace mbgl