#pragma once #include #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "HeatmapShader"; static const std::array uniforms; static const std::array attributes; static constexpr std::array instanceAttributes{}; static constexpr std::array textures{}; static constexpr auto vertex = R"( // 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 float ZERO = 1.0 / 255.0 / 16.0; // Gaussian kernel coefficient: 1 / sqrt(2 * PI) #define GAUSS_COEF 0.3989422804014327 layout(location = 0) in ivec2 in_position; #if !defined(HAS_UNIFORM_u_weight) layout(location = 1) in vec2 in_weight; #endif #if !defined(HAS_UNIFORM_u_radius) layout(location = 2) in vec2 in_radius; #endif layout(set = 0, binding = 1) uniform HeatmapDrawableUBO { mat4 matrix; float extrude_scale; float pad1; vec2 pad2; } drawable; layout(set = 0, binding = 2) uniform HeatmapEvaluatedPropsUBO { float weight; float radius; float intensity; float pad1; } props; layout(set = 0, binding = 3) uniform HeatmapInterpolateUBO { float weight_t; float radius_t; vec2 pad1; } interp; layout(location = 0) out float frag_weight; layout(location = 1) out lowp vec2 frag_extrude; void main() { #if defined(HAS_UNIFORM_u_weight) const float weight = props.weight; #else const float weight = unpack_mix_float(in_weight, interp.weight_t); #endif #if defined(HAS_UNIFORM_u_radius) const float radius = props.radius; #else const float radius = unpack_mix_float(in_radius, interp.radius_t); #endif // unencode the extrusion vector that we snuck into the a_pos vector const vec2 unscaled_extrude = mod(in_position, 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 const float S = sqrt(-2.0 * log(ZERO / weight / props.intensity / GAUSS_COEF)) / 3.0; // Pass the varying in units of radius const vec2 extrude = S * unscaled_extrude; // Scale by radius and the zoom-based scale factor to produce actual // mesh position const vec2 scaled_extrude = extrude * radius * drawable.extrude_scale; // multiply a_pos by 0.5, since we had it * 2 in order to sneak // in extrusion data gl_Position = drawable.matrix * vec4(floor(in_position * 0.5) + scaled_extrude, 0, 1); gl_Position.y *= -1.0; frag_weight = weight; frag_extrude = extrude; } )"; static constexpr auto fragment = R"( // Gaussian kernel coefficient: 1 / sqrt(2 * PI) #define GAUSS_COEF 0.3989422804014327 layout(location = 0) in float frag_weight; layout(location = 1) in lowp vec2 frag_extrude; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 2) uniform HeatmapEvaluatedPropsUBO { float weight; float radius; float intensity; float pad1; } props; void main() { #if defined(OVERDRAW_INSPECTOR) out_color = vec4(1.0); return; #endif // Kernel density estimation with a Gaussian kernel of size 5x5 const float d = -0.5 * 3.0 * 3.0 * dot(frag_extrude, frag_extrude); const float val = frag_weight * props.intensity * GAUSS_COEF * exp(d); out_color = vec4(val, 1.0, 1.0, 1.0); } )"; }; template <> struct ShaderSource { static constexpr const char* name = "HeatmapTextureShader"; static const std::array uniforms; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto vertex = R"( layout(location = 0) in ivec2 in_position; layout(set = 0, binding = 1) uniform HeatmapTexturePropsUBO { mat4 matrix; float opacity; float pad1, pad2, pad3; } props; layout(location = 0) out vec2 frag_position; void main() { gl_Position = props.matrix * vec4(in_position * global.world_size, 0, 1); gl_Position.y *= -1.0; frag_position = in_position; } )"; static constexpr auto fragment = R"( layout(location = 0) in vec2 frag_position; layout(location = 0) out vec4 out_color; layout(set = 0, binding = 1) uniform HeatmapTexturePropsUBO { mat4 matrix; float opacity; float pad1, pad2, pad3; } props; layout(set = 1, binding = 0) uniform sampler2D image_sampler; layout(set = 1, binding = 1) uniform sampler2D color_ramp_sampler; void main() { #if defined(OVERDRAW_INSPECTOR) out_color = vec4(1.0); return; #endif const float t = texture(image_sampler, frag_position).r; const vec4 color = texture(color_ramp_sampler, vec2(t, 0.5)); out_color = color * props.opacity; } )"; }; } // namespace shaders } // namespace mbgl