// Generated code, do not modify this file! #pragma once #include namespace mbgl { namespace shaders { template <> struct ShaderSource { static constexpr const char* name = "SymbolTextAndIconShader"; static constexpr const char* vertex = R"(layout (location = 0) in vec4 a_pos_offset; layout (location = 1) in vec4 a_data; layout (location = 2) in vec3 a_projected_pos; layout (location = 3) in float a_fade_opacity; // contents of a_size vary based on the type of property value // used for {text,icon}-size. // For constants, a_size is disabled. // For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature. // For composite functions: // [ text-size(lowerZoomStop, feature), // text-size(upperZoomStop, feature) ] layout (std140) uniform GlobalPaintParamsUBO { highp vec2 u_pattern_atlas_texsize; highp vec2 u_units_to_pixels; highp vec2 u_world_size; highp float u_camera_to_center_distance; highp float u_symbol_fade_change; highp float u_aspect_ratio; highp float u_pixel_ratio; highp float u_map_zoom; lowp float global_pad1; }; layout (std140) uniform SymbolDrawableUBO { highp mat4 u_matrix; highp mat4 u_label_plane_matrix; highp mat4 u_coord_matrix; highp vec2 u_texsize; highp vec2 u_texsize_icon; bool u_is_text_prop; bool u_rotate_symbol; bool u_pitch_with_map; bool u_is_size_zoom_constant; bool u_is_size_feature_constant; highp float u_size_t; // used to interpolate between zoom stops when size is a composite function highp float u_size; // used when size is both zoom and feature constant // Interpolations highp float u_fill_color_t; highp float u_halo_color_t; highp float u_opacity_t; highp float u_halo_width_t; highp float u_halo_blur_t; }; layout (std140) uniform SymbolEvaluatedPropsUBO { highp vec4 u_text_fill_color; highp vec4 u_text_halo_color; highp float u_text_opacity; highp float u_text_halo_width; highp float u_text_halo_blur; lowp float props_pad1; highp vec4 u_icon_fill_color; highp vec4 u_icon_halo_color; highp float u_icon_opacity; highp float u_icon_halo_width; highp float u_icon_halo_blur; lowp float props_pad2; }; out vec4 v_data0; out vec4 v_data1; #ifndef HAS_UNIFORM_u_fill_color layout (location = 4) in highp vec4 a_fill_color; out highp vec4 fill_color; #endif #ifndef HAS_UNIFORM_u_halo_color layout (location = 5) in highp vec4 a_halo_color; out highp vec4 halo_color; #endif #ifndef HAS_UNIFORM_u_opacity layout (location = 6) in lowp vec2 a_opacity; out lowp float opacity; #endif #ifndef HAS_UNIFORM_u_halo_width layout (location = 7) in lowp vec2 a_halo_width; out lowp float halo_width; #endif #ifndef HAS_UNIFORM_u_halo_blur layout (location = 8) in lowp vec2 a_halo_blur; out lowp float halo_blur; #endif void main() { highp vec4 u_fill_color = u_is_text_prop ? u_text_fill_color : u_icon_fill_color; highp vec4 u_halo_color = u_is_text_prop ? u_text_halo_color : u_icon_halo_color; highp float u_opacity = u_is_text_prop ? u_text_opacity : u_icon_opacity; highp float u_halo_width = u_is_text_prop ? u_text_halo_width : u_icon_halo_width; highp float u_halo_blur = u_is_text_prop ? u_text_halo_blur : u_icon_halo_blur; #ifndef HAS_UNIFORM_u_fill_color fill_color = unpack_mix_color(a_fill_color, u_fill_color_t); #else highp vec4 fill_color = u_fill_color; #endif #ifndef HAS_UNIFORM_u_halo_color halo_color = unpack_mix_color(a_halo_color, u_halo_color_t); #else highp vec4 halo_color = u_halo_color; #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_halo_width halo_width = unpack_mix_vec2(a_halo_width, u_halo_width_t); #else lowp float halo_width = u_halo_width; #endif #ifndef HAS_UNIFORM_u_halo_blur halo_blur = unpack_mix_vec2(a_halo_blur, u_halo_blur_t); #else lowp float halo_blur = u_halo_blur; #endif vec2 a_pos = a_pos_offset.xy; vec2 a_offset = a_pos_offset.zw; vec2 a_tex = a_data.xy; vec2 a_size = a_data.zw; float a_size_min = floor(a_size[0] * 0.5); float is_sdf = a_size[0] - 2.0 * a_size_min; highp float segment_angle = -a_projected_pos[2]; float size; if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { size = mix(a_size_min, a_size[1], u_size_t) / 128.0; } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { size = a_size_min / 128.0; } else { size = u_size; } vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; // If the label is pitched with the map, layout is done in pitched space, // which makes labels in the distance smaller relative to viewport space. // We counteract part of that effect by multiplying by the perspective ratio. // If the label isn't pitched with the map, we do layout in viewport space, // which makes labels in the distance larger relative to the features around // them. We counteract part of that effect by dividing by the perspective ratio. highp float distance_ratio = u_pitch_with_map ? camera_to_anchor_distance / u_camera_to_center_distance : u_camera_to_center_distance / camera_to_anchor_distance; highp float perspective_ratio = clamp( 0.5 + 0.5 * distance_ratio, 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles 4.0); size *= perspective_ratio; float fontScale = size / 24.0; highp float symbol_rotation = 0.0; if (u_rotate_symbol) { // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units // To figure out that angle in projected space, we draw a short horizontal line in tile // space, project it, and measure its angle in projected space. vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1); vec2 a = projectedPoint.xy / projectedPoint.w; vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w; symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x); } highp float angle_sin = sin(segment_angle + symbol_rotation); highp float angle_cos = cos(segment_angle + symbol_rotation); mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos); vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0); gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0); float gamma_scale = gl_Position.w; vec2 fade_opacity = unpack_opacity(a_fade_opacity); float fade_change = fade_opacity[1] > 0.5 ? u_symbol_fade_change : -u_symbol_fade_change; float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change)); v_data0.xy = a_tex / u_texsize; v_data0.zw = a_tex / u_texsize_icon; v_data1 = vec4(gamma_scale, size, interpolated_fade_opacity, is_sdf); } )"; static constexpr const char* fragment = R"(#define SDF_PX 8.0 #define SDF 1.0 #define ICON 0.0 layout (std140) uniform SymbolTilePropsUBO { bool u_is_text; bool u_is_halo; highp float u_gamma_scale; lowp float tileprops_pad1; }; layout (std140) uniform SymbolEvaluatedPropsUBO { highp vec4 u_text_fill_color; highp vec4 u_text_halo_color; highp float u_text_opacity; highp float u_text_halo_width; highp float u_text_halo_blur; lowp float props_pad1; highp vec4 u_icon_fill_color; highp vec4 u_icon_halo_color; highp float u_icon_opacity; highp float u_icon_halo_width; highp float u_icon_halo_blur; lowp float props_pad2; }; uniform sampler2D u_texture; uniform sampler2D u_texture_icon; in vec4 v_data0; in vec4 v_data1; #ifndef HAS_UNIFORM_u_fill_color in highp vec4 fill_color; #endif #ifndef HAS_UNIFORM_u_halo_color in highp vec4 halo_color; #endif #ifndef HAS_UNIFORM_u_opacity in lowp float opacity; #endif #ifndef HAS_UNIFORM_u_halo_width in lowp float halo_width; #endif #ifndef HAS_UNIFORM_u_halo_blur in lowp float halo_blur; #endif void main() { highp vec4 u_fill_color = u_is_text ? u_text_fill_color : u_icon_fill_color; highp vec4 u_halo_color = u_is_text ? u_text_halo_color : u_icon_halo_color; highp float u_opacity = u_is_text ? u_text_opacity : u_icon_opacity; highp float u_halo_width = u_is_text ? u_text_halo_width : u_icon_halo_width; highp float u_halo_blur = u_is_text ? u_text_halo_blur : u_icon_halo_blur; #ifdef HAS_UNIFORM_u_fill_color highp vec4 fill_color = u_fill_color; #endif #ifdef HAS_UNIFORM_u_halo_color highp vec4 halo_color = u_halo_color; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif #ifdef HAS_UNIFORM_u_halo_width lowp float halo_width = u_halo_width; #endif #ifdef HAS_UNIFORM_u_halo_blur lowp float halo_blur = u_halo_blur; #endif float fade_opacity = v_data1[2]; if (v_data1.w == ICON) { vec2 tex_icon = v_data0.zw; lowp float alpha = opacity * fade_opacity; fragColor = texture(u_texture_icon, tex_icon) * alpha; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif return; } vec2 tex = v_data0.xy; float EDGE_GAMMA = 0.105 / DEVICE_PIXEL_RATIO; float gamma_scale = v_data1.x; float size = v_data1.y; float fontScale = size / 24.0; lowp vec4 color = fill_color; highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); lowp float inner_edge = (256.0 - 64.0) / 256.0; if (u_is_halo) { color = halo_color; gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale); inner_edge = inner_edge + gamma * gamma_scale; } lowp float dist = texture(u_texture, tex).a; highp float gamma_scaled = gamma * gamma_scale; highp float alpha = smoothstep(inner_edge - gamma_scaled, inner_edge + gamma_scaled, dist); if (u_is_halo) { // When drawing halos, we want the inside of the halo to be transparent as well // in case the text fill is transparent. lowp float halo_edge = (6.0 - halo_width / fontScale) / SDF_PX; alpha = min(smoothstep(halo_edge - gamma_scaled, halo_edge + gamma_scaled, dist), 1.0 - alpha); } fragColor = color * (alpha * opacity * fade_opacity); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif } )"; }; } // namespace shaders } // namespace mbgl