#pragma once #include #include namespace mbgl { namespace shaders { constexpr auto backgroundShaderPrelude = R"( #define idBackgroundDrawableUBO idDrawableReservedVertexOnlyUBO #define idBackgroundPropsUBO layerUBOStartId )"; template <> struct ShaderSource { static constexpr const char* name = "BackgroundShader"; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto prelude = backgroundShaderPrelude; static constexpr auto vertex = R"( layout(location = 0) in ivec2 in_position; layout(push_constant) uniform Constants { int ubo_index; } constant; struct BackgroundDrawableUBO { mat4 matrix; vec4 pad1; vec4 pad2; }; layout(std140, set = LAYER_SET_INDEX, binding = idBackgroundDrawableUBO) readonly buffer BackgroundDrawableUBOVector { BackgroundDrawableUBO drawable_ubo[]; } drawableVector; void main() { const BackgroundDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index]; gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0); applySurfaceTransform(); } )"; static constexpr auto fragment = R"( layout(location = 0) out vec4 out_color; layout(set = LAYER_SET_INDEX, binding = idBackgroundPropsUBO) uniform BackgroundPropsUBO { vec4 color; float opacity; float pad1; float pad2; float pad3; } props; void main() { #if defined(OVERDRAW_INSPECTOR) out_color = vec4(1.0); return; #endif out_color = props.color * props.opacity; } )"; }; template <> struct ShaderSource { static constexpr const char* name = "BackgroundPatternShader"; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto prelude = backgroundShaderPrelude; static constexpr auto vertex = R"( layout(location = 0) in ivec2 in_position; layout(push_constant) uniform Constants { int ubo_index; } constant; struct BackgroundPatternDrawableUBO { mat4 matrix; vec2 pixel_coord_upper; vec2 pixel_coord_lower; float tile_units_to_pixels; float pad1; float pad2; float pad3; }; layout(std140, set = LAYER_SET_INDEX, binding = idBackgroundDrawableUBO) readonly buffer BackgroundPatternDrawableUBOVector { BackgroundPatternDrawableUBO drawable_ubo[]; } drawableVector; layout(set = LAYER_SET_INDEX, binding = idBackgroundPropsUBO) uniform BackgroundPatternPropsUBO { vec2 pattern_tl_a; vec2 pattern_br_a; vec2 pattern_tl_b; vec2 pattern_br_b; vec2 pattern_size_a; vec2 pattern_size_b; float scale_a; float scale_b; float mix; float opacity; } props; layout(location = 0) out vec2 frag_pos_a; layout(location = 1) out vec2 frag_pos_b; void main() { const BackgroundPatternDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index]; frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, props.scale_a * props.pattern_size_a, drawable.tile_units_to_pixels, in_position); frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, props.scale_b * props.pattern_size_b, drawable.tile_units_to_pixels, in_position); gl_Position = drawable.matrix * vec4(in_position, 0.0, 1.0); applySurfaceTransform(); } )"; static constexpr auto fragment = R"( layout(location = 0) in vec2 frag_pos_a; layout(location = 1) in vec2 frag_pos_b; layout(location = 0) out vec4 out_color; layout(set = LAYER_SET_INDEX, binding = idBackgroundPropsUBO) uniform BackgroundPatternLayerUBO { vec2 pattern_tl_a; vec2 pattern_br_a; vec2 pattern_tl_b; vec2 pattern_br_b; vec2 pattern_size_a; vec2 pattern_size_b; float scale_a; float scale_b; float mix; float opacity; } props; layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image_sampler; void main() { #if defined(OVERDRAW_INSPECTOR) out_color = vec4(1.0); return; #endif const vec2 texsize = paintParams.pattern_atlas_texsize; const vec2 imagecoord = mod(frag_pos_a, 1.0); const vec2 pos = mix(props.pattern_tl_a / texsize, props.pattern_br_a / texsize, imagecoord); const vec4 color1 = texture(image_sampler, pos); const vec2 imagecoord_b = mod(frag_pos_b, 1.0); const vec2 pos2 = mix(props.pattern_tl_b / texsize, props.pattern_br_b / texsize, imagecoord_b); const vec4 color2 = texture(image_sampler, pos2); out_color = mix(color1, color2, props.mix) * props.opacity; } )"; }; } // namespace shaders } // namespace mbgl