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 FillOutlinePatternDrawableUBO { highp mat4 u_matrix; highp vec2 u_pixel_coord_upper; highp vec2 u_pixel_coord_lower; highp float u_tile_ratio; // Interpolations highp float u_pattern_from_t; highp float u_pattern_to_t; highp float u_opacity_t; }; layout (std140) uniform FillOutlinePatternTilePropsUBO { highp vec4 u_pattern_from; highp vec4 u_pattern_to; highp vec2 u_texsize; lowp float tileprops_pad1; lowp float tileprops_pad2; }; layout (std140) uniform FillEvaluatedPropsUBO { highp vec4 u_color; highp vec4 u_outline_color; highp float u_opacity; highp float u_fade; highp float u_from_scale; highp float u_to_scale; }; layout (location = 0) in vec2 a_pos; out vec2 v_pos_a; out vec2 v_pos_b; out vec2 v_pos; #pragma mapbox: define lowp float opacity #pragma mapbox: define lowp vec4 pattern_from #pragma mapbox: define lowp vec4 pattern_to void main() { #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize mediump vec4 pattern_from #pragma mapbox: initialize mediump vec4 pattern_to 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_pixel_ratio; float tileRatio = u_tile_ratio; float fromScale = u_from_scale; float toScale = u_to_scale; gl_Position = u_matrix * vec4(a_pos, 0, 1); 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); v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos); v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world_size; }