#pragma once #include #include namespace mbgl { namespace shaders { #define LINE_SHADER_COMMON \ R"( #define idLineDrawableUBO idDrawableReservedVertexOnlyUBO #define idLineTilePropsUBO idDrawableReservedFragmentOnlyUBO #define idLineEvaluatedPropsUBO layerUBOStartId )" template <> struct ShaderSource { static constexpr const char* name = "LineShader"; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto vertex = LINE_SHADER_COMMON R"( layout(location = 0) in ivec2 in_pos_normal; layout(location = 1) in uvec4 in_data; #if !defined(HAS_UNIFORM_u_color) layout(location = 2) in vec4 in_color; #endif #if !defined(HAS_UNIFORM_u_blur) layout(location = 3) in vec2 in_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 4) in vec2 in_opacity; #endif #if !defined(HAS_UNIFORM_u_gapwidth) layout(location = 5) in vec2 in_gapwidth; #endif #if !defined(HAS_UNIFORM_u_offset) layout(location = 6) in vec2 in_offset; #endif #if !defined(HAS_UNIFORM_u_width) layout(location = 7) in vec2 in_width; #endif layout(push_constant) uniform Constants { int ubo_index; } constant; struct LineDrawableUBO { mat4 matrix; mediump float ratio; // Interpolations float color_t; float blur_t; float opacity_t; float gapwidth_t; float offset_t; float width_t; float pad1; vec4 pad2; vec4 pad3; }; layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LineDrawableUBOVector { LineDrawableUBO drawable_ubo[]; } drawableVector; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; layout(location = 0) out lowp vec2 frag_normal; layout(location = 1) out lowp vec2 frag_width2; layout(location = 2) out lowp float frag_gamma_scale; #if !defined(HAS_UNIFORM_u_color) layout(location = 3) out lowp vec4 frag_color; #endif #if !defined(HAS_UNIFORM_u_blur) layout(location = 4) out lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 5) out lowp float frag_opacity; #endif void main() { const LineDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index]; #ifndef HAS_UNIFORM_u_color frag_color = unpack_mix_color(in_color, drawable.color_t); #endif #ifndef HAS_UNIFORM_u_blur frag_blur = unpack_mix_float(in_blur, drawable.blur_t); #endif #ifndef HAS_UNIFORM_u_opacity frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t); #endif #ifndef HAS_UNIFORM_u_gapwidth const mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0; #else const mediump float gapwidth = props.gapwidth / 2.0; #endif #ifndef HAS_UNIFORM_u_offset const lowp float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0; #else const lowp float offset = props.offset * -1.0; #endif #ifndef HAS_UNIFORM_u_width mediump float width = unpack_mix_float(in_width, drawable.width_t); #else mediump float width = props.width; #endif // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0; vec2 a_extrude = in_data.xy - 128.0; float a_direction = mod(in_data.z, 4.0) - 1.0; vec2 pos = floor(in_pos_normal * 0.5); // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down // We store these in the least significant bit of in_pos_normal mediump vec2 normal = in_pos_normal - 2.0 * pos; frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0); // these transformations used to be applied in the JS and native code bases. // moved them into the shader for clarity and simplicity. float halfwidth = width / 2.0; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING); // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE; // Calculate the offset when drawing a line that is to the side of the actual line. // We do this by creating a vector that points towards the extrude, but rotate // it when we're drawing round end points (a_direction = -1 or 1) since their // extrude vector points in another direction. mediump float u = 0.5 * a_direction; mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t); vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0); gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude; applySurfaceTransform(); // calculate how much the perspective view squishes or stretches the extrude float extrude_length_without_perspective = length(dist); float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels); frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; frag_width2 = vec2(outset, inset); } )"; static constexpr auto fragment = LINE_SHADER_COMMON R"( layout(location = 0) in lowp vec2 frag_normal; layout(location = 1) in lowp vec2 frag_width2; layout(location = 2) in lowp float frag_gamma_scale; #if !defined(HAS_UNIFORM_u_color) layout(location = 3) in lowp vec4 frag_color; #endif #if !defined(HAS_UNIFORM_u_blur) layout(location = 4) in lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 5) in lowp float frag_opacity; #endif layout(location = 0) out vec4 out_color; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; void main() { #ifdef OVERDRAW_INSPECTOR out_color = vec4(1.0); return; #endif #ifdef HAS_UNIFORM_u_color highp vec4 color = props.color; #else highp vec4 color = frag_color; #endif #ifdef HAS_UNIFORM_u_blur lowp float blur = props.blur; #else lowp float blur = frag_blur; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = props.opacity; #else lowp float opacity = frag_opacity; #endif // Calculate the distance of the pixel from the line in pixels. float dist = length(frag_normal) * frag_width2.s; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (frag_width2.t) or when fading out // (frag_width2.s) float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale; float alpha = clamp(min(dist - (frag_width2.t - blur2), frag_width2.s - dist) / blur2, 0.0, 1.0); out_color = color * (alpha * opacity); } )"; }; template <> struct ShaderSource { static constexpr const char* name = "LineGradientShader"; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto vertex = LINE_SHADER_COMMON R"( layout(location = 0) in ivec2 in_pos_normal; layout(location = 1) in uvec4 in_data; #if !defined(HAS_UNIFORM_u_blur) layout(location = 2) in vec2 in_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 3) in vec2 in_opacity; #endif #if !defined(HAS_UNIFORM_u_gapwidth) layout(location = 4) in vec2 in_gapwidth; #endif #if !defined(HAS_UNIFORM_u_offset) layout(location = 5) in vec2 in_offset; #endif #if !defined(HAS_UNIFORM_u_width) layout(location = 6) in vec2 in_width; #endif layout(push_constant) uniform Constants { int ubo_index; } constant; struct LineGradientDrawableUBO { mat4 matrix; mediump float ratio; // Interpolations float blur_t; float opacity_t; float gapwidth_t; float offset_t; float width_t; float pad1; float pad2; vec4 pad3; vec4 pad4; }; layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LineGradientDrawableUBOVector { LineGradientDrawableUBO drawable_ubo[]; } drawableVector; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; layout(location = 0) out lowp vec2 frag_normal; layout(location = 1) out lowp vec2 frag_width2; layout(location = 2) out lowp float frag_gamma_scale; layout(location = 3) out float frag_lineprogress; #if !defined(HAS_UNIFORM_u_blur) layout(location = 4) out lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 5) out lowp float frag_opacity; #endif void main() { const LineGradientDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index]; #ifndef HAS_UNIFORM_u_blur frag_blur = unpack_mix_float(in_blur, drawable.blur_t); #endif #ifndef HAS_UNIFORM_u_opacity frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t); #endif #ifndef HAS_UNIFORM_u_gapwidth mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0; #else mediump float gapwidth = props.gapwidth / 2.0; #endif #ifndef HAS_UNIFORM_u_offset const lowp float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0; #else const lowp float offset = props.offset * -1.0; #endif #ifndef HAS_UNIFORM_u_width mediump float width = unpack_mix_float(in_width, drawable.width_t); #else mediump float width = props.width; #endif // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0; vec2 a_extrude = in_data.xy - 128.0; float a_direction = mod(in_data.z, 4.0) - 1.0; vec2 pos = floor(in_pos_normal * 0.5); frag_lineprogress = (floor(in_data.z / 4.0) + in_data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE; // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down // We store these in the least significant bit of in_pos_normal mediump vec2 normal = in_pos_normal - 2.0 * pos; frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0); // these transformations used to be applied in the JS and native code bases. // moved them into the shader for clarity and simplicity. float halfwidth = width / 2.0; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING); // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE; // Calculate the offset when drawing a line that is to the side of the actual line. // We do this by creating a vector that points towards the extrude, but rotate // it when we're drawing round end points (a_direction = -1 or 1) since their // extrude vector points in another direction. mediump float u = 0.5 * a_direction; mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t); vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0); gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude; applySurfaceTransform(); // calculate how much the perspective view squishes or stretches the extrude float extrude_length_without_perspective = length(dist); float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels); frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; frag_width2 = vec2(outset, inset); } )"; static constexpr auto fragment = LINE_SHADER_COMMON R"( layout(location = 0) in lowp vec2 frag_normal; layout(location = 1) in lowp vec2 frag_width2; layout(location = 2) in lowp float frag_gamma_scale; layout(location = 3) in float frag_lineprogress; #if !defined(HAS_UNIFORM_u_blur) layout(location = 4) in lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 5) in lowp float frag_opacity; #endif layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler; layout(location = 0) out vec4 out_color; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; void main() { #ifdef OVERDRAW_INSPECTOR out_color = vec4(1.0); return; #endif #ifdef HAS_UNIFORM_u_blur lowp float blur = props.blur; #else lowp float blur = frag_blur; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = props.opacity; #else lowp float opacity = frag_opacity; #endif // Calculate the distance of the pixel from the line in pixels. float dist = length(frag_normal) * frag_width2.s; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (frag_width2.t) or when fading out // (frag_width2.s) float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale; float alpha = clamp(min(dist - (frag_width2.t - blur2), frag_width2.s - dist) / blur2, 0.0, 1.0); // For gradient lines, lineprogress is the ratio along the entire line, // scaled to [0, 2^15), and the gradient ramp is stored in a texture. const vec4 color = texture(image0_sampler, vec2(frag_lineprogress, 0.5)); out_color = color * (alpha * opacity); } )"; }; template <> struct ShaderSource { static constexpr const char* name = "LinePatternShader"; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto vertex = LINE_SHADER_COMMON R"( layout(location = 0) in ivec2 in_pos_normal; layout(location = 1) in uvec4 in_data; #if !defined(HAS_UNIFORM_u_blur) layout(location = 2) in vec2 in_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 3) in vec2 in_opacity; #endif #if !defined(HAS_UNIFORM_u_gapwidth) layout(location = 4) in vec2 in_gapwidth; #endif #if !defined(HAS_UNIFORM_u_offset) layout(location = 5) in vec2 in_offset; #endif #if !defined(HAS_UNIFORM_u_width) layout(location = 6) in vec2 in_width; #endif #if !defined(HAS_UNIFORM_u_pattern_from) layout(location = 7) in uvec4 in_pattern_from; #endif #if !defined(HAS_UNIFORM_u_pattern_to) layout(location = 8) in uvec4 in_pattern_to; #endif layout(push_constant) uniform Constants { int ubo_index; } constant; struct LinePatternDrawableUBO { mat4 matrix; float ratio; // Interpolations float blur_t; float opacity_t; float offset_t; float gapwidth_t; float width_t; float pattern_from_t; float pattern_to_t; vec4 pad1; vec4 pad2; }; layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LinePatternDrawableUBOVector { LinePatternDrawableUBO drawable_ubo[]; } drawableVector; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; layout(location = 0) out lowp vec2 frag_normal; layout(location = 1) out lowp vec2 frag_width2; layout(location = 2) out lowp float frag_gamma_scale; layout(location = 3) out float frag_linesofar; #if !defined(HAS_UNIFORM_u_blur) layout(location = 4) out lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 5) out lowp float frag_opacity; #endif #if !defined(HAS_UNIFORM_u_pattern_from) layout(location = 6) out mediump vec4 frag_pattern_from; #endif #if !defined(HAS_UNIFORM_u_pattern_to) layout(location = 7) out mediump vec4 frag_pattern_to; #endif void main() { const LinePatternDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index]; #ifndef HAS_UNIFORM_u_blur frag_blur = unpack_mix_float(in_blur, drawable.blur_t); #endif #ifndef HAS_UNIFORM_u_opacity frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t); #endif #ifndef HAS_UNIFORM_u_gapwidth const mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0; #else const mediump float gapwidth = props.gapwidth / 2.0; #endif #ifndef HAS_UNIFORM_u_offset const lowp float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0; #else const lowp float offset = props.offset * -1.0; #endif #ifndef HAS_UNIFORM_u_width mediump float width = unpack_mix_float(in_width, drawable.width_t); #else mediump float width = props.width; #endif #ifndef HAS_UNIFORM_u_pattern_from frag_pattern_from = in_pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to frag_pattern_to = in_pattern_to; #endif // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0; const float LINE_DISTANCE_SCALE = 2.0; vec2 a_extrude = in_data.xy - 128.0; float a_direction = mod(in_data.z, 4.0) - 1.0; vec2 pos = floor(in_pos_normal * 0.5); // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down // We store these in the least significant bit of in_pos_normal mediump vec2 normal = in_pos_normal - 2.0 * pos; frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0); // these transformations used to be applied in the JS and native code bases. // moved them into the shader for clarity and simplicity. float halfwidth = width / 2.0; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING); // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE; // Calculate the offset when drawing a line that is to the side of the actual line. // We do this by creating a vector that points towards the extrude, but rotate // it when we're drawing round end points (a_direction = -1 or 1) since their // extrude vector points in another direction. mediump float u = 0.5 * a_direction; mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t); vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0); gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude; applySurfaceTransform(); // calculate how much the perspective view squishes or stretches the extrude float extrude_length_without_perspective = length(dist); float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels); frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; frag_width2 = vec2(outset, inset); frag_linesofar = (floor(in_data.z / 4.0) + in_data.w * 64.0) * LINE_DISTANCE_SCALE; } )"; static constexpr auto fragment = LINE_SHADER_COMMON R"( layout(location = 0) in lowp vec2 frag_normal; layout(location = 1) in lowp vec2 frag_width2; layout(location = 2) in lowp float frag_gamma_scale; layout(location = 3) in float frag_linesofar; #if !defined(HAS_UNIFORM_u_blur) layout(location = 4) in lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 5) in lowp float frag_opacity; #endif #if !defined(HAS_UNIFORM_u_pattern_from) layout(location = 6) in mediump vec4 frag_pattern_from; #endif #if !defined(HAS_UNIFORM_u_pattern_to) layout(location = 7) in mediump vec4 frag_pattern_to; #endif layout(location = 0) out vec4 out_color; layout(push_constant) uniform Constants { int ubo_index; } constant; struct LinePatternTilePropertiesUBO { vec4 pattern_from; vec4 pattern_to; vec4 scale; vec2 texsize; float fade; float pad1; }; layout(std140, set = LAYER_SET_INDEX, binding = idLineTilePropsUBO) readonly buffer LinePatternTilePropertiesUBOVector { LinePatternTilePropertiesUBO tile_props_ubo[]; } tilePropsVector; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler; void main() { #ifdef OVERDRAW_INSPECTOR out_color = vec4(1.0); return; #endif const LinePatternTilePropertiesUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index]; #ifdef HAS_UNIFORM_u_blur const lowp float blur = props.blur; #else const lowp float blur = frag_blur; #endif #ifdef HAS_UNIFORM_u_opacity const lowp float opacity = props.opacity; #else const lowp float opacity = frag_opacity; #endif #ifdef HAS_UNIFORM_u_pattern_from const lowp vec4 pattern_from = tileProps.pattern_from; #else const lowp vec4 pattern_from = frag_pattern_from; #endif #ifdef HAS_UNIFORM_u_pattern_to const lowp vec4 pattern_to = tileProps.pattern_to; #else const lowp vec4 pattern_to = frag_pattern_to; #endif const vec2 pattern_tl_a = pattern_from.xy; const vec2 pattern_br_a = pattern_from.zw; const vec2 pattern_tl_b = pattern_to.xy; const vec2 pattern_br_b = pattern_to.zw; const float pixelRatio = tileProps.scale.x; const float tileZoomRatio = tileProps.scale.y; const float fromScale = tileProps.scale.z; const float toScale = tileProps.scale.w; const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); const vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y); const vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y); // Calculate the distance of the pixel from the line in pixels. const float dist = length(frag_normal) * frag_width2.x; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (frag_width2.y) or when fading out // (frag_width2.x) const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale; const float alpha = clamp(min(dist - (frag_width2.y - blur2), frag_width2.x - dist) / blur2, 0.0, 1.0); const float x_a = mod(frag_linesofar / pattern_size_a.x, 1.0); const float x_b = mod(frag_linesofar / pattern_size_b.x, 1.0); // frag_normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge // we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0) // to ensure we don't sample outside the designated symbol on the sprite sheet. // 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of // the texture coordinate const float y_a = 0.5 + (frag_normal.y * clamp(frag_width2.x, 0.0, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y); const float y_b = 0.5 + (frag_normal.y * clamp(frag_width2.x, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y); const vec2 pos_a = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, vec2(x_a, y_a)); const vec2 pos_b = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, vec2(x_b, y_b)); const vec4 color = mix(texture(image0_sampler, pos_a), texture(image0_sampler, pos_b), tileProps.fade); out_color = color * (alpha * opacity); } )"; }; template <> struct ShaderSource { static constexpr const char* name = "LineSDFShader"; static const std::array attributes; static constexpr std::array instanceAttributes{}; static const std::array textures; static constexpr auto vertex = LINE_SHADER_COMMON R"( layout(location = 0) in ivec2 in_pos_normal; layout(location = 1) in uvec4 in_data; #if !defined(HAS_UNIFORM_u_color) layout(location = 2) in vec4 in_color; #endif #if !defined(HAS_UNIFORM_u_blur) layout(location = 3) in vec2 in_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 4) in vec2 in_opacity; #endif #if !defined(HAS_UNIFORM_u_gapwidth) layout(location = 5) in vec2 in_gapwidth; #endif #if !defined(HAS_UNIFORM_u_offset) layout(location = 6) in vec2 in_offset; #endif #if !defined(HAS_UNIFORM_u_width) layout(location = 7) in vec2 in_width; #endif #if !defined(HAS_UNIFORM_u_floorwidth) layout(location = 8) in vec2 in_floorwidth; #endif layout(push_constant) uniform Constants { int ubo_index; } constant; struct LineSDFDrawableUBO { mat4 matrix; vec2 patternscale_a; vec2 patternscale_b; float tex_y_a; float tex_y_b; float ratio; // Interpolations float color_t; float blur_t; float opacity_t; float gapwidth_t; float offset_t; float width_t; float floorwidth_t; float pad1; float pad2; }; layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LineSDFDrawableUBOVector { LineSDFDrawableUBO drawable_ubo[]; } drawableVector; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; layout(location = 0) out lowp vec2 frag_normal; layout(location = 1) out lowp vec2 frag_width2; layout(location = 2) out lowp float frag_gamma_scale; layout(location = 3) out vec2 frag_tex_a; layout(location = 4) out vec2 frag_tex_b; #if !defined(HAS_UNIFORM_u_color) layout(location = 5) out lowp vec4 frag_color; #endif #if !defined(HAS_UNIFORM_u_blur) layout(location = 6) out lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 7) out lowp float frag_opacity; #endif #if !defined(HAS_UNIFORM_u_floorwidth) layout(location = 8) out mediump float frag_floorwidth; #endif void main() { const LineSDFDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index]; #ifndef HAS_UNIFORM_u_color frag_color = unpack_mix_color(in_color, drawable.color_t); #endif #ifndef HAS_UNIFORM_u_blur frag_blur = unpack_mix_float(in_blur, drawable.blur_t); #endif #ifndef HAS_UNIFORM_u_opacity frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t); #endif #ifndef HAS_UNIFORM_u_floorwidth const float floorwidth = unpack_mix_float(in_floorwidth, drawable.floorwidth_t); frag_floorwidth = floorwidth; #else const float floorwidth = props.floorwidth; #endif #ifndef HAS_UNIFORM_u_offset const mediump float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0; #else const mediump float offset = props.offset * -1.0; #endif #ifndef HAS_UNIFORM_u_width const mediump float width = unpack_mix_float(in_width, drawable.width_t); #else const mediump float width = props.width; #endif #ifndef HAS_UNIFORM_u_gapwidth const mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0; #else const mediump float gapwidth = props.gapwidth / 2.0; #endif // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0; const float LINE_DISTANCE_SCALE = 2.0; vec2 a_extrude = in_data.xy - 128.0; float a_direction = mod(in_data.z, 4.0) - 1.0; float linesofar = (floor(in_data.z / 4.0) + in_data.w * 64.0) * LINE_DISTANCE_SCALE; vec2 pos = floor(in_pos_normal * 0.5); // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down // We store these in the least significant bit of in_pos_normal mediump vec2 normal = in_pos_normal - 2.0 * pos; frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0); // these transformations used to be applied in the JS and native code bases. // moved them into the shader for clarity and simplicity. float halfwidth = width / 2.0; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING); // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE; // Calculate the offset when drawing a line that is to the side of the actual line. // We do this by creating a vector that points towards the extrude, but rotate // it when we're drawing round end points (a_direction = -1 or 1) since their // extrude vector points in another direction. mediump float u = 0.5 * a_direction; mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t); vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0); gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude; applySurfaceTransform(); // calculate how much the perspective view squishes or stretches the extrude float extrude_length_without_perspective = length(dist); float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels); frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; frag_width2 = vec2(outset, inset); frag_tex_a = vec2(linesofar * drawable.patternscale_a.x / floorwidth, frag_normal.y * drawable.patternscale_a.y + drawable.tex_y_a); frag_tex_b = vec2(linesofar * drawable.patternscale_b.x / floorwidth, frag_normal.y * drawable.patternscale_b.y + drawable.tex_y_b); } )"; static constexpr auto fragment = LINE_SHADER_COMMON R"( layout(location = 0) in lowp vec2 frag_normal; layout(location = 1) in lowp vec2 frag_width2; layout(location = 2) in lowp float frag_gamma_scale; layout(location = 3) in vec2 frag_tex_a; layout(location = 4) in vec2 frag_tex_b; #if !defined(HAS_UNIFORM_u_color) layout(location = 5) in lowp vec4 frag_color; #endif #if !defined(HAS_UNIFORM_u_blur) layout(location = 6) in lowp float frag_blur; #endif #if !defined(HAS_UNIFORM_u_opacity) layout(location = 7) in lowp float frag_opacity; #endif #if !defined(HAS_UNIFORM_u_floorwidth) layout(location = 8) in mediump float frag_floorwidth; #endif layout(location = 0) out vec4 out_color; layout(push_constant) uniform Constants { int ubo_index; } constant; struct LineSDFTilePropsUBO { float sdfgamma; float mix; float pad1; float pad2; vec4 pad3; vec4 pad4; vec4 pad5; }; layout(std140, set = LAYER_SET_INDEX, binding = idLineTilePropsUBO) readonly buffer LineSDFTilePropsUBOVector { LineSDFTilePropsUBO tile_props_ubo[]; } tilePropsVector; layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO { vec4 color; float blur; float opacity; float gapwidth; float offset; float width; float floorwidth; uint expressionMask; float pad1; } props; layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler; void main() { #ifdef OVERDRAW_INSPECTOR out_color = vec4(1.0); return; #endif const LineSDFTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index]; #ifdef HAS_UNIFORM_u_color const lowp vec4 color = props.color; #else const lowp vec4 color = frag_color; #endif #ifdef HAS_UNIFORM_u_blur const lowp float blur = props.blur; #else const lowp float blur = frag_blur; #endif #ifdef HAS_UNIFORM_u_opacity const lowp float opacity = props.opacity; #else const lowp float opacity = frag_opacity; #endif #ifdef HAS_UNIFORM_u_floorwidth const lowp float floorwidth = props.floorwidth; #else const lowp float floorwidth = frag_floorwidth; #endif // Calculate the distance of the pixel from the line in pixels. const float dist = length(frag_normal) * frag_width2.x; // Calculate the antialiasing fade factor. This is either when fading in the // line in case of an offset line (`v_width2.y`) or when fading out (`v_width2.x`) const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale; const float sdfdist_a = texture(image0_sampler, frag_tex_a).a; const float sdfdist_b = texture(image0_sampler, frag_tex_b).a; const float sdfdist = mix(sdfdist_a, sdfdist_b, tileProps.mix); const float alpha = clamp(min(dist - (frag_width2.y - blur2), frag_width2.x - dist) / blur2, 0.0, 1.0) * smoothstep(0.5 - tileProps.sdfgamma / floorwidth, 0.5 + tileProps.sdfgamma / floorwidth, sdfdist); out_color = color * (alpha * opacity); } )"; }; } // namespace shaders } // namespace mbgl