Files
MapLibreParticleLab/src/mbgl/shaders/circle.cpp
Chris Loer f7a69d15ab [docs] Include uncompressed shader source in .cpp comments
This is meant to
(1) Make it easier for new developers to find the source
(2) Make it easier to look at shader diffs when the GL JS pin changes
2018-09-19 16:19:28 -07:00

295 lines
6.5 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/circle.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* circle::name = "circle";
const char* circle::vertexSource = source() + 4416;
const char* circle::fragmentSource = source() + 8666;
// Uncompressed source of circle.vertex.glsl:
/*
uniform mat4 u_matrix;
uniform bool u_scale_with_map;
uniform bool u_pitch_with_map;
uniform vec2 u_extrude_scale;
uniform highp float u_camera_to_center_distance;
attribute vec2 a_pos;
#ifndef HAS_UNIFORM_u_color
uniform lowp float a_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
uniform lowp float a_radius_t;
attribute mediump vec2 a_radius;
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
uniform lowp float a_stroke_color_t;
attribute highp vec4 a_stroke_color;
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
uniform lowp float a_stroke_width_t;
attribute mediump vec2 a_stroke_width;
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
uniform lowp float a_stroke_opacity_t;
attribute lowp vec2 a_stroke_opacity;
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
varying vec3 v_data;
void main(void) {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
radius = unpack_mix_vec2(a_radius, a_radius_t);
#else
mediump float radius = u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, a_blur_t);
#else
lowp float blur = u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
stroke_color = unpack_mix_color(a_stroke_color, a_stroke_color_t);
#else
highp vec4 stroke_color = u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t);
#else
mediump float stroke_width = u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t);
#else
lowp float stroke_opacity = u_stroke_opacity;
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
vec2 circle_center = floor(a_pos * 0.5);
if (u_pitch_with_map) {
vec2 corner_position = circle_center;
if (u_scale_with_map) {
corner_position += extrude * (radius + stroke_width) * u_extrude_scale;
} else {
// Pitching the circle with the map effectively scales it with the map
// To counteract the effect for pitch-scale: viewport, we rescale the
// whole circle based on the pitch scaling effect at its central point
vec4 projected_center = u_matrix * vec4(circle_center, 0, 1);
corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
}
gl_Position = u_matrix * vec4(corner_position, 0, 1);
} else {
gl_Position = u_matrix * vec4(circle_center, 0, 1);
if (u_scale_with_map) {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance;
} else {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
}
}
// This is a minimum blur distance that serves as a faux-antialiasing for
// the circle. since blur is a ratio of the circle's size and the intent is
// to keep the blur at roughly 1px, the two are inversely related.
lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
v_data = vec3(extrude.x, extrude.y, antialiasblur);
}
*/
// Uncompressed source of circle.fragment.glsl:
/*
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
varying vec3 v_data;
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_radius
mediump float radius = u_radius;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_stroke_color
highp vec4 stroke_color = u_stroke_color;
#endif
#ifdef HAS_UNIFORM_u_stroke_width
mediump float stroke_width = u_stroke_width;
#endif
#ifdef HAS_UNIFORM_u_stroke_opacity
lowp float stroke_opacity = u_stroke_opacity;
#endif
vec2 extrude = v_data.xy;
float extrude_length = length(extrude);
lowp float antialiasblur = v_data.z;
float antialiased_blur = -max(blur, antialiasblur);
float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
antialiased_blur,
0.0,
extrude_length - radius / (radius + stroke_width)
);
gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/
} // namespace shaders
} // namespace mbgl