Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
76 lines
2.4 KiB
GLSL
76 lines
2.4 KiB
GLSL
layout (std140) uniform GlobalPaintParamsUBO {
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highp vec2 u_pattern_atlas_texsize;
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highp vec2 u_units_to_pixels;
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highp vec2 u_world_size;
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highp float u_camera_to_center_distance;
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highp float u_symbol_fade_change;
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highp float u_aspect_ratio;
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highp float u_pixel_ratio;
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highp float u_map_zoom;
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lowp float global_pad1;
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};
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layout (std140) uniform FillOutlinePatternDrawableUBO {
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highp mat4 u_matrix;
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highp vec2 u_pixel_coord_upper;
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highp vec2 u_pixel_coord_lower;
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highp float u_tile_ratio;
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// Interpolations
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highp float u_pattern_from_t;
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highp float u_pattern_to_t;
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highp float u_opacity_t;
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};
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layout (std140) uniform FillOutlinePatternTilePropsUBO {
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highp vec4 u_pattern_from;
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highp vec4 u_pattern_to;
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highp vec2 u_texsize;
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lowp float tileprops_pad1;
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lowp float tileprops_pad2;
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};
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layout (std140) uniform FillEvaluatedPropsUBO {
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highp vec4 u_color;
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highp vec4 u_outline_color;
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highp float u_opacity;
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highp float u_fade;
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highp float u_from_scale;
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highp float u_to_scale;
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};
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layout (location = 0) in vec2 a_pos;
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out vec2 v_pos_a;
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out vec2 v_pos_b;
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out vec2 v_pos;
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#pragma mapbox: define lowp float opacity
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#pragma mapbox: define lowp vec4 pattern_from
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#pragma mapbox: define lowp vec4 pattern_to
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void main() {
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#pragma mapbox: initialize lowp float opacity
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#pragma mapbox: initialize mediump vec4 pattern_from
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#pragma mapbox: initialize mediump vec4 pattern_to
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vec2 pattern_tl_a = pattern_from.xy;
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vec2 pattern_br_a = pattern_from.zw;
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vec2 pattern_tl_b = pattern_to.xy;
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vec2 pattern_br_b = pattern_to.zw;
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float pixelRatio = u_pixel_ratio;
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float tileRatio = u_tile_ratio;
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float fromScale = u_from_scale;
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float toScale = u_to_scale;
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
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v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
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v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world_size;
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}
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