Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
591 lines
20 KiB
C++
591 lines
20 KiB
C++
#pragma once
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#include <mbgl/shaders/fill_layer_ubo.hpp>
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/mtl/common.hpp>
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#include <mbgl/shaders/mtl/shader_program.hpp>
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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::FillShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<UniformBlockInfo, 3> uniforms;
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static const std::array<AttributeInfo, 3> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 position [[attribute(5)]];
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#if !defined(HAS_UNIFORM_u_color)
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float4 color [[attribute(6)]];
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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float2 opacity [[attribute(7)]];
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#endif
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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#if !defined(HAS_UNIFORM_u_color)
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half4 color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillDrawableUBO {
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float4x4 matrix;
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};
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struct alignas(16) FillInterpolateUBO {
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float color_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const FillDrawableUBO& drawable [[buffer(1)]],
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device const FillInterpolateUBO& interp [[buffer(3)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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return {
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.position = drawable.matrix * float4(float2(vertx.position), 0.0f, 1.0f),
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#if !defined(HAS_UNIFORM_u_color)
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.color = half4(unpack_mix_color(vertx.color, interp.color_t)),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
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#endif
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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#if defined(OVERDRAW_INSPECTOR)
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return half4(1.0);
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#endif
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#if defined(HAS_UNIFORM_u_color)
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const half4 color = half4(props.color);
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#else
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const half4 color = in.color;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const half opacity = props.opacity;
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#else
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const half opacity = in.opacity;
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#endif
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return half4(color * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlineShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillOutlineShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<UniformBlockInfo, 4> uniforms;
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static const std::array<AttributeInfo, 3> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 position [[attribute(5)]];
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float4 outline_color [[attribute(6)]];
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float2 opacity [[attribute(7)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 pos;
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#if !defined(HAS_UNIFORM_u_outline_color)
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half4 outline_color;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillOutlineDrawableUBO {
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float4x4 matrix;
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};
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struct alignas(16) FillOutlineInterpolateUBO {
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float outline_color_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
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device const FillOutlineDrawableUBO& drawable [[buffer(1)]],
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device const FillOutlineInterpolateUBO& interp [[buffer(3)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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const float4 position = drawable.matrix * float4(float2(vertx.position), 0.0f, 1.0f);
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return {
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.position = position,
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.pos = (position.xy / position.w + 1.0) / 2.0 * paintParams.world_size,
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#if !defined(HAS_UNIFORM_u_outline_color)
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.outline_color = half4(unpack_mix_color(vertx.outline_color, interp.outline_color_t)),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
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#endif
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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#if defined(OVERDRAW_INSPECTOR)
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return half4(1.0);
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#endif
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// TODO: Cause metal line primitive only support draw 1 pixel width line
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// use alpha to provide edge antialiased is no point
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// Should triangate the lines into triangles to support thick line and edge antialiased.
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// float dist = length(in.pos - in.position.xy);
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// float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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#if defined(HAS_UNIFORM_u_outline_color)
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const half4 color = half4(props.outline_color);
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#else
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const half4 color = in.outline_color;
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const half opacity = props.opacity;
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#else
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const half opacity = in.opacity;
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#endif
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return half4(color * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillPatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillPatternShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<UniformBlockInfo, 5> uniforms;
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static const std::array<AttributeInfo, 4> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 position [[attribute(5)]];
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#if !defined(HAS_UNIFORM_u_pattern_from)
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ushort4 pattern_from [[attribute(6)]];
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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ushort4 pattern_to [[attribute(7)]];
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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float2 opacity [[attribute(8)]];
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#endif
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 v_pos_a;
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float2 v_pos_b;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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half4 pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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half4 pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillPatternDrawableUBO {
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float4x4 matrix;
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float2 pixel_coord_upper;
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float2 pixel_coord_lower;
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float2 texsize;
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float tile_ratio;
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float pad;
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};
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struct alignas(16) FillPatternTilePropsUBO {
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float4 pattern_from;
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float4 pattern_to;
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};
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struct alignas(16) FillPatternInterpolateUBO {
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float pattern_from_t;
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float pattern_to_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
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device const FillPatternDrawableUBO& drawable [[buffer(1)]],
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device const FillPatternTilePropsUBO& tileProps [[buffer(2)]],
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device const FillPatternInterpolateUBO& interp [[buffer(3)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = float4(tileProps.pattern_from);
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#else
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const auto pattern_from = float4(vertx.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = float4(tileProps.pattern_to);
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#else
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const auto pattern_to = float4(vertx.pattern_to);
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float pixelRatio = paintParams.pixel_ratio;
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const float tileZoomRatio = drawable.tile_ratio;
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const float fromScale = props.from_scale;
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const float toScale = props.to_scale;
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const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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const float2 postion = float2(vertx.position);
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return {
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.position = drawable.matrix * float4(postion, 0, 1),
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.v_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, postion),
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.v_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, postion),
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#if !defined(HAS_UNIFORM_u_pattern_from)
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.pattern_from = half4(pattern_from),
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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.pattern_to = half4(pattern_to),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(unpack_mix_float(vertx.opacity, interp.opacity_t)),
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#endif
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const FillPatternDrawableUBO& drawable [[buffer(1)]],
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device const FillPatternTilePropsUBO& tileProps [[buffer(2)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]],
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texture2d<float, access::sample> image0 [[texture(0)]],
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sampler image0_sampler [[sampler(0)]]) {
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#if defined(OVERDRAW_INSPECTOR)
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return half4(1.0);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = float4(tileProps.pattern_from);
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#else
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const auto pattern_from = float4(in.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = float4(tileProps.pattern_to);
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#else
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const auto pattern_to = float4(in.pattern_to);
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const auto opacity = props.opacity;
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#else
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const auto opacity = in.opacity;
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float2 imagecoord = glMod(in.v_pos_a, 1.0);
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const float2 pos = mix(pattern_tl_a / drawable.texsize, pattern_br_a / drawable.texsize, imagecoord);
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const float4 color1 = image0.sample(image0_sampler, pos);
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const float2 imagecoord_b = glMod(in.v_pos_b, 1.0);
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const float2 pos2 = mix(pattern_tl_b / drawable.texsize, pattern_br_b / drawable.texsize, imagecoord_b);
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const float4 color2 = image0.sample(image0_sampler, pos2);
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return half4(mix(color1, color2, props.fade) * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::FillOutlinePatternShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "FillOutlinePatternShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<UniformBlockInfo, 5> uniforms;
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static const std::array<AttributeInfo, 4> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 position [[attribute(5)]];
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#if !defined(HAS_UNIFORM_u_pattern_from)
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ushort4 pattern_from [[attribute(6)]];
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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ushort4 pattern_to [[attribute(7)]];
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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float2 opacity [[attribute(8)]];
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#endif
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 v_pos_a;
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float2 v_pos_b;
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float2 v_pos;
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#if !defined(HAS_UNIFORM_u_pattern_from)
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half4 pattern_from;
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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half4 pattern_to;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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half opacity;
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#endif
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};
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struct alignas(16) FillOutlinePatternDrawableUBO {
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float4x4 matrix;
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float2 pixel_coord_upper;
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float2 pixel_coord_lower;
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float2 texsize;
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float tile_ratio;
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float pad;
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};
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struct alignas(16) FillOutlinePatternTilePropsUBO {
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float4 pattern_from;
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float4 pattern_to;
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};
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struct alignas(16) FillOutlinePatternInterpolateUBO {
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float pattern_from_t;
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float pattern_to_t;
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float opacity_t;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
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device const FillOutlinePatternDrawableUBO& drawable [[buffer(1)]],
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device const FillOutlinePatternTilePropsUBO& tileProps [[buffer(2)]],
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device const FillOutlinePatternInterpolateUBO& interp [[buffer(3)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = tileProps.pattern_from;
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#else
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const auto pattern_from = float4(vertx.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = tileProps.pattern_to;
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#else
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const auto pattern_to = float4(vertx.pattern_to);
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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const auto opacity = unpack_mix_float(vertx.opacity, interp.opacity_t);
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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const float pixelRatio = paintParams.pixel_ratio;
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const float tileZoomRatio = drawable.tile_ratio;
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const float fromScale = props.from_scale;
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const float toScale = props.to_scale;
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const float2 display_size_a = float2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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const float2 display_size_b = float2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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const float2 pos2 = float2(vertx.position);
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const float4 position = drawable.matrix * float4(pos2, 0, 1);
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return {
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.position = position,
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.v_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos2),
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.v_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos2),
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.v_pos = (position.xy / position.w + 1.0) / 2.0 * paintParams.world_size,
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#if !defined(HAS_UNIFORM_u_pattern_from)
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.pattern_from = half4(pattern_from),
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#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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.pattern_to = half4(pattern_to),
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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.opacity = half(opacity),
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#endif
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const FillOutlinePatternDrawableUBO& drawable [[buffer(1)]],
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device const FillOutlinePatternTilePropsUBO& tileProps [[buffer(2)]],
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device const FillEvaluatedPropsUBO& props [[buffer(4)]],
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texture2d<float, access::sample> image0 [[texture(0)]],
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sampler image0_sampler [[sampler(0)]]) {
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#if defined(OVERDRAW_INSPECTOR)
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return half4(1.0);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_from)
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const auto pattern_from = float4(tileProps.pattern_from);
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#else
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const auto pattern_from = float4(in.pattern_from);
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#endif
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#if defined(HAS_UNIFORM_u_pattern_to)
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const auto pattern_to = float4(tileProps.pattern_to);
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#else
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const auto pattern_to = float4(in.pattern_to);
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#endif
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#if defined(HAS_UNIFORM_u_opacity)
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const auto opacity = props.opacity;
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#else
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const auto opacity = in.opacity;
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#endif
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const float2 pattern_tl_a = pattern_from.xy;
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const float2 pattern_br_a = pattern_from.zw;
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const float2 pattern_tl_b = pattern_to.xy;
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const float2 pattern_br_b = pattern_to.zw;
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|
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const float2 imagecoord = glMod(in.v_pos_a, 1.0);
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const float2 pos = mix(pattern_tl_a / drawable.texsize, pattern_br_a / drawable.texsize, imagecoord);
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const float4 color1 = image0.sample(image0_sampler, pos);
|
|
|
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const float2 imagecoord_b = glMod(in.v_pos_b, 1.0);
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const float2 pos2 = mix(pattern_tl_b / drawable.texsize, pattern_br_b / drawable.texsize, imagecoord_b);
|
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const float4 color2 = image0.sample(image0_sampler, pos2);
|
|
|
|
// TODO: Should triangate the lines into triangles to support thick line and edge antialiased.
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//float dist = length(in.v_pos - in.position.xy);
|
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//float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
|
|
|
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return half4(mix(color1, color2, props.fade) * opacity);
|
|
}
|
|
)";
|
|
};
|
|
|
|
template <>
|
|
struct ShaderSource<BuiltIn::FillOutlineTriangulatedShader, gfx::Backend::Type::Metal> {
|
|
static constexpr auto name = "FillOutlineTriangulatedShader";
|
|
static constexpr auto vertexMainFunction = "vertexMain";
|
|
static constexpr auto fragmentMainFunction = "fragmentMain";
|
|
|
|
static const std::array<UniformBlockInfo, 3> uniforms;
|
|
static const std::array<AttributeInfo, 2> attributes;
|
|
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
|
|
static const std::array<TextureInfo, 0> textures;
|
|
|
|
static constexpr auto source = R"(
|
|
struct VertexStage {
|
|
short2 pos_normal [[attribute(5)]];
|
|
uchar4 data [[attribute(6)]];
|
|
};
|
|
|
|
struct FragmentStage {
|
|
float4 position [[position, invariant]];
|
|
float width2;
|
|
float2 normal;
|
|
half gamma_scale;
|
|
};
|
|
|
|
struct alignas(16) FillOutlineTriangulatedDrawableUBO {
|
|
float4x4 matrix;
|
|
float ratio;
|
|
float pad1, pad2, pad3;
|
|
};
|
|
|
|
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
|
|
device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
|
|
device const FillOutlineTriangulatedDrawableUBO& drawable [[buffer(1)]],
|
|
device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
|
|
|
|
// 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 float2 a_extrude = float2(vertx.data.xy) - 128.0;
|
|
const float2 pos = floor(float2(vertx.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 a_pos_normal
|
|
const float2 normal = float2(vertx.pos_normal) - 2.0 * pos;
|
|
const float2 v_normal = float2(normal.x, normal.y * 2.0 - 1.0);
|
|
|
|
const float width = 1.0; //Should come from props ubo
|
|
const float halfwidth = width / 2.0;
|
|
const float outset = halfwidth + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
|
|
|
|
// Scale the extrusion vector down to a normal and then up by the line width of this vertex.
|
|
const float2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
|
|
|
|
const float4 projected_extrude = drawable.matrix * float4(dist / drawable.ratio, 0.0, 0.0);
|
|
const float4 position = drawable.matrix * float4(pos, 0.0, 1.0) + projected_extrude;
|
|
|
|
// calculate how much the perspective view squishes or stretches the extrude
|
|
const float extrude_length_without_perspective = length(dist);
|
|
const float extrude_length_with_perspective = length(projected_extrude.xy / position.w * paintParams.units_to_pixels);
|
|
|
|
return {
|
|
.position = position,
|
|
.width2 = outset,
|
|
.normal = v_normal,
|
|
.gamma_scale = half(extrude_length_without_perspective / extrude_length_with_perspective),
|
|
};
|
|
}
|
|
|
|
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
|
|
device const FillEvaluatedPropsUBO& props [[buffer(4)]]) {
|
|
|
|
// Calculate the distance of the pixel from the line in pixels.
|
|
const float dist = length(in.normal) * in.width2;
|
|
|
|
// 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 = (1.0 / DEVICE_PIXEL_RATIO) * in.gamma_scale;
|
|
const float alpha = clamp(min(dist + blur2, in.width2 - dist) / blur2, 0.0, 1.0);
|
|
|
|
return half4(props.outline_color * (alpha * props.opacity));
|
|
}
|
|
)";
|
|
};
|
|
|
|
} // namespace shaders
|
|
} // namespace mbgl
|