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MapLibreParticleLab/include/mbgl/shaders/mtl/heatmap_texture.hpp
Alex Cristici d22362ab22 Global UBO (#2292)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-24 17:14:18 +03:00

72 lines
2.2 KiB
C++

#pragma once
#include <mbgl/shaders/heatmap_texture_layer_ubo.hpp>
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/mtl/common.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::HeatmapTextureShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "HeatmapTextureShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<UniformBlockInfo, 2> uniforms;
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 2> textures;
static constexpr auto source = R"(
struct VertexStage {
short2 pos [[attribute(2)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 pos;
};
struct alignas(16) HeatmapTexturePropsUBO {
float4x4 matrix;
float opacity;
float pad1, pad2, pad3;
};
FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
device const GlobalPaintParamsUBO& paintParams [[buffer(0)]],
device const HeatmapTexturePropsUBO& props [[buffer(1)]]) {
const float2 pos = float2(vertx.pos);
const float4 position = props.matrix * float4(pos * paintParams.world_size, 0, 1);
return {
.position = position,
.pos = pos,
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const HeatmapTexturePropsUBO& props [[buffer(1)]],
texture2d<float, access::sample> image [[texture(0)]],
texture2d<float, access::sample> color_ramp [[texture(1)]],
sampler image_sampler [[sampler(0)]],
sampler color_ramp_sampler [[sampler(1)]]) {
#if defined(OVERDRAW_INSPECTOR)
return half4(1.0);
#endif
float t = image.sample(image_sampler, in.pos).r;
float4 color = color_ramp.sample(color_ramp_sampler, float2(t, 0.5));
return half4(color * props.opacity);
}
)";
};
} // namespace shaders
} // namespace mbgl