206 lines
4.9 KiB
C++
206 lines
4.9 KiB
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
|
|
// clang-format off
|
|
#include <mbgl/programs/fill_outline_pattern_program.hpp>
|
|
#include <mbgl/programs/gl/preludes.hpp>
|
|
#include <mbgl/programs/gl/shader_source.hpp>
|
|
#include <mbgl/gl/program.hpp>
|
|
|
|
namespace mbgl {
|
|
namespace programs {
|
|
namespace gl {
|
|
|
|
template <typename>
|
|
struct ShaderSource;
|
|
|
|
template <>
|
|
struct ShaderSource<FillOutlinePatternProgram> {
|
|
static constexpr const char* name = "fill_outline_pattern";
|
|
static constexpr const uint8_t hash[8] = {0x56, 0x9c, 0x2f, 0x58, 0x6b, 0x31, 0xff, 0x84};
|
|
static constexpr const auto vertexOffset = 15137;
|
|
static constexpr const auto fragmentOffset = 16997;
|
|
};
|
|
|
|
constexpr const char* ShaderSource<FillOutlinePatternProgram>::name;
|
|
constexpr const uint8_t ShaderSource<FillOutlinePatternProgram>::hash[8];
|
|
|
|
} // namespace gl
|
|
} // namespace programs
|
|
|
|
namespace gfx {
|
|
|
|
template <>
|
|
std::unique_ptr<gfx::Program<FillOutlinePatternProgram>>
|
|
Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programParameters) {
|
|
return std::make_unique<gl::Program<FillOutlinePatternProgram>>(programParameters);
|
|
}
|
|
|
|
} // namespace gfx
|
|
} // namespace mbgl
|
|
|
|
// Uncompressed source of fill_outline_pattern.vertex.glsl:
|
|
/*
|
|
uniform mat4 u_matrix;
|
|
uniform vec2 u_world;
|
|
uniform vec2 u_pixel_coord_upper;
|
|
uniform vec2 u_pixel_coord_lower;
|
|
uniform vec4 u_scale;
|
|
|
|
attribute vec2 a_pos;
|
|
|
|
varying vec2 v_pos_a;
|
|
varying vec2 v_pos_b;
|
|
varying vec2 v_pos;
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_opacity
|
|
uniform lowp float u_opacity_t;
|
|
attribute lowp vec2 a_opacity;
|
|
varying lowp float opacity;
|
|
#else
|
|
uniform lowp float u_opacity;
|
|
#endif
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_pattern_from
|
|
uniform lowp float u_pattern_from_t;
|
|
attribute lowp vec4 a_pattern_from;
|
|
varying lowp vec4 pattern_from;
|
|
#else
|
|
uniform lowp vec4 u_pattern_from;
|
|
#endif
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_pattern_to
|
|
uniform lowp float u_pattern_to_t;
|
|
attribute lowp vec4 a_pattern_to;
|
|
varying lowp vec4 pattern_to;
|
|
#else
|
|
uniform lowp vec4 u_pattern_to;
|
|
#endif
|
|
|
|
|
|
void main() {
|
|
|
|
#ifndef HAS_UNIFORM_u_opacity
|
|
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
|
|
#else
|
|
lowp float opacity = u_opacity;
|
|
#endif
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_pattern_from
|
|
pattern_from = a_pattern_from;
|
|
#else
|
|
mediump vec4 pattern_from = u_pattern_from;
|
|
#endif
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_pattern_to
|
|
pattern_to = a_pattern_to;
|
|
#else
|
|
mediump vec4 pattern_to = u_pattern_to;
|
|
#endif
|
|
|
|
|
|
vec2 pattern_tl_a = pattern_from.xy;
|
|
vec2 pattern_br_a = pattern_from.zw;
|
|
vec2 pattern_tl_b = pattern_to.xy;
|
|
vec2 pattern_br_b = pattern_to.zw;
|
|
|
|
float pixelRatio = u_scale.x;
|
|
float tileRatio = u_scale.y;
|
|
float fromScale = u_scale.z;
|
|
float toScale = u_scale.w;
|
|
|
|
gl_Position = u_matrix * vec4(a_pos, 0, 1);
|
|
|
|
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
|
|
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
|
|
|
|
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
|
|
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
|
|
|
|
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
|
|
}
|
|
|
|
*/
|
|
|
|
// Uncompressed source of fill_outline_pattern.fragment.glsl:
|
|
/*
|
|
|
|
uniform vec2 u_texsize;
|
|
uniform sampler2D u_image;
|
|
uniform float u_fade;
|
|
|
|
varying vec2 v_pos_a;
|
|
varying vec2 v_pos_b;
|
|
varying vec2 v_pos;
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_opacity
|
|
varying lowp float opacity;
|
|
#else
|
|
uniform lowp float u_opacity;
|
|
#endif
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_pattern_from
|
|
varying lowp vec4 pattern_from;
|
|
#else
|
|
uniform lowp vec4 u_pattern_from;
|
|
#endif
|
|
|
|
|
|
#ifndef HAS_UNIFORM_u_pattern_to
|
|
varying lowp vec4 pattern_to;
|
|
#else
|
|
uniform lowp vec4 u_pattern_to;
|
|
#endif
|
|
|
|
|
|
void main() {
|
|
|
|
#ifdef HAS_UNIFORM_u_opacity
|
|
lowp float opacity = u_opacity;
|
|
#endif
|
|
|
|
|
|
#ifdef HAS_UNIFORM_u_pattern_from
|
|
mediump vec4 pattern_from = u_pattern_from;
|
|
#endif
|
|
|
|
|
|
#ifdef HAS_UNIFORM_u_pattern_to
|
|
mediump vec4 pattern_to = u_pattern_to;
|
|
#endif
|
|
|
|
|
|
vec2 pattern_tl_a = pattern_from.xy;
|
|
vec2 pattern_br_a = pattern_from.zw;
|
|
vec2 pattern_tl_b = pattern_to.xy;
|
|
vec2 pattern_br_b = pattern_to.zw;
|
|
|
|
vec2 imagecoord = mod(v_pos_a, 1.0);
|
|
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
|
|
vec4 color1 = texture2D(u_image, pos);
|
|
|
|
vec2 imagecoord_b = mod(v_pos_b, 1.0);
|
|
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
|
|
vec4 color2 = texture2D(u_image, pos2);
|
|
|
|
// find distance to outline for alpha interpolation
|
|
|
|
float dist = length(v_pos - gl_FragCoord.xy);
|
|
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
|
|
|
|
|
|
gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity;
|
|
|
|
#ifdef OVERDRAW_INSPECTOR
|
|
gl_FragColor = vec4(1.0);
|
|
#endif
|
|
}
|
|
|
|
*/
|
|
// clang-format on
|