123 lines
3.8 KiB
C++
123 lines
3.8 KiB
C++
#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/webgpu/shader_program.hpp>
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#include <mbgl/shaders/hillshade_prepare_layer_ubo.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::HillshadePrepareShader, gfx::Backend::Type::WebGPU> {
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static constexpr const char* name = "HillshadePrepareShader";
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static const std::array<AttributeInfo, 2> 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 vertex = R"(
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struct VertexInput {
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@location(5) position: vec2<i32>,
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@location(6) texcoord: vec2<i32>,
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tex_coord: vec2<f32>,
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};
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struct HillshadePrepareDrawableUBO {
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matrix: mat4x4<f32>,
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};
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struct HillshadePrepareTilePropsUBO {
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unpack: vec4<f32>,
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dimension: vec2<f32>,
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zoom: f32,
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maxzoom: f32,
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};
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@group(0) @binding(2) var<uniform> drawable: HillshadePrepareDrawableUBO;
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@group(0) @binding(4) var<uniform> tileProps: HillshadePrepareTilePropsUBO;
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@vertex
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fn main(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.position = drawable.matrix * vec4<f32>(f32(in.position.x), f32(in.position.y), 0.0, 1.0);
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let epsilon = vec2<f32>(1.0, 1.0) / tileProps.dimension;
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let scale = (tileProps.dimension.x - 2.0) / tileProps.dimension.x;
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out.tex_coord = vec2<f32>(f32(in.texcoord.x), f32(in.texcoord.y)) / 8192.0 * scale + epsilon;
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return out;
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}
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)";
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static constexpr auto fragment = R"(
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struct FragmentInput {
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@location(0) tex_coord: vec2<f32>,
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};
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struct HillshadePrepareTilePropsUBO {
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unpack: vec4<f32>,
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dimension: vec2<f32>,
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zoom: f32,
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maxzoom: f32,
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};
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@group(0) @binding(4) var<uniform> tileProps: HillshadePrepareTilePropsUBO;
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@group(1) @binding(0) var texture_sampler: sampler;
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@group(1) @binding(1) var dem_texture: texture_2d<f32>;
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fn getElevation(coord: vec2<f32>) -> f32 {
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var data = textureSample(dem_texture, texture_sampler, coord) * 255.0;
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data.a = -1.0;
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return dot(data, tileProps.unpack);
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}
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@fragment
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fn main(in: FragmentInput) -> @location(0) vec4<f32> {
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#ifdef OVERDRAW_INSPECTOR
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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#endif
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let epsilon = vec2<f32>(1.0, 1.0) / tileProps.dimension;
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let tileSize = tileProps.dimension.x - 2.0;
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let a = getElevation(in.tex_coord + vec2<f32>(-epsilon.x, -epsilon.y));
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let b = getElevation(in.tex_coord + vec2<f32>(0.0, -epsilon.y));
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let c = getElevation(in.tex_coord + vec2<f32>(epsilon.x, -epsilon.y));
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let d = getElevation(in.tex_coord + vec2<f32>(-epsilon.x, 0.0));
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let f = getElevation(in.tex_coord + vec2<f32>(epsilon.x, 0.0));
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let g = getElevation(in.tex_coord + vec2<f32>(-epsilon.x, epsilon.y));
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let h = getElevation(in.tex_coord + vec2<f32>(0.0, epsilon.y));
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let i = getElevation(in.tex_coord + vec2<f32>(epsilon.x, epsilon.y));
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var exaggerationFactor = 0.3;
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if (tileProps.zoom < 4.5) {
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exaggerationFactor = 0.35;
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}
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if (tileProps.zoom < 2.0) {
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exaggerationFactor = 0.4;
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}
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var exaggeration = 0.0;
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if (tileProps.zoom < 15.0) {
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exaggeration = (tileProps.zoom - 15.0) * exaggerationFactor;
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}
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let denom = pow(2.0, exaggeration + (28.2562 - tileProps.zoom));
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let deriv = vec2<f32>((c + f + f + i) - (a + d + d + g),
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(g + h + h + i) - (a + b + b + c)) * tileSize / denom;
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let color = clamp(vec4<f32>(deriv.x / 8.0 + 0.5,
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deriv.y / 8.0 + 0.5,
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1.0,
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1.0),
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vec4<f32>(0.0, 0.0, 0.0, 0.0),
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vec4<f32>(1.0, 1.0, 1.0, 1.0));
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return color;
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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