157 lines
3.7 KiB
C++
157 lines
3.7 KiB
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/fill_extrusion_pattern.hpp>
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namespace mbgl {
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namespace shaders {
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const char* fill_extrusion_pattern::name = "fill_extrusion_pattern";
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const char* fill_extrusion_pattern::vertexSource = R"MBGL_SHADER(
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uniform mat4 u_matrix;
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uniform vec2 u_pattern_size_a;
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uniform vec2 u_pattern_size_b;
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uniform vec2 u_pixel_coord_upper;
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uniform vec2 u_pixel_coord_lower;
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uniform float u_scale_a;
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uniform float u_scale_b;
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uniform float u_tile_units_to_pixels;
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uniform float u_height_factor;
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uniform vec3 u_lightcolor;
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uniform lowp vec3 u_lightpos;
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uniform lowp float u_lightintensity;
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attribute vec2 a_pos;
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attribute vec3 a_normal;
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attribute float a_edgedistance;
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varying vec2 v_pos_a;
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varying vec2 v_pos_b;
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varying vec4 v_lighting;
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varying float v_directional;
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#ifndef HAS_UNIFORM_u_base
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uniform lowp float a_base_t;
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attribute lowp vec2 a_base;
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varying lowp float base;
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#else
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uniform lowp float u_base;
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#endif
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#ifndef HAS_UNIFORM_u_height
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uniform lowp float a_height_t;
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attribute lowp vec2 a_height;
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varying lowp float height;
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#else
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uniform lowp float u_height;
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#endif
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void main() {
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#ifndef HAS_UNIFORM_u_base
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base = unpack_mix_vec2(a_base, a_base_t);
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#else
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lowp float base = u_base;
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#endif
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#ifndef HAS_UNIFORM_u_height
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height = unpack_mix_vec2(a_height, a_height_t);
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#else
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lowp float height = u_height;
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#endif
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base = max(0.0, base);
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height = max(0.0, height);
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float t = mod(a_normal.x, 2.0);
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float z = t > 0.0 ? height : base;
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gl_Position = u_matrix * vec4(a_pos, z, 1);
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vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0
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? a_pos // extrusion top
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: vec2(a_edgedistance, z * u_height_factor); // extrusion side
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v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos);
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v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos);
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v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
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float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0);
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directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
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if (a_normal.y != 0.0) {
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directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);
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}
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v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
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}
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)MBGL_SHADER";
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const char* fill_extrusion_pattern::fragmentSource = R"MBGL_SHADER(
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uniform vec2 u_pattern_tl_a;
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uniform vec2 u_pattern_br_a;
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uniform vec2 u_pattern_tl_b;
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uniform vec2 u_pattern_br_b;
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uniform vec2 u_texsize;
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uniform float u_mix;
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uniform sampler2D u_image;
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varying vec2 v_pos_a;
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varying vec2 v_pos_b;
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varying vec4 v_lighting;
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#ifndef HAS_UNIFORM_u_base
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varying lowp float base;
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#else
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uniform lowp float u_base;
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#endif
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#ifndef HAS_UNIFORM_u_height
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varying lowp float height;
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#else
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uniform lowp float u_height;
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#endif
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void main() {
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#ifdef HAS_UNIFORM_u_base
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lowp float base = u_base;
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#endif
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#ifdef HAS_UNIFORM_u_height
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lowp float height = u_height;
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#endif
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vec2 imagecoord = mod(v_pos_a, 1.0);
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vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
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vec4 color1 = texture2D(u_image, pos);
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vec2 imagecoord_b = mod(v_pos_b, 1.0);
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vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
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vec4 color2 = texture2D(u_image, pos2);
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vec4 mixedColor = mix(color1, color2, u_mix);
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gl_FragColor = mixedColor * v_lighting;
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#ifdef OVERDRAW_INSPECTOR
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gl_FragColor = vec4(1.0);
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#endif
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}
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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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