137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
// Generated code, do not modify this file!
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// Generated on 2023-04-05T16:25:15.886Z by mwilsnd using shaders/generate_shader_code.js
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#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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namespace mbgl {
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namespace shaders {
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template <> struct ShaderSource<BuiltIn::FillPatternProgram, gfx::Backend::Type::OpenGL> {
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static constexpr const char* vertex = R"(uniform mat4 u_matrix;
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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 vec4 u_scale;
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layout (location = 0) in vec2 a_pos;
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out vec2 v_pos_a;
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out vec2 v_pos_b;
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#ifndef HAS_UNIFORM_u_opacity
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uniform lowp float u_opacity_t;
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layout (location = 1) in lowp vec2 a_opacity;
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out lowp float opacity;
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#else
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uniform lowp float u_opacity;
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#endif
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#ifndef HAS_UNIFORM_u_pattern_from
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uniform lowp float u_pattern_from_t;
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layout (location = 2) in lowp vec4 a_pattern_from;
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out lowp vec4 pattern_from;
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#else
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uniform lowp vec4 u_pattern_from;
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#endif
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#ifndef HAS_UNIFORM_u_pattern_to
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uniform lowp float u_pattern_to_t;
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layout (location = 3) in lowp vec4 a_pattern_to;
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out lowp vec4 pattern_to;
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#else
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uniform lowp vec4 u_pattern_to;
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#endif
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void main() {
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#ifndef HAS_UNIFORM_u_opacity
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opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
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#else
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lowp float opacity = u_opacity;
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#endif
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#ifndef HAS_UNIFORM_u_pattern_from
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pattern_from = a_pattern_from;
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#else
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mediump vec4 pattern_from = u_pattern_from;
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#endif
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#ifndef HAS_UNIFORM_u_pattern_to
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pattern_to = a_pattern_to;
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#else
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mediump vec4 pattern_to = u_pattern_to;
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#endif
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vec2 pattern_tl_a = pattern_from.xy;
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vec2 pattern_br_a = pattern_from.zw;
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vec2 pattern_tl_b = pattern_to.xy;
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vec2 pattern_br_b = pattern_to.zw;
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float pixelRatio = u_scale.x;
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float tileZoomRatio = u_scale.y;
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float fromScale = u_scale.z;
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float toScale = u_scale.w;
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vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
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v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
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}
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)";
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static constexpr const char* fragment = R"(uniform vec2 u_texsize;
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uniform float u_fade;
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uniform sampler2D u_image;
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in vec2 v_pos_a;
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in vec2 v_pos_b;
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#ifndef HAS_UNIFORM_u_opacity
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in lowp float opacity;
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#else
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uniform lowp float u_opacity;
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#endif
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#ifndef HAS_UNIFORM_u_pattern_from
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in lowp vec4 pattern_from;
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#else
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uniform lowp vec4 u_pattern_from;
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#endif
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#ifndef HAS_UNIFORM_u_pattern_to
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in lowp vec4 pattern_to;
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#else
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uniform lowp vec4 u_pattern_to;
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#endif
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void main() {
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#ifdef HAS_UNIFORM_u_opacity
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lowp float opacity = u_opacity;
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#endif
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#ifdef HAS_UNIFORM_u_pattern_from
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mediump vec4 pattern_from = u_pattern_from;
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#endif
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#ifdef HAS_UNIFORM_u_pattern_to
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mediump vec4 pattern_to = u_pattern_to;
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#endif
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vec2 pattern_tl_a = pattern_from.xy;
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vec2 pattern_br_a = pattern_from.zw;
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vec2 pattern_tl_b = pattern_to.xy;
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vec2 pattern_br_b = pattern_to.zw;
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vec2 imagecoord = mod(v_pos_a, 1.0);
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vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
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vec4 color1 = texture(u_image, pos);
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vec2 imagecoord_b = mod(v_pos_b, 1.0);
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vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
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vec4 color2 = texture(u_image, pos2);
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fragColor = mix(color1, color2, u_fade) * opacity;
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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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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