Files
MapLibreParticleLab/src/mbgl/programs/gl/fill_outline_pattern.cpp

187 lines
4.3 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/fill_outline_pattern_program.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
namespace gfx {
template <>
std::unique_ptr<Program<FillOutlinePatternProgram>>
Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
return gl::Program<FillOutlinePatternProgram>::createProgram(
reinterpret_cast<gl::Context&>(*this), programParameters, "fill_outline_pattern",
programs::gl::shaderSource() + 15092, programs::gl::shaderSource() + 16952);
}
} // 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
}
*/