Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com> Co-authored-by: Alex Cristici <alex.cristici@gmail.com> Co-authored-by: Tim Sylvester <tim@wetdogweather.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
31 lines
999 B
GLSL
31 lines
999 B
GLSL
layout (location = 0) in vec2 a_pos;
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layout (location = 1) in vec2 a_anchor_pos;
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layout (location = 2) in vec2 a_extrude;
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layout (location = 3) in vec2 a_placed;
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layout (location = 4) in vec2 a_shift;
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layout (std140) uniform CollisionBoxUBO {
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highp mat4 u_matrix;
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highp vec2 u_extrude_scale;
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highp float u_camera_to_center_distance;
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highp float pad1;
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};
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out float v_placed;
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out float v_notUsed;
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void main() {
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vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
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highp float camera_to_anchor_distance = projectedPoint.w;
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highp float collision_perspective_ratio = clamp(
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0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
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0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
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4.0);
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gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
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gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
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v_placed = a_placed.x;
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v_notUsed = a_placed.y;
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}
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