* [core] switch back to a more compact line attributes layout * update mapbox-gl-js to point to master
123 lines
3.3 KiB
C++
123 lines
3.3 KiB
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/programs/raster_program.hpp>
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#include <mbgl/programs/gl/preludes.hpp>
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#include <mbgl/programs/gl/shader_source.hpp>
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#include <mbgl/gl/program.hpp>
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namespace mbgl {
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namespace programs {
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namespace gl {
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template <typename>
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struct ShaderSource;
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template <>
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struct ShaderSource<RasterProgram> {
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static constexpr const char* name = "raster";
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static constexpr const uint8_t hash[8] = { 0x40, 0x3d, 0x6c, 0xf4, 0xd0, 0x41, 0x51, 0x0e };
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static constexpr const auto vertexOffset = 48827;
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static constexpr const auto fragmentOffset = 49176;
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};
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constexpr const char* ShaderSource<RasterProgram>::name;
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constexpr const uint8_t ShaderSource<RasterProgram>::hash[8];
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} // namespace gl
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} // namespace programs
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namespace gfx {
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template <>
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std::unique_ptr<gfx::Program<RasterProgram>>
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Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programParameters) {
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return std::make_unique<gl::Program<RasterProgram>>(programParameters);
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}
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} // namespace gfx
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} // namespace mbgl
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// Uncompressed source of raster.vertex.glsl:
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/*
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uniform mat4 u_matrix;
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uniform vec2 u_tl_parent;
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uniform float u_scale_parent;
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uniform float u_buffer_scale;
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attribute vec2 a_pos;
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attribute vec2 a_texture_pos;
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varying vec2 v_pos0;
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varying vec2 v_pos1;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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// We are using Int16 for texture position coordinates to give us enough precision for
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// fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
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// as an arbitrarily high number to preserve adequate precision when rendering.
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// This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
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// so math for modifying either is consistent.
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v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
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v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
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}
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*/
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// Uncompressed source of raster.fragment.glsl:
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/*
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uniform float u_fade_t;
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uniform float u_opacity;
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uniform sampler2D u_image0;
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uniform sampler2D u_image1;
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varying vec2 v_pos0;
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varying vec2 v_pos1;
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uniform float u_brightness_low;
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uniform float u_brightness_high;
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uniform float u_saturation_factor;
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uniform float u_contrast_factor;
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uniform vec3 u_spin_weights;
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void main() {
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// read and cross-fade colors from the main and parent tiles
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vec4 color0 = texture2D(u_image0, v_pos0);
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vec4 color1 = texture2D(u_image1, v_pos1);
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if (color0.a > 0.0) {
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color0.rgb = color0.rgb / color0.a;
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}
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if (color1.a > 0.0) {
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color1.rgb = color1.rgb / color1.a;
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}
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vec4 color = mix(color0, color1, u_fade_t);
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color.a *= u_opacity;
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vec3 rgb = color.rgb;
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// spin
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rgb = vec3(
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dot(rgb, u_spin_weights.xyz),
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dot(rgb, u_spin_weights.zxy),
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dot(rgb, u_spin_weights.yzx));
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// saturation
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float average = (color.r + color.g + color.b) / 3.0;
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rgb += (average - rgb) * u_saturation_factor;
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// contrast
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rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
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// brightness
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vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
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vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
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gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
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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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*/
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