Files
MapLibreParticleLab/shaders/drawable.fill_extrusion.vertex.glsl
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

97 lines
3.4 KiB
GLSL

layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec4 a_normal_ed;
out vec4 v_color;
layout (std140) uniform FillExtrusionDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_height_factor;
highp float u_tile_ratio;
// Interpolations
highp float u_base_t;
highp float u_height_t;
highp float u_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
lowp float drawable_pad1;
};
layout (std140) uniform FillExtrusionTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
highp vec2 u_texsize;
lowp float tileprops_pad1;
lowp float tileprops_pad2;
};
layout (std140) uniform FillExtrusionPropsUBO {
highp vec4 u_color;
highp vec3 u_lightcolor;
lowp float props_pad1;
highp vec3 u_lightpos;
highp float u_base;
highp float u_height;
highp float u_lightintensity;
highp float u_vertical_gradient;
highp float u_opacity;
highp float u_fade;
highp float u_from_scale;
highp float u_to_scale;
lowp float props_pad2;
};
#pragma mapbox: define highp float base
#pragma mapbox: define highp float height
#pragma mapbox: define highp vec4 color
void main() {
#pragma mapbox: initialize highp float base
#pragma mapbox: initialize highp float height
#pragma mapbox: initialize highp vec4 color
vec3 normal = a_normal_ed.xyz;
base = max(0.0, base);
height = max(0.0, height);
float t = mod(normal.x, 2.0);
gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);
// Relative luminance (how dark/bright is the surface color?)
float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
v_color = vec4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);
color += ambientlight;
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0);
// Adjust directional so that
// the range of values for highlight/shading is narrower
// with lower light intensity
// and with lighter/brighter surface colors
directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);
// Add gradient along z axis of side surfaces
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - u_vertical_gradient) +
(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
}
// Assign final color based on surface + ambient light color, diffuse light directional, and light color
// with lower bounds adjusted to hue of light
// so that shading is tinted with the complementary (opposite) color to the light color
v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0);
v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0);
v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0);
v_color *= u_opacity;
}