115 lines
4.7 KiB
GLSL
115 lines
4.7 KiB
GLSL
layout (location = 0) in vec4 a_pos_offset;
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layout (location = 1) in vec4 a_data;
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layout (location = 2) in vec3 a_projected_pos;
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layout (location = 3) in float a_fade_opacity;
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// contents of a_size vary based on the type of property value
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// used for {text,icon}-size.
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// For constants, a_size is disabled.
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// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
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// For composite functions:
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// [ text-size(lowerZoomStop, feature),
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// text-size(upperZoomStop, feature) ]
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uniform bool u_is_size_zoom_constant;
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uniform bool u_is_size_feature_constant;
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uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
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uniform highp float u_size; // used when size is both zoom and feature constant
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uniform mat4 u_matrix;
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uniform mat4 u_label_plane_matrix;
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uniform mat4 u_coord_matrix;
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uniform bool u_is_text;
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uniform bool u_pitch_with_map;
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uniform highp float u_pitch;
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uniform bool u_rotate_symbol;
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uniform highp float u_aspect_ratio;
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uniform highp float u_camera_to_center_distance;
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uniform float u_fade_change;
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uniform vec2 u_texsize;
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uniform vec2 u_texsize_icon;
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out vec4 v_data0;
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out vec4 v_data1;
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#pragma mapbox: define highp vec4 fill_color
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#pragma mapbox: define highp vec4 halo_color
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#pragma mapbox: define lowp float opacity
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#pragma mapbox: define lowp float halo_width
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#pragma mapbox: define lowp float halo_blur
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void main() {
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#pragma mapbox: initialize highp vec4 fill_color
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#pragma mapbox: initialize highp vec4 halo_color
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#pragma mapbox: initialize lowp float opacity
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#pragma mapbox: initialize lowp float halo_width
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#pragma mapbox: initialize lowp float halo_blur
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vec2 a_pos = a_pos_offset.xy;
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vec2 a_offset = a_pos_offset.zw;
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vec2 a_tex = a_data.xy;
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vec2 a_size = a_data.zw;
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float a_size_min = floor(a_size[0] * 0.5);
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float is_sdf = a_size[0] - 2.0 * a_size_min;
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highp float segment_angle = -a_projected_pos[2];
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float size;
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if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
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size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
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} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
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size = a_size_min / 128.0;
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} else {
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size = u_size;
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}
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vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
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highp float camera_to_anchor_distance = projectedPoint.w;
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// If the label is pitched with the map, layout is done in pitched space,
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// which makes labels in the distance smaller relative to viewport space.
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// We counteract part of that effect by multiplying by the perspective ratio.
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// If the label isn't pitched with the map, we do layout in viewport space,
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// which makes labels in the distance larger relative to the features around
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// them. We counteract part of that effect by dividing by the perspective ratio.
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highp float distance_ratio = u_pitch_with_map ?
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camera_to_anchor_distance / u_camera_to_center_distance :
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u_camera_to_center_distance / camera_to_anchor_distance;
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highp float perspective_ratio = clamp(
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0.5 + 0.5 * distance_ratio,
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0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
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4.0);
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size *= perspective_ratio;
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float fontScale = size / 24.0;
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highp float symbol_rotation = 0.0;
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if (u_rotate_symbol) {
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// Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
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// To figure out that angle in projected space, we draw a short horizontal line in tile
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// space, project it, and measure its angle in projected space.
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vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
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vec2 a = projectedPoint.xy / projectedPoint.w;
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vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
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symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
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}
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highp float angle_sin = sin(segment_angle + symbol_rotation);
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highp float angle_cos = cos(segment_angle + symbol_rotation);
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mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
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vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
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gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
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float gamma_scale = gl_Position.w;
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vec2 fade_opacity = unpack_opacity(a_fade_opacity);
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float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
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float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
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v_data0.xy = a_tex / u_texsize;
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v_data0.zw = a_tex / u_texsize_icon;
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v_data1 = vec4(gamma_scale, size, interpolated_fade_opacity, is_sdf);
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}
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