Backport GL-JS fix 'Hide glyphs behind the camera'(https://github.com/mapbox/mapbox-gl-js/pull/9229)
341 lines
9.4 KiB
C++
341 lines
9.4 KiB
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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// clang-format off
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#include <mbgl/programs/symbol_sdf_text_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<SymbolSDFTextProgram> {
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static constexpr const char* name = "symbol_sdf_text";
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static constexpr const uint8_t hash[8] = {0x5a, 0xe9, 0x60, 0x5b, 0xb1, 0xc3, 0x2b, 0x3b};
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static constexpr const auto vertexOffset = 53482;
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static constexpr const auto fragmentOffset = 57603;
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};
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constexpr const char* ShaderSource<SymbolSDFTextProgram>::name;
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constexpr const uint8_t ShaderSource<SymbolSDFTextProgram>::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<SymbolSDFTextProgram>>
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Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programParameters) {
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return std::make_unique<gl::Program<SymbolSDFTextProgram>>(programParameters);
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}
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} // namespace gfx
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} // namespace mbgl
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// Uncompressed source of symbol_sdf_text.vertex.glsl:
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/*
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const float PI = 3.141592653589793;
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attribute vec4 a_pos_offset;
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attribute vec4 a_data;
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attribute vec4 a_pixeloffset;
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attribute vec3 a_projected_pos;
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attribute 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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varying vec2 v_data0;
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varying vec3 v_data1;
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#ifndef HAS_UNIFORM_u_fill_color
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uniform lowp float u_fill_color_t;
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attribute highp vec4 a_fill_color;
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varying highp vec4 fill_color;
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#else
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uniform highp vec4 u_fill_color;
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#endif
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#ifndef HAS_UNIFORM_u_halo_color
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uniform lowp float u_halo_color_t;
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attribute highp vec4 a_halo_color;
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varying highp vec4 halo_color;
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#else
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uniform highp vec4 u_halo_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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uniform lowp float u_opacity_t;
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attribute lowp vec2 a_opacity;
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varying lowp float opacity;
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#else
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uniform lowp float u_opacity;
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#endif
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#ifndef HAS_UNIFORM_u_halo_width
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uniform lowp float u_halo_width_t;
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attribute lowp vec2 a_halo_width;
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varying lowp float halo_width;
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#else
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uniform lowp float u_halo_width;
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#endif
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#ifndef HAS_UNIFORM_u_halo_blur
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uniform lowp float u_halo_blur_t;
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attribute lowp vec2 a_halo_blur;
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varying lowp float halo_blur;
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#else
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uniform lowp float u_halo_blur;
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#endif
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void main() {
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#ifndef HAS_UNIFORM_u_fill_color
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fill_color = unpack_mix_color(a_fill_color, u_fill_color_t);
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#else
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highp vec4 fill_color = u_fill_color;
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#endif
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#ifndef HAS_UNIFORM_u_halo_color
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halo_color = unpack_mix_color(a_halo_color, u_halo_color_t);
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#else
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highp vec4 halo_color = u_halo_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
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#else
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lowp float opacity = u_opacity;
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#endif
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#ifndef HAS_UNIFORM_u_halo_width
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halo_width = unpack_mix_vec2(a_halo_width, u_halo_width_t);
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#else
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lowp float halo_width = u_halo_width;
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#endif
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#ifndef HAS_UNIFORM_u_halo_blur
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halo_blur = unpack_mix_vec2(a_halo_blur, u_halo_blur_t);
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#else
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lowp float halo_blur = u_halo_blur;
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#endif
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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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vec2 a_pxoffset = a_pixeloffset.xy;
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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 = u_is_text ? size / 24.0 : size;
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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 + a_pxoffset), 0.0, 1.0);
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float gamma_scale = gl_Position.w;
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// Symbols might end up being behind the camera. Modify z-value to be out of visible bounds
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// if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1]
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gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0));
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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 = a_tex / u_texsize;
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v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
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}
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*/
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// Uncompressed source of symbol_sdf_text.fragment.glsl:
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/*
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#define SDF_PX 8.0
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uniform bool u_is_halo;
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uniform sampler2D u_texture;
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uniform highp float u_gamma_scale;
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uniform lowp float u_device_pixel_ratio;
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uniform bool u_is_text;
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varying vec2 v_data0;
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varying vec3 v_data1;
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#ifndef HAS_UNIFORM_u_fill_color
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varying highp vec4 fill_color;
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#else
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uniform highp vec4 u_fill_color;
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#endif
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#ifndef HAS_UNIFORM_u_halo_color
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varying highp vec4 halo_color;
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#else
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uniform highp vec4 u_halo_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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varying lowp float opacity;
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#else
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uniform lowp float u_opacity;
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#endif
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#ifndef HAS_UNIFORM_u_halo_width
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varying lowp float halo_width;
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#else
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uniform lowp float u_halo_width;
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#endif
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#ifndef HAS_UNIFORM_u_halo_blur
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varying lowp float halo_blur;
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#else
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uniform lowp float u_halo_blur;
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#endif
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void main() {
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#ifdef HAS_UNIFORM_u_fill_color
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highp vec4 fill_color = u_fill_color;
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#endif
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#ifdef HAS_UNIFORM_u_halo_color
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highp vec4 halo_color = u_halo_color;
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#endif
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#ifdef HAS_UNIFORM_u_opacity
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lowp float opacity = u_opacity;
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#endif
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#ifdef HAS_UNIFORM_u_halo_width
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lowp float halo_width = u_halo_width;
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#endif
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#ifdef HAS_UNIFORM_u_halo_blur
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lowp float halo_blur = u_halo_blur;
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#endif
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float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
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vec2 tex = v_data0.xy;
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float gamma_scale = v_data1.x;
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float size = v_data1.y;
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float fade_opacity = v_data1[2];
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float fontScale = u_is_text ? size / 24.0 : size;
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lowp vec4 color = fill_color;
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highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
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lowp float buff = (256.0 - 64.0) / 256.0;
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if (u_is_halo) {
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color = halo_color;
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gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
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buff = (6.0 - halo_width / fontScale) / SDF_PX;
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}
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lowp float dist = texture2D(u_texture, tex).a;
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highp float gamma_scaled = gamma * gamma_scale;
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highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
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gl_FragColor = color * (alpha * opacity * fade_opacity);
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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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// clang-format on
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