Files
MapLibreParticleLab/src/mbgl/shaders/collision_box.cpp
2017-02-07 11:27:36 -06:00

129 lines
3.1 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/collision_box.hpp>
namespace mbgl {
namespace shaders {
const char* collision_box::name = "collision_box";
const char* collision_box::vertexSource = R"MBGL_SHADER(
#ifdef GL_ES
precision highp float;
#else
#if !defined(lowp)
#define lowp
#endif
#if !defined(mediump)
#define mediump
#endif
#if !defined(highp)
#define highp
#endif
#endif
float evaluate_zoom_function_1(const vec4 values, const float t) {
if (t < 1.0) {
return mix(values[0], values[1], t);
} else if (t < 2.0) {
return mix(values[1], values[2], t - 1.0);
} else {
return mix(values[2], values[3], t - 2.0);
}
}
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
if (t < 1.0) {
return mix(value0, value1, t);
} else if (t < 2.0) {
return mix(value1, value2, t - 1.0);
} else {
return mix(value2, value3, t - 2.0);
}
}
// The offset depends on how many pixels are between the world origin and the edge of the tile:
// vec2 offset = mod(pixel_coord, size)
//
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
//
// The pixel_coord is passed in as two 16 bit values:
// pixel_coord_upper = floor(pixel_coord / 2^16)
// pixel_coord_lower = mod(pixel_coord, 2^16)
//
// The offset is calculated in a series of steps that should preserve this precision:
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
return (tile_units_to_pixels * pos + offset) / pattern_size;
}
attribute vec2 a_pos;
attribute vec2 a_extrude;
attribute vec2 a_data;
uniform mat4 u_matrix;
uniform float u_scale;
varying float v_max_zoom;
varying float v_placement_zoom;
void main() {
gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
v_max_zoom = a_data.x;
v_placement_zoom = a_data.y;
}
)MBGL_SHADER";
const char* collision_box::fragmentSource = R"MBGL_SHADER(
#ifdef GL_ES
precision mediump float;
#else
#if !defined(lowp)
#define lowp
#endif
#if !defined(mediump)
#define mediump
#endif
#if !defined(highp)
#define highp
#endif
#endif
uniform float u_zoom;
uniform float u_maxzoom;
varying float v_max_zoom;
varying float v_placement_zoom;
void main() {
float alpha = 0.5;
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
if (v_placement_zoom > u_zoom) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
}
if (u_zoom >= v_max_zoom) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
}
if (v_placement_zoom >= u_maxzoom) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
}
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl