Files
MapLibreParticleLab/shaders/drawable.fill_pattern.vertex.glsl
Alex Cristici d22362ab22 Global UBO (#2292)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-24 17:14:18 +03:00

69 lines
2.3 KiB
GLSL

layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float global_pad1, global_pad2;
};
layout (std140) uniform FillPatternDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp vec2 u_texsize;
highp float u_tile_ratio;
highp float drawable_pad1;
};
layout (std140) uniform FillPatternTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
layout (std140) uniform FillPatternInterpolateUBO {
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float u_opacity_t;
highp float interp_pad1;
};
layout (std140) uniform FillEvaluatedPropsUBO {
highp vec4 u_color;
highp vec4 u_outline_color;
highp float u_opacity;
highp float u_fade;
highp float u_from_scale;
highp float u_to_scale;
};
layout (location = 0) in vec2 a_pos;
out vec2 v_pos_a;
out vec2 v_pos_b;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_pixel_ratio;
float tileZoomRatio = u_tile_ratio;
float fromScale = u_from_scale;
float toScale = u_to_scale;
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
}