Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: Alex Cristici <alex.cristici@gmail.com> Co-authored-by: mwilsnd <mwilsnd@gmail.com> Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com> Co-authored-by: Bart Louwers <bart@emeel.net> Co-authored-by: Alex Cristici <alex@skoon.energy> Co-authored-by: Bart Louwers <bart.louwers@gmail.com> Co-authored-by: Wei Chen <alanchenboy@gmail.com> Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com> Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
56 lines
1.9 KiB
GLSL
56 lines
1.9 KiB
GLSL
layout (std140) uniform FillPatternDrawableUBO {
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highp mat4 u_matrix;
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highp vec4 u_scale;
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highp vec2 u_pixel_coord_upper;
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highp vec2 u_pixel_coord_lower;
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highp vec2 u_texsize;
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};
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layout (std140) uniform FillPatternEvaluatedPropsUBO {
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highp float u_opacity;
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highp float u_fade;
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highp float padding_props1;
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highp float padding_props2;
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};
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layout (std140) uniform FillPatternInterpolateUBO {
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highp float u_pattern_from_t;
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highp float u_pattern_to_t;
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highp float u_opacity_t;
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highp float u_padding_interp1;
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};
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layout (std140) uniform FillPatternTilePropsUBO {
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highp vec4 u_pattern_from;
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highp vec4 u_pattern_to;
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};
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layout (location = 0) in vec2 a_pos;
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out vec2 v_pos_a;
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out vec2 v_pos_b;
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#pragma mapbox: define lowp float opacity
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#pragma mapbox: define lowp vec4 pattern_from
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#pragma mapbox: define lowp vec4 pattern_to
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void main() {
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#pragma mapbox: initialize lowp float opacity
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#pragma mapbox: initialize mediump vec4 pattern_from
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#pragma mapbox: initialize mediump vec4 pattern_to
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vec2 pattern_tl_a = pattern_from.xy;
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vec2 pattern_br_a = pattern_from.zw;
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vec2 pattern_tl_b = pattern_to.xy;
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vec2 pattern_br_b = pattern_to.zw;
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float pixelRatio = u_scale.x;
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float tileZoomRatio = u_scale.y;
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float fromScale = u_scale.z;
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float toScale = u_scale.w;
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vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
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v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
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}
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