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MapLibreParticleLab/include/mbgl/shaders/gl/drawable_fill_pattern.hpp
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

182 lines
5.0 KiB
C++

// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::FillPatternShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillPatternShader";
static constexpr const char* vertex = R"(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;
#ifndef HAS_UNIFORM_u_opacity
layout (location = 1) in lowp vec2 a_opacity;
out lowp float opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
layout (location = 2) in lowp vec4 a_pattern_from;
out lowp vec4 pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
layout (location = 3) in lowp vec4 a_pattern_to;
out lowp vec4 pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
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);
}
)";
static constexpr const char* fragment = R"(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;
};
uniform sampler2D u_image;
in vec2 v_pos_a;
in vec2 v_pos_b;
#ifndef HAS_UNIFORM_u_opacity
in lowp float opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
in lowp vec4 pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
in lowp vec4 pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
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;
if (u_texsize.x < 1.0 || u_texsize.y < 1.0) {
discard;
}
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture(u_image, pos2);
fragColor = mix(color1, color2, u_fade) * opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl