86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/raster.hpp>
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namespace mbgl {
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namespace shaders {
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const char* raster::name = "raster";
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const char* raster::vertexSource = R"MBGL_SHADER(
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uniform mat4 u_matrix;
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uniform vec2 u_tl_parent;
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uniform float u_scale_parent;
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uniform float u_buffer_scale;
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attribute vec2 a_pos;
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attribute vec2 a_texture_pos;
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varying vec2 v_pos0;
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varying vec2 v_pos1;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5;
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v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
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}
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)MBGL_SHADER";
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const char* raster::fragmentSource = R"MBGL_SHADER(
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uniform float u_fade_t;
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uniform float u_opacity;
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uniform sampler2D u_image0;
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uniform sampler2D u_image1;
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varying vec2 v_pos0;
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varying vec2 v_pos1;
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uniform float u_brightness_low;
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uniform float u_brightness_high;
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uniform float u_saturation_factor;
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uniform float u_contrast_factor;
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uniform vec3 u_spin_weights;
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void main() {
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// read and cross-fade colors from the main and parent tiles
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vec4 color0 = texture2D(u_image0, v_pos0);
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vec4 color1 = texture2D(u_image1, v_pos1);
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if (color0.a > 0.0) {
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color0.rgb = color0.rgb / color0.a;
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}
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if (color1.a > 0.0) {
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color1.rgb = color1.rgb / color1.a;
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}
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vec4 color = mix(color0, color1, u_fade_t);
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color.a *= u_opacity;
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vec3 rgb = color.rgb;
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// spin
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rgb = vec3(
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dot(rgb, u_spin_weights.xyz),
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dot(rgb, u_spin_weights.zxy),
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dot(rgb, u_spin_weights.yzx));
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// saturation
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float average = (color.r + color.g + color.b) / 3.0;
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rgb += (average - rgb) * u_saturation_factor;
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// contrast
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rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
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// brightness
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vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
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vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
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gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
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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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)MBGL_SHADER";
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} // namespace shaders
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} // namespace mbgl
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