Files
MapLibreParticleLab/shaders/drawable.fill_pattern.vertex.glsl

63 lines
2.0 KiB
GLSL

layout (std140) uniform FillInterpolateUBO {
highp float u_color_t;
highp float u_opacity_t;
highp float u_outline_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float u_fade;
highp float u_padding_interp1;
highp float u_padding_interp2;
};
layout (std140) uniform FillDrawableUBO {
highp mat4 u_matrix;
highp vec4 u_scale;
highp vec2 u_world;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp vec2 u_texsize;
};
layout (std140) uniform FillDrawablePropsUBO {
highp vec4 u_color;
highp vec4 u_outline_color;
highp float u_opacity;
highp float padding_props1;
highp float padding_props2;
highp float padding_props3;
};
layout (std140) uniform FillDrawableTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
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_scale.x;
float tileZoomRatio = u_scale.y;
float fromScale = u_scale.z;
float toScale = u_scale.w;
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);
}