Files
MapLibreParticleLab/shaders/drawable.fill_extrusion_pattern.fragment.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

75 lines
2.1 KiB
GLSL

in vec2 v_pos_a;
in vec2 v_pos_b;
in vec4 v_lighting;
layout (std140) uniform FillExtrusionDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_texsize;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_height_factor;
highp float u_tile_ratio;
};
layout (std140) uniform FillExtrusionPropsUBO {
highp vec4 u_color;
highp vec3 u_lightcolor;
highp float props_pad1;
highp vec3 u_lightpos;
highp float u_base;
highp float u_height;
highp float u_lightintensity;
highp float u_vertical_gradient;
highp float u_opacity;
highp float u_fade;
highp float u_from_scale;
highp float u_to_scale;
highp float props_pad2;
};
layout (std140) uniform FillExtrusionTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
layout (std140) uniform FillExtrusionInterpolateUBO {
highp float u_base_t;
highp float u_height_t;
highp float u_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float interp_pad1, interp_pad2, interp_pad3;
};
uniform sampler2D u_image;
#pragma mapbox: define lowp float base
#pragma mapbox: define lowp float height
#pragma mapbox: define mediump vec4 pattern_from
#pragma mapbox: define mediump vec4 pattern_to
void main() {
#pragma mapbox: initialize lowp float base
#pragma mapbox: initialize lowp float height
#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;
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);
vec4 mixedColor = mix(color1, color2, u_fade);
fragColor = mixedColor * v_lighting;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}