Files
MapLibreParticleLab/src/mbgl/shaders/symbol_sdf.cpp
John Firebaugh 8f1c580ea1 [core] Fix aliased text on mobile GPUs
Need highp precision for gamma values on mobile devices. lowp triggers aliasing artifacts at larger font sizes.

Note that this change is a hand-edit to the generated shader sources, rather than pulling https://github.com/mapbox/mapbox-gl-js/pull/4275 and running the generator script. The reason for that is that the upstream shader now assumes support for DDS properties that gl-native does not yet support. Once that support lands in gl-native, we can regenerate the shader source.
2017-02-15 11:22:41 -06:00

194 lines
5.9 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/symbol_sdf.hpp>
namespace mbgl {
namespace shaders {
const char* symbol_sdf::name = "symbol_sdf";
const char* symbol_sdf::vertexSource = R"MBGL_SHADER(
#ifdef GL_ES
precision highp float;
#else
#if !defined(lowp)
#define lowp
#endif
#if !defined(mediump)
#define mediump
#endif
#if !defined(highp)
#define highp
#endif
#endif
float evaluate_zoom_function_1(const vec4 values, const float t) {
if (t < 1.0) {
return mix(values[0], values[1], t);
} else if (t < 2.0) {
return mix(values[1], values[2], t - 1.0);
} else {
return mix(values[2], values[3], t - 2.0);
}
}
vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
if (t < 1.0) {
return mix(value0, value1, t);
} else if (t < 2.0) {
return mix(value1, value2, t - 1.0);
} else {
return mix(value2, value3, t - 2.0);
}
}
// The offset depends on how many pixels are between the world origin and the edge of the tile:
// vec2 offset = mod(pixel_coord, size)
//
// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
//
// The pixel_coord is passed in as two 16 bit values:
// pixel_coord_upper = floor(pixel_coord / 2^16)
// pixel_coord_lower = mod(pixel_coord, 2^16)
//
// The offset is calculated in a series of steps that should preserve this precision:
vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
return (tile_units_to_pixels * pos + offset) / pattern_size;
}
const float PI = 3.141592653589793;
attribute vec2 a_pos;
attribute vec2 a_offset;
attribute vec2 a_texture_pos;
attribute vec4 a_data;
// matrix is for the vertex position.
uniform mat4 u_matrix;
uniform mediump float u_zoom;
uniform bool u_rotate_with_map;
uniform bool u_pitch_with_map;
uniform mediump float u_pitch;
uniform mediump float u_bearing;
uniform mediump float u_aspect_ratio;
uniform vec2 u_extrude_scale;
uniform vec2 u_texsize;
varying vec2 v_tex;
varying vec2 v_fade_tex;
varying float v_gamma_scale;
void main() {
vec2 a_tex = a_texture_pos.xy;
mediump float a_labelminzoom = a_data[0];
mediump vec2 a_zoom = a_data.pq;
mediump float a_minzoom = a_zoom[0];
mediump float a_maxzoom = a_zoom[1];
// u_zoom is the current zoom level adjusted for the change in font size
mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
// pitch-alignment: map
// rotation-alignment: map | viewport
if (u_pitch_with_map) {
lowp float angle = u_rotate_with_map ? (a_data[1] / 256.0 * 2.0 * PI) : u_bearing;
lowp float asin = sin(angle);
lowp float acos = cos(angle);
mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);
vec2 offset = RotationMatrix * a_offset;
vec2 extrude = u_extrude_scale * (offset / 64.0);
gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
gl_Position.z += z * gl_Position.w;
// pitch-alignment: viewport
// rotation-alignment: map
} else if (u_rotate_with_map) {
// foreshortening factor to apply on pitched maps
// as a label goes from horizontal <=> vertical in angle
// it goes from 0% foreshortening to up to around 70% foreshortening
lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));
lowp float lineangle = a_data[1] / 256.0 * 2.0 * PI;
// use the lineangle to position points a,b along the line
// project the points and calculate the label angle in projected space
// this calculation allows labels to be rendered unskewed on pitched maps
vec4 a = u_matrix * vec4(a_pos, 0, 1);
vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1);
lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]);
lowp float asin = sin(angle);
lowp float acos = cos(angle);
mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);
vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset);
vec2 extrude = u_extrude_scale * (offset / 64.0);
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
gl_Position.z += z * gl_Position.w;
// pitch-alignment: viewport
// rotation-alignment: viewport
} else {
vec2 extrude = u_extrude_scale * (a_offset / 64.0);
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
}
v_gamma_scale = gl_Position.w;
v_tex = a_tex / u_texsize;
v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
}
)MBGL_SHADER";
const char* symbol_sdf::fragmentSource = R"MBGL_SHADER(
#ifdef GL_ES
precision mediump float;
#else
#if !defined(lowp)
#define lowp
#endif
#if !defined(mediump)
#define mediump
#endif
#if !defined(highp)
#define highp
#endif
#endif
uniform sampler2D u_texture;
uniform sampler2D u_fadetexture;
uniform lowp vec4 u_color;
uniform lowp float u_opacity;
uniform lowp float u_buffer;
uniform highp float u_gamma;
varying vec2 v_tex;
varying vec2 v_fade_tex;
varying float v_gamma_scale;
void main() {
lowp float dist = texture2D(u_texture, v_tex).a;
lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;
highp float gamma = u_gamma * v_gamma_scale;
highp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;
gl_FragColor = u_color * (alpha * u_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl