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