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MapLibreParticleLab/include/mln/shaders/vulkan/fill_extrusion.hpp
Bart Louwers 2a8ebc4906 core: rename mbgl directories to mln (#4511)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2026-08-22 20:50:14 +02:00

904 lines
29 KiB
C++

#pragma once
#include <mln/shaders/shader_source.hpp>
#include <mln/shaders/vulkan/shader_program.hpp>
namespace mln {
namespace shaders {
constexpr auto fillExtrusionShaderPrelude = R"(
#define idFillExtrusionDrawableUBO idDrawableReservedVertexOnlyUBO
#define idFillExtrusionTilePropsUBO drawableReservedUBOCount
#define idFillExtrusionPropsUBO layerUBOStartId
#define idFillExtrusionInstancedDrawableUBO drawableSSBOStartId
)";
template <>
struct ShaderSource<BuiltIn::FillExtrusionShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionShader";
static const std::array<AttributeInfo, 5> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(location = 1) in uvec2 in_decimals_ed;
#if !defined(HAS_UNIFORM_u_color)
layout(location = 2) in vec4 in_color;
#endif
#if !defined(HAS_UNIFORM_u_base)
layout(location = 3) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 4) in vec2 in_height;
#endif
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float height_factor;
float tile_ratio;
// Interpolations
float base_t;
float height_t;
float color_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) readonly buffer FillExtrusionDrawableUBOVector {
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(location = 0) out mediump vec4 frag_color;
void main() {
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
#else
const float base = max(unpack_mix_float(in_base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const float height = props.height;
#else
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_color)
vec4 color = props.color;
#else
vec4 color = unpack_mix_color(in_color, drawable.color_t);
#endif
const vec3 normal = vec3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = t > 0.0 ? height : base;
const vec2 decimals = unpack_float(floor(in_decimals_ed.x / 2)) / 128.0;
gl_Position = drawable.matrix * vec4(in_position + decimals, z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_color = vec4(1.0);
return;
#endif
// Relative luminance (how dark/bright is the surface color?)
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
vec4 vcolor = vec4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
color += vec4(0.03, 0.03, 0.03, 1.0);
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
const float minDirectional = 1.0 - props.light_intensity;
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
float directional = mix(minDirectional, maxDirectional, directionalFraction);
// Add gradient along z axis of side surfaces
if (normal.z == 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
// vertical gradient, and otherwise calculates the gradient based on base + height
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
// Assign final color based on surface + ambient light color, diffuse light directional,
// and light color with lower bounds adjusted to hue of light so that shading is tinted
// with the complementary (opposite) color to the light color
const vec3 light_color = props.light_color_pad.rgb;
const vec3 minLight = mix(vec3(0.0), vec3(0.3), 1.0 - light_color.rgb);
vcolor += vec4(clamp(color.rgb * directional * light_color.rgb, minLight, vec3(1.0)), 0.0);
frag_color = vcolor * props.opacity;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = frag_color;
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionInstancedShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionInstancedShader";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 5> instanceAttributes;
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
#if !defined(HAS_UNIFORM_u_color)
layout(location = 3) in vec4 in_color;
#endif
#if !defined(HAS_UNIFORM_u_base)
layout(location = 4) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 5) in vec2 in_height;
#endif
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float height_factor;
float tile_ratio;
// Interpolations
float base_t;
float height_t;
float color_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) readonly buffer FillExtrusionDrawableUBOVector {
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
struct OutlineInstance {
int pos;
uint decimals_ed;
};
layout(std430, set = DRAWABLE_UBO_SET_INDEX, binding = idFillExtrusionInstancedDrawableUBO) readonly buffer FillExtrusionInstanceVector {
OutlineInstance instance[];
} instanceVector;
layout(location = 0) out mediump vec4 frag_color;
void main() {
const vec2 instancePos = unpack_int(instanceVector.instance[gl_InstanceIndex].pos);
const vec2 instanceDecimalsEd = unpack_uint(instanceVector.instance[gl_InstanceIndex].decimals_ed);
bool isDiscarded = mod(instanceDecimalsEd.x, 2.0) > 0.0;
if (isDiscarded) {
gl_Position = vec4(0.0);
frag_color = vec4(0.0);
return;
}
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
#else
const float base = max(unpack_mix_float(in_base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const float height = props.height;
#else
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_color)
vec4 color = props.color;
#else
vec4 color = unpack_mix_color(in_color, drawable.color_t);
#endif
const vec2 nextInstancePos = unpack_int(instanceVector.instance[gl_InstanceIndex + 1].pos);
const vec2 nextInstanceDecimalsEd = unpack_uint(instanceVector.instance[gl_InstanceIndex + 1].decimals_ed);
const vec2 p1 = instancePos + unpack_float(floor(instanceDecimalsEd.x / 2)) / 128.0;
const vec2 p2 = nextInstancePos + unpack_float(floor(nextInstanceDecimalsEd.x / 2)) / 128.0;
const vec2 edgevector = normalize(p2 - p1);
const vec3 normal = vec3(-edgevector.y, edgevector.x, 0.0);
const float t = float(in_position.y);
const float z = t > 0.0 ? height : base;
gl_Position = drawable.matrix * vec4(in_position.x == 0.0 ? p1 : p2, z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_color = vec4(1.0);
return;
#endif
// Relative luminance (how dark/bright is the surface color?)
const float luminance = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
vec4 vcolor = vec4(0.0, 0.0, 0.0, 1.0);
// Add slight ambient lighting so no extrusions are totally black
color += vec4(0.03, 0.03, 0.03, 1.0);
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
const float directionalFraction = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
// Adjust directional so that the range of values for highlight/shading is
// narrower with lower light intensity and with lighter/brighter surface colors
const float minDirectional = 1.0 - props.light_intensity;
const float maxDirectional = max(1.0 - luminance + props.light_intensity, 1.0);
float directional = mix(minDirectional, maxDirectional, directionalFraction);
// Add gradient along z axis of side surfaces
if (normal.z == 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
// vertical gradient, and otherwise calculates the gradient based on base + height
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
// Assign final color based on surface + ambient light color, diffuse light directional,
// and light color with lower bounds adjusted to hue of light so that shading is tinted
// with the complementary (opposite) color to the light color
const vec3 light_color = props.light_color_pad.rgb;
const vec3 minLight = mix(vec3(0.0), vec3(0.3), 1.0 - light_color.rgb);
vcolor += vec4(clamp(color.rgb * directional * light_color.rgb, minLight, vec3(1.0)), 0.0);
frag_color = vcolor * props.opacity;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 out_color;
void main() {
out_color = frag_color;
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionPatternShader";
static const std::array<AttributeInfo, 6> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
layout(location = 1) in uvec2 in_decimals_ed;
#if !defined(HAS_UNIFORM_u_base)
layout(location = 2) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 3) in vec2 in_height;
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 4) in uvec4 in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 5) in uvec4 in_pattern_to;
#endif
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float height_factor;
float tile_ratio;
// Interpolations
float base_t;
float height_t;
float color_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) readonly buffer FillExtrusionDrawableUBOVector {
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(location = 0) out mediump vec4 frag_lighting;
layout(location = 1) out mediump vec2 frag_pos_a;
layout(location = 2) out mediump vec2 frag_pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 3) out mediump vec4 frag_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 4) out mediump vec4 frag_pattern_to;
#endif
void main() {
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
#else
const float base = max(unpack_mix_float(in_base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const float height = props.height;
#else
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
const vec3 normal = vec3(0.0, 0.0, 1.0);
const float t = 1.0;
const float z = t > 0.0 ? height : base;
const vec2 decimals = unpack_float(floor(in_decimals_ed.x / 2)) / 128.0;
gl_Position = drawable.matrix * vec4(in_position + decimals, z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_lighting = vec4(1.0);
frag_pos_a = vec4(0.0);
frag_pos_b = vec4(0.0);
frag_pattern_from = vec4(0.0);
frag_pattern_to = vec4(0.0);
return;
#endif
#if defined(HAS_UNIFORM_u_pattern_from)
const mediump vec4 pattern_from = tileProps.pattern_from;
#else
const mediump vec4 pattern_from = in_pattern_from;
frag_pattern_from = in_pattern_from;
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const mediump vec4 pattern_to = tileProps.pattern_to;
#else
const mediump vec4 pattern_to = in_pattern_to;
frag_pattern_to = in_pattern_to;
#endif
const vec2 pattern_tl_a = pattern_from.xy;
const vec2 pattern_br_a = pattern_from.zw;
const vec2 pattern_tl_b = pattern_to.xy;
const vec2 pattern_br_b = pattern_to.zw;
const float pixelRatio = paintParams.pixel_ratio;
const float tileZoomRatio = drawable.tile_ratio;
const float fromScale = props.from_scale;
const float toScale = props.to_scale;
const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const vec2 pos = vec2(in_position); // extrusion side
vec4 lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.z == 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
// vertical gradient, and otherwise calculates the gradient based on base + height
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor); }
lighting.rgb += clamp(directional * props.light_color_pad.rgb, mix(vec3(0.0), vec3(0.3), 1.0 - props.light_color_pad.rgb), vec3(1.0));
lighting *= props.opacity;
frag_lighting = lighting;
frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos);
frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos);
#if !defined(HAS_UNIFORM_u_pattern_from)
frag_pattern_from = in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
frag_pattern_to = in_pattern_to;
#endif
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in mediump vec4 frag_lighting;
layout(location = 1) in mediump vec2 frag_pos_a;
layout(location = 2) in mediump vec2 frag_pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 3) in mediump vec4 frag_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 4) in mediump vec4 frag_pattern_to;
#endif
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_pattern_from)
const vec4 pattern_from = tileProps.pattern_from;
#else
const vec4 pattern_from = frag_pattern_from;
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const vec4 pattern_to = tileProps.pattern_to;
#else
const vec4 pattern_to = frag_pattern_to;
#endif
const vec2 pattern_tl_a = pattern_from.xy;
const vec2 pattern_br_a = pattern_from.zw;
const vec2 pattern_tl_b = pattern_to.xy;
const vec2 pattern_br_b = pattern_to.zw;
const vec2 imagecoord = mod(frag_pos_a, 1.0);
const vec2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
const vec4 color1 = texture(image0_sampler, pos);
const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
const vec2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
const vec4 color2 = texture(image0_sampler, pos2);
out_color = mix(color1, color2, props.fade) * frag_lighting;
}
)";
};
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternInstancedShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "FillExtrusionPatternInstancedShader";
static const std::array<AttributeInfo, 1> attributes;
static const std::array<AttributeInfo, 6> instanceAttributes;
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = fillExtrusionShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in ivec2 in_position;
#if !defined(HAS_UNIFORM_u_base)
layout(location = 3) in vec2 in_base;
#endif
#if !defined(HAS_UNIFORM_u_height)
layout(location = 4) in vec2 in_height;
#endif
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 5) in uvec4 in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 6) in uvec4 in_pattern_to;
#endif
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionDrawableUBO {
mat4 matrix;
vec2 pixel_coord_upper;
vec2 pixel_coord_lower;
float height_factor;
float tile_ratio;
// Interpolations
float base_t;
float height_t;
float color_t;
float pattern_from_t;
float pattern_to_t;
float pad1;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionDrawableUBO) readonly buffer FillExtrusionDrawableUBOVector {
FillExtrusionDrawableUBO drawable_ubo[];
} drawableVector;
struct OutlineInstance {
int pos;
uint decimals_ed;
};
layout(std430, set = DRAWABLE_UBO_SET_INDEX, binding = idFillExtrusionInstancedDrawableUBO) readonly buffer FillExtrusionInstanceVector {
OutlineInstance instance[];
} instanceVector;
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(location = 0) out mediump vec4 frag_lighting;
layout(location = 1) out mediump vec2 frag_pos_a;
layout(location = 2) out mediump vec2 frag_pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 3) out mediump vec4 frag_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 4) out mediump vec4 frag_pattern_to;
#endif
void main() {
const vec2 instancePos = unpack_int(instanceVector.instance[gl_InstanceIndex].pos);
const vec2 instanceDecimalsEd = unpack_uint(instanceVector.instance[gl_InstanceIndex].decimals_ed);
bool isDiscarded = mod(instanceDecimalsEd.x, 2.0) > 0.0;
if (isDiscarded) {
gl_Position = vec4(0.0);
return;
}
const FillExtrusionDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_base)
const float base = props.light_position_base.w;
#else
const float base = max(unpack_mix_float(in_base, drawable.base_t), 0.0);
#endif
#if defined(HAS_UNIFORM_u_height)
const float height = props.height;
#else
const float height = max(unpack_mix_float(in_height, drawable.height_t), 0.0);
#endif
const vec2 nextInstancePos = unpack_int(instanceVector.instance[gl_InstanceIndex + 1].pos);
const vec2 nextInstanceDecimalsEd = unpack_uint(instanceVector.instance[gl_InstanceIndex + 1].decimals_ed);
const vec2 p1 = instancePos + unpack_float(floor(instanceDecimalsEd.x / 2)) / 128.0;
const vec2 p2 = nextInstancePos + unpack_float(floor(nextInstanceDecimalsEd.x / 2)) / 128.0;
const vec2 edgevector = normalize(p2 - p1);
const vec3 normal = vec3(-edgevector.y, edgevector.x, 0.0);
const float edgedistance = in_position.x == 0.0 ? nextInstanceDecimalsEd.y : instanceDecimalsEd.y;
const float t = float(in_position.y);
const float z = t > 0.0 ? height : base;
gl_Position = drawable.matrix * vec4(in_position.x == 0.0 ? p1 : p2, z, 1.0);
applySurfaceTransform();
#if defined(OVERDRAW_INSPECTOR)
frag_lighting = vec4(1.0);
frag_pos_a = vec4(0.0);
frag_pos_b = vec4(0.0);
frag_pattern_from = vec4(0.0);
frag_pattern_to = vec4(0.0);
return;
#endif
#if defined(HAS_UNIFORM_u_pattern_from)
const mediump vec4 pattern_from = tileProps.pattern_from;
#else
const mediump vec4 pattern_from = in_pattern_from;
frag_pattern_from = in_pattern_from;
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const mediump vec4 pattern_to = tileProps.pattern_to;
#else
const mediump vec4 pattern_to = in_pattern_to;
frag_pattern_to = in_pattern_to;
#endif
const vec2 pattern_tl_a = pattern_from.xy;
const vec2 pattern_br_a = pattern_from.zw;
const vec2 pattern_tl_b = pattern_to.xy;
const vec2 pattern_br_b = pattern_to.zw;
const float pixelRatio = paintParams.pixel_ratio;
const float tileZoomRatio = drawable.tile_ratio;
const float fromScale = props.from_scale;
const float toScale = props.to_scale;
const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
const vec2 pos = vec2(edgedistance, z * drawable.height_factor); // extrusion side
vec4 lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal, props.light_position_base.xyz), 0.0, 1.0);
directional = mix((1.0 - props.light_intensity), max((0.5 + props.light_intensity), 1.0), directional);
if (normal.z == 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no
// vertical gradient, and otherwise calculates the gradient based on base + height
// TODO: If we're optimizing to the level of avoiding branches, we should pre-compute
// the square root when height is a uniform.
const float fMin = mix(0.7, 0.98, 1.0 - props.light_intensity);
const float factor = clamp((t + base) * pow(height / 150.0, 0.5), fMin, 1.0);
directional *= (1.0 - props.vertical_gradient) + (props.vertical_gradient * factor);
}
lighting.rgb += clamp(directional * props.light_color_pad.rgb, mix(vec3(0.0), vec3(0.3), 1.0 - props.light_color_pad.rgb), vec3(1.0));
lighting *= props.opacity;
frag_lighting = lighting;
frag_pos_a = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, pos);
frag_pos_b = get_pattern_pos(drawable.pixel_coord_upper, drawable.pixel_coord_lower, toScale * display_size_b, tileZoomRatio, pos);
#if !defined(HAS_UNIFORM_u_pattern_from)
frag_pattern_from = in_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
frag_pattern_to = in_pattern_to;
#endif
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in mediump vec4 frag_lighting;
layout(location = 1) in mediump vec2 frag_pos_a;
layout(location = 2) in mediump vec2 frag_pos_b;
#if !defined(HAS_UNIFORM_u_pattern_from)
layout(location = 3) in mediump vec4 frag_pattern_from;
#endif
#if !defined(HAS_UNIFORM_u_pattern_to)
layout(location = 4) in mediump vec4 frag_pattern_to;
#endif
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform Constants {
int ubo_index;
} constant;
struct FillExtrusionTilePropsUBO {
vec4 pattern_from;
vec4 pattern_to;
vec2 texsize;
float pad1;
float pad2;
};
layout(std140, set = LAYER_SET_INDEX, binding = idFillExtrusionTilePropsUBO) readonly buffer FillExtrusionTilePropsUBOVector {
FillExtrusionTilePropsUBO tile_props_ubo[];
} tilePropsVector;
layout(set = LAYER_SET_INDEX, binding = idFillExtrusionPropsUBO) uniform FillExtrusionPropsUBO {
vec4 color;
vec4 light_color_pad;
vec4 light_position_base;
float height;
float light_intensity;
float vertical_gradient;
float opacity;
float fade;
float from_scale;
float to_scale;
float pad2;
} props;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
void main() {
#if defined(OVERDRAW_INSPECTOR)
out_color = vec4(1.0);
return;
#endif
const FillExtrusionTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
#if defined(HAS_UNIFORM_u_pattern_from)
const vec4 pattern_from = tileProps.pattern_from;
#else
const vec4 pattern_from = frag_pattern_from;
#endif
#if defined(HAS_UNIFORM_u_pattern_to)
const vec4 pattern_to = tileProps.pattern_to;
#else
const vec4 pattern_to = frag_pattern_to;
#endif
const vec2 pattern_tl_a = pattern_from.xy;
const vec2 pattern_br_a = pattern_from.zw;
const vec2 pattern_tl_b = pattern_to.xy;
const vec2 pattern_br_b = pattern_to.zw;
const vec2 imagecoord = mod(frag_pos_a, 1.0);
const vec2 pos = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, imagecoord);
const vec4 color1 = texture(image0_sampler, pos);
const vec2 imagecoord_b = mod(frag_pos_b, 1.0);
const vec2 pos2 = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, imagecoord_b);
const vec4 color2 = texture(image0_sampler, pos2);
out_color = mix(color1, color2, props.fade) * frag_lighting;
}
)";
};
} // namespace shaders
} // namespace mln