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MapLibreParticleLab/shaders/drawable.raster.vertex.glsl
Alex Cristici cca3adb375 Layer group uniforms (#2247)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-18 14:22:11 +03:00

35 lines
1.2 KiB
GLSL

layout (std140) uniform RasterDrawableUBO {
highp mat4 u_matrix;
};
layout (std140) uniform RasterEvaluatedPropsUBO {
highp vec3 u_spin_weights;
highp vec2 u_tl_parent;
highp float u_scale_parent;
highp float u_buffer_scale;
highp float u_fade_t;
highp float u_opacity;
highp float u_brightness_low;
highp float u_brightness_high;
highp float u_saturation_factor;
highp float u_contrast_factor;
highp float props_pad1;
highp float props_pad2;
};
layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_texture_pos;
out vec2 v_pos0;
out vec2 v_pos1;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
// We are using Int16 for texture position coordinates to give us enough precision for
// fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
// as an arbitrarily high number to preserve adequate precision when rendering.
// This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
// so math for modifying either is consistent.
v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
}