Files
MapLibreParticleLab/src/mbgl/programs/gl/fill_outline.cpp
2019-05-08 14:10:11 +02:00

132 lines
2.7 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/fill_outline_program.hpp>
#include <mbgl/programs/gl/preludes.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
namespace programs {
namespace gl {
template <typename>
struct ShaderSource;
template <>
struct ShaderSource<FillOutlineProgram> {
static constexpr const char* name = "fill_outline";
static constexpr const uint8_t hash[8] = { 0x51, 0x25, 0x43, 0x9d, 0x41, 0x73, 0xe1, 0xbb };
static constexpr const auto vertexOffset = 13722;
static constexpr const auto fragmentOffset = 14547;
};
constexpr const char* ShaderSource<FillOutlineProgram>::name;
constexpr const uint8_t ShaderSource<FillOutlineProgram>::hash[8];
} // namespace gl
} // namespace programs
namespace gfx {
template <>
std::unique_ptr<Program<FillOutlineProgram>>
Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
return std::make_unique<gl::Program<FillOutlineProgram>>(programParameters);
}
} // namespace gfx
} // namespace mbgl
// Uncompressed source of fill_outline.vertex.glsl:
/*
attribute vec2 a_pos;
uniform mat4 u_matrix;
uniform vec2 u_world;
varying vec2 v_pos;
#ifndef HAS_UNIFORM_u_outline_color
uniform lowp float u_outline_color_t;
attribute highp vec4 a_outline_color;
varying highp vec4 outline_color;
#else
uniform highp vec4 u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifndef HAS_UNIFORM_u_outline_color
outline_color = unpack_mix_color(a_outline_color, u_outline_color_t);
#else
highp vec4 outline_color = u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
*/
// Uncompressed source of fill_outline.fragment.glsl:
/*
varying vec2 v_pos;
#ifndef HAS_UNIFORM_u_outline_color
varying highp vec4 outline_color;
#else
uniform highp vec4 u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_outline_color
highp vec4 outline_color = u_outline_color;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
gl_FragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/