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MapLibreParticleLab/include/mbgl/shaders/gl/drawable_heatmap_texture.hpp
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

67 lines
1.6 KiB
C++

// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::HeatmapTextureShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "HeatmapTextureShader";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
out vec2 v_pos;
layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float u_map_zoom;
lowp float global_pad1;
};
layout (std140) uniform HeatmapTexturePropsUBO {
highp mat4 u_matrix;
highp float u_opacity;
lowp float props_pad1;
lowp float props_pad2;
lowp float props_pad3;
};
void main() {
gl_Position = u_matrix * vec4(a_pos * u_world_size, 0, 1);
v_pos.x = a_pos.x;
v_pos.y = 1.0 - a_pos.y;
}
)";
static constexpr const char* fragment = R"(in vec2 v_pos;
uniform sampler2D u_image;
uniform sampler2D u_color_ramp;
layout (std140) uniform HeatmapTexturePropsUBO {
highp mat4 u_matrix;
highp float u_opacity;
lowp float props_pad1;
lowp float props_pad2;
lowp float props_pad3;
};
void main() {
float t = texture(u_image, v_pos).r;
vec4 color = texture(u_color_ramp, vec2(t, 0.5));
fragColor = color * u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(0.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl