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MapLibreParticleLab/include/mbgl/shaders/gl/fill_outline.hpp

83 lines
1.9 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::FillOutlineProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillOutlineProgram";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
uniform mat4 u_matrix;
uniform vec2 u_world;
out vec2 v_pos;
#ifndef HAS_UNIFORM_u_outline_color
uniform lowp float u_outline_color_t;
layout (location = 1) in highp vec4 a_outline_color;
out highp vec4 outline_color;
#else
uniform highp vec4 u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
layout (location = 2) in lowp vec2 a_opacity;
out 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;
}
)";
static constexpr const char* fragment = R"(in vec2 v_pos;
#ifndef HAS_UNIFORM_u_outline_color
in highp vec4 outline_color;
#else
uniform highp vec4 u_outline_color;
#endif
#ifndef HAS_UNIFORM_u_opacity
in 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);
fragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl