See https://github.com/pre-commit/pre-commit-hooks?tab=readme-ov-file#trailing-whitespace
92 lines
2.7 KiB
C++
92 lines
2.7 KiB
C++
// Generated code, do not modify this file!
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#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::CustomSymbolIconShader, gfx::Backend::Type::OpenGL> {
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static constexpr const char* name = "CustomSymbolIconShader";
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static constexpr const char* vertex = R"(layout(location = 0) in vec2 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(std140) uniform CustomSymbolIconDrawableUBO {
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highp mat4 u_matrix;
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highp vec2 u_extrude_scale;
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highp vec2 u_anchor;
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highp float u_angle_degrees;
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bool u_scale_with_map;
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bool u_pitch_with_map;
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highp float u_camera_to_center_distance;
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highp float u_aspect_ratio;
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lowp float drawable_pad1;
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lowp float drawable_pad2;
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lowp float drawable_pad3;
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};
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out vec2 v_tex;
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vec2 rotateVec2(vec2 v, float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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return vec2(v.x * cosA - v.y * sinA, v.x * sinA + v.y * cosA);
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}
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vec2 ellipseRotateVec2(vec2 v, float angle, float radiusRatio /* A/B */) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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float invRatio = 1.0 / radiusRatio;
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return vec2(v.x * cosA - radiusRatio * v.y * sinA, invRatio * v.x * sinA + v.y * cosA);
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}
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void main() {
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// decode the extrusion vector (-1, -1) to (1, 1)
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vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
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// make anchor relative to (0.5, 0.5) and corners in range (-1, -1) to (1, 1)
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vec2 anchor = (u_anchor - vec2(0.5, 0.5)) * 2.0;
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// decode center
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vec2 center = floor(a_pos * 0.5);
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// rotate extrusion around anchor
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float angle = radians(-u_angle_degrees);
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vec2 corner = extrude - anchor;
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// compute
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if (u_pitch_with_map) {
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if (u_scale_with_map) {
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corner *= u_extrude_scale;
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} else {
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vec4 projected_center = u_matrix * vec4(center, 0, 1);
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corner *= u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
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}
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corner = center + rotateVec2(corner, angle);
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gl_Position = u_matrix * vec4(corner, 0, 1);
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} else {
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gl_Position = u_matrix * vec4(center, 0, 1);
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if (u_scale_with_map) {
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gl_Position.xy += ellipseRotateVec2(corner * u_extrude_scale * u_camera_to_center_distance, angle, u_aspect_ratio);
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} else {
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gl_Position.xy += ellipseRotateVec2(corner * u_extrude_scale * gl_Position.w, angle, u_aspect_ratio);
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}
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}
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// texture coordinates
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v_tex = a_tex;
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}
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)";
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static constexpr const char* fragment = R"(uniform sampler2D u_texture;
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in vec2 v_tex;
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void main() {
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fragColor = texture(u_texture, v_tex);
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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