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1101 lines
34 KiB
C++
1101 lines
34 KiB
C++
#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/vulkan/shader_program.hpp>
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namespace mbgl {
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namespace shaders {
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#define LINE_SHADER_COMMON \
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R"(
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#define idLineDrawableUBO idDrawableReservedVertexOnlyUBO
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#define idLineTilePropsUBO idDrawableReservedFragmentOnlyUBO
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#define idLineEvaluatedPropsUBO layerUBOStartId
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)"
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template <>
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struct ShaderSource<BuiltIn::LineShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "LineShader";
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static const std::array<AttributeInfo, 8> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 0> textures;
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static constexpr auto vertex = LINE_SHADER_COMMON R"(
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layout(location = 0) in ivec2 in_pos_normal;
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layout(location = 1) in uvec4 in_data;
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 2) in vec4 in_color;
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#endif
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 3) in vec2 in_blur;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 4) in vec2 in_opacity;
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#endif
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#if !defined(HAS_UNIFORM_u_gapwidth)
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layout(location = 5) in vec2 in_gapwidth;
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#endif
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#if !defined(HAS_UNIFORM_u_offset)
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layout(location = 6) in vec2 in_offset;
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#endif
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#if !defined(HAS_UNIFORM_u_width)
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layout(location = 7) in vec2 in_width;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct LineDrawableUBO {
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mat4 matrix;
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mediump float ratio;
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// Interpolations
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float color_t;
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float blur_t;
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float opacity_t;
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float gapwidth_t;
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float offset_t;
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float width_t;
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float pad1;
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vec4 pad2;
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vec4 pad3;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LineDrawableUBOVector {
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LineDrawableUBO drawable_ubo[];
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} drawableVector;
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layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
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vec4 color;
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float blur;
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float opacity;
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float gapwidth;
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float offset;
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float width;
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float floorwidth;
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uint expressionMask;
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float pad1;
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} props;
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layout(location = 0) out lowp vec2 frag_normal;
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layout(location = 1) out lowp vec2 frag_width2;
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layout(location = 2) out lowp float frag_gamma_scale;
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 3) out lowp vec4 frag_color;
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#endif
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 4) out lowp float frag_blur;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) out lowp float frag_opacity;
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#endif
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void main() {
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const LineDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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#ifndef HAS_UNIFORM_u_color
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frag_color = unpack_mix_color(in_color, drawable.color_t);
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#endif
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#ifndef HAS_UNIFORM_u_blur
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frag_blur = unpack_mix_float(in_blur, drawable.blur_t);
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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#endif
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#ifndef HAS_UNIFORM_u_gapwidth
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const mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0;
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#else
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const mediump float gapwidth = props.gapwidth / 2.0;
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#endif
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#ifndef HAS_UNIFORM_u_offset
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const lowp float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0;
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#else
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const lowp float offset = props.offset * -1.0;
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#endif
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#ifndef HAS_UNIFORM_u_width
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mediump float width = unpack_mix_float(in_width, drawable.width_t);
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#else
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mediump float width = props.width;
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#endif
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
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vec2 a_extrude = in_data.xy - 128.0;
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float a_direction = mod(in_data.z, 4.0) - 1.0;
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vec2 pos = floor(in_pos_normal * 0.5);
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of in_pos_normal
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mediump vec2 normal = in_pos_normal - 2.0 * pos;
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frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0);
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// these transformations used to be applied in the JS and native code bases.
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// moved them into the shader for clarity and simplicity.
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float halfwidth = width / 2.0;
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float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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mediump float u = 0.5 * a_direction;
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mediump float t = 1.0 - abs(u);
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mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t);
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vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0);
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gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude;
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applySurfaceTransform();
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels);
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frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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frag_width2 = vec2(outset, inset);
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}
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)";
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static constexpr auto fragment = LINE_SHADER_COMMON R"(
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layout(location = 0) in lowp vec2 frag_normal;
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layout(location = 1) in lowp vec2 frag_width2;
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layout(location = 2) in lowp float frag_gamma_scale;
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 3) in lowp vec4 frag_color;
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#endif
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 4) in lowp float frag_blur;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) in lowp float frag_opacity;
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#endif
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layout(location = 0) out vec4 out_color;
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layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
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vec4 color;
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float blur;
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float opacity;
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float gapwidth;
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float offset;
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float width;
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float floorwidth;
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uint expressionMask;
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float pad1;
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} props;
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void main() {
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#ifdef OVERDRAW_INSPECTOR
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out_color = vec4(1.0);
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return;
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#endif
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#ifdef HAS_UNIFORM_u_color
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highp vec4 color = props.color;
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#else
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highp vec4 color = frag_color;
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#endif
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#ifdef HAS_UNIFORM_u_blur
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lowp float blur = props.blur;
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#else
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lowp float blur = frag_blur;
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#endif
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#ifdef HAS_UNIFORM_u_opacity
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lowp float opacity = props.opacity;
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#else
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lowp float opacity = frag_opacity;
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#endif
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(frag_normal) * frag_width2.s;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (frag_width2.t) or when fading out
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// (frag_width2.s)
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float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale;
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float alpha = clamp(min(dist - (frag_width2.t - blur2), frag_width2.s - dist) / blur2, 0.0, 1.0);
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out_color = color * (alpha * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::LineGradientShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "LineGradientShader";
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static const std::array<AttributeInfo, 7> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto vertex = LINE_SHADER_COMMON R"(
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layout(location = 0) in ivec2 in_pos_normal;
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layout(location = 1) in uvec4 in_data;
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 2) in vec2 in_blur;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 3) in vec2 in_opacity;
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#endif
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#if !defined(HAS_UNIFORM_u_gapwidth)
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layout(location = 4) in vec2 in_gapwidth;
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#endif
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#if !defined(HAS_UNIFORM_u_offset)
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layout(location = 5) in vec2 in_offset;
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#endif
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#if !defined(HAS_UNIFORM_u_width)
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layout(location = 6) in vec2 in_width;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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} constant;
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struct LineGradientDrawableUBO {
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mat4 matrix;
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mediump float ratio;
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// Interpolations
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float blur_t;
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float opacity_t;
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float gapwidth_t;
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float offset_t;
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float width_t;
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float pad1;
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float pad2;
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vec4 pad3;
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vec4 pad4;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LineGradientDrawableUBOVector {
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LineGradientDrawableUBO drawable_ubo[];
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} drawableVector;
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layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
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vec4 color;
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float blur;
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float opacity;
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float gapwidth;
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float offset;
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float width;
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float floorwidth;
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uint expressionMask;
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float pad1;
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} props;
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layout(location = 0) out lowp vec2 frag_normal;
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layout(location = 1) out lowp vec2 frag_width2;
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layout(location = 2) out lowp float frag_gamma_scale;
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layout(location = 3) out float frag_lineprogress;
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 4) out lowp float frag_blur;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) out lowp float frag_opacity;
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#endif
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void main() {
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const LineGradientDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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#ifndef HAS_UNIFORM_u_blur
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frag_blur = unpack_mix_float(in_blur, drawable.blur_t);
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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#endif
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#ifndef HAS_UNIFORM_u_gapwidth
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mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0;
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#else
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mediump float gapwidth = props.gapwidth / 2.0;
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#endif
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#ifndef HAS_UNIFORM_u_offset
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const lowp float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0;
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#else
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const lowp float offset = props.offset * -1.0;
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#endif
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#ifndef HAS_UNIFORM_u_width
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mediump float width = unpack_mix_float(in_width, drawable.width_t);
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#else
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mediump float width = props.width;
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#endif
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
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vec2 a_extrude = in_data.xy - 128.0;
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float a_direction = mod(in_data.z, 4.0) - 1.0;
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vec2 pos = floor(in_pos_normal * 0.5);
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frag_lineprogress = (floor(in_data.z / 4.0) + in_data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE;
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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// We store these in the least significant bit of in_pos_normal
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mediump vec2 normal = in_pos_normal - 2.0 * pos;
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frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0);
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// these transformations used to be applied in the JS and native code bases.
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// moved them into the shader for clarity and simplicity.
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float halfwidth = width / 2.0;
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float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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mediump float u = 0.5 * a_direction;
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mediump float t = 1.0 - abs(u);
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mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t);
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vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0);
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gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude;
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applySurfaceTransform();
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels);
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frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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frag_width2 = vec2(outset, inset);
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}
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)";
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static constexpr auto fragment = LINE_SHADER_COMMON R"(
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layout(location = 0) in lowp vec2 frag_normal;
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layout(location = 1) in lowp vec2 frag_width2;
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layout(location = 2) in lowp float frag_gamma_scale;
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layout(location = 3) in float frag_lineprogress;
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 4) in lowp float frag_blur;
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#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) in lowp float frag_opacity;
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#endif
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layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
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layout(location = 0) out vec4 out_color;
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layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
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vec4 color;
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float blur;
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float opacity;
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float gapwidth;
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float offset;
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float width;
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float floorwidth;
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uint expressionMask;
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float pad1;
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} props;
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void main() {
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#ifdef OVERDRAW_INSPECTOR
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out_color = vec4(1.0);
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return;
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#endif
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#ifdef HAS_UNIFORM_u_blur
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lowp float blur = props.blur;
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#else
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lowp float blur = frag_blur;
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#endif
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#ifdef HAS_UNIFORM_u_opacity
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lowp float opacity = props.opacity;
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#else
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lowp float opacity = frag_opacity;
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#endif
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(frag_normal) * frag_width2.s;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (frag_width2.t) or when fading out
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// (frag_width2.s)
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float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale;
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float alpha = clamp(min(dist - (frag_width2.t - blur2), frag_width2.s - dist) / blur2, 0.0, 1.0);
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// For gradient lines, lineprogress is the ratio along the entire line,
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// scaled to [0, 2^15), and the gradient ramp is stored in a texture.
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const vec4 color = texture(image0_sampler, vec2(frag_lineprogress, 0.5));
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out_color = color * (alpha * opacity);
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}
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)";
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};
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template <>
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struct ShaderSource<BuiltIn::LinePatternShader, gfx::Backend::Type::Vulkan> {
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static constexpr const char* name = "LinePatternShader";
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static const std::array<AttributeInfo, 9> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto vertex = LINE_SHADER_COMMON R"(
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layout(location = 0) in ivec2 in_pos_normal;
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layout(location = 1) in uvec4 in_data;
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#if !defined(HAS_UNIFORM_u_blur)
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layout(location = 2) in vec2 in_blur;
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|
#endif
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 3) in vec2 in_opacity;
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|
#endif
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#if !defined(HAS_UNIFORM_u_gapwidth)
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layout(location = 4) in vec2 in_gapwidth;
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#endif
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#if !defined(HAS_UNIFORM_u_offset)
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layout(location = 5) in vec2 in_offset;
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|
#endif
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#if !defined(HAS_UNIFORM_u_width)
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layout(location = 6) in vec2 in_width;
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|
#endif
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#if !defined(HAS_UNIFORM_u_pattern_from)
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layout(location = 7) in uvec4 in_pattern_from;
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|
#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
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layout(location = 8) in uvec4 in_pattern_to;
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#endif
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layout(push_constant) uniform Constants {
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int ubo_index;
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|
} constant;
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struct LinePatternDrawableUBO {
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mat4 matrix;
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float ratio;
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// Interpolations
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float blur_t;
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float opacity_t;
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float offset_t;
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float gapwidth_t;
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float width_t;
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float pattern_from_t;
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float pattern_to_t;
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vec4 pad1;
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vec4 pad2;
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};
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layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LinePatternDrawableUBOVector {
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LinePatternDrawableUBO drawable_ubo[];
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} drawableVector;
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layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
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vec4 color;
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float blur;
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float opacity;
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float gapwidth;
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float offset;
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float width;
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float floorwidth;
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uint expressionMask;
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float pad1;
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} props;
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layout(location = 0) out lowp vec2 frag_normal;
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layout(location = 1) out lowp vec2 frag_width2;
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layout(location = 2) out lowp float frag_gamma_scale;
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layout(location = 3) out float frag_linesofar;
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#if !defined(HAS_UNIFORM_u_blur)
|
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layout(location = 4) out lowp float frag_blur;
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#endif
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|
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#if !defined(HAS_UNIFORM_u_opacity)
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layout(location = 5) out lowp float frag_opacity;
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|
#endif
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#if !defined(HAS_UNIFORM_u_pattern_from)
|
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layout(location = 6) out mediump vec4 frag_pattern_from;
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|
#endif
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#if !defined(HAS_UNIFORM_u_pattern_to)
|
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layout(location = 7) out mediump vec4 frag_pattern_to;
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|
#endif
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void main() {
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const LinePatternDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
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#ifndef HAS_UNIFORM_u_blur
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frag_blur = unpack_mix_float(in_blur, drawable.blur_t);
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
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|
#endif
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#ifndef HAS_UNIFORM_u_gapwidth
|
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const mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0;
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|
#else
|
|
const mediump float gapwidth = props.gapwidth / 2.0;
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|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_offset
|
|
const lowp float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0;
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|
#else
|
|
const lowp float offset = props.offset * -1.0;
|
|
#endif
|
|
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|
#ifndef HAS_UNIFORM_u_width
|
|
mediump float width = unpack_mix_float(in_width, drawable.width_t);
|
|
#else
|
|
mediump float width = props.width;
|
|
#endif
|
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#ifndef HAS_UNIFORM_u_pattern_from
|
|
frag_pattern_from = in_pattern_from;
|
|
#endif
|
|
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|
#ifndef HAS_UNIFORM_u_pattern_to
|
|
frag_pattern_to = in_pattern_to;
|
|
#endif
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// the distance over which the line edge fades out.
|
|
// Retina devices need a smaller distance to avoid aliasing.
|
|
const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
|
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const float LINE_DISTANCE_SCALE = 2.0;
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vec2 a_extrude = in_data.xy - 128.0;
|
|
float a_direction = mod(in_data.z, 4.0) - 1.0;
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vec2 pos = floor(in_pos_normal * 0.5);
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|
|
|
// x is 1 if it's a round cap, 0 otherwise
|
|
// y is 1 if the normal points up, and -1 if it points down
|
|
// We store these in the least significant bit of in_pos_normal
|
|
mediump vec2 normal = in_pos_normal - 2.0 * pos;
|
|
frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0);
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|
|
|
// these transformations used to be applied in the JS and native code bases.
|
|
// moved them into the shader for clarity and simplicity.
|
|
float halfwidth = width / 2.0;
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|
|
|
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
|
|
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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|
|
|
// Scale the extrusion vector down to a normal and then up by the line width
|
|
// of this vertex.
|
|
mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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|
|
|
// Calculate the offset when drawing a line that is to the side of the actual line.
|
|
// We do this by creating a vector that points towards the extrude, but rotate
|
|
// it when we're drawing round end points (a_direction = -1 or 1) since their
|
|
// extrude vector points in another direction.
|
|
mediump float u = 0.5 * a_direction;
|
|
mediump float t = 1.0 - abs(u);
|
|
mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t);
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|
|
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vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0);
|
|
gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude;
|
|
applySurfaceTransform();
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|
|
|
// calculate how much the perspective view squishes or stretches the extrude
|
|
float extrude_length_without_perspective = length(dist);
|
|
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels);
|
|
frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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|
|
|
frag_width2 = vec2(outset, inset);
|
|
frag_linesofar = (floor(in_data.z / 4.0) + in_data.w * 64.0) * LINE_DISTANCE_SCALE;
|
|
}
|
|
)";
|
|
|
|
static constexpr auto fragment = LINE_SHADER_COMMON R"(
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|
|
|
layout(location = 0) in lowp vec2 frag_normal;
|
|
layout(location = 1) in lowp vec2 frag_width2;
|
|
layout(location = 2) in lowp float frag_gamma_scale;
|
|
layout(location = 3) in float frag_linesofar;
|
|
|
|
#if !defined(HAS_UNIFORM_u_blur)
|
|
layout(location = 4) in lowp float frag_blur;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_opacity)
|
|
layout(location = 5) in lowp float frag_opacity;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_pattern_from)
|
|
layout(location = 6) in mediump vec4 frag_pattern_from;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_pattern_to)
|
|
layout(location = 7) in mediump vec4 frag_pattern_to;
|
|
#endif
|
|
|
|
layout(location = 0) out vec4 out_color;
|
|
|
|
layout(push_constant) uniform Constants {
|
|
int ubo_index;
|
|
} constant;
|
|
|
|
struct LinePatternTilePropertiesUBO {
|
|
vec4 pattern_from;
|
|
vec4 pattern_to;
|
|
vec4 scale;
|
|
vec2 texsize;
|
|
float fade;
|
|
float pad1;
|
|
};
|
|
|
|
layout(std140, set = LAYER_SET_INDEX, binding = idLineTilePropsUBO) readonly buffer LinePatternTilePropertiesUBOVector {
|
|
LinePatternTilePropertiesUBO tile_props_ubo[];
|
|
} tilePropsVector;
|
|
|
|
layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
|
|
vec4 color;
|
|
float blur;
|
|
float opacity;
|
|
float gapwidth;
|
|
float offset;
|
|
float width;
|
|
float floorwidth;
|
|
uint expressionMask;
|
|
float pad1;
|
|
} props;
|
|
|
|
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
|
|
|
|
void main() {
|
|
|
|
#ifdef OVERDRAW_INSPECTOR
|
|
out_color = vec4(1.0);
|
|
return;
|
|
#endif
|
|
|
|
const LinePatternTilePropertiesUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
|
|
|
|
#ifdef HAS_UNIFORM_u_blur
|
|
const lowp float blur = props.blur;
|
|
#else
|
|
const lowp float blur = frag_blur;
|
|
#endif
|
|
|
|
#ifdef HAS_UNIFORM_u_opacity
|
|
const lowp float opacity = props.opacity;
|
|
#else
|
|
const lowp float opacity = frag_opacity;
|
|
#endif
|
|
|
|
#ifdef HAS_UNIFORM_u_pattern_from
|
|
const lowp vec4 pattern_from = tileProps.pattern_from;
|
|
#else
|
|
const lowp vec4 pattern_from = frag_pattern_from;
|
|
#endif
|
|
|
|
#ifdef HAS_UNIFORM_u_pattern_to
|
|
const lowp vec4 pattern_to = tileProps.pattern_to;
|
|
#else
|
|
const lowp vec4 pattern_to = frag_pattern_to;
|
|
#endif
|
|
|
|
const vec2 pattern_tl_a = pattern_from.xy;
|
|
const vec2 pattern_br_a = pattern_from.zw;
|
|
const vec2 pattern_tl_b = pattern_to.xy;
|
|
const vec2 pattern_br_b = pattern_to.zw;
|
|
|
|
const float pixelRatio = tileProps.scale.x;
|
|
const float tileZoomRatio = tileProps.scale.y;
|
|
const float fromScale = tileProps.scale.z;
|
|
const float toScale = tileProps.scale.w;
|
|
|
|
const vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
|
|
const vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
|
|
|
|
const vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y);
|
|
const vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y);
|
|
|
|
// Calculate the distance of the pixel from the line in pixels.
|
|
const float dist = length(frag_normal) * frag_width2.x;
|
|
|
|
// Calculate the antialiasing fade factor. This is either when fading in
|
|
// the line in case of an offset line (frag_width2.y) or when fading out
|
|
// (frag_width2.x)
|
|
const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale;
|
|
const float alpha = clamp(min(dist - (frag_width2.y - blur2), frag_width2.x - dist) / blur2, 0.0, 1.0);
|
|
|
|
const float x_a = mod(frag_linesofar / pattern_size_a.x, 1.0);
|
|
const float x_b = mod(frag_linesofar / pattern_size_b.x, 1.0);
|
|
|
|
// frag_normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge
|
|
// we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0)
|
|
// to ensure we don't sample outside the designated symbol on the sprite sheet.
|
|
// 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of
|
|
// the texture coordinate
|
|
const float y_a = 0.5 + (frag_normal.y * clamp(frag_width2.x, 0.0, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y);
|
|
const float y_b = 0.5 + (frag_normal.y * clamp(frag_width2.x, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y);
|
|
const vec2 pos_a = mix(pattern_tl_a / tileProps.texsize, pattern_br_a / tileProps.texsize, vec2(x_a, y_a));
|
|
const vec2 pos_b = mix(pattern_tl_b / tileProps.texsize, pattern_br_b / tileProps.texsize, vec2(x_b, y_b));
|
|
|
|
const vec4 color = mix(texture(image0_sampler, pos_a), texture(image0_sampler, pos_b), tileProps.fade);
|
|
|
|
out_color = color * (alpha * opacity);
|
|
}
|
|
)";
|
|
};
|
|
|
|
template <>
|
|
struct ShaderSource<BuiltIn::LineSDFShader, gfx::Backend::Type::Vulkan> {
|
|
static constexpr const char* name = "LineSDFShader";
|
|
|
|
static const std::array<AttributeInfo, 9> attributes;
|
|
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
|
|
static const std::array<TextureInfo, 1> textures;
|
|
|
|
static constexpr auto vertex = LINE_SHADER_COMMON R"(
|
|
|
|
layout(location = 0) in ivec2 in_pos_normal;
|
|
layout(location = 1) in uvec4 in_data;
|
|
|
|
#if !defined(HAS_UNIFORM_u_color)
|
|
layout(location = 2) in vec4 in_color;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_blur)
|
|
layout(location = 3) in vec2 in_blur;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_opacity)
|
|
layout(location = 4) in vec2 in_opacity;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_gapwidth)
|
|
layout(location = 5) in vec2 in_gapwidth;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_offset)
|
|
layout(location = 6) in vec2 in_offset;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_width)
|
|
layout(location = 7) in vec2 in_width;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_floorwidth)
|
|
layout(location = 8) in vec2 in_floorwidth;
|
|
#endif
|
|
|
|
layout(push_constant) uniform Constants {
|
|
int ubo_index;
|
|
} constant;
|
|
|
|
struct LineSDFDrawableUBO {
|
|
mat4 matrix;
|
|
vec2 patternscale_a;
|
|
vec2 patternscale_b;
|
|
float tex_y_a;
|
|
float tex_y_b;
|
|
float ratio;
|
|
// Interpolations
|
|
float color_t;
|
|
float blur_t;
|
|
float opacity_t;
|
|
float gapwidth_t;
|
|
float offset_t;
|
|
float width_t;
|
|
float floorwidth_t;
|
|
float pad1;
|
|
float pad2;
|
|
};
|
|
|
|
layout(std140, set = LAYER_SET_INDEX, binding = idLineDrawableUBO) readonly buffer LineSDFDrawableUBOVector {
|
|
LineSDFDrawableUBO drawable_ubo[];
|
|
} drawableVector;
|
|
|
|
layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
|
|
vec4 color;
|
|
float blur;
|
|
float opacity;
|
|
float gapwidth;
|
|
float offset;
|
|
float width;
|
|
float floorwidth;
|
|
uint expressionMask;
|
|
float pad1;
|
|
} props;
|
|
|
|
layout(location = 0) out lowp vec2 frag_normal;
|
|
layout(location = 1) out lowp vec2 frag_width2;
|
|
layout(location = 2) out lowp float frag_gamma_scale;
|
|
layout(location = 3) out vec2 frag_tex_a;
|
|
layout(location = 4) out vec2 frag_tex_b;
|
|
|
|
#if !defined(HAS_UNIFORM_u_color)
|
|
layout(location = 5) out lowp vec4 frag_color;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_blur)
|
|
layout(location = 6) out lowp float frag_blur;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_opacity)
|
|
layout(location = 7) out lowp float frag_opacity;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_floorwidth)
|
|
layout(location = 8) out mediump float frag_floorwidth;
|
|
#endif
|
|
|
|
void main() {
|
|
const LineSDFDrawableUBO drawable = drawableVector.drawable_ubo[constant.ubo_index];
|
|
|
|
#ifndef HAS_UNIFORM_u_color
|
|
frag_color = unpack_mix_color(in_color, drawable.color_t);
|
|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_blur
|
|
frag_blur = unpack_mix_float(in_blur, drawable.blur_t);
|
|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_opacity
|
|
frag_opacity = unpack_mix_float(in_opacity, drawable.opacity_t);
|
|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_floorwidth
|
|
const float floorwidth = unpack_mix_float(in_floorwidth, drawable.floorwidth_t);
|
|
frag_floorwidth = floorwidth;
|
|
#else
|
|
const float floorwidth = props.floorwidth;
|
|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_offset
|
|
const mediump float offset = unpack_mix_float(in_offset, drawable.offset_t) * -1.0;
|
|
#else
|
|
const mediump float offset = props.offset * -1.0;
|
|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_width
|
|
const mediump float width = unpack_mix_float(in_width, drawable.width_t);
|
|
#else
|
|
const mediump float width = props.width;
|
|
#endif
|
|
|
|
#ifndef HAS_UNIFORM_u_gapwidth
|
|
const mediump float gapwidth = unpack_mix_float(in_gapwidth, drawable.gapwidth_t) / 2.0;
|
|
#else
|
|
const mediump float gapwidth = props.gapwidth / 2.0;
|
|
#endif
|
|
|
|
// the distance over which the line edge fades out.
|
|
// Retina devices need a smaller distance to avoid aliasing.
|
|
const float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
|
|
const float LINE_DISTANCE_SCALE = 2.0;
|
|
|
|
vec2 a_extrude = in_data.xy - 128.0;
|
|
float a_direction = mod(in_data.z, 4.0) - 1.0;
|
|
float linesofar = (floor(in_data.z / 4.0) + in_data.w * 64.0) * LINE_DISTANCE_SCALE;
|
|
vec2 pos = floor(in_pos_normal * 0.5);
|
|
|
|
// x is 1 if it's a round cap, 0 otherwise
|
|
// y is 1 if the normal points up, and -1 if it points down
|
|
// We store these in the least significant bit of in_pos_normal
|
|
mediump vec2 normal = in_pos_normal - 2.0 * pos;
|
|
frag_normal = vec2(normal.x, normal.y * 2.0 - 1.0);
|
|
|
|
// these transformations used to be applied in the JS and native code bases.
|
|
// moved them into the shader for clarity and simplicity.
|
|
float halfwidth = width / 2.0;
|
|
|
|
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
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float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
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// Scale the extrusion vector down to a normal and then up by the line width
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// of this vertex.
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mediump vec2 dist = outset * a_extrude * LINE_NORMAL_SCALE;
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// Calculate the offset when drawing a line that is to the side of the actual line.
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// We do this by creating a vector that points towards the extrude, but rotate
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// it when we're drawing round end points (a_direction = -1 or 1) since their
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// extrude vector points in another direction.
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mediump float u = 0.5 * a_direction;
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mediump float t = 1.0 - abs(u);
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mediump vec2 offset2 = offset * a_extrude * LINE_NORMAL_SCALE * frag_normal.y * mat2(t, -u, u, t);
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vec4 projected_extrude = drawable.matrix * vec4(dist / drawable.ratio, 0.0, 0.0);
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gl_Position = drawable.matrix * vec4(pos + offset2 / drawable.ratio, 0.0, 1.0) + projected_extrude;
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applySurfaceTransform();
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * paintParams.units_to_pixels);
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frag_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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frag_width2 = vec2(outset, inset);
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frag_tex_a = vec2(linesofar * drawable.patternscale_a.x / floorwidth, frag_normal.y * drawable.patternscale_a.y + drawable.tex_y_a);
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frag_tex_b = vec2(linesofar * drawable.patternscale_b.x / floorwidth, frag_normal.y * drawable.patternscale_b.y + drawable.tex_y_b);
|
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}
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)";
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|
|
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static constexpr auto fragment = LINE_SHADER_COMMON R"(
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layout(location = 0) in lowp vec2 frag_normal;
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layout(location = 1) in lowp vec2 frag_width2;
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layout(location = 2) in lowp float frag_gamma_scale;
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layout(location = 3) in vec2 frag_tex_a;
|
|
layout(location = 4) in vec2 frag_tex_b;
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|
|
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#if !defined(HAS_UNIFORM_u_color)
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layout(location = 5) in lowp vec4 frag_color;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_blur)
|
|
layout(location = 6) in lowp float frag_blur;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_opacity)
|
|
layout(location = 7) in lowp float frag_opacity;
|
|
#endif
|
|
|
|
#if !defined(HAS_UNIFORM_u_floorwidth)
|
|
layout(location = 8) in mediump float frag_floorwidth;
|
|
#endif
|
|
|
|
layout(location = 0) out vec4 out_color;
|
|
|
|
layout(push_constant) uniform Constants {
|
|
int ubo_index;
|
|
} constant;
|
|
|
|
struct LineSDFTilePropsUBO {
|
|
float sdfgamma;
|
|
float mix;
|
|
float pad1;
|
|
float pad2;
|
|
vec4 pad3;
|
|
vec4 pad4;
|
|
vec4 pad5;
|
|
};
|
|
|
|
layout(std140, set = LAYER_SET_INDEX, binding = idLineTilePropsUBO) readonly buffer LineSDFTilePropsUBOVector {
|
|
LineSDFTilePropsUBO tile_props_ubo[];
|
|
} tilePropsVector;
|
|
|
|
layout(set = LAYER_SET_INDEX, binding = idLineEvaluatedPropsUBO) uniform LineEvaluatedPropsUBO {
|
|
vec4 color;
|
|
float blur;
|
|
float opacity;
|
|
float gapwidth;
|
|
float offset;
|
|
float width;
|
|
float floorwidth;
|
|
uint expressionMask;
|
|
float pad1;
|
|
} props;
|
|
|
|
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image0_sampler;
|
|
|
|
void main() {
|
|
|
|
#ifdef OVERDRAW_INSPECTOR
|
|
out_color = vec4(1.0);
|
|
return;
|
|
#endif
|
|
|
|
const LineSDFTilePropsUBO tileProps = tilePropsVector.tile_props_ubo[constant.ubo_index];
|
|
|
|
#ifdef HAS_UNIFORM_u_color
|
|
const lowp vec4 color = props.color;
|
|
#else
|
|
const lowp vec4 color = frag_color;
|
|
#endif
|
|
|
|
#ifdef HAS_UNIFORM_u_blur
|
|
const lowp float blur = props.blur;
|
|
#else
|
|
const lowp float blur = frag_blur;
|
|
#endif
|
|
|
|
#ifdef HAS_UNIFORM_u_opacity
|
|
const lowp float opacity = props.opacity;
|
|
#else
|
|
const lowp float opacity = frag_opacity;
|
|
#endif
|
|
|
|
#ifdef HAS_UNIFORM_u_floorwidth
|
|
const lowp float floorwidth = props.floorwidth;
|
|
#else
|
|
const lowp float floorwidth = frag_floorwidth;
|
|
#endif
|
|
|
|
// Calculate the distance of the pixel from the line in pixels.
|
|
const float dist = length(frag_normal) * frag_width2.x;
|
|
|
|
// Calculate the antialiasing fade factor. This is either when fading in the
|
|
// line in case of an offset line (`v_width2.y`) or when fading out (`v_width2.x`)
|
|
const float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * frag_gamma_scale;
|
|
|
|
const float sdfdist_a = texture(image0_sampler, frag_tex_a).a;
|
|
const float sdfdist_b = texture(image0_sampler, frag_tex_b).a;
|
|
const float sdfdist = mix(sdfdist_a, sdfdist_b, tileProps.mix);
|
|
const float alpha = clamp(min(dist - (frag_width2.y - blur2), frag_width2.x - dist) / blur2, 0.0, 1.0) *
|
|
smoothstep(0.5 - tileProps.sdfgamma / floorwidth, 0.5 + tileProps.sdfgamma / floorwidth, sdfdist);
|
|
|
|
out_color = color * (alpha * opacity);
|
|
}
|
|
)";
|
|
};
|
|
|
|
} // namespace shaders
|
|
} // namespace mbgl
|