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MapLibreParticleLab/shaders/hillshade_prepare.fragment.glsl

76 lines
2.6 KiB
GLSL

#ifdef GL_ES
precision highp float;
#endif
in vec2 v_pos;
uniform sampler2D u_image;
layout (std140) uniform HillshadePrepareTilePropsUBO {
highp vec4 u_unpack;
highp vec2 u_dimension;
highp float u_zoom;
highp float u_maxzoom;
};
float getElevation(vec2 coord, float bias) {
// Convert encoded elevation value to meters
vec4 data = texture(u_image, coord) * 255.0;
data.a = -1.0;
return dot(data, u_unpack);
}
void main() {
vec2 epsilon = 1.0 / u_dimension;
float tileSize = u_dimension.x - 2.0;
// queried pixels (using Sobel operator kernel):
// +-----------+
// | | | |
// | a | b | c |
// | | | |
// +-----------+
// | | | |
// | d | e | f |
// | | | |
// +-----------+
// | | | |
// | g | h | i |
// | | | |
// +-----------+
float a = getElevation(v_pos + vec2(-epsilon.x, -epsilon.y), 0.0);
float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0);
float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0);
float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0);
//float e = getElevation(v_pos, 0.0);
float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0);
float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0);
float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0);
float i = getElevation(v_pos + vec2(epsilon.x, epsilon.y), 0.0);
// Convert the raw pixel-space derivative (slope) into world-space slope.
// The conversion factor is: tileSize / (8 * meters_per_pixel).
// meters_per_pixel is calculated as pow(2.0, 28.2562 - u_zoom).
// The exaggeration factor is applied to scale the effect at lower zooms.
// See nickidlugash's awesome breakdown for more info
// https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
float exaggerationFactor = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
float exaggeration = u_zoom < 15.0 ? (u_zoom - 15.0) * exaggerationFactor : 0.0;
vec2 deriv = vec2(
(c + f + f + i) - (a + d + d + g),
(g + h + h + i) - (a + b + b + c)
) * tileSize / pow(2.0, exaggeration + (28.2562 - u_zoom));
// Encode the derivative into the color channels (r and g)
// The derivative is scaled from world-space slope to the range [0, 1] for texture storage.
// The maximum possible world-space derivative is assumed to be 4 (hence division by 8.0).
fragColor = clamp(vec4(
deriv.x / 8.0 + 0.5,
deriv.y / 8.0 + 0.5,
1.0,
1.0), 0.0, 1.0);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}