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MapLibreParticleLab/include/mln/shaders/vulkan/location_indicator.hpp
Bart Louwers 2a8ebc4906 core: rename mbgl directories to mln (#4511)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2026-08-22 20:50:14 +02:00

94 lines
2.8 KiB
C++

#pragma once
#include <mln/shaders/shader_source.hpp>
#include <mln/shaders/vulkan/shader_program.hpp>
namespace mln {
namespace shaders {
constexpr auto locationIndicatorShaderPrelude = R"(#define idLocationIndicatorDrawableUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::LocationIndicatorShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "LocationIndicatorShader";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = locationIndicatorShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in vec2 in_position;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idLocationIndicatorDrawableUBO) uniform LocationIndicatorDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
void main() {
gl_Position = drawable.matrix * vec4(in_position, 0, 1);
applySurfaceTransform();
}
)";
static constexpr auto fragment = R"(
layout(location = 0) out vec4 out_color;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idLocationIndicatorDrawableUBO) uniform LocationIndicatorDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
void main() {
out_color = drawable.color;
}
)";
};
template <>
struct ShaderSource<BuiltIn::LocationIndicatorTexturedShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "LocationIndicatorTexturedShader";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = locationIndicatorShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_texcoord;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idLocationIndicatorDrawableUBO) uniform LocationIndicatorDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
layout(location = 0) out vec2 frag_uv;
void main() {
gl_Position = drawable.matrix * vec4(in_position, 0, 1);
applySurfaceTransform();
frag_uv = in_texcoord;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec2 frag_uv;
layout(location = 0) out vec4 out_color;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image_sampler;
void main() {
// using lod bias variant for sampling as a workaround for Adreno 600 series
out_color = texture(image_sampler, frag_uv, 0.0);
// working alternatives
//out_color = textureGrad(image_sampler, frag_uv, dFdx(frag_uv), dFdy(frag_uv));
//out_color = texelFetch(image_sampler, ivec2(frag_uv * vec2(textureSize(image_sampler, 0))), 0);
}
)";
};
} // namespace shaders
} // namespace mln