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MapLibreParticleLab/shaders/drawable.symbol_text_and_icon.vertex.glsl
Alex Cristici d22362ab22 Global UBO (#2292)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-24 17:14:18 +03:00

164 lines
6.1 KiB
GLSL

layout (location = 0) in vec4 a_pos_offset;
layout (location = 1) in vec4 a_data;
layout (location = 2) in vec3 a_projected_pos;
layout (location = 3) in float a_fade_opacity;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
// For constants, a_size is disabled.
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
// text-size(upperZoomStop, feature) ]
layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float global_pad1, global_pad2;
};
layout (std140) uniform SymbolDrawableUBO {
highp mat4 u_matrix;
highp mat4 u_label_plane_matrix;
highp mat4 u_coord_matrix;
highp vec2 u_texsize;
highp vec2 u_texsize_icon;
highp float u_gamma_scale;
bool u_rotate_symbol;
highp vec2 drawable_pad1;
};
layout (std140) uniform SymbolTilePropsUBO {
bool u_is_text;
bool u_is_halo;
bool u_pitch_with_map;
bool u_is_size_zoom_constant;
bool u_is_size_feature_constant;
highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
highp float u_size; // used when size is both zoom and feature constant
bool tileprops_pad1;
};
layout (std140) uniform SymbolInterpolateUBO {
highp float u_fill_color_t;
highp float u_halo_color_t;
highp float u_opacity_t;
highp float u_halo_width_t;
highp float u_halo_blur_t;
highp float interp_pad1, interp_pad2, interp_pad3;
};
layout (std140) uniform SymbolEvaluatedPropsUBO {
highp vec4 u_text_fill_color;
highp vec4 u_text_halo_color;
highp float u_text_opacity;
highp float u_text_halo_width;
highp float u_text_halo_blur;
highp float props_pad1;
highp vec4 u_icon_fill_color;
highp vec4 u_icon_halo_color;
highp float u_icon_opacity;
highp float u_icon_halo_width;
highp float u_icon_halo_blur;
highp float props_pad2;
};
out vec4 v_data0;
out vec4 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
highp vec4 u_fill_color = u_is_text ? u_text_fill_color : u_icon_fill_color;
highp vec4 u_halo_color = u_is_text ? u_text_halo_color : u_icon_halo_color;
highp float u_opacity = u_is_text ? u_text_opacity : u_icon_opacity;
highp float u_halo_width = u_is_text ? u_text_halo_width : u_icon_halo_width;
highp float u_halo_blur = u_is_text ? u_text_halo_blur : u_icon_halo_blur;
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
float a_size_min = floor(a_size[0] * 0.5);
float is_sdf = a_size[0] - 2.0 * a_size_min;
highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size_min / 128.0;
} else {
size = u_size;
}
vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
// If the label is pitched with the map, layout is done in pitched space,
// which makes labels in the distance smaller relative to viewport space.
// We counteract part of that effect by multiplying by the perspective ratio.
// If the label isn't pitched with the map, we do layout in viewport space,
// which makes labels in the distance larger relative to the features around
// them. We counteract part of that effect by dividing by the perspective ratio.
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
highp float perspective_ratio = clamp(
0.5 + 0.5 * distance_ratio,
0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
4.0);
size *= perspective_ratio;
float fontScale = size / 24.0;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
// To figure out that angle in projected space, we draw a short horizontal line in tile
// space, project it, and measure its angle in projected space.
vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
vec2 a = projectedPoint.xy / projectedPoint.w;
vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
}
highp float angle_sin = sin(segment_angle + symbol_rotation);
highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_symbol_fade_change : -u_symbol_fade_change;
float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
v_data0.xy = a_tex / u_texsize;
v_data0.zw = a_tex / u_texsize_icon;
v_data1 = vec4(gamma_scale, size, interpolated_fade_opacity, is_sdf);
}