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MapLibreParticleLab/include/mbgl/shaders/mtl/background_pattern.hpp

98 lines
3.4 KiB
C++

#pragma once
#include <mbgl/shaders/mtl/background.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::BackgroundPatternShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "BackgroundPatternShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<UniformBlockInfo, 2> uniforms;
static const std::array<TextureInfo, 1> textures;
static constexpr auto source = R"(
#include <metal_stdlib>
using namespace metal;
struct VertexStage {
short2 position [[attribute(0)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
float2 pos_a;
float2 pos_b;
};
struct alignas(16) BackgroundDrawableUBO {
float4x4 matrix;
};
struct alignas(16) BackgroundLayerUBO {
float2 pattern_tl_a;
float2 pattern_br_a;
float2 pattern_tl_b;
float2 pattern_br_b;
float2 texsize;
float2 pattern_size_a;
float2 pattern_size_b;
float2 pixel_coord_upper;
float2 pixel_coord_lower;
float tile_units_to_pixels;
float scale_a;
float scale_b;
float mix;
float opacity;
bool overdrawInspector;
uint8_t pad1, pad2, pad3;
};
FragmentStage vertex vertexMain(VertexStage in [[stage_in]],
device const BackgroundDrawableUBO& drawableUBO [[buffer(1)]],
device const BackgroundLayerUBO& layerUBO [[buffer(2)]]) {
const float2 pos = float2(in.position);
const float2 pos_a = get_pattern_pos(layerUBO.pixel_coord_upper,
layerUBO.pixel_coord_lower,
layerUBO.scale_a * layerUBO.pattern_size_a,
layerUBO.tile_units_to_pixels,
pos);
const float2 pos_b = get_pattern_pos(layerUBO.pixel_coord_upper,
layerUBO.pixel_coord_lower,
layerUBO.scale_b * layerUBO.pattern_size_b,
layerUBO.tile_units_to_pixels,
pos);
return {
.position = drawableUBO.matrix * float4(float2(in.position.xy), 0, 1),
.pos_a = pos_a,
.pos_b = pos_b,
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const BackgroundLayerUBO& layerUBO [[buffer(2)]],
texture2d<float, access::sample> image [[texture(0)]],
sampler image_sampler [[sampler(0)]]) {
#if defined(OVERDRAW_INSPECTOR)
return half4(1.0);
#endif
const float2 imagecoord = glMod(float2(in.pos_a), 1.0);
const float2 pos = mix(layerUBO.pattern_tl_a / layerUBO.texsize, layerUBO.pattern_br_a / layerUBO.texsize, imagecoord);
const float4 color1 = image.sample(image_sampler, pos);
const float2 imagecoord_b = glMod(float2(in.pos_b), 1.0);
const float2 pos2 = mix(layerUBO.pattern_tl_b / layerUBO.texsize, layerUBO.pattern_br_b / layerUBO.texsize, imagecoord_b);
const float4 color2 = image.sample(image_sampler, pos2);
return half4(mix(color1, color2, layerUBO.mix) * layerUBO.opacity);
}
)";
};
} // namespace shaders
} // namespace mbgl