73 lines
2.2 KiB
C++
73 lines
2.2 KiB
C++
#pragma once
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#include <mbgl/shaders/heatmap_texture_layer_ubo.hpp>
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/mtl/common.hpp>
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#include <mbgl/shaders/mtl/shader_program.hpp>
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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::HeatmapTextureShader, gfx::Backend::Type::Metal> {
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static constexpr auto name = "HeatmapTextureShader";
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static constexpr auto vertexMainFunction = "vertexMain";
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static constexpr auto fragmentMainFunction = "fragmentMain";
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static const std::array<AttributeInfo, 1> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<UniformBlockInfo, 1> uniforms;
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static const std::array<TextureInfo, 2> textures;
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static constexpr auto source = R"(
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struct VertexStage {
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short2 pos [[attribute(0)]];
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};
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struct FragmentStage {
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float4 position [[position, invariant]];
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float2 pos;
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};
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struct alignas(16) HeatmapTextureDrawableUBO {
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float4x4 matrix;
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float2 world;
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float opacity;
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bool overdrawInspector;
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uint8_t pad1, pad2, pad3;
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};
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FragmentStage vertex vertexMain(thread const VertexStage vertx [[stage_in]],
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device const HeatmapTextureDrawableUBO& drawable [[buffer(1)]]) {
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const float2 pos = float2(vertx.pos);
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const float4 position = drawable.matrix * float4(pos * drawable.world, 0, 1);
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return {
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.position = position,
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.pos = pos,
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};
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}
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half4 fragment fragmentMain(FragmentStage in [[stage_in]],
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device const HeatmapTextureDrawableUBO& drawable [[buffer(1)]],
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texture2d<float, access::sample> image [[texture(0)]],
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texture2d<float, access::sample> color_ramp [[texture(1)]],
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sampler image_sampler [[sampler(0)]],
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sampler color_ramp_sampler [[sampler(1)]]) {
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#if defined(OVERDRAW_INSPECTOR)
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return half4(1.0);
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#endif
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float t = image.sample(image_sampler, in.pos).r;
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float4 color = color_ramp.sample(color_ramp_sampler, float2(t, 0.5));
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return half4(color * drawable.opacity);
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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