Files
MapLibreParticleLab/src/mbgl/programs/gl/background_pattern.cpp
Konstantin Käfer c8cfdb1ced Merge pull request #14126 from mapbox/gfx-refactor-4
Graphics refactor #4
2019-03-15 20:31:12 +01:00

79 lines
2.1 KiB
C++

// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/programs/background_pattern_program.hpp>
#include <mbgl/programs/gl/shader_source.hpp>
#include <mbgl/gl/program.hpp>
namespace mbgl {
namespace gfx {
template <>
std::unique_ptr<Program<BackgroundPatternProgram>>
Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
return gl::Program<BackgroundPatternProgram>::createProgram(
reinterpret_cast<gl::Context&>(*this), programParameters, "background_pattern",
programs::gl::shaderSource() + 1675, programs::gl::shaderSource() + 2266);
}
} // namespace gfx
} // namespace mbgl
// Uncompressed source of background_pattern.vertex.glsl:
/*
uniform mat4 u_matrix;
uniform vec2 u_pattern_size_a;
uniform vec2 u_pattern_size_b;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform float u_scale_a;
uniform float u_scale_b;
uniform float u_tile_units_to_pixels;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
}
*/
// Uncompressed source of background_pattern.fragment.glsl:
/*
uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
uniform vec2 u_texsize;
uniform float u_mix;
uniform float u_opacity;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
void main() {
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_mix) * u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/