Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
94 lines
2.1 KiB
C++
94 lines
2.1 KiB
C++
// Generated code, do not modify this file!
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#pragma once
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#include <mbgl/shaders/shader_source.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::FillShader, gfx::Backend::Type::OpenGL> {
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static constexpr const char* name = "FillShader";
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static constexpr const char* vertex = R"(layout (std140) uniform FillDrawableUBO {
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highp mat4 u_matrix;
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};
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layout (std140) uniform FillInterpolateUBO {
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highp float u_color_t;
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highp float u_opacity_t;
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highp float interp_pad1, interp_pad2;
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};
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layout (std140) uniform FillEvaluatedPropsUBO {
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highp vec4 u_color;
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highp vec4 u_outline_color;
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highp float u_opacity;
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highp float u_fade;
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highp float u_width;
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highp float props_pad1;
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};
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layout (location = 0) in vec2 a_pos;
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#ifndef HAS_UNIFORM_u_color
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layout (location = 1) in highp vec4 a_color;
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out highp vec4 color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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layout (location = 2) in lowp vec2 a_opacity;
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out lowp float opacity;
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#endif
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void main() {
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#ifndef HAS_UNIFORM_u_color
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color = unpack_mix_color(a_color, u_color_t);
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#else
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highp vec4 color = u_color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
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#else
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lowp float opacity = u_opacity;
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#endif
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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}
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)";
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static constexpr const char* fragment = R"(layout (std140) uniform FillInterpolateUBO {
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highp float u_color_t;
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highp float u_opacity_t;
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highp float interp_pad1, interp_pad2;
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};
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layout (std140) uniform FillEvaluatedPropsUBO {
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highp vec4 u_color;
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highp vec4 u_outline_color;
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highp float u_opacity;
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highp float u_fade;
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highp float u_width;
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highp float props_pad1;
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};
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#ifndef HAS_UNIFORM_u_color
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in highp vec4 color;
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#endif
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#ifndef HAS_UNIFORM_u_opacity
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in lowp float opacity;
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#endif
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void main() {
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#ifdef HAS_UNIFORM_u_color
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highp vec4 color = u_color;
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#endif
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#ifdef HAS_UNIFORM_u_opacity
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lowp float opacity = u_opacity;
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#endif
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fragColor = color * opacity;
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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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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