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MapLibreParticleLab/include/mbgl/shaders/gl/drawable_fill_extrusion_pattern.hpp
Alex Cristici cca3adb375 Layer group uniforms (#2247)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-18 14:22:11 +03:00

233 lines
6.7 KiB
C++

// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::FillExtrusionPatternShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillExtrusionPatternShader";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec4 a_normal_ed;
out vec2 v_pos_a;
out vec2 v_pos_b;
out vec4 v_lighting;
layout (std140) uniform FillExtrusionDrawableUBO {
highp mat4 u_matrix;
highp vec4 u_scale;
highp vec2 u_texsize;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_height_factor;
highp float drawable_pad1;
};
layout (std140) uniform FillExtrusionPropsUBO {
highp vec4 u_color;
highp vec3 u_lightcolor;
highp float props_pad1;
highp vec3 u_lightpos;
highp float u_base;
highp float u_height;
highp float u_lightintensity;
highp float u_vertical_gradient;
highp float u_opacity;
highp float u_fade;
highp float props_pad2, props_pad3, props_pad4;
};
layout (std140) uniform FillExtrusionTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
layout (std140) uniform FillExtrusionInterpolateUBO {
highp float u_base_t;
highp float u_height_t;
highp float u_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float interp_pad1, interp_pad2, interp_pad3;
};
#ifndef HAS_UNIFORM_u_base
layout (location = 2) in lowp vec2 a_base;
out lowp float base;
#endif
#ifndef HAS_UNIFORM_u_height
layout (location = 3) in lowp vec2 a_height;
out lowp float height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
layout (location = 4) in mediump vec4 a_pattern_from;
out mediump vec4 pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
layout (location = 5) in mediump vec4 a_pattern_to;
out mediump vec4 pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, u_base_t);
#else
lowp float base = u_base;
#endif
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, u_height_t);
#else
lowp float height = u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
pattern_from = a_pattern_from;
#else
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
pattern_to = a_pattern_to;
#else
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float pixelRatio = u_scale.x;
float tileRatio = u_scale.y;
float fromScale = u_scale.z;
float toScale = u_scale.w;
vec3 normal = a_normal_ed.xyz;
float edgedistance = a_normal_ed.w;
vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
base = max(0.0, base);
height = max(0.0, height);
float t = mod(normal.x, 2.0);
float z = t > 0.0 ? height : base;
gl_Position = u_matrix * vec4(a_pos, z, 1);
vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? a_pos // extrusion top
: vec2(edgedistance, z * u_height_factor); // extrusion side
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - u_vertical_gradient) +
(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
}
v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
v_lighting *= u_opacity;
}
)";
static constexpr const char* fragment = R"(in vec2 v_pos_a;
in vec2 v_pos_b;
in vec4 v_lighting;
layout (std140) uniform FillExtrusionDrawableUBO {
highp mat4 u_matrix;
highp vec4 u_scale;
highp vec2 u_texsize;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_height_factor;
highp float drawable_pad1;
};
layout (std140) uniform FillExtrusionPropsUBO {
highp vec4 u_color;
highp vec3 u_lightcolor;
highp float props_pad1;
highp vec3 u_lightpos;
highp float u_base;
highp float u_height;
highp float u_lightintensity;
highp float u_vertical_gradient;
highp float u_opacity;
highp float u_fade;
highp float props_pad2, props_pad3, props_pad4;
};
layout (std140) uniform FillExtrusionTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
layout (std140) uniform FillExtrusionInterpolateUBO {
highp float u_base_t;
highp float u_height_t;
highp float u_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float interp_pad1, interp_pad2, interp_pad3;
};
uniform sampler2D u_image;
#ifndef HAS_UNIFORM_u_base
in lowp float base;
#endif
#ifndef HAS_UNIFORM_u_height
in lowp float height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
in mediump vec4 pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
in mediump vec4 pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#endif
#ifdef HAS_UNIFORM_u_pattern_from
mediump vec4 pattern_from = u_pattern_from;
#endif
#ifdef HAS_UNIFORM_u_pattern_to
mediump vec4 pattern_to = u_pattern_to;
#endif
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture(u_image, pos2);
vec4 mixedColor = mix(color1, color2, u_fade);
fragColor = mixedColor * v_lighting;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl