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MapLibreParticleLab/include/mbgl/shaders/gl/drawable_heatmap.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

128 lines
3.7 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::HeatmapShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "HeatmapShader";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
out vec2 v_extrude;
layout (std140) uniform HeatmapDrawableUBO {
highp mat4 u_matrix;
highp float u_extrude_scale;
lowp float drawable_pad1;
lowp vec2 drawable_pad2;
};
layout (std140) uniform HeatmapEvaluatedPropsUBO {
highp float u_weight;
highp float u_radius;
highp float u_intensity;
lowp float props_pad1;
};
layout (std140) uniform HeatmapInterpolateUBO {
lowp float u_weight_t;
lowp float u_radius_t;
lowp vec2 interp_pad1;
};
#ifndef HAS_UNIFORM_u_weight
layout (location = 1) in highp vec2 a_weight;
out highp float weight;
#endif
#ifndef HAS_UNIFORM_u_radius
layout (location = 2) in mediump vec2 a_radius;
#endif
// Effective "0" in the kernel density texture to adjust the kernel size to;
// this empirically chosen number minimizes artifacts on overlapping kernels
// for typical heatmap cases (assuming clustered source)
const highp float ZERO = 1.0 / 255.0 / 16.0;
// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
#define GAUSS_COEF 0.3989422804014327
void main(void) {
#ifndef HAS_UNIFORM_u_weight
weight = unpack_mix_vec2(a_weight, u_weight_t);
#else
highp float weight = u_weight;
#endif
#ifndef HAS_UNIFORM_u_radius
mediump float radius = unpack_mix_vec2(a_radius, u_radius_t);
#else
mediump float radius = u_radius;
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 unscaled_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// This 'extrude' comes in ranging from [-1, -1], to [1, 1]. We'll use
// it to produce the vertices of a square mesh framing the point feature
// we're adding to the kernel density texture. We'll also pass it as
// a varying, so that the fragment shader can determine the distance of
// each fragment from the point feature.
// Before we do so, we need to scale it up sufficiently so that the
// kernel falls effectively to zero at the edge of the mesh.
// That is, we want to know S such that
// weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
// Which solves to:
// S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;
// Pass the varying in units of radius
v_extrude = S * unscaled_extrude;
// Scale by radius and the zoom-based scale factor to produce actual
// mesh position
vec2 extrude = v_extrude * radius * u_extrude_scale;
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
vec4 pos = vec4(floor(a_pos * 0.5) + extrude, 0, 1);
gl_Position = u_matrix * pos;
}
)";
static constexpr const char* fragment = R"(in vec2 v_extrude;
layout (std140) uniform HeatmapEvaluatedPropsUBO {
highp float u_weight;
highp float u_radius;
highp float u_intensity;
lowp float props_pad1;
};
#ifndef HAS_UNIFORM_u_weight
in highp float weight;
#endif
// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
#define GAUSS_COEF 0.3989422804014327
void main() {
#ifdef HAS_UNIFORM_u_weight
highp float weight = u_weight;
#endif
// Kernel density estimation with a Gaussian kernel of size 5x5
float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
float val = weight * u_intensity * GAUSS_COEF * exp(d);
fragColor = vec4(val, 1.0, 1.0, 1.0);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl