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MapLibreParticleLab/include/mbgl/shaders/gl/drawable_raster.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

109 lines
3.2 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::RasterShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "RasterShader";
static constexpr const char* vertex = R"(layout (std140) uniform RasterDrawableUBO {
highp mat4 u_matrix;
};
layout (std140) uniform RasterEvaluatedPropsUBO {
highp vec3 u_spin_weights;
highp vec2 u_tl_parent;
highp float u_scale_parent;
highp float u_buffer_scale;
highp float u_fade_t;
highp float u_opacity;
highp float u_brightness_low;
highp float u_brightness_high;
highp float u_saturation_factor;
highp float u_contrast_factor;
highp float props_pad1;
highp float props_pad2;
};
layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_texture_pos;
out vec2 v_pos0;
out vec2 v_pos1;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
// We are using Int16 for texture position coordinates to give us enough precision for
// fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
// as an arbitrarily high number to preserve adequate precision when rendering.
// This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
// so math for modifying either is consistent.
v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
}
)";
static constexpr const char* fragment = R"(layout (std140) uniform RasterEvaluatedPropsUBO {
highp vec3 u_spin_weights;
highp vec2 u_tl_parent;
highp float u_scale_parent;
highp float u_buffer_scale;
highp float u_fade_t;
highp float u_opacity;
highp float u_brightness_low;
highp float u_brightness_high;
highp float u_saturation_factor;
highp float u_contrast_factor;
highp float props_pad1;
highp float props_pad2;
};
uniform sampler2D u_image0;
uniform sampler2D u_image1;
in vec2 v_pos0;
in vec2 v_pos1;
void main() {
// read and cross-fade colors from the main and parent tiles
vec4 color0 = texture(u_image0, v_pos0);
vec4 color1 = texture(u_image1, v_pos1);
if (color0.a > 0.0) {
color0.rgb = color0.rgb / color0.a;
}
if (color1.a > 0.0) {
color1.rgb = color1.rgb / color1.a;
}
vec4 color = mix(color0, color1, u_fade_t);
color.a *= u_opacity;
vec3 rgb = color.rgb;
// spin
rgb = vec3(
dot(rgb, u_spin_weights.xyz),
dot(rgb, u_spin_weights.zxy),
dot(rgb, u_spin_weights.yzx));
// saturation
float average = (color.r + color.g + color.b) / 3.0;
rgb += (average - rgb) * u_saturation_factor;
// contrast
rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
// brightness
vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
fragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl