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MapLibreParticleLab/shaders/drawable.line_basic.vertex.glsl
Alex Cristici ea73a57a09 Device pixel ratio send as define instead of UBO field (#1936)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2023-12-09 07:48:57 +02:00

69 lines
2.3 KiB
GLSL

// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
layout (location = 0) in vec2 a_pos_normal;
layout (location = 1) in vec4 a_data;
layout (std140) uniform LineBasicUBO {
highp mat4 u_matrix;
highp vec2 u_units_to_pixels;
mediump float u_ratio;
lowp float pad0;
};
layout (std140) uniform LineBasicPropertiesUBO {
highp vec4 u_color;
lowp float u_opacity;
mediump float u_width;
highp vec2 pad1;
};
out vec2 v_normal;
out float v_width;
out float v_gamma_scale;
out highp float v_linesofar;
void main() {
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
float halfwidth = u_width / 2.0;
float outset = halfwidth + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist = outset * a_extrude * scale;
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_width = outset;
}