Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
91 lines
2.7 KiB
C++
91 lines
2.7 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::BackgroundPatternShader, gfx::Backend::Type::OpenGL> {
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static constexpr const char* name = "BackgroundPatternShader";
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static constexpr const char* vertex = R"(layout (std140) uniform BackgroundPatternDrawableUBO {
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highp mat4 u_matrix;
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highp vec2 u_pixel_coord_upper;
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highp vec2 u_pixel_coord_lower;
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highp float u_tile_units_to_pixels;
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highp float drawable_pad1, drawable_pad2, drawable_pad3;
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};
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layout (std140) uniform BackgroundPatternLayerUBO {
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highp vec2 u_pattern_tl_a;
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highp vec2 u_pattern_br_a;
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highp vec2 u_pattern_tl_b;
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highp vec2 u_pattern_br_b;
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highp vec2 u_pattern_size_a;
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highp vec2 u_pattern_size_b;
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highp float u_scale_a;
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highp float u_scale_b;
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highp float u_mix;
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highp float u_opacity;
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};
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layout (location = 0) in vec2 a_pos;
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out mediump vec2 v_pos_a;
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out mediump vec2 v_pos_b;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
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v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
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}
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)";
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static constexpr const char* fragment = R"(layout (std140) uniform GlobalPaintParamsUBO {
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highp vec2 u_pattern_atlas_texsize;
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highp vec2 u_units_to_pixels;
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highp vec2 u_world_size;
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highp float u_camera_to_center_distance;
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highp float u_symbol_fade_change;
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highp float u_aspect_ratio;
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highp float u_pixel_ratio;
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highp float global_pad1, global_pad2;
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};
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layout (std140) uniform BackgroundPatternLayerUBO {
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highp vec2 u_pattern_tl_a;
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highp vec2 u_pattern_br_a;
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highp vec2 u_pattern_tl_b;
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highp vec2 u_pattern_br_b;
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highp vec2 u_pattern_size_a;
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highp vec2 u_pattern_size_b;
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highp float u_scale_a;
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highp float u_scale_b;
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highp float u_mix;
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highp float u_opacity;
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};
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uniform sampler2D u_image;
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in mediump vec2 v_pos_a;
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in mediump vec2 v_pos_b;
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void main() {
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vec2 imagecoord = mod(v_pos_a, 1.0);
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vec2 pos = mix(u_pattern_tl_a / u_pattern_atlas_texsize, u_pattern_br_a / u_pattern_atlas_texsize, imagecoord);
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vec4 color1 = texture(u_image, pos);
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vec2 imagecoord_b = mod(v_pos_b, 1.0);
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vec2 pos2 = mix(u_pattern_tl_b / u_pattern_atlas_texsize, u_pattern_br_b / u_pattern_atlas_texsize, imagecoord_b);
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vec4 color2 = texture(u_image, pos2);
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fragColor = mix(color1, color2, u_mix) * u_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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