Files
MapLibreParticleLab/include/mbgl/shaders/gl/fill_outline_pattern.hpp
Tim Sylvester 8d9fe37a6b Topic/drawable extrusion (#1288)
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
2023-08-31 15:36:19 +02:00

149 lines
4.0 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::FillOutlinePatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "FillOutlinePatternProgram";
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_world;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform vec4 u_scale;
layout (location = 0) in vec2 a_pos;
out vec2 v_pos_a;
out vec2 v_pos_b;
out vec2 v_pos;
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
layout (location = 1) in lowp vec2 a_opacity;
out lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
uniform lowp float u_pattern_from_t;
layout (location = 2) in mediump vec4 a_pattern_from;
out mediump vec4 pattern_from;
#else
uniform mediump vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
uniform lowp float u_pattern_to_t;
layout (location = 3) in mediump vec4 a_pattern_to;
out mediump vec4 pattern_to;
#else
uniform mediump vec4 u_pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
#else
lowp float opacity = u_opacity;
#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;
gl_Position = u_matrix * vec4(a_pos, 0, 1);
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);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
)";
static constexpr const char* fragment = R"(
uniform vec2 u_texsize;
uniform sampler2D u_image;
uniform float u_fade;
in vec2 v_pos_a;
in vec2 v_pos_b;
in vec2 v_pos;
#ifndef HAS_UNIFORM_u_opacity
in lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
in mediump vec4 pattern_from;
#else
uniform mediump vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
in mediump vec4 pattern_to;
#else
uniform mediump vec4 u_pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#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);
// find distance to outline for alpha interpolation
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
fragColor = mix(color1, color2, u_fade) * alpha * opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl