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MapLibreParticleLab/include/mbgl/shaders/vulkan/location_indicator.hpp
Adrian Cojocaru 1b6ed35426 Vulkan fill extrusion instancing [Core optimization] (#4310)
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
2026-06-06 01:06:59 +02:00

90 lines
2.5 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/vulkan/shader_program.hpp>
namespace mbgl {
namespace shaders {
constexpr auto locationIndicatorShaderPrelude = R"(#define idLocationIndicatorDrawableUBO drawableUBOStartId)";
template <>
struct ShaderSource<BuiltIn::LocationIndicatorShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "LocationIndicatorShader";
static const std::array<AttributeInfo, 1> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 0> textures;
static constexpr auto prelude = locationIndicatorShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in vec2 in_position;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idLocationIndicatorDrawableUBO) uniform LocationIndicatorDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
void main() {
gl_Position = drawable.matrix * vec4(in_position, 0, 1);
applySurfaceTransform();
}
)";
static constexpr auto fragment = R"(
layout(location = 0) out vec4 out_color;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idLocationIndicatorDrawableUBO) uniform LocationIndicatorDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
void main() {
out_color = drawable.color;
}
)";
};
template <>
struct ShaderSource<BuiltIn::LocationIndicatorTexturedShader, gfx::Backend::Type::Vulkan> {
static constexpr const char* name = "LocationIndicatorTexturedShader";
static const std::array<AttributeInfo, 2> attributes;
static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
static const std::array<TextureInfo, 1> textures;
static constexpr auto prelude = locationIndicatorShaderPrelude;
static constexpr auto vertex = R"(
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_texcoord;
layout(set = DRAWABLE_UBO_SET_INDEX, binding = idLocationIndicatorDrawableUBO) uniform LocationIndicatorDrawableUBO {
mat4 matrix;
vec4 color;
} drawable;
layout(location = 0) out vec2 frag_uv;
void main() {
gl_Position = drawable.matrix * vec4(in_position, 0, 1);
applySurfaceTransform();
frag_uv = in_texcoord;
}
)";
static constexpr auto fragment = R"(
layout(location = 0) in vec2 frag_uv;
layout(location = 0) out vec4 out_color;
layout(set = DRAWABLE_IMAGE_SET_INDEX, binding = 0) uniform sampler2D image_sampler;
void main() {
out_color = texture(image_sampler, frag_uv);
}
)";
};
} // namespace shaders
} // namespace mbgl