77 lines
2.8 KiB
GLSL
77 lines
2.8 KiB
GLSL
uniform mat4 u_matrix;
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uniform vec2 u_pixel_coord_upper;
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uniform vec2 u_pixel_coord_lower;
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uniform float u_height_factor;
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uniform vec4 u_scale;
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uniform float u_vertical_gradient;
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uniform lowp float u_opacity;
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uniform vec3 u_lightcolor;
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uniform lowp vec3 u_lightpos;
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uniform lowp float u_lightintensity;
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attribute vec2 a_pos;
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attribute vec4 a_normal_ed;
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varying vec2 v_pos_a;
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varying vec2 v_pos_b;
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varying vec4 v_lighting;
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#pragma mapbox: define lowp float base
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#pragma mapbox: define lowp float height
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#pragma mapbox: define lowp vec4 pattern_from
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#pragma mapbox: define lowp vec4 pattern_to
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void main() {
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#pragma mapbox: initialize lowp float base
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#pragma mapbox: initialize lowp float height
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#pragma mapbox: initialize mediump vec4 pattern_from
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#pragma mapbox: initialize mediump vec4 pattern_to
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vec2 pattern_tl_a = pattern_from.xy;
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vec2 pattern_br_a = pattern_from.zw;
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vec2 pattern_tl_b = pattern_to.xy;
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vec2 pattern_br_b = pattern_to.zw;
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float pixelRatio = u_scale.x;
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float tileRatio = u_scale.y;
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float fromScale = u_scale.z;
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float toScale = u_scale.w;
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vec3 normal = a_normal_ed.xyz;
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float edgedistance = a_normal_ed.w;
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vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
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vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
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base = max(0.0, base);
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height = max(0.0, height);
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float t = mod(normal.x, 2.0);
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float z = t > 0.0 ? height : base;
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gl_Position = u_matrix * vec4(a_pos, z, 1);
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vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
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? a_pos // extrusion top
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: vec2(edgedistance, z * u_height_factor); // extrusion side
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v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
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v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
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v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
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float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
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directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
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if (normal.y != 0.0) {
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// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
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// and otherwise calculates the gradient based on base + height
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directional *= (
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(1.0 - u_vertical_gradient) +
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(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
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}
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v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
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v_lighting *= u_opacity;
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}
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