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MapLibreParticleLab/include/mbgl/shaders/mtl/background.hpp
Tim Sylvester 82ec59a2b0 Metal setup merge (#1616)
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
Co-authored-by: mwilsnd <mwilsnd@gmail.com>
Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com>
Co-authored-by: Bart Louwers <bart@emeel.net>
Co-authored-by: Alex Cristici <alex@skoon.energy>
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
Co-authored-by: Wei Chen <alanchenboy@gmail.com>
Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com>
Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
2023-09-13 18:35:20 +00:00

67 lines
1.9 KiB
C++

#pragma once
#include <mbgl/shaders/shader_source.hpp>
#include <mbgl/shaders/background_layer_ubo.hpp>
#include <mbgl/shaders/mtl/common.hpp>
#include <mbgl/shaders/mtl/shader_program.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::BackgroundShader, gfx::Backend::Type::Metal> {
static constexpr auto name = "BackgroundShader";
static constexpr auto vertexMainFunction = "vertexMain";
static constexpr auto fragmentMainFunction = "fragmentMain";
static constexpr AttributeInfo attributes[] = {
{0, gfx::AttributeDataType::Float3, 1, "a_pos"},
};
static constexpr UniformBlockInfo uniforms[] = {
MLN_MTL_UNIFORM_BLOCK(1, true, true, BackgroundLayerUBO),
MLN_MTL_UNIFORM_BLOCK(2, true, false, BackgroundDrawableUBO),
};
static constexpr TextureInfo textures[] = {};
static constexpr auto source = R"(
#include <metal_stdlib>
using namespace metal;
struct VertexStage {
short2 position [[attribute(0)]];
};
struct FragmentStage {
float4 position [[position, invariant]];
};
struct alignas(16) BackgroundDrawableUBO {
float4x4 matrix;
};
struct alignas(16) BackgroundLayerUBO {
float4 color;
float opacity, pad1, pad2, pad3;
};
FragmentStage vertex vertexMain(VertexStage in [[stage_in]],
device const BackgroundLayerUBO& layerUBO [[buffer(1)]],
device const BackgroundDrawableUBO& drawableUBO [[buffer(2)]]) {
return {
.position = drawableUBO.matrix * float4(float2(in.position.xy), 0, 1)
};
}
half4 fragment fragmentMain(FragmentStage in [[stage_in]],
device const BackgroundLayerUBO& layerUBO [[buffer(1)]]) {
#ifdef OVERDRAW_INSPECTOR
return half4(1.0);
#else
return half4(float4(layerUBO.color.rgb, layerUBO.color.a * layerUBO.opacity));
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl