Files
MapLibreParticleLab/include/mbgl/shaders/gl/fill_extrusion_pattern.hpp
mwilsnd f207aee091 Migrate shaders to the registry (#964)
Co-authored-by: Bart Louwers <bart.louwers@gmail.com>
2023-04-04 21:00:12 +02:00

198 lines
5.5 KiB
C++

// Generated code, do not modify this file!
// Generated on 2023-04-04T01:24:40.539Z by mwilsnd using shaders/generate_shader_code.js
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <> struct ShaderSource<BuiltIn::FillExtrusionPatternProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(uniform mat4 u_matrix;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform float u_height_factor;
uniform vec4 u_scale;
uniform float u_vertical_gradient;
uniform lowp float u_opacity;
uniform vec3 u_lightcolor;
uniform lowp vec3 u_lightpos;
uniform lowp float u_lightintensity;
attribute vec2 a_pos;
attribute vec4 a_normal_ed;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec4 v_lighting;
#ifndef HAS_UNIFORM_u_base
uniform lowp float u_base_t;
attribute lowp vec2 a_base;
varying lowp float base;
#else
uniform lowp float u_base;
#endif
#ifndef HAS_UNIFORM_u_height
uniform lowp float u_height_t;
attribute lowp vec2 a_height;
varying lowp float height;
#else
uniform lowp float u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
uniform lowp float u_pattern_from_t;
attribute lowp vec4 a_pattern_from;
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
uniform lowp float u_pattern_to_t;
attribute lowp vec4 a_pattern_to;
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, u_base_t);
#else
lowp float base = u_base;
#endif
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, u_height_t);
#else
lowp float height = u_height;
#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;
vec3 normal = a_normal_ed.xyz;
float edgedistance = a_normal_ed.w;
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);
base = max(0.0, base);
height = max(0.0, height);
float t = mod(normal.x, 2.0);
float z = t > 0.0 ? height : base;
gl_Position = u_matrix * vec4(a_pos, z, 1);
vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? a_pos // extrusion top
: vec2(edgedistance, z * u_height_factor); // extrusion side
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
if (normal.y != 0.0) {
// This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
// and otherwise calculates the gradient based on base + height
directional *= (
(1.0 - u_vertical_gradient) +
(u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
}
v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
v_lighting *= u_opacity;
}
)";
static constexpr const char* fragment = R"(uniform vec2 u_texsize;
uniform float u_fade;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec4 v_lighting;
#ifndef HAS_UNIFORM_u_base
varying lowp float base;
#else
uniform lowp float u_base;
#endif
#ifndef HAS_UNIFORM_u_height
varying lowp float height;
#else
uniform lowp float u_height;
#endif
#ifndef HAS_UNIFORM_u_pattern_from
varying lowp vec4 pattern_from;
#else
uniform lowp vec4 u_pattern_from;
#endif
#ifndef HAS_UNIFORM_u_pattern_to
varying lowp vec4 pattern_to;
#else
uniform lowp vec4 u_pattern_to;
#endif
void main() {
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#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 = texture2D(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 = texture2D(u_image, pos2);
vec4 mixedColor = mix(color1, color2, u_fade);
gl_FragColor = mixedColor * v_lighting;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl