Files
MapLibreParticleLab/include/mbgl/shaders/gl/line_sdf.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

258 lines
7.7 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::LineSDFProgram, gfx::Backend::Type::OpenGL> {
static constexpr const char* vertex = R"(// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
// We scale the distance before adding it to the buffers so that we can store
// long distances for long segments. Use this value to unscale the distance.
#define LINE_DISTANCE_SCALE 2.0
attribute vec2 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
uniform lowp float u_device_pixel_ratio;
uniform vec2 u_patternscale_a;
uniform float u_tex_y_a;
uniform vec2 u_patternscale_b;
uniform float u_tex_y_b;
uniform vec2 u_units_to_pixels;
varying vec2 v_normal;
varying vec2 v_width2;
varying vec2 v_tex_a;
varying vec2 v_tex_b;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
uniform lowp float u_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float u_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float u_gapwidth_t;
attribute mediump vec2 a_gapwidth;
#else
uniform mediump float u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
uniform lowp float u_offset_t;
attribute lowp vec2 a_offset;
#else
uniform lowp float u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
uniform lowp float u_width_t;
attribute mediump vec2 a_width;
varying mediump float width;
#else
uniform mediump float u_width;
#endif
#ifndef HAS_UNIFORM_u_floorwidth
uniform lowp float u_floorwidth_t;
attribute lowp vec2 a_floorwidth;
varying lowp float floorwidth;
#else
uniform lowp float u_floorwidth;
#endif
void main() {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, u_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, u_blur_t);
#else
lowp float blur = u_blur;
#endif
#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_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, u_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, u_offset_t);
#else
lowp float offset = u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
width = unpack_mix_vec2(a_width, u_width_t);
#else
mediump float width = u_width;
#endif
#ifndef HAS_UNIFORM_u_floorwidth
floorwidth = unpack_mix_vec2(a_floorwidth, u_floorwidth_t);
#else
lowp float floorwidth = u_floorwidth;
#endif
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
// We store these in the least significant bit of a_pos_normal
mediump vec2 normal = a_pos_normal - 2.0 * pos;
normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist =outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_tex_a = vec2(a_linesofar * u_patternscale_a.x / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a);
v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b);
v_width2 = vec2(outset, inset);
}
)";
static constexpr const char* fragment = R"(
uniform lowp float u_device_pixel_ratio;
uniform sampler2D u_image;
uniform float u_sdfgamma;
uniform float u_mix;
varying vec2 v_normal;
varying vec2 v_width2;
varying vec2 v_tex_a;
varying vec2 v_tex_b;
varying float v_gamma_scale;
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_width
varying mediump float width;
#else
uniform mediump float u_width;
#endif
#ifndef HAS_UNIFORM_u_floorwidth
varying lowp float floorwidth;
#else
uniform lowp float u_floorwidth;
#endif
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_width
mediump float width = u_width;
#endif
#ifdef HAS_UNIFORM_u_floorwidth
lowp float floorwidth = u_floorwidth;
#endif
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
float sdfdist_a = texture2D(u_image, v_tex_a).a;
float sdfdist_b = texture2D(u_image, v_tex_b).a;
float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
alpha *= smoothstep(0.5 - u_sdfgamma / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist);
gl_FragColor = color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl