This is meant to (1) Make it easier for new developers to find the source (2) Make it easier to look at shader diffs when the GL JS pin changes
136 lines
3.5 KiB
C++
136 lines
3.5 KiB
C++
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
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#include <mbgl/shaders/heatmap.hpp>
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#include <mbgl/shaders/source.hpp>
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namespace mbgl {
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namespace shaders {
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const char* heatmap::name = "heatmap";
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const char* heatmap::vertexSource = source() + 10792;
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const char* heatmap::fragmentSource = source() + 13248;
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// Uncompressed source of heatmap.vertex.glsl:
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/*
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#ifndef HAS_UNIFORM_u_weight
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uniform lowp float a_weight_t;
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attribute highp vec2 a_weight;
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varying highp float weight;
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#else
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uniform highp float u_weight;
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#endif
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#ifndef HAS_UNIFORM_u_radius
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uniform lowp float a_radius_t;
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attribute mediump vec2 a_radius;
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#else
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uniform mediump float u_radius;
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#endif
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uniform mat4 u_matrix;
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uniform float u_extrude_scale;
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uniform float u_opacity;
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uniform float u_intensity;
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attribute vec2 a_pos;
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varying vec2 v_extrude;
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// Effective "0" in the kernel density texture to adjust the kernel size to;
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// this empirically chosen number minimizes artifacts on overlapping kernels
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// for typical heatmap cases (assuming clustered source)
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const highp float ZERO = 1.0 / 255.0 / 16.0;
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// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
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#define GAUSS_COEF 0.3989422804014327
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void main(void) {
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#ifndef HAS_UNIFORM_u_weight
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weight = unpack_mix_vec2(a_weight, a_weight_t);
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#else
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highp float weight = u_weight;
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#endif
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#ifndef HAS_UNIFORM_u_radius
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mediump float radius = unpack_mix_vec2(a_radius, a_radius_t);
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#else
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mediump float radius = u_radius;
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#endif
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// unencode the extrusion vector that we snuck into the a_pos vector
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vec2 unscaled_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
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// This 'extrude' comes in ranging from [-1, -1], to [1, 1]. We'll use
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// it to produce the vertices of a square mesh framing the point feature
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// we're adding to the kernel density texture. We'll also pass it as
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// a varying, so that the fragment shader can determine the distance of
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// each fragment from the point feature.
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// Before we do so, we need to scale it up sufficiently so that the
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// kernel falls effectively to zero at the edge of the mesh.
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// That is, we want to know S such that
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// weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
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// Which solves to:
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// S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
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float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;
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// Pass the varying in units of radius
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v_extrude = S * unscaled_extrude;
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// Scale by radius and the zoom-based scale factor to produce actual
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// mesh position
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vec2 extrude = v_extrude * radius * u_extrude_scale;
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// multiply a_pos by 0.5, since we had it * 2 in order to sneak
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// in extrusion data
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vec4 pos = vec4(floor(a_pos * 0.5) + extrude, 0, 1);
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gl_Position = u_matrix * pos;
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}
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*/
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// Uncompressed source of heatmap.fragment.glsl:
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/*
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#ifndef HAS_UNIFORM_u_weight
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varying highp float weight;
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#else
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uniform highp float u_weight;
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#endif
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uniform highp float u_intensity;
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varying vec2 v_extrude;
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// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
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#define GAUSS_COEF 0.3989422804014327
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void main() {
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#ifdef HAS_UNIFORM_u_weight
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highp float weight = u_weight;
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#endif
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// Kernel density estimation with a Gaussian kernel of size 5x5
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float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
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float val = weight * u_intensity * GAUSS_COEF * exp(d);
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gl_FragColor = vec4(val, 1.0, 1.0, 1.0);
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#ifdef OVERDRAW_INSPECTOR
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gl_FragColor = vec4(1.0);
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#endif
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}
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*/
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} // namespace shaders
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} // namespace mbgl
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