Files
MapLibreParticleLab/include/mbgl/shaders/gl/background_pattern.hpp
Alex Cristici a650df219d Clean legacy code (#3469)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-05-15 22:53:09 +03:00

95 lines
2.8 KiB
C++

// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::BackgroundPatternShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "BackgroundPatternShader";
static constexpr const char* vertex = R"(layout (std140) uniform BackgroundPatternDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp float u_tile_units_to_pixels;
lowp float drawable_pad1;
lowp float drawable_pad2;
lowp float drawable_pad3;
};
layout (std140) uniform BackgroundPatternPropsUBO {
highp vec2 u_pattern_tl_a;
highp vec2 u_pattern_br_a;
highp vec2 u_pattern_tl_b;
highp vec2 u_pattern_br_b;
highp vec2 u_pattern_size_a;
highp vec2 u_pattern_size_b;
highp float u_scale_a;
highp float u_scale_b;
highp float u_mix;
highp float u_opacity;
};
layout (location = 0) in vec2 a_pos;
out mediump vec2 v_pos_a;
out mediump vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
}
)";
static constexpr const char* fragment = R"(layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float u_map_zoom;
lowp float global_pad1;
};
layout (std140) uniform BackgroundPatternPropsUBO {
highp vec2 u_pattern_tl_a;
highp vec2 u_pattern_br_a;
highp vec2 u_pattern_tl_b;
highp vec2 u_pattern_br_b;
highp vec2 u_pattern_size_a;
highp vec2 u_pattern_size_b;
highp float u_scale_a;
highp float u_scale_b;
highp float u_mix;
highp float u_opacity;
};
uniform sampler2D u_image;
in mediump vec2 v_pos_a;
in mediump vec2 v_pos_b;
void main() {
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a / u_pattern_atlas_texsize, u_pattern_br_a / u_pattern_atlas_texsize, imagecoord);
vec4 color1 = texture(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(u_pattern_tl_b / u_pattern_atlas_texsize, u_pattern_br_b / u_pattern_atlas_texsize, imagecoord_b);
vec4 color2 = texture(u_image, pos2);
fragColor = mix(color1, color2, u_mix) * u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}
)";
};
} // namespace shaders
} // namespace mbgl