227 lines
7.7 KiB
C++
227 lines
7.7 KiB
C++
#pragma once
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#include <mbgl/shaders/shader_source.hpp>
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#include <mbgl/shaders/webgpu/shader_program.hpp>
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#include <mbgl/shaders/hillshade_layer_ubo.hpp>
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namespace mbgl {
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namespace shaders {
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template <>
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struct ShaderSource<BuiltIn::HillshadeShader, gfx::Backend::Type::WebGPU> {
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static constexpr const char* name = "HillshadeShader";
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static const std::array<AttributeInfo, 2> attributes;
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static constexpr std::array<AttributeInfo, 0> instanceAttributes{};
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static const std::array<TextureInfo, 1> textures;
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static constexpr auto vertex = R"(
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struct VertexInput {
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@location(5) position: vec2<i32>,
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@location(6) texcoord: vec2<i32>,
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};
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) tex_coord: vec2<f32>,
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};
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struct GlobalIndexUBO {
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value: u32,
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pad0: vec3<u32>,
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};
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struct HillshadeDrawableUBO {
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matrix: mat4x4<f32>,
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};
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@group(0) @binding(1) var<uniform> globalIndex: GlobalIndexUBO;
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@group(0) @binding(2) var<storage, read> drawableVector: array<HillshadeDrawableUBO>;
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@vertex
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fn main(in: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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let drawable = drawableVector[globalIndex.value];
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out.position = drawable.matrix * vec4<f32>(f32(in.position.x), f32(in.position.y), 0.0, 1.0);
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var tex = vec2<f32>(f32(in.texcoord.x), f32(in.texcoord.y)) / 8192.0;
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tex.y = 1.0 - tex.y;
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out.tex_coord = tex;
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return out;
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}
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)";
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static constexpr auto fragment = R"(
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const STANDARD: i32 = 0;
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const COMBINED: i32 = 1;
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const IGOR: i32 = 2;
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const MULTIDIRECTIONAL: i32 = 3;
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const BASIC: i32 = 4;
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struct FragmentInput {
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@location(0) tex_coord: vec2<f32>,
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};
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struct GlobalIndexUBO {
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value: u32,
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pad0: vec3<u32>,
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};
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struct HillshadeTilePropsUBO {
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latrange: vec2<f32>,
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exaggeration: f32,
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method: i32,
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num_lights: i32,
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pad0: f32,
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pad1: f32,
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pad2: f32,
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};
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struct HillshadeEvaluatedPropsUBO {
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accent: vec4<f32>,
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altitudes: vec4<f32>,
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azimuths: vec4<f32>,
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shadows: array<vec4<f32>, 4>,
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highlights: array<vec4<f32>, 4>,
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};
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@group(0) @binding(1) var<uniform> globalIndex: GlobalIndexUBO;
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@group(0) @binding(3) var<storage, read> tilePropsVector: array<HillshadeTilePropsUBO>;
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@group(0) @binding(4) var<uniform> props: HillshadeEvaluatedPropsUBO;
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@group(1) @binding(0) var texture_sampler: sampler;
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@group(1) @binding(1) var hillshade_texture: texture_2d<f32>;
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fn get_aspect(deriv: vec2<f32>) -> f32 {
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let aspectDefault = 0.5 * PI * select(-1.0, 1.0, deriv.y > 0.0);
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return select(aspectDefault, atan2(deriv.y, -deriv.x), deriv.x != 0.0);
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}
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fn standard_hillshade(deriv: vec2<f32>, tileProps: HillshadeTilePropsUBO) -> vec4<f32> {
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let azimuth = props.azimuths.x + PI;
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let slope = atan(0.625 * length(deriv));
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let aspect = get_aspect(deriv);
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let intensity = tileProps.exaggeration;
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let base = 1.875 - intensity * 1.75;
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let maxValue = 0.5 * PI;
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let denom = pow(base, maxValue) - 1.0;
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let useNonLinear = abs(intensity - 0.5) > 1e-6;
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let scaledSlope = select(slope, ((pow(base, slope) - 1.0) / denom) * maxValue, useNonLinear);
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let accent = cos(scaledSlope);
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let accentColor = (1.0 - accent) * props.accent * clamp(intensity * 2.0, 0.0, 1.0);
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let shade = abs(glMod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
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let shadeColor = mix(props.shadows[0], props.highlights[0], shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
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return accentColor * (1.0 - shadeColor.a) + shadeColor;
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}
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fn basic_hillshade(deriv: vec2<f32>, tileProps: HillshadeTilePropsUBO) -> vec4<f32> {
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let scaled_deriv = deriv * tileProps.exaggeration * 2.0;
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let azimuth = props.azimuths.x + PI;
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let cos_az = cos(azimuth);
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let sin_az = sin(azimuth);
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let cos_alt = cos(props.altitudes.x);
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let sin_alt = sin(props.altitudes.x);
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let cang = (sin_alt - (scaled_deriv.y * cos_az * cos_alt - scaled_deriv.x * sin_az * cos_alt)) / sqrt(1.0 + dot(scaled_deriv, scaled_deriv));
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let shade = clamp(cang, 0.0, 1.0);
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return select(props.shadows[0] * (1.0 - 2.0 * shade),
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props.highlights[0] * (2.0 * shade - 1.0),
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shade > 0.5);
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}
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fn multidirectional_hillshade(deriv: vec2<f32>, tileProps: HillshadeTilePropsUBO) -> vec4<f32> {
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let scaled_deriv = deriv * tileProps.exaggeration * 2.0;
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var total_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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let num_lights = min(tileProps.num_lights, 4);
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for (var i: i32 = 0; i < num_lights; i = i + 1) {
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let altitude = select(select(select(props.altitudes.x, props.altitudes.y, i == 1), props.altitudes.z, i == 2), props.altitudes.w, i == 3);
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let azimuth = select(select(select(props.azimuths.x, props.azimuths.y, i == 1), props.azimuths.z, i == 2), props.azimuths.w, i == 3);
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let cos_alt = cos(altitude);
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let sin_alt = sin(altitude);
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let cos_az = -cos(azimuth);
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let sin_az = -sin(azimuth);
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let cang = (sin_alt - (scaled_deriv.y * cos_az * cos_alt - scaled_deriv.x * sin_az * cos_alt)) / sqrt(1.0 + dot(scaled_deriv, scaled_deriv));
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let shade = clamp(cang, 0.0, 1.0);
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if (shade > 0.5) {
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total_color = total_color + props.highlights[i] * (2.0 * shade - 1.0) / f32(num_lights);
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} else {
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total_color = total_color + props.shadows[i] * (1.0 - 2.0 * shade) / f32(num_lights);
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}
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}
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return total_color;
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}
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fn combined_hillshade(deriv: vec2<f32>, tileProps: HillshadeTilePropsUBO) -> vec4<f32> {
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let scaled_deriv = deriv * tileProps.exaggeration * 2.0;
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let azimuth = props.azimuths.x + PI;
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let cos_az = cos(azimuth);
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let sin_az = sin(azimuth);
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let cos_alt = cos(props.altitudes.x);
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let sin_alt = sin(props.altitudes.x);
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let cang = acos((sin_alt - (scaled_deriv.y * cos_az * cos_alt - scaled_deriv.x * sin_az * cos_alt)) / sqrt(1.0 + dot(scaled_deriv, scaled_deriv)));
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let clamped_cang = clamp(cang, 0.0, PI / 2.0);
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let shade = clamped_cang * atan(length(scaled_deriv)) * 4.0 / PI / PI;
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let highlight = (PI / 2.0 - clamped_cang) * atan(length(scaled_deriv)) * 4.0 / PI / PI;
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return props.shadows[0] * shade + props.highlights[0] * highlight;
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}
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fn igor_hillshade(deriv: vec2<f32>, tileProps: HillshadeTilePropsUBO) -> vec4<f32> {
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let scaled_deriv = deriv * tileProps.exaggeration * 2.0;
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let aspect = get_aspect(scaled_deriv);
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let azimuth = props.azimuths.x + PI;
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let slope_strength = atan(length(scaled_deriv)) * 2.0 / PI;
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let aspect_strength = 1.0 - abs(glMod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
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let shadow_strength = slope_strength * aspect_strength;
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let highlight_strength = slope_strength * (1.0 - aspect_strength);
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return props.shadows[0] * shadow_strength + props.highlights[0] * highlight_strength;
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}
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@fragment
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fn main(in: FragmentInput) -> @location(0) vec4<f32> {
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#ifdef OVERDRAW_INSPECTOR
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return vec4<f32>(1.0, 1.0, 1.0, 1.0);
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#endif
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let tileProps = tilePropsVector[globalIndex.value];
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let pixel = textureSample(hillshade_texture, texture_sampler, in.tex_coord);
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let latRange = tileProps.latrange;
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let latitude = (latRange.x - latRange.y) * in.tex_coord.y + latRange.y;
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let scaleFactor = cos(radians(latitude));
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let deriv = ((pixel.rg * 8.0) - vec2<f32>(4.0, 4.0)) / scaleFactor;
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if (tileProps.method == BASIC) {
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return basic_hillshade(deriv, tileProps);
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} else if (tileProps.method == COMBINED) {
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return combined_hillshade(deriv, tileProps);
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} else if (tileProps.method == IGOR) {
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return igor_hillshade(deriv, tileProps);
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} else if (tileProps.method == MULTIDIRECTIONAL) {
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return multidirectional_hillshade(deriv, tileProps);
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} else {
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return standard_hillshade(deriv, tileProps);
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}
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}
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)";
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};
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} // namespace shaders
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} // namespace mbgl
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