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authorKonstantin Käfer <mail@kkaefer.com>2019-03-15 20:31:12 +0100
committerGitHub <noreply@github.com>2019-03-15 20:31:12 +0100
commitc8cfdb1ced822711e772dfcc8f708b1a7a68b5fc (patch)
treebf511253e25459cafc91a5f3bea2f5c773677162 /src/mbgl/programs
parent62695c56956add5560933137a479f29f2d3a091b (diff)
downloadqtlocation-mapboxgl-c8cfdb1ced822711e772dfcc8f708b1a7a68b5fc.tar.gz
Merge pull request #14126 from mapbox/gfx-refactor-4
Graphics refactor #4
Diffstat (limited to 'src/mbgl/programs')
-rw-r--r--src/mbgl/programs/background_pattern_program.hpp4
-rw-r--r--src/mbgl/programs/background_program.cpp23
-rw-r--r--src/mbgl/programs/background_program.hpp33
-rw-r--r--src/mbgl/programs/binary_program.cpp140
-rw-r--r--src/mbgl/programs/binary_program.hpp48
-rw-r--r--src/mbgl/programs/circle_program.cpp3
-rw-r--r--src/mbgl/programs/circle_program.hpp9
-rw-r--r--src/mbgl/programs/clipping_mask_program.cpp8
-rw-r--r--src/mbgl/programs/clipping_mask_program.hpp7
-rw-r--r--src/mbgl/programs/collision_box_program.cpp4
-rw-r--r--src/mbgl/programs/collision_box_program.hpp82
-rw-r--r--src/mbgl/programs/collision_circle_program.hpp4
-rw-r--r--src/mbgl/programs/debug_program.cpp8
-rw-r--r--src/mbgl/programs/debug_program.hpp7
-rw-r--r--src/mbgl/programs/extrusion_texture_program.cpp3
-rw-r--r--src/mbgl/programs/extrusion_texture_program.hpp7
-rw-r--r--src/mbgl/programs/fill_extrusion_pattern_program.hpp4
-rw-r--r--src/mbgl/programs/fill_extrusion_program.cpp14
-rw-r--r--src/mbgl/programs/fill_extrusion_program.hpp36
-rw-r--r--src/mbgl/programs/fill_outline_pattern_program.hpp4
-rw-r--r--src/mbgl/programs/fill_outline_program.hpp4
-rw-r--r--src/mbgl/programs/fill_pattern_program.hpp4
-rw-r--r--src/mbgl/programs/fill_program.cpp23
-rw-r--r--src/mbgl/programs/fill_program.hpp38
-rw-r--r--src/mbgl/programs/gl/background.cpp47
-rw-r--r--src/mbgl/programs/gl/background_pattern.cpp78
-rw-r--r--src/mbgl/programs/gl/circle.cpp300
-rw-r--r--src/mbgl/programs/gl/clipping_mask.cpp40
-rw-r--r--src/mbgl/programs/gl/collision_box.cpp77
-rw-r--r--src/mbgl/programs/gl/collision_circle.cpp100
-rw-r--r--src/mbgl/programs/gl/debug.cpp42
-rw-r--r--src/mbgl/programs/gl/extrusion_texture.cpp52
-rw-r--r--src/mbgl/programs/gl/fill.cpp104
-rw-r--r--src/mbgl/programs/gl/fill_extrusion.cpp142
-rw-r--r--src/mbgl/programs/gl/fill_extrusion_pattern.cpp241
-rw-r--r--src/mbgl/programs/gl/fill_outline.cpp112
-rw-r--r--src/mbgl/programs/gl/fill_outline_pattern.cpp186
-rw-r--r--src/mbgl/programs/gl/fill_pattern.cpp174
-rw-r--r--src/mbgl/programs/gl/heatmap.cpp141
-rw-r--r--src/mbgl/programs/gl/heatmap_texture.cpp55
-rw-r--r--src/mbgl/programs/gl/hillshade.cpp93
-rw-r--r--src/mbgl/programs/gl/hillshade_prepare.cpp117
-rw-r--r--src/mbgl/programs/gl/line.cpp253
-rw-r--r--src/mbgl/programs/gl/line_gradient.cpp235
-rw-r--r--src/mbgl/programs/gl/line_pattern.cpp322
-rw-r--r--src/mbgl/programs/gl/line_sdf.cpp315
-rw-r--r--src/mbgl/programs/gl/preludes.cpp15
-rw-r--r--src/mbgl/programs/gl/preludes.hpp14
-rw-r--r--src/mbgl/programs/gl/raster.cpp103
-rw-r--r--src/mbgl/programs/gl/shader_source.cpp471
-rw-r--r--src/mbgl/programs/gl/shader_source.hpp13
-rw-r--r--src/mbgl/programs/gl/shaders.cpp31
-rw-r--r--src/mbgl/programs/gl/shaders.hpp18
-rw-r--r--src/mbgl/programs/gl/symbol_icon.cpp162
-rw-r--r--src/mbgl/programs/gl/symbol_sdf_icon.cpp317
-rw-r--r--src/mbgl/programs/gl/symbol_sdf_text.cpp317
-rw-r--r--src/mbgl/programs/heatmap_program.cpp3
-rw-r--r--src/mbgl/programs/heatmap_program.hpp9
-rw-r--r--src/mbgl/programs/heatmap_texture_program.cpp3
-rw-r--r--src/mbgl/programs/heatmap_texture_program.hpp7
-rw-r--r--src/mbgl/programs/hillshade_prepare_program.cpp3
-rw-r--r--src/mbgl/programs/hillshade_prepare_program.hpp7
-rw-r--r--src/mbgl/programs/hillshade_program.cpp3
-rw-r--r--src/mbgl/programs/hillshade_program.hpp9
-rw-r--r--src/mbgl/programs/line_gradient_program.hpp4
-rw-r--r--src/mbgl/programs/line_pattern_program.hpp4
-rw-r--r--src/mbgl/programs/line_program.cpp72
-rw-r--r--src/mbgl/programs/line_program.hpp76
-rw-r--r--src/mbgl/programs/line_sdf_program.hpp4
-rw-r--r--src/mbgl/programs/program.hpp104
-rw-r--r--src/mbgl/programs/programs.cpp2
-rw-r--r--src/mbgl/programs/programs.hpp4
-rw-r--r--src/mbgl/programs/raster_program.cpp3
-rw-r--r--src/mbgl/programs/raster_program.hpp9
-rw-r--r--src/mbgl/programs/segment.hpp12
-rw-r--r--src/mbgl/programs/symbol_icon_program.hpp4
-rw-r--r--src/mbgl/programs/symbol_program.cpp55
-rw-r--r--src/mbgl/programs/symbol_program.hpp169
-rw-r--r--src/mbgl/programs/symbol_sdf_icon_program.hpp4
-rw-r--r--src/mbgl/programs/symbol_sdf_text_program.hpp4
80 files changed, 5184 insertions, 594 deletions
diff --git a/src/mbgl/programs/background_pattern_program.hpp b/src/mbgl/programs/background_pattern_program.hpp
new file mode 100644
index 0000000000..4b66065670
--- /dev/null
+++ b/src/mbgl/programs/background_pattern_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/background_program.hpp>
diff --git a/src/mbgl/programs/background_program.cpp b/src/mbgl/programs/background_program.cpp
index 99c9c55e84..7d68f62fb1 100644
--- a/src/mbgl/programs/background_program.cpp
+++ b/src/mbgl/programs/background_program.cpp
@@ -1,4 +1,5 @@
#include <mbgl/programs/background_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
@@ -6,20 +7,22 @@
namespace mbgl {
+template std::unique_ptr<gfx::Program<BackgroundProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<BackgroundPatternProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
using namespace style;
static_assert(sizeof(BackgroundLayoutVertex) == 4, "expected BackgroundLayoutVertex size");
-BackgroundPatternProgram::UniformValues
-BackgroundPatternProgram::uniformValues(mat4 matrix,
- float opacity,
- Size atlasSize,
- const ImagePosition& a,
- const ImagePosition& b,
- const CrossfadeParameters& fading,
- const UnwrappedTileID& tileID,
- const TransformState& state)
-{
+BackgroundPatternProgram::LayoutUniformValues
+BackgroundPatternProgram::layoutUniformValues(mat4 matrix,
+ float opacity,
+ Size atlasSize,
+ const ImagePosition& a,
+ const ImagePosition& b,
+ const CrossfadeParameters& fading,
+ const UnwrappedTileID& tileID,
+ const TransformState& state) {
int32_t tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
int32_t pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
int32_t pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
diff --git a/src/mbgl/programs/background_program.hpp b/src/mbgl/programs/background_program.hpp
index 9899fb695a..b1ade6dc84 100644
--- a/src/mbgl/programs/background_program.hpp
+++ b/src/mbgl/programs/background_program.hpp
@@ -4,14 +4,9 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/background.hpp>
-#include <mbgl/shaders/background_pattern.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
-#include <mbgl/style/layers/background_layer_properties.hpp>
-
-#include <string>
namespace mbgl {
@@ -45,8 +40,8 @@ using BackgroundPatternUniforms = TypeList<
uniforms::u_tile_units_to_pixels>;
class BackgroundProgram : public Program<
- shaders::background,
- gfx::Triangle,
+ BackgroundProgram,
+ gfx::PrimitiveType::Triangle,
BackgroundLayoutAttributes,
BackgroundUniforms,
TypeList<>,
@@ -57,8 +52,8 @@ public:
};
class BackgroundPatternProgram : public Program<
- shaders::background_pattern,
- gfx::Triangle,
+ BackgroundPatternProgram,
+ gfx::PrimitiveType::Triangle,
BackgroundLayoutAttributes,
BackgroundPatternUniforms,
TypeList<
@@ -68,22 +63,22 @@ class BackgroundPatternProgram : public Program<
public:
using Program::Program;
- static UniformValues uniformValues(mat4 matrix,
- float opacity,
- Size atlasSize,
- const ImagePosition&,
- const ImagePosition&,
- const CrossfadeParameters&,
- const UnwrappedTileID&,
- const TransformState&);
+ static LayoutUniformValues layoutUniformValues(mat4 matrix,
+ float opacity,
+ Size atlasSize,
+ const ImagePosition&,
+ const ImagePosition&,
+ const CrossfadeParameters&,
+ const UnwrappedTileID&,
+ const TransformState&);
};
using BackgroundLayoutVertex = BackgroundProgram::LayoutVertex;
-using BackgroundAttributes = BackgroundProgram::Attributes;
+using BackgroundAttributes = BackgroundProgram::AttributeList;
class BackgroundLayerPrograms final : public LayerTypePrograms {
public:
- BackgroundLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ BackgroundLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: background(context, programParameters),
backgroundPattern(context, programParameters) {}
BackgroundProgram background;
diff --git a/src/mbgl/programs/binary_program.cpp b/src/mbgl/programs/binary_program.cpp
deleted file mode 100644
index 598a547252..0000000000
--- a/src/mbgl/programs/binary_program.cpp
+++ /dev/null
@@ -1,140 +0,0 @@
-#include <mbgl/programs/binary_program.hpp>
-
-#include <protozero/pbf_reader.hpp>
-#include <protozero/pbf_writer.hpp>
-#include <utility>
-#include <stdexcept>
-
-template <class Binding>
-static std::pair<const std::string, Binding> parseBinding(protozero::pbf_reader&& pbf) {
- bool hasName = false, hasValue = false;
- std::pair<std::string, Binding> binding;
- while (pbf.next()) {
- switch (pbf.tag()) {
- case 1: // name
- binding.first = pbf.get_string();
- hasName = true;
- break;
- case 2: // value
- binding.second = pbf.get_uint32();
- hasValue = true;
- break;
- default:
- pbf.skip();
- break;
- }
- }
- if (!hasName || !hasValue) {
- throw std::runtime_error("BinaryProgram binding is missing required fields");
- }
- return binding;
-}
-
-namespace mbgl {
-
-BinaryProgram::BinaryProgram(std::string&& data) {
- bool hasFormat = false, hasCode = false;
- protozero::pbf_reader pbf(data);
- while (pbf.next()) {
- switch (pbf.tag()) {
- case 1: // format
- binaryFormat = pbf.get_uint32();
- hasFormat = true;
- break;
- case 2: // code
- binaryCode = pbf.get_bytes();
- hasCode = true;
- break;
- case 3: // variable
- attributes.emplace_back(parseBinding<gl::AttributeLocation>(pbf.get_message()));
- break;
- case 4: // uniform
- uniforms.emplace_back(parseBinding<gl::UniformLocation>(pbf.get_message()));
- break;
- case 5: // identifier
- binaryIdentifier = pbf.get_string();
- break;
- case 6: // uniform
- textures.emplace_back(parseBinding<gl::UniformLocation>(pbf.get_message()));
- break;
- default:
- pbf.skip();
- break;
- }
- }
-
- if (!hasFormat || !hasCode) {
- throw std::runtime_error("BinaryProgram is missing required fields");
- }
-}
-
-BinaryProgram::BinaryProgram(
- gl::BinaryProgramFormat binaryFormat_,
- std::string&& binaryCode_,
- std::string binaryIdentifier_,
- std::vector<std::pair<const std::string, gl::AttributeLocation>>&& attributes_,
- std::vector<std::pair<const std::string, gl::UniformLocation>>&& uniforms_,
- std::vector<std::pair<const std::string, gl::UniformLocation>>&& textures_)
- : binaryFormat(binaryFormat_),
- binaryCode(std::move(binaryCode_)),
- binaryIdentifier(std::move(binaryIdentifier_)),
- attributes(std::move(attributes_)),
- uniforms(std::move(uniforms_)),
- textures(std::move(textures_)) {
-}
-
-std::string BinaryProgram::serialize() const {
- std::string data;
- data.reserve(32 + binaryCode.size() + uniforms.size() * 32 + attributes.size() * 32);
- protozero::pbf_writer pbf(data);
- pbf.add_uint32(1 /* format */, binaryFormat);
- pbf.add_bytes(2 /* code */, binaryCode.data(), binaryCode.size());
- for (const auto& binding : attributes) {
- protozero::pbf_writer pbf_binding(pbf, 3 /* attribute */);
- pbf_binding.add_string(1 /* name */, binding.first);
- pbf_binding.add_uint32(2 /* value */, binding.second);
- }
- for (const auto& binding : uniforms) {
- protozero::pbf_writer pbf_binding(pbf, 4 /* uniform */);
- pbf_binding.add_string(1 /* name */, binding.first);
- pbf_binding.add_uint32(2 /* value */, binding.second);
- }
- for (const auto& binding : textures) {
- protozero::pbf_writer pbf_binding(pbf, 6 /* texture */);
- pbf_binding.add_string(1 /* name */, binding.first);
- pbf_binding.add_uint32(2 /* value */, binding.second);
- }
- if (!binaryIdentifier.empty()) {
- pbf.add_string(5 /* identifier */, binaryIdentifier);
- }
- return data;
-}
-
-optional<gl::AttributeLocation> BinaryProgram::attributeLocation(const std::string& name) const {
- for (const auto& pair : attributes) {
- if (pair.first == name) {
- return pair.second;
- }
- }
- return {};
-}
-
-gl::UniformLocation BinaryProgram::uniformLocation(const std::string& name) const {
- for (const auto& pair : uniforms) {
- if (pair.first == name) {
- return pair.second;
- }
- }
- return -1;
-}
-
-gl::UniformLocation BinaryProgram::textureLocation(const std::string& name) const {
- for (const auto& pair : textures) {
- if (pair.first == name) {
- return pair.second;
- }
- }
- return -1;
-}
-
-} // namespace mbgl
diff --git a/src/mbgl/programs/binary_program.hpp b/src/mbgl/programs/binary_program.hpp
deleted file mode 100644
index 1ae874800b..0000000000
--- a/src/mbgl/programs/binary_program.hpp
+++ /dev/null
@@ -1,48 +0,0 @@
-#pragma once
-
-#include <mbgl/gl/types.hpp>
-#include <mbgl/util/optional.hpp>
-
-#include <string>
-#include <vector>
-
-namespace mbgl {
-
-class BinaryProgram {
-public:
- // Initialize a BinaryProgram object from a serialized represenation.
- BinaryProgram(std::string&& data);
-
- BinaryProgram(gl::BinaryProgramFormat,
- std::string&& binaryCode,
- std::string binaryIdentifier,
- std::vector<std::pair<const std::string, gl::AttributeLocation>>&&,
- std::vector<std::pair<const std::string, gl::UniformLocation>>&&,
- std::vector<std::pair<const std::string, gl::UniformLocation>>&&);
-
- std::string serialize() const;
-
- gl::BinaryProgramFormat format() const {
- return binaryFormat;
- }
- const std::string& code() const {
- return binaryCode;
- }
- const std::string& identifier() const {
- return binaryIdentifier;
- }
-
- optional<gl::AttributeLocation> attributeLocation(const std::string& name) const;
- gl::UniformLocation uniformLocation(const std::string& name) const;
- gl::UniformLocation textureLocation(const std::string& name) const;
-
-private:
- gl::BinaryProgramFormat binaryFormat = 0;
- std::string binaryCode;
- std::string binaryIdentifier;
- std::vector<std::pair<const std::string, gl::AttributeLocation>> attributes;
- std::vector<std::pair<const std::string, gl::UniformLocation>> uniforms;
- std::vector<std::pair<const std::string, gl::UniformLocation>> textures;
-};
-
-} // namespace mbgl
diff --git a/src/mbgl/programs/circle_program.cpp b/src/mbgl/programs/circle_program.cpp
index 99b47dd5c0..577410d94e 100644
--- a/src/mbgl/programs/circle_program.cpp
+++ b/src/mbgl/programs/circle_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/circle_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<CircleProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(CircleLayoutVertex) == 4, "expected CircleLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/circle_program.hpp b/src/mbgl/programs/circle_program.hpp
index 5a381d8fa9..0caa1b2a15 100644
--- a/src/mbgl/programs/circle_program.hpp
+++ b/src/mbgl/programs/circle_program.hpp
@@ -3,7 +3,6 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
-#include <mbgl/shaders/circle.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/circle_layer_properties.hpp>
@@ -14,8 +13,8 @@ MBGL_DEFINE_UNIFORM_SCALAR(bool, u_scale_with_map);
} // namespace uniforms
class CircleProgram : public Program<
- shaders::circle,
- gfx::Triangle,
+ CircleProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<
attributes::a_pos>,
TypeList<
@@ -47,11 +46,11 @@ public:
};
using CircleLayoutVertex = CircleProgram::LayoutVertex;
-using CircleAttributes = CircleProgram::Attributes;
+using CircleAttributes = CircleProgram::AttributeList;
class CircleLayerPrograms final : public LayerTypePrograms {
public:
- CircleLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ CircleLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: circle(context, programParameters) {}
ProgramMap<CircleProgram> circle;
};
diff --git a/src/mbgl/programs/clipping_mask_program.cpp b/src/mbgl/programs/clipping_mask_program.cpp
new file mode 100644
index 0000000000..9b1a9ef4fc
--- /dev/null
+++ b/src/mbgl/programs/clipping_mask_program.cpp
@@ -0,0 +1,8 @@
+#include <mbgl/programs/clipping_mask_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
+
+namespace mbgl {
+
+template std::unique_ptr<gfx::Program<ClippingMaskProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
+} // namespace mbgl
diff --git a/src/mbgl/programs/clipping_mask_program.hpp b/src/mbgl/programs/clipping_mask_program.hpp
index 033d466116..874708a52f 100644
--- a/src/mbgl/programs/clipping_mask_program.hpp
+++ b/src/mbgl/programs/clipping_mask_program.hpp
@@ -3,14 +3,13 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
-#include <mbgl/shaders/clipping_mask.hpp>
#include <mbgl/style/properties.hpp>
namespace mbgl {
class ClippingMaskProgram : public Program<
- shaders::clipping_mask,
- gfx::Triangle,
+ ClippingMaskProgram,
+ gfx::PrimitiveType::Triangle,
PositionOnlyLayoutAttributes,
TypeList<
uniforms::u_matrix>,
@@ -22,6 +21,6 @@ public:
};
using ClippingMaskLayoutVertex = ClippingMaskProgram::LayoutVertex;
-using ClippingMaskAttributes = ClippingMaskProgram::Attributes;
+using ClippingMaskAttributes = ClippingMaskProgram::AttributeList;
} // namespace mbgl
diff --git a/src/mbgl/programs/collision_box_program.cpp b/src/mbgl/programs/collision_box_program.cpp
index 584013640e..885894526e 100644
--- a/src/mbgl/programs/collision_box_program.cpp
+++ b/src/mbgl/programs/collision_box_program.cpp
@@ -1,7 +1,11 @@
#include <mbgl/programs/collision_box_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<CollisionBoxProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<CollisionCircleProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(CollisionBoxProgram::LayoutVertex) == 24, "expected CollisionBoxVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/collision_box_program.hpp b/src/mbgl/programs/collision_box_program.hpp
index cd7f0bfd68..7b81752a94 100644
--- a/src/mbgl/programs/collision_box_program.hpp
+++ b/src/mbgl/programs/collision_box_program.hpp
@@ -3,8 +3,6 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
-#include <mbgl/shaders/collision_box.hpp>
-#include <mbgl/shaders/collision_circle.hpp>
#include <mbgl/style/properties.hpp>
#include <mbgl/util/geometry.hpp>
@@ -21,8 +19,8 @@ using CollisionBoxLayoutAttributes = TypeList<
using CollisionBoxDynamicAttributes = TypeList<attributes::a_placed>;
class CollisionBoxProgram : public Program<
- shaders::collision_box,
- gfx::Line,
+ CollisionBoxProgram,
+ gfx::PrimitiveType::Line,
TypeListConcat<CollisionBoxLayoutAttributes, CollisionBoxDynamicAttributes>,
TypeList<
uniforms::u_matrix,
@@ -62,48 +60,48 @@ public:
}
template <class DrawMode>
- void draw(gl::Context& context,
- DrawMode drawMode,
- gfx::DepthMode depthMode,
- gfx::StencilMode stencilMode,
- gfx::ColorMode colorMode,
- gfx::CullFaceMode cullFaceMode,
- const UniformValues& uniformValues,
+ void draw(gfx::Context& context,
+ const DrawMode& drawMode,
+ const gfx::DepthMode& depthMode,
+ const gfx::StencilMode& stencilMode,
+ const gfx::ColorMode& colorMode,
+ const gfx::CullFaceMode& cullFaceMode,
+ const LayoutUniformValues& layoutUniformValues,
const gfx::VertexBuffer<gfx::Vertex<CollisionBoxLayoutAttributes>>& layoutVertexBuffer,
const gfx::VertexBuffer<gfx::Vertex<CollisionBoxDynamicAttributes>>& dynamicVertexBuffer,
const gfx::IndexBuffer& indexBuffer,
- const SegmentVector<Attributes>& segments,
+ const SegmentVector<AttributeList>& segments,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
const TextureBindings& textureBindings,
float currentZoom,
const std::string& layerID) {
- typename AllUniforms::Values allUniformValues = uniformValues
+ UniformValues uniformValues = layoutUniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
- typename Attributes::Bindings allAttributeBindings = gl::Attributes<CollisionBoxLayoutAttributes>::bindings(layoutVertexBuffer)
- .concat(gl::Attributes<CollisionBoxDynamicAttributes>::bindings(dynamicVertexBuffer))
+ AttributeBindings allAttributeBindings = gfx::AttributeBindings<CollisionBoxLayoutAttributes>(layoutVertexBuffer)
+ .concat(gfx::AttributeBindings<CollisionBoxDynamicAttributes>(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
assert(layoutVertexBuffer.elements == dynamicVertexBuffer.elements);
for (auto& segment : segments) {
- auto vertexArrayIt = segment.vertexArrays.find(layerID);
+ auto drawScopeIt = segment.drawScopes.find(layerID);
- if (vertexArrayIt == segment.vertexArrays.end()) {
- vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
+ if (drawScopeIt == segment.drawScopes.end()) {
+ drawScopeIt = segment.drawScopes.emplace(layerID, context.createDrawScope()).first;
}
- program.draw(
+ program->draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
std::move(cullFaceMode),
- allUniformValues,
- vertexArrayIt->second,
- Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
+ uniformValues,
+ drawScopeIt->second,
+ allAttributeBindings.offset(segment.vertexOffset),
textureBindings,
indexBuffer,
segment.indexOffset,
@@ -114,8 +112,8 @@ public:
class CollisionCircleProgram : public Program<
- shaders::collision_circle,
- gfx::Triangle,
+ CollisionCircleProgram,
+ gfx::PrimitiveType::Triangle,
TypeListConcat<CollisionBoxLayoutAttributes, CollisionBoxDynamicAttributes>,
TypeList<
uniforms::u_matrix,
@@ -150,46 +148,46 @@ public:
}
template <class DrawMode>
- void draw(gl::Context& context,
- DrawMode drawMode,
- gfx::DepthMode depthMode,
- gfx::StencilMode stencilMode,
- gfx::ColorMode colorMode,
- gfx::CullFaceMode cullFaceMode,
- const UniformValues& uniformValues,
+ void draw(gfx::Context& context,
+ const DrawMode& drawMode,
+ const gfx::DepthMode& depthMode,
+ const gfx::StencilMode& stencilMode,
+ const gfx::ColorMode& colorMode,
+ const gfx::CullFaceMode& cullFaceMode,
+ const LayoutUniformValues& layoutUniformValues,
const gfx::VertexBuffer<gfx::Vertex<CollisionBoxLayoutAttributes>>& layoutVertexBuffer,
const gfx::VertexBuffer<gfx::Vertex<CollisionBoxDynamicAttributes>>& dynamicVertexBuffer,
const gfx::IndexBuffer& indexBuffer,
- const SegmentVector<Attributes>& segments,
+ const SegmentVector<AttributeList>& segments,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
const TextureBindings& textureBindings,
float currentZoom,
const std::string& layerID) {
- typename AllUniforms::Values allUniformValues = uniformValues
+ UniformValues uniformValues = layoutUniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
- typename Attributes::Bindings allAttributeBindings = gl::Attributes<CollisionBoxLayoutAttributes>::bindings(layoutVertexBuffer)
- .concat(gl::Attributes<CollisionBoxDynamicAttributes>::bindings(dynamicVertexBuffer))
+ AttributeBindings allAttributeBindings = gfx::AttributeBindings<CollisionBoxLayoutAttributes>(layoutVertexBuffer)
+ .concat(gfx::AttributeBindings<CollisionBoxDynamicAttributes>(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
for (auto& segment : segments) {
- auto vertexArrayIt = segment.vertexArrays.find(layerID);
+ auto drawScopeIt = segment.drawScopes.find(layerID);
- if (vertexArrayIt == segment.vertexArrays.end()) {
- vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
+ if (drawScopeIt == segment.drawScopes.end()) {
+ drawScopeIt = segment.drawScopes.emplace(layerID, context.createDrawScope()).first;
}
- program.draw(
+ program->draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
std::move(cullFaceMode),
- allUniformValues,
- vertexArrayIt->second,
- Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
+ uniformValues,
+ drawScopeIt->second,
+ allAttributeBindings.offset(segment.vertexOffset),
textureBindings,
indexBuffer,
segment.indexOffset,
diff --git a/src/mbgl/programs/collision_circle_program.hpp b/src/mbgl/programs/collision_circle_program.hpp
new file mode 100644
index 0000000000..1fd36af360
--- /dev/null
+++ b/src/mbgl/programs/collision_circle_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/collision_box_program.hpp>
diff --git a/src/mbgl/programs/debug_program.cpp b/src/mbgl/programs/debug_program.cpp
new file mode 100644
index 0000000000..9b8df789e4
--- /dev/null
+++ b/src/mbgl/programs/debug_program.cpp
@@ -0,0 +1,8 @@
+#include <mbgl/programs/debug_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
+
+namespace mbgl {
+
+template std::unique_ptr<gfx::Program<DebugProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
+} // namespace mbgl
diff --git a/src/mbgl/programs/debug_program.hpp b/src/mbgl/programs/debug_program.hpp
index 7fdfc84cc0..61125b55bf 100644
--- a/src/mbgl/programs/debug_program.hpp
+++ b/src/mbgl/programs/debug_program.hpp
@@ -3,14 +3,13 @@
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
-#include <mbgl/shaders/debug.hpp>
#include <mbgl/style/properties.hpp>
namespace mbgl {
class DebugProgram : public Program<
- shaders::debug,
- gfx::Line,
+ DebugProgram,
+ gfx::PrimitiveType::Line,
TypeList<
attributes::a_pos>,
TypeList<
@@ -24,6 +23,6 @@ public:
};
using DebugLayoutVertex = DebugProgram::LayoutVertex;
-using DebugAttributes = DebugProgram::Attributes;
+using DebugAttributes = DebugProgram::AttributeList;
} // namespace mbgl
diff --git a/src/mbgl/programs/extrusion_texture_program.cpp b/src/mbgl/programs/extrusion_texture_program.cpp
index afda4384b7..50fcd76221 100644
--- a/src/mbgl/programs/extrusion_texture_program.cpp
+++ b/src/mbgl/programs/extrusion_texture_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/extrusion_texture_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<ExtrusionTextureProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(ExtrusionTextureLayoutVertex) == 4, "expected ExtrusionTextureLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/extrusion_texture_program.hpp b/src/mbgl/programs/extrusion_texture_program.hpp
index 8281037b2a..bdeeabb8cd 100644
--- a/src/mbgl/programs/extrusion_texture_program.hpp
+++ b/src/mbgl/programs/extrusion_texture_program.hpp
@@ -4,15 +4,14 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/extrusion_texture.hpp>
#include <mbgl/style/properties.hpp>
#include <mbgl/util/geometry.hpp>
namespace mbgl {
class ExtrusionTextureProgram : public Program<
- shaders::extrusion_texture,
- gfx::Triangle,
+ ExtrusionTextureProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<attributes::a_pos>,
TypeList<
uniforms::u_matrix,
@@ -35,6 +34,6 @@ public:
};
using ExtrusionTextureLayoutVertex = ExtrusionTextureProgram::LayoutVertex;
-using ExtrusionTextureAttributes = ExtrusionTextureProgram::Attributes;
+using ExtrusionTextureAttributes = ExtrusionTextureProgram::AttributeList;
} // namespace mbgl
diff --git a/src/mbgl/programs/fill_extrusion_pattern_program.hpp b/src/mbgl/programs/fill_extrusion_pattern_program.hpp
new file mode 100644
index 0000000000..b723ce0614
--- /dev/null
+++ b/src/mbgl/programs/fill_extrusion_pattern_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/fill_extrusion_program.hpp>
diff --git a/src/mbgl/programs/fill_extrusion_program.cpp b/src/mbgl/programs/fill_extrusion_program.cpp
index fb9c9f7b4a..7688d09299 100644
--- a/src/mbgl/programs/fill_extrusion_program.cpp
+++ b/src/mbgl/programs/fill_extrusion_program.cpp
@@ -1,4 +1,5 @@
#include <mbgl/programs/fill_extrusion_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
@@ -7,6 +8,9 @@
namespace mbgl {
+template std::unique_ptr<gfx::Program<FillExtrusionProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<FillExtrusionPatternProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
using namespace style;
static_assert(sizeof(FillExtrusionLayoutVertex) == 12, "expected FillExtrusionLayoutVertex size");
@@ -31,10 +35,8 @@ float lightIntensity(const EvaluatedLight& light) {
return light.get<LightIntensity>();
}
-FillExtrusionProgram::UniformValues
-FillExtrusionProgram::uniformValues(mat4 matrix,
- const TransformState& state,
- const EvaluatedLight& light) {
+FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(
+ mat4 matrix, const TransformState& state, const EvaluatedLight& light) {
return {
uniforms::u_matrix::Value( matrix ),
uniforms::u_lightcolor::Value( lightColor(light) ),
@@ -43,8 +45,8 @@ FillExtrusionProgram::uniformValues(mat4 matrix,
};
}
-FillExtrusionPatternProgram::UniformValues
-FillExtrusionPatternProgram::uniformValues(mat4 matrix,
+FillExtrusionPatternProgram::LayoutUniformValues
+FillExtrusionPatternProgram::layoutUniformValues(mat4 matrix,
Size atlasSize,
const CrossfadeParameters& crossfade,
const UnwrappedTileID& tileID,
diff --git a/src/mbgl/programs/fill_extrusion_program.hpp b/src/mbgl/programs/fill_extrusion_program.hpp
index 0723770143..e1c3ca7f17 100644
--- a/src/mbgl/programs/fill_extrusion_program.hpp
+++ b/src/mbgl/programs/fill_extrusion_program.hpp
@@ -5,8 +5,6 @@
#include <mbgl/programs/extrusion_texture_program.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/fill_extrusion.hpp>
-#include <mbgl/shaders/fill_extrusion_pattern.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
@@ -53,8 +51,8 @@ using FillExtrusionPatternUniforms = TypeList<
uniforms::u_lightintensity>;
class FillExtrusionProgram : public Program<
- shaders::fill_extrusion,
- gfx::Triangle,
+ FillExtrusionProgram,
+ gfx::PrimitiveType::Triangle,
FillExtrusionLayoutAttributes,
FillExtrusionUniforms,
TypeList<>,
@@ -83,15 +81,13 @@ public:
};
}
- static UniformValues uniformValues(mat4,
- const TransformState&,
- const EvaluatedLight&);
-
+ static LayoutUniformValues
+ layoutUniformValues(mat4, const TransformState&, const EvaluatedLight&);
};
class FillExtrusionPatternProgram : public Program<
- shaders::fill_extrusion_pattern,
- gfx::Triangle,
+ FillExtrusionPatternProgram,
+ gfx::PrimitiveType::Triangle,
FillExtrusionLayoutAttributes,
FillExtrusionPatternUniforms,
TypeList<
@@ -101,23 +97,23 @@ class FillExtrusionPatternProgram : public Program<
public:
using Program::Program;
- static UniformValues uniformValues(mat4,
- Size atlasSize,
- const CrossfadeParameters&,
- const UnwrappedTileID&,
- const TransformState&,
- const float heightFactor,
- const float pixelRatio,
- const EvaluatedLight&);
+ static LayoutUniformValues layoutUniformValues(mat4,
+ Size atlasSize,
+ const CrossfadeParameters&,
+ const UnwrappedTileID&,
+ const TransformState&,
+ const float heightFactor,
+ const float pixelRatio,
+ const EvaluatedLight&);
};
using FillExtrusionLayoutVertex = FillExtrusionProgram::LayoutVertex;
-using FillExtrusionAttributes = FillExtrusionProgram::Attributes;
+using FillExtrusionAttributes = FillExtrusionProgram::AttributeList;
class FillExtrusionLayerPrograms final : public LayerTypePrograms {
public:
- FillExtrusionLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ FillExtrusionLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: fillExtrusion(context, programParameters),
fillExtrusionPattern(context, programParameters),
extrusionTexture(context, programParameters) {}
diff --git a/src/mbgl/programs/fill_outline_pattern_program.hpp b/src/mbgl/programs/fill_outline_pattern_program.hpp
new file mode 100644
index 0000000000..a2c26a168d
--- /dev/null
+++ b/src/mbgl/programs/fill_outline_pattern_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/fill_program.hpp>
diff --git a/src/mbgl/programs/fill_outline_program.hpp b/src/mbgl/programs/fill_outline_program.hpp
new file mode 100644
index 0000000000..a2c26a168d
--- /dev/null
+++ b/src/mbgl/programs/fill_outline_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/fill_program.hpp>
diff --git a/src/mbgl/programs/fill_pattern_program.hpp b/src/mbgl/programs/fill_pattern_program.hpp
new file mode 100644
index 0000000000..a2c26a168d
--- /dev/null
+++ b/src/mbgl/programs/fill_pattern_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/fill_program.hpp>
diff --git a/src/mbgl/programs/fill_program.cpp b/src/mbgl/programs/fill_program.cpp
index 2c290dd15d..e0dfc71f81 100644
--- a/src/mbgl/programs/fill_program.cpp
+++ b/src/mbgl/programs/fill_program.cpp
@@ -1,4 +1,5 @@
#include <mbgl/programs/fill_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
@@ -6,19 +7,23 @@
namespace mbgl {
+template std::unique_ptr<gfx::Program<FillProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<FillPatternProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<FillOutlineProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<FillOutlinePatternProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
using namespace style;
static_assert(sizeof(FillLayoutVertex) == 4, "expected FillLayoutVertex size");
-FillPatternProgram::UniformValues
-FillPatternProgram::uniformValues(mat4 matrix,
- Size framebufferSize,
- Size atlasSize,
- const CrossfadeParameters& crossfade,
- const UnwrappedTileID& tileID,
- const TransformState& state,
- const float pixelRatio)
-{
+FillPatternProgram::LayoutUniformValues
+FillPatternProgram::layoutUniformValues(mat4 matrix,
+ Size framebufferSize,
+ Size atlasSize,
+ const CrossfadeParameters& crossfade,
+ const UnwrappedTileID& tileID,
+ const TransformState& state,
+ const float pixelRatio) {
const auto tileRatio = 1 / tileID.pixelsToTileUnits(1, state.getIntegerZoom());
int32_t tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
int32_t pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
diff --git a/src/mbgl/programs/fill_program.hpp b/src/mbgl/programs/fill_program.hpp
index 5c0fbdcb62..8519e482d6 100644
--- a/src/mbgl/programs/fill_program.hpp
+++ b/src/mbgl/programs/fill_program.hpp
@@ -4,10 +4,6 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/fill.hpp>
-#include <mbgl/shaders/fill_pattern.hpp>
-#include <mbgl/shaders/fill_outline.hpp>
-#include <mbgl/shaders/fill_outline_pattern.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
@@ -38,8 +34,8 @@ using FillPatternUniforms = TypeList<
uniforms::u_pixel_coord_lower>;
class FillProgram : public Program<
- shaders::fill,
- gfx::Triangle,
+ FillProgram,
+ gfx::PrimitiveType::Triangle,
FillLayoutAttributes,
FillUniforms,
TypeList<>,
@@ -59,8 +55,8 @@ public:
};
class FillPatternProgram : public Program<
- shaders::fill_pattern,
- gfx::Triangle,
+ FillPatternProgram,
+ gfx::PrimitiveType::Triangle,
FillLayoutAttributes,
FillPatternUniforms,
TypeList<
@@ -70,18 +66,18 @@ class FillPatternProgram : public Program<
public:
using Program::Program;
- static UniformValues uniformValues(mat4 matrix,
- Size framebufferSize,
- Size atlasSize,
- const CrossfadeParameters& crossfade,
- const UnwrappedTileID&,
- const TransformState&,
- const float pixelRatio);
+ static LayoutUniformValues layoutUniformValues(mat4 matrix,
+ Size framebufferSize,
+ Size atlasSize,
+ const CrossfadeParameters& crossfade,
+ const UnwrappedTileID&,
+ const TransformState&,
+ const float pixelRatio);
};
class FillOutlineProgram : public Program<
- shaders::fill_outline,
- gfx::Line,
+ FillOutlineProgram,
+ gfx::PrimitiveType::Line,
FillLayoutAttributes,
FillUniforms,
TypeList<>,
@@ -92,8 +88,8 @@ public:
};
class FillOutlinePatternProgram : public Program<
- shaders::fill_outline_pattern,
- gfx::Line,
+ FillOutlinePatternProgram,
+ gfx::PrimitiveType::Line,
FillLayoutAttributes,
FillPatternUniforms,
TypeList<
@@ -105,11 +101,11 @@ public:
};
using FillLayoutVertex = FillProgram::LayoutVertex;
-using FillAttributes = FillProgram::Attributes;
+using FillAttributes = FillProgram::AttributeList;
class FillLayerPrograms final : public LayerTypePrograms {
public:
- FillLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ FillLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: fill(context, programParameters),
fillPattern(context, programParameters),
fillOutline(context, programParameters),
diff --git a/src/mbgl/programs/gl/background.cpp b/src/mbgl/programs/gl/background.cpp
new file mode 100644
index 0000000000..da5ea25410
--- /dev/null
+++ b/src/mbgl/programs/gl/background.cpp
@@ -0,0 +1,47 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/background_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<BackgroundProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<BackgroundProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "background",
+ programs::gl::shaderSource() + 1429, programs::gl::shaderSource() + 1525);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of background.vertex.glsl:
+/*
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+*/
+
+// Uncompressed source of background.fragment.glsl:
+/*
+uniform vec4 u_color;
+uniform float u_opacity;
+
+void main() {
+ gl_FragColor = u_color * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/background_pattern.cpp b/src/mbgl/programs/gl/background_pattern.cpp
new file mode 100644
index 0000000000..af5d87129e
--- /dev/null
+++ b/src/mbgl/programs/gl/background_pattern.cpp
@@ -0,0 +1,78 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/background_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<BackgroundPatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<BackgroundPatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "background_pattern",
+ programs::gl::shaderSource() + 1675, programs::gl::shaderSource() + 2266);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of background_pattern.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_pattern_size_a;
+uniform vec2 u_pattern_size_b;
+uniform vec2 u_pixel_coord_upper;
+uniform vec2 u_pixel_coord_lower;
+uniform float u_scale_a;
+uniform float u_scale_b;
+uniform float u_tile_units_to_pixels;
+
+attribute vec2 a_pos;
+
+varying vec2 v_pos_a;
+varying 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);
+}
+
+*/
+
+// Uncompressed source of background_pattern.fragment.glsl:
+/*
+uniform vec2 u_pattern_tl_a;
+uniform vec2 u_pattern_br_a;
+uniform vec2 u_pattern_tl_b;
+uniform vec2 u_pattern_br_b;
+uniform vec2 u_texsize;
+uniform float u_mix;
+uniform float u_opacity;
+
+uniform sampler2D u_image;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+
+void main() {
+ vec2 imagecoord = mod(v_pos_a, 1.0);
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
+ vec4 color1 = texture2D(u_image, pos);
+
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
+ vec4 color2 = texture2D(u_image, pos2);
+
+ gl_FragColor = mix(color1, color2, u_mix) * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/circle.cpp b/src/mbgl/programs/gl/circle.cpp
new file mode 100644
index 0000000000..04c3f60870
--- /dev/null
+++ b/src/mbgl/programs/gl/circle.cpp
@@ -0,0 +1,300 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/circle_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<CircleProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<CircleProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "circle",
+ programs::gl::shaderSource() + 2927, programs::gl::shaderSource() + 6093);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of circle.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform bool u_scale_with_map;
+uniform bool u_pitch_with_map;
+uniform vec2 u_extrude_scale;
+uniform highp float u_camera_to_center_distance;
+
+attribute vec2 a_pos;
+
+
+#ifndef HAS_UNIFORM_u_color
+uniform lowp float a_color_t;
+attribute highp vec4 a_color;
+varying highp vec4 color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+uniform lowp float a_radius_t;
+attribute mediump vec2 a_radius;
+varying mediump float radius;
+#else
+uniform mediump float u_radius;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_blur
+uniform lowp float a_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 a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_color
+uniform lowp float a_stroke_color_t;
+attribute highp vec4 a_stroke_color;
+varying highp vec4 stroke_color;
+#else
+uniform highp vec4 u_stroke_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_width
+uniform lowp float a_stroke_width_t;
+attribute mediump vec2 a_stroke_width;
+varying mediump float stroke_width;
+#else
+uniform mediump float u_stroke_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_opacity
+uniform lowp float a_stroke_opacity_t;
+attribute lowp vec2 a_stroke_opacity;
+varying lowp float stroke_opacity;
+#else
+uniform lowp float u_stroke_opacity;
+#endif
+
+
+varying vec3 v_data;
+
+void main(void) {
+
+#ifndef HAS_UNIFORM_u_color
+ color = unpack_mix_color(a_color, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+ radius = unpack_mix_vec2(a_radius, a_radius_t);
+#else
+ mediump float radius = u_radius;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_blur
+ blur = unpack_mix_vec2(a_blur, a_blur_t);
+#else
+ lowp float blur = u_blur;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_color
+ stroke_color = unpack_mix_color(a_stroke_color, a_stroke_color_t);
+#else
+ highp vec4 stroke_color = u_stroke_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_width
+ stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t);
+#else
+ mediump float stroke_width = u_stroke_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_opacity
+ stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t);
+#else
+ lowp float stroke_opacity = u_stroke_opacity;
+#endif
+
+
+ // unencode the extrusion vector that we snuck into the a_pos vector
+ vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+
+ // multiply a_pos by 0.5, since we had it * 2 in order to sneak
+ // in extrusion data
+ vec2 circle_center = floor(a_pos * 0.5);
+ if (u_pitch_with_map) {
+ vec2 corner_position = circle_center;
+ if (u_scale_with_map) {
+ corner_position += extrude * (radius + stroke_width) * u_extrude_scale;
+ } else {
+ // Pitching the circle with the map effectively scales it with the map
+ // To counteract the effect for pitch-scale: viewport, we rescale the
+ // whole circle based on the pitch scaling effect at its central point
+ vec4 projected_center = u_matrix * vec4(circle_center, 0, 1);
+ corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
+ }
+
+ gl_Position = u_matrix * vec4(corner_position, 0, 1);
+ } else {
+ gl_Position = u_matrix * vec4(circle_center, 0, 1);
+
+ if (u_scale_with_map) {
+ gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance;
+ } else {
+ gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
+ }
+ }
+
+ // This is a minimum blur distance that serves as a faux-antialiasing for
+ // the circle. since blur is a ratio of the circle's size and the intent is
+ // to keep the blur at roughly 1px, the two are inversely related.
+ lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
+
+ v_data = vec3(extrude.x, extrude.y, antialiasblur);
+}
+
+*/
+
+// Uncompressed source of circle.fragment.glsl:
+/*
+
+#ifndef HAS_UNIFORM_u_color
+varying highp vec4 color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+varying mediump float radius;
+#else
+uniform mediump float u_radius;
+#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_stroke_color
+varying highp vec4 stroke_color;
+#else
+uniform highp vec4 u_stroke_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_width
+varying mediump float stroke_width;
+#else
+uniform mediump float u_stroke_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_stroke_opacity
+varying lowp float stroke_opacity;
+#else
+uniform lowp float u_stroke_opacity;
+#endif
+
+
+varying vec3 v_data;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_color
+ highp vec4 color = u_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_radius
+ mediump float radius = u_radius;
+#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_stroke_color
+ highp vec4 stroke_color = u_stroke_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_stroke_width
+ mediump float stroke_width = u_stroke_width;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_stroke_opacity
+ lowp float stroke_opacity = u_stroke_opacity;
+#endif
+
+
+ vec2 extrude = v_data.xy;
+ float extrude_length = length(extrude);
+
+ lowp float antialiasblur = v_data.z;
+ float antialiased_blur = -max(blur, antialiasblur);
+
+ float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
+
+ float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
+ antialiased_blur,
+ 0.0,
+ extrude_length - radius / (radius + stroke_width)
+ );
+
+ gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/clipping_mask.cpp b/src/mbgl/programs/gl/clipping_mask.cpp
new file mode 100644
index 0000000000..311877f065
--- /dev/null
+++ b/src/mbgl/programs/gl/clipping_mask.cpp
@@ -0,0 +1,40 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/clipping_mask_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<ClippingMaskProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<ClippingMaskProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "clipping_mask",
+ programs::gl::shaderSource() + 7848, programs::gl::shaderSource() + 7944);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of clipping_mask.vertex.glsl:
+/*
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+*/
+
+// Uncompressed source of clipping_mask.fragment.glsl:
+/*
+void main() {
+ gl_FragColor = vec4(1.0);
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/collision_box.cpp b/src/mbgl/programs/gl/collision_box.cpp
new file mode 100644
index 0000000000..9af67f7981
--- /dev/null
+++ b/src/mbgl/programs/gl/collision_box.cpp
@@ -0,0 +1,77 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/collision_box_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<CollisionBoxProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<CollisionBoxProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "collision_box",
+ programs::gl::shaderSource() + 9956, programs::gl::shaderSource() + 10635);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of collision_box.vertex.glsl:
+/*
+attribute vec2 a_pos;
+attribute vec2 a_anchor_pos;
+attribute vec2 a_extrude;
+attribute vec2 a_placed;
+attribute vec2 a_shift;
+
+uniform mat4 u_matrix;
+uniform vec2 u_extrude_scale;
+uniform float u_camera_to_center_distance;
+
+varying float v_placed;
+varying float v_notUsed;
+
+void main() {
+ vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ highp float collision_perspective_ratio = clamp(
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
+ 0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
+ 4.0);
+
+ gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
+ gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
+
+ v_placed = a_placed.x;
+ v_notUsed = a_placed.y;
+}
+
+*/
+
+// Uncompressed source of collision_box.fragment.glsl:
+/*
+
+varying float v_placed;
+varying float v_notUsed;
+
+void main() {
+
+ float alpha = 0.5;
+
+ // Red = collision, hide label
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+
+ // Blue = no collision, label is showing
+ if (v_placed > 0.5) {
+ gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
+ }
+
+ if (v_notUsed > 0.5) {
+ // This box not used, fade it out
+ gl_FragColor *= .1;
+ }
+}
+*/
+
diff --git a/src/mbgl/programs/gl/collision_circle.cpp b/src/mbgl/programs/gl/collision_circle.cpp
new file mode 100644
index 0000000000..843f9161bb
--- /dev/null
+++ b/src/mbgl/programs/gl/collision_circle.cpp
@@ -0,0 +1,100 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/collision_circle_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<CollisionCircleProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<CollisionCircleProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "collision_circle",
+ programs::gl::shaderSource() + 10858, programs::gl::shaderSource() + 11774);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of collision_circle.vertex.glsl:
+/*
+attribute vec2 a_pos;
+attribute vec2 a_anchor_pos;
+attribute vec2 a_extrude;
+attribute vec2 a_placed;
+
+uniform mat4 u_matrix;
+uniform vec2 u_extrude_scale;
+uniform float u_camera_to_center_distance;
+
+varying float v_placed;
+varying float v_notUsed;
+varying float v_radius;
+
+varying vec2 v_extrude;
+varying vec2 v_extrude_scale;
+
+void main() {
+ vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ highp float collision_perspective_ratio = clamp(
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
+ 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
+ 4.0);
+
+ gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
+
+ highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
+ gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio;
+
+ v_placed = a_placed.x;
+ v_notUsed = a_placed.y;
+ v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
+
+ v_extrude = a_extrude * padding_factor;
+ v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio;
+}
+
+*/
+
+// Uncompressed source of collision_circle.fragment.glsl:
+/*
+uniform float u_overscale_factor;
+
+varying float v_placed;
+varying float v_notUsed;
+varying float v_radius;
+varying vec2 v_extrude;
+varying vec2 v_extrude_scale;
+
+void main() {
+ float alpha = 0.5;
+
+ // Red = collision, hide label
+ vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+
+ // Blue = no collision, label is showing
+ if (v_placed > 0.5) {
+ color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
+ }
+
+ if (v_notUsed > 0.5) {
+ // This box not used, fade it out
+ color *= .2;
+ }
+
+ float extrude_scale_length = length(v_extrude_scale);
+ float extrude_length = length(v_extrude) * extrude_scale_length;
+ float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor;
+ float radius = v_radius * extrude_scale_length;
+
+ float distance_to_edge = abs(extrude_length - radius);
+ float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
+
+ gl_FragColor = opacity_t * color;
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/debug.cpp b/src/mbgl/programs/gl/debug.cpp
new file mode 100644
index 0000000000..8b7aee5a0b
--- /dev/null
+++ b/src/mbgl/programs/gl/debug.cpp
@@ -0,0 +1,42 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/debug_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<DebugProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<DebugProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "debug",
+ programs::gl::shaderSource() + 12450, programs::gl::shaderSource() + 12546);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of debug.vertex.glsl:
+/*
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+*/
+
+// Uncompressed source of debug.fragment.glsl:
+/*
+uniform highp vec4 u_color;
+
+void main() {
+ gl_FragColor = u_color;
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/extrusion_texture.cpp b/src/mbgl/programs/gl/extrusion_texture.cpp
new file mode 100644
index 0000000000..bd320d52cf
--- /dev/null
+++ b/src/mbgl/programs/gl/extrusion_texture.cpp
@@ -0,0 +1,52 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/extrusion_texture_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<ExtrusionTextureProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<ExtrusionTextureProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "extrusion_texture",
+ programs::gl::shaderSource() + 27554, programs::gl::shaderSource() + 27734);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of extrusion_texture.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+attribute vec2 a_pos;
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
+
+ v_pos.x = a_pos.x;
+ v_pos.y = 1.0 - a_pos.y;
+}
+
+*/
+
+// Uncompressed source of extrusion_texture.fragment.glsl:
+/*
+uniform sampler2D u_image;
+uniform float u_opacity;
+varying vec2 v_pos;
+
+void main() {
+ gl_FragColor = texture2D(u_image, v_pos) * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(0.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/fill.cpp b/src/mbgl/programs/gl/fill.cpp
new file mode 100644
index 0000000000..c15c2774ab
--- /dev/null
+++ b/src/mbgl/programs/gl/fill.cpp
@@ -0,0 +1,104 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill",
+ programs::gl::shaderSource() + 12610, programs::gl::shaderSource() + 13254);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill.vertex.glsl:
+/*
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+
+#ifndef HAS_UNIFORM_u_color
+uniform lowp float a_color_t;
+attribute highp vec4 a_color;
+varying highp vec4 color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_color
+ color = unpack_mix_color(a_color, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+*/
+
+// Uncompressed source of fill.fragment.glsl:
+/*
+
+#ifndef HAS_UNIFORM_u_color
+varying highp vec4 color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_color
+ highp vec4 color = u_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+ gl_FragColor = color * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/fill_extrusion.cpp b/src/mbgl/programs/gl/fill_extrusion.cpp
new file mode 100644
index 0000000000..45ebb68dd4
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_extrusion.cpp
@@ -0,0 +1,142 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_extrusion_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillExtrusionProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillExtrusionProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_extrusion",
+ programs::gl::shaderSource() + 21238, programs::gl::shaderSource() + 23121);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_extrusion.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec3 u_lightcolor;
+uniform lowp vec3 u_lightpos;
+uniform lowp float u_lightintensity;
+uniform float u_vertical_gradient;
+
+attribute vec2 a_pos;
+attribute vec4 a_normal_ed;
+
+varying vec4 v_color;
+
+
+#ifndef HAS_UNIFORM_u_base
+uniform lowp float a_base_t;
+attribute highp vec2 a_base;
+#else
+uniform highp float u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+uniform lowp float a_height_t;
+attribute highp vec2 a_height;
+#else
+uniform highp float u_height;
+#endif
+
+
+
+#ifndef HAS_UNIFORM_u_color
+uniform lowp float a_color_t;
+attribute highp vec4 a_color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_base
+ highp float base = unpack_mix_vec2(a_base, a_base_t);
+#else
+ highp float base = u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+ highp float height = unpack_mix_vec2(a_height, a_height_t);
+#else
+ highp float height = u_height;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_color
+ highp vec4 color = unpack_mix_color(a_color, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+ vec3 normal = a_normal_ed.xyz;
+
+ base = max(0.0, base);
+ height = max(0.0, height);
+
+ float t = mod(normal.x, 2.0);
+
+ gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);
+
+ // Relative luminance (how dark/bright is the surface color?)
+ float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
+
+ v_color = vec4(0.0, 0.0, 0.0, 1.0);
+
+ // Add slight ambient lighting so no extrusions are totally black
+ vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);
+ color += ambientlight;
+
+ // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
+ float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0);
+
+ // Adjust directional so that
+ // the range of values for highlight/shading is narrower
+ // with lower light intensity
+ // and with lighter/brighter surface colors
+ directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);
+
+ // Add gradient along z axis of side surfaces
+ 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)));
+ }
+
+ // Assign final color based on surface + ambient light color, diffuse light directional, and light color
+ // with lower bounds adjusted to hue of light
+ // so that shading is tinted with the complementary (opposite) color to the light color
+ v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0);
+ v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0);
+ v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0);
+}
+
+*/
+
+// Uncompressed source of fill_extrusion.fragment.glsl:
+/*
+varying vec4 v_color;
+
+void main() {
+ gl_FragColor = v_color;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/fill_extrusion_pattern.cpp b/src/mbgl/programs/gl/fill_extrusion_pattern.cpp
new file mode 100644
index 0000000000..9c2da87b11
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_extrusion_pattern.cpp
@@ -0,0 +1,241 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_extrusion_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillExtrusionPatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillExtrusionPatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_extrusion_pattern",
+ programs::gl::shaderSource() + 23237, programs::gl::shaderSource() + 26157);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_extrusion_pattern.vertex.glsl:
+/*
+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 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 a_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 a_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 a_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 a_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, a_base_t);
+#else
+ lowp float base = u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+ height = unpack_mix_vec2(a_height, a_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));
+}
+
+*/
+
+// Uncompressed source of fill_extrusion_pattern.fragment.glsl:
+/*
+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
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/fill_outline.cpp b/src/mbgl/programs/gl/fill_outline.cpp
new file mode 100644
index 0000000000..07615b2138
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_outline.cpp
@@ -0,0 +1,112 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_outline_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillOutlineProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillOutlineProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_outline",
+ programs::gl::shaderSource() + 13678, programs::gl::shaderSource() + 14503);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_outline.vertex.glsl:
+/*
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+
+varying vec2 v_pos;
+
+
+#ifndef HAS_UNIFORM_u_outline_color
+uniform lowp float a_outline_color_t;
+attribute highp vec4 a_outline_color;
+varying highp vec4 outline_color;
+#else
+uniform highp vec4 u_outline_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_outline_color
+ outline_color = unpack_mix_color(a_outline_color, a_outline_color_t);
+#else
+ highp vec4 outline_color = u_outline_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+ v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
+}
+
+*/
+
+// Uncompressed source of fill_outline.fragment.glsl:
+/*
+
+#ifndef HAS_UNIFORM_u_outline_color
+varying highp vec4 outline_color;
+#else
+uniform highp vec4 u_outline_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+varying vec2 v_pos;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_outline_color
+ highp vec4 outline_color = u_outline_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+ float dist = length(v_pos - gl_FragCoord.xy);
+ float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
+ gl_FragColor = outline_color * (alpha * opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/fill_outline_pattern.cpp b/src/mbgl/programs/gl/fill_outline_pattern.cpp
new file mode 100644
index 0000000000..7e0bf19655
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_outline_pattern.cpp
@@ -0,0 +1,186 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_outline_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillOutlinePatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillOutlinePatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_outline_pattern",
+ programs::gl::shaderSource() + 15092, programs::gl::shaderSource() + 16952);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_outline_pattern.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+uniform vec2 u_pixel_coord_upper;
+uniform vec2 u_pixel_coord_lower;
+uniform vec4 u_scale;
+
+attribute vec2 a_pos;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec2 v_pos;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+uniform lowp float a_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 a_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_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#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;
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+
+ 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);
+
+ v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
+ v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
+
+ v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
+}
+
+*/
+
+// Uncompressed source of fill_outline_pattern.fragment.glsl:
+/*
+
+uniform vec2 u_texsize;
+uniform sampler2D u_image;
+uniform float u_fade;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec2 v_pos;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#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_opacity
+ lowp float opacity = u_opacity;
+#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);
+
+ // find distance to outline for alpha interpolation
+
+ float dist = length(v_pos - gl_FragCoord.xy);
+ float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
+
+
+ gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/fill_pattern.cpp b/src/mbgl/programs/gl/fill_pattern.cpp
new file mode 100644
index 0000000000..256b1ede99
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_pattern.cpp
@@ -0,0 +1,174 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillPatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillPatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_pattern",
+ programs::gl::shaderSource() + 18259, programs::gl::shaderSource() + 20038);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_pattern.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_pixel_coord_upper;
+uniform vec2 u_pixel_coord_lower;
+uniform vec4 u_scale;
+
+attribute vec2 a_pos;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+uniform lowp float a_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 a_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_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#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 tileZoomRatio = u_scale.y;
+ float fromScale = u_scale.z;
+ float toScale = u_scale.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);
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+
+ v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
+ v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
+}
+
+*/
+
+// Uncompressed source of fill_pattern.fragment.glsl:
+/*
+uniform vec2 u_texsize;
+uniform float u_fade;
+
+uniform sampler2D u_image;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#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_opacity
+ lowp float opacity = u_opacity;
+#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);
+
+ gl_FragColor = mix(color1, color2, u_fade) * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/heatmap.cpp b/src/mbgl/programs/gl/heatmap.cpp
new file mode 100644
index 0000000000..59f8ad9f69
--- /dev/null
+++ b/src/mbgl/programs/gl/heatmap.cpp
@@ -0,0 +1,141 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/heatmap_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<HeatmapProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<HeatmapProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "heatmap",
+ programs::gl::shaderSource() + 7983, programs::gl::shaderSource() + 9030);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of heatmap.vertex.glsl:
+/*
+
+#ifndef HAS_UNIFORM_u_weight
+uniform lowp float a_weight_t;
+attribute highp vec2 a_weight;
+varying highp float weight;
+#else
+uniform highp float u_weight;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+uniform lowp float a_radius_t;
+attribute mediump vec2 a_radius;
+#else
+uniform mediump float u_radius;
+#endif
+
+
+uniform mat4 u_matrix;
+uniform float u_extrude_scale;
+uniform float u_opacity;
+uniform float u_intensity;
+
+attribute vec2 a_pos;
+
+varying vec2 v_extrude;
+
+// Effective "0" in the kernel density texture to adjust the kernel size to;
+// this empirically chosen number minimizes artifacts on overlapping kernels
+// for typical heatmap cases (assuming clustered source)
+const highp float ZERO = 1.0 / 255.0 / 16.0;
+
+// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
+#define GAUSS_COEF 0.3989422804014327
+
+void main(void) {
+
+#ifndef HAS_UNIFORM_u_weight
+ weight = unpack_mix_vec2(a_weight, a_weight_t);
+#else
+ highp float weight = u_weight;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+ mediump float radius = unpack_mix_vec2(a_radius, a_radius_t);
+#else
+ mediump float radius = u_radius;
+#endif
+
+
+ // unencode the extrusion vector that we snuck into the a_pos vector
+ vec2 unscaled_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+
+ // This 'extrude' comes in ranging from [-1, -1], to [1, 1]. We'll use
+ // it to produce the vertices of a square mesh framing the point feature
+ // we're adding to the kernel density texture. We'll also pass it as
+ // a varying, so that the fragment shader can determine the distance of
+ // each fragment from the point feature.
+ // Before we do so, we need to scale it up sufficiently so that the
+ // kernel falls effectively to zero at the edge of the mesh.
+ // That is, we want to know S such that
+ // weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
+ // Which solves to:
+ // S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
+ float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;
+
+ // Pass the varying in units of radius
+ v_extrude = S * unscaled_extrude;
+
+ // Scale by radius and the zoom-based scale factor to produce actual
+ // mesh position
+ vec2 extrude = v_extrude * radius * u_extrude_scale;
+
+ // multiply a_pos by 0.5, since we had it * 2 in order to sneak
+ // in extrusion data
+ vec4 pos = vec4(floor(a_pos * 0.5) + extrude, 0, 1);
+
+ gl_Position = u_matrix * pos;
+}
+
+*/
+
+// Uncompressed source of heatmap.fragment.glsl:
+/*
+
+#ifndef HAS_UNIFORM_u_weight
+varying highp float weight;
+#else
+uniform highp float u_weight;
+#endif
+
+
+uniform highp float u_intensity;
+varying vec2 v_extrude;
+
+// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
+#define GAUSS_COEF 0.3989422804014327
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_weight
+ highp float weight = u_weight;
+#endif
+
+
+ // Kernel density estimation with a Gaussian kernel of size 5x5
+ float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
+ float val = weight * u_intensity * GAUSS_COEF * exp(d);
+
+ gl_FragColor = vec4(val, 1.0, 1.0, 1.0);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/heatmap_texture.cpp b/src/mbgl/programs/gl/heatmap_texture.cpp
new file mode 100644
index 0000000000..530e9fa18b
--- /dev/null
+++ b/src/mbgl/programs/gl/heatmap_texture.cpp
@@ -0,0 +1,55 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/heatmap_texture_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<HeatmapTextureProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<HeatmapTextureProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "heatmap_texture",
+ programs::gl::shaderSource() + 9491, programs::gl::shaderSource() + 9671);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of heatmap_texture.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+attribute vec2 a_pos;
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
+
+ v_pos.x = a_pos.x;
+ v_pos.y = 1.0 - a_pos.y;
+}
+
+*/
+
+// Uncompressed source of heatmap_texture.fragment.glsl:
+/*
+uniform sampler2D u_image;
+uniform sampler2D u_color_ramp;
+uniform float u_opacity;
+varying vec2 v_pos;
+
+void main() {
+ float t = texture2D(u_image, v_pos).r;
+ vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
+ gl_FragColor = color * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(0.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/hillshade.cpp b/src/mbgl/programs/gl/hillshade.cpp
new file mode 100644
index 0000000000..dcf90f1149
--- /dev/null
+++ b/src/mbgl/programs/gl/hillshade.cpp
@@ -0,0 +1,93 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/hillshade_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<HillshadeProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<HillshadeProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "hillshade",
+ programs::gl::shaderSource() + 29340, programs::gl::shaderSource() + 29511);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of hillshade.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+
+attribute vec2 a_pos;
+attribute vec2 a_texture_pos;
+
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+ v_pos = a_texture_pos / 8192.0;
+}
+
+*/
+
+// Uncompressed source of hillshade.fragment.glsl:
+/*
+uniform sampler2D u_image;
+varying vec2 v_pos;
+
+uniform vec2 u_latrange;
+uniform vec2 u_light;
+uniform vec4 u_shadow;
+uniform vec4 u_highlight;
+uniform vec4 u_accent;
+
+#define PI 3.141592653589793
+
+void main() {
+ vec4 pixel = texture2D(u_image, v_pos);
+
+ vec2 deriv = ((pixel.rg * 2.0) - 1.0);
+
+ // We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude
+ // to account for mercator projection distortion. see #4807 for details
+ float scaleFactor = cos(radians((u_latrange[0] - u_latrange[1]) * (1.0 - v_pos.y) + u_latrange[1]));
+ // We also multiply the slope by an arbitrary z-factor of 1.25
+ float slope = atan(1.25 * length(deriv) / scaleFactor);
+ float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);
+
+ float intensity = u_light.x;
+ // We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal
+ // position property to account for 0deg corresponding to north/the top of the viewport in the style spec
+ // and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.
+ float azimuth = u_light.y + PI;
+
+ // We scale the slope exponentially based on intensity, using a calculation similar to
+ // the exponential interpolation function in the style spec:
+ // https://github.com/mapbox/mapbox-gl-js/blob/master/src/style-spec/expression/definitions/interpolate.js#L217-L228
+ // so that higher intensity values create more opaque hillshading.
+ float base = 1.875 - intensity * 1.75;
+ float maxValue = 0.5 * PI;
+ float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;
+
+ // The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine
+ // so that the accent color's rate of change eases in while the shade color's eases out.
+ float accent = cos(scaledSlope);
+ // We multiply both the accent and shade color by a clamped intensity value
+ // so that intensities >= 0.5 do not additionally affect the color values
+ // while intensity values < 0.5 make the overall color more transparent.
+ vec4 accent_color = (1.0 - accent) * u_accent * clamp(intensity * 2.0, 0.0, 1.0);
+ float shade = abs(mod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
+ vec4 shade_color = mix(u_shadow, u_highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
+ gl_FragColor = accent_color * (1.0 - shade_color.a) + shade_color;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/hillshade_prepare.cpp b/src/mbgl/programs/gl/hillshade_prepare.cpp
new file mode 100644
index 0000000000..b445713530
--- /dev/null
+++ b/src/mbgl/programs/gl/hillshade_prepare.cpp
@@ -0,0 +1,117 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/hillshade_prepare_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<HillshadePrepareProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<HillshadePrepareProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "hillshade_prepare",
+ programs::gl::shaderSource() + 27925, programs::gl::shaderSource() + 28218);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of hillshade_prepare.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_dimension;
+
+attribute vec2 a_pos;
+attribute vec2 a_texture_pos;
+
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+
+ highp vec2 epsilon = 1.0 / u_dimension;
+ float scale = (u_dimension.x - 2.0) / u_dimension.x;
+ v_pos = (a_texture_pos / 8192.0) * scale + epsilon;
+}
+
+*/
+
+// Uncompressed source of hillshade_prepare.fragment.glsl:
+/*
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform sampler2D u_image;
+varying vec2 v_pos;
+uniform vec2 u_dimension;
+uniform float u_zoom;
+uniform float u_maxzoom;
+
+float getElevation(vec2 coord, float bias) {
+ // Convert encoded elevation value to meters
+ vec4 data = texture2D(u_image, coord) * 255.0;
+ return (data.r + data.g * 256.0 + data.b * 256.0 * 256.0) / 4.0;
+}
+
+void main() {
+ vec2 epsilon = 1.0 / u_dimension;
+
+ // queried pixels:
+ // +-----------+
+ // | | | |
+ // | a | b | c |
+ // | | | |
+ // +-----------+
+ // | | | |
+ // | d | e | f |
+ // | | | |
+ // +-----------+
+ // | | | |
+ // | g | h | i |
+ // | | | |
+ // +-----------+
+
+ float a = getElevation(v_pos + vec2(-epsilon.x, -epsilon.y), 0.0);
+ float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0);
+ float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0);
+ float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0);
+ float e = getElevation(v_pos, 0.0);
+ float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0);
+ float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0);
+ float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0);
+ float i = getElevation(v_pos + vec2(epsilon.x, epsilon.y), 0.0);
+
+ // here we divide the x and y slopes by 8 * pixel size
+ // where pixel size (aka meters/pixel) is:
+ // circumference of the world / (pixels per tile * number of tiles)
+ // which is equivalent to: 8 * 40075016.6855785 / (512 * pow(2, u_zoom))
+ // which can be reduced to: pow(2, 19.25619978527 - u_zoom)
+ // we want to vertically exaggerate the hillshading though, because otherwise
+ // it is barely noticeable at low zooms. to do this, we multiply this by some
+ // scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
+ // Here we use a=0.3 which works out to the expression below. see
+ // nickidlugash's awesome breakdown for more info
+ // https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
+ float exaggeration = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
+
+ vec2 deriv = vec2(
+ (c + f + f + i) - (a + d + d + g),
+ (g + h + h + i) - (a + b + b + c)
+ ) / pow(2.0, (u_zoom - u_maxzoom) * exaggeration + 19.2562 - u_zoom);
+
+ gl_FragColor = clamp(vec4(
+ deriv.x / 2.0 + 0.5,
+ deriv.y / 2.0 + 0.5,
+ 1.0,
+ 1.0), 0.0, 1.0);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/line.cpp b/src/mbgl/programs/gl/line.cpp
new file mode 100644
index 0000000000..c25679ae1f
--- /dev/null
+++ b/src/mbgl/programs/gl/line.cpp
@@ -0,0 +1,253 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/line_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<LineProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<LineProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "line",
+ programs::gl::shaderSource() + 30585, programs::gl::shaderSource() + 33509);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of line.vertex.glsl:
+/*
+
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+// 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
+
+attribute vec4 a_pos_normal;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform mediump float u_ratio;
+uniform vec2 u_gl_units_to_pixels;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_gamma_scale;
+varying highp float v_linesofar;
+
+
+#ifndef HAS_UNIFORM_u_color
+uniform lowp float a_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 a_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 a_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 a_gapwidth_t;
+attribute mediump vec2 a_gapwidth;
+#else
+uniform mediump float u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+uniform lowp float a_offset_t;
+attribute lowp vec2 a_offset;
+#else
+uniform lowp float u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_color
+ color = unpack_mix_color(a_color, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_blur
+ blur = unpack_mix_vec2(a_blur, a_blur_t);
+#else
+ lowp float blur = u_blur;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_gapwidth
+ mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
+#else
+ mediump float gapwidth = u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+ lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
+#else
+ lowp float offset = u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
+
+ vec2 a_extrude = a_data.xy - 128.0;
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
+
+ v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
+
+ vec2 pos = a_pos_normal.xy;
+
+ // 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
+ mediump vec2 normal = a_pos_normal.zw;
+ 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_gl_units_to_pixels);
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
+
+ v_width2 = vec2(outset, inset);
+}
+
+*/
+
+// Uncompressed source of line.fragment.glsl:
+/*
+
+#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
+
+
+varying vec2 v_width2;
+varying vec2 v_normal;
+varying float v_gamma_scale;
+
+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
+
+
+ // 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 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
+
+ gl_FragColor = color * (alpha * opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/line_gradient.cpp b/src/mbgl/programs/gl/line_gradient.cpp
new file mode 100644
index 0000000000..fae94b4596
--- /dev/null
+++ b/src/mbgl/programs/gl/line_gradient.cpp
@@ -0,0 +1,235 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/line_gradient_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<LineGradientProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<LineGradientProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "line_gradient",
+ programs::gl::shaderSource() + 34335, programs::gl::shaderSource() + 37054);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of line_gradient.vertex.glsl:
+/*
+
+// the attribute conveying progress along a line is scaled to [0, 2^15)
+#define MAX_LINE_DISTANCE 32767.0
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+// 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
+
+attribute vec4 a_pos_normal;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform mediump float u_ratio;
+uniform vec2 u_gl_units_to_pixels;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_gamma_scale;
+varying highp float v_lineprogress;
+
+
+#ifndef HAS_UNIFORM_u_blur
+uniform lowp float a_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 a_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 a_gapwidth_t;
+attribute mediump vec2 a_gapwidth;
+#else
+uniform mediump float u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+uniform lowp float a_offset_t;
+attribute lowp vec2 a_offset;
+#else
+uniform lowp float u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_blur
+ blur = unpack_mix_vec2(a_blur, a_blur_t);
+#else
+ lowp float blur = u_blur;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_gapwidth
+ mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
+#else
+ mediump float gapwidth = u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+ lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
+#else
+ lowp float offset = u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
+
+ vec2 a_extrude = a_data.xy - 128.0;
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
+
+ v_lineprogress = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE;
+
+ vec2 pos = a_pos_normal.xy;
+
+ // 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
+ mediump vec2 normal = a_pos_normal.zw;
+ 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_gl_units_to_pixels);
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
+
+ v_width2 = vec2(outset, inset);
+}
+
+*/
+
+// Uncompressed source of line_gradient.fragment.glsl:
+/*
+
+
+#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
+
+
+uniform sampler2D u_image;
+
+varying vec2 v_width2;
+varying vec2 v_normal;
+varying float v_gamma_scale;
+varying highp float v_lineprogress;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_blur
+ lowp float blur = u_blur;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#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 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
+
+ // For gradient lines, v_lineprogress is the ratio along the entire line,
+ // scaled to [0, 2^15), and the gradient ramp is stored in a texture.
+ vec4 color = texture2D(u_image, vec2(v_lineprogress, 0.5));
+
+ gl_FragColor = color * (alpha * opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/line_pattern.cpp b/src/mbgl/programs/gl/line_pattern.cpp
new file mode 100644
index 0000000000..2e9ebaf5ea
--- /dev/null
+++ b/src/mbgl/programs/gl/line_pattern.cpp
@@ -0,0 +1,322 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/line_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<LinePatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<LinePatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "line_pattern",
+ programs::gl::shaderSource() + 37841, programs::gl::shaderSource() + 41162);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of line_pattern.vertex.glsl:
+/*
+// 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
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+attribute vec4 a_pos_normal;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform vec2 u_gl_units_to_pixels;
+uniform mediump float u_ratio;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_linesofar;
+varying float v_gamma_scale;
+
+
+#ifndef HAS_UNIFORM_u_blur
+uniform lowp float a_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 a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+uniform lowp float a_offset_t;
+attribute lowp vec2 a_offset;
+#else
+uniform lowp float u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_gapwidth
+uniform lowp float a_gapwidth_t;
+attribute mediump vec2 a_gapwidth;
+#else
+uniform mediump float u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+uniform lowp float a_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 a_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_blur
+ blur = unpack_mix_vec2(a_blur, a_blur_t);
+#else
+ lowp float blur = u_blur;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+ lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
+#else
+ lowp float offset = u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_gapwidth
+ mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
+#else
+ mediump float gapwidth = u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#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 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;
+ // float tileRatio = u_scale.y;
+ vec2 pos = a_pos_normal.xy;
+
+ // 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
+ mediump vec2 normal = a_pos_normal.zw;
+ 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_gl_units_to_pixels);
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
+
+ v_linesofar = a_linesofar;
+ v_width2 = vec2(outset, inset);
+}
+
+*/
+
+// Uncompressed source of line_pattern.fragment.glsl:
+/*
+uniform vec2 u_texsize;
+uniform float u_fade;
+uniform mediump vec4 u_scale;
+
+uniform sampler2D u_image;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_linesofar;
+varying float v_gamma_scale;
+
+
+#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
+
+
+#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
+
+
+void main() {
+
+#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
+
+
+
+#ifdef HAS_UNIFORM_u_blur
+ lowp float blur = u_blur;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#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 tileZoomRatio = u_scale.y;
+ float fromScale = u_scale.z;
+ float toScale = u_scale.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);
+
+ vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y);
+ vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y);
+
+ // 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 / 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 x_a = mod(v_linesofar / pattern_size_a.x, 1.0);
+ float x_b = mod(v_linesofar / pattern_size_b.x, 1.0);
+
+ // v_normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge
+ // we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0)
+ // to ensure we don't sample outside the designated symbol on the sprite sheet.
+ // 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of
+ // the texture coordinate
+ float y_a = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y);
+ float y_b = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y);
+ vec2 pos_a = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, vec2(x_a, y_a));
+ vec2 pos_b = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, vec2(x_b, y_b));
+
+ vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
+
+ gl_FragColor = color * alpha * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/line_sdf.cpp b/src/mbgl/programs/gl/line_sdf.cpp
new file mode 100644
index 0000000000..0886bfcdf0
--- /dev/null
+++ b/src/mbgl/programs/gl/line_sdf.cpp
@@ -0,0 +1,315 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/line_sdf_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<LineSDFProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<LineSDFProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "line_sdf",
+ programs::gl::shaderSource() + 43475, programs::gl::shaderSource() + 47089);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of line_sdf.vertex.glsl:
+/*
+// 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
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+attribute vec4 a_pos_normal;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform mediump float u_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_gl_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 a_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 a_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 a_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 a_gapwidth_t;
+attribute mediump vec2 a_gapwidth;
+#else
+uniform mediump float u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+uniform lowp float a_offset_t;
+attribute lowp vec2 a_offset;
+#else
+uniform lowp float u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_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 a_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, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_blur
+ blur = unpack_mix_vec2(a_blur, a_blur_t);
+#else
+ lowp float blur = u_blur;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_gapwidth
+ mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
+#else
+ mediump float gapwidth = u_gapwidth;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_offset
+ lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
+#else
+ lowp float offset = u_offset;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_width
+ width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_floorwidth
+ floorwidth = unpack_mix_vec2(a_floorwidth, a_floorwidth_t);
+#else
+ lowp float floorwidth = u_floorwidth;
+#endif
+
+
+ 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 = a_pos_normal.xy;
+
+ // 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
+ mediump vec2 normal = a_pos_normal.zw;
+ 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_gl_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);
+}
+
+*/
+
+// Uncompressed source of line_sdf.fragment.glsl:
+/*
+
+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 / 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
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/preludes.cpp b/src/mbgl/programs/gl/preludes.cpp
new file mode 100644
index 0000000000..6c895c0d36
--- /dev/null
+++ b/src/mbgl/programs/gl/preludes.cpp
@@ -0,0 +1,15 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/gl/preludes.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+
+namespace mbgl {
+namespace programs {
+namespace gl {
+
+const char* vertexShaderPrelude = programs::gl::shaderSource() + 0;
+const char* fragmentShaderPrelude = programs::gl::shaderSource() + 1252;
+
+} // namespace gl
+} // namespace programs
+} // namespace mbgl
diff --git a/src/mbgl/programs/gl/preludes.hpp b/src/mbgl/programs/gl/preludes.hpp
new file mode 100644
index 0000000000..6d86ee45c5
--- /dev/null
+++ b/src/mbgl/programs/gl/preludes.hpp
@@ -0,0 +1,14 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace programs {
+namespace gl {
+
+extern const char* vertexShaderPrelude;
+extern const char* fragmentShaderPrelude;
+
+} // namespace gl
+} // namespace programs
+} // namespace mbgl
diff --git a/src/mbgl/programs/gl/raster.cpp b/src/mbgl/programs/gl/raster.cpp
new file mode 100644
index 0000000000..512dc81a30
--- /dev/null
+++ b/src/mbgl/programs/gl/raster.cpp
@@ -0,0 +1,103 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/raster_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<RasterProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<RasterProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "raster",
+ programs::gl::shaderSource() + 48592, programs::gl::shaderSource() + 48941);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of raster.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_tl_parent;
+uniform float u_scale_parent;
+uniform float u_buffer_scale;
+
+attribute vec2 a_pos;
+attribute vec2 a_texture_pos;
+
+varying vec2 v_pos0;
+varying vec2 v_pos1;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+ // We are using Int16 for texture position coordinates to give us enough precision for
+ // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
+ // as an arbitrarily high number to preserve adequate precision when rendering.
+ // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
+ // so math for modifying either is consistent.
+ v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
+ v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
+}
+
+*/
+
+// Uncompressed source of raster.fragment.glsl:
+/*
+uniform float u_fade_t;
+uniform float u_opacity;
+uniform sampler2D u_image0;
+uniform sampler2D u_image1;
+varying vec2 v_pos0;
+varying vec2 v_pos1;
+
+uniform float u_brightness_low;
+uniform float u_brightness_high;
+
+uniform float u_saturation_factor;
+uniform float u_contrast_factor;
+uniform vec3 u_spin_weights;
+
+void main() {
+
+ // read and cross-fade colors from the main and parent tiles
+ vec4 color0 = texture2D(u_image0, v_pos0);
+ vec4 color1 = texture2D(u_image1, v_pos1);
+ if (color0.a > 0.0) {
+ color0.rgb = color0.rgb / color0.a;
+ }
+ if (color1.a > 0.0) {
+ color1.rgb = color1.rgb / color1.a;
+ }
+ vec4 color = mix(color0, color1, u_fade_t);
+ color.a *= u_opacity;
+ vec3 rgb = color.rgb;
+
+ // spin
+ rgb = vec3(
+ dot(rgb, u_spin_weights.xyz),
+ dot(rgb, u_spin_weights.zxy),
+ dot(rgb, u_spin_weights.yzx));
+
+ // saturation
+ float average = (color.r + color.g + color.b) / 3.0;
+ rgb += (average - rgb) * u_saturation_factor;
+
+ // contrast
+ rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
+
+ // brightness
+ vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
+ vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
+
+ gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/shader_source.cpp b/src/mbgl/programs/gl/shader_source.cpp
new file mode 100644
index 0000000000..4a986403f7
--- /dev/null
+++ b/src/mbgl/programs/gl/shader_source.cpp
@@ -0,0 +1,471 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/util/compression.hpp>
+
+#include <cstdint>
+
+namespace mbgl {
+namespace programs {
+namespace gl {
+
+constexpr const uint8_t compressedShaderSource[] = {
+ 0x78, 0xda, 0xed, 0x3d, 0xfd, 0x6f, 0xe3, 0x36, 0xb2, 0xf7, 0x73, 0xfe, 0x0a, 0x17, 0x05, 0x0e,
+ 0x92, 0x2c, 0x5b, 0xb6, 0x93, 0xec, 0x97, 0x4e, 0xaf, 0x08, 0x76, 0xb3, 0x7d, 0x01, 0xda, 0xdd,
+ 0x60, 0xd3, 0xf6, 0x15, 0x57, 0x2c, 0x0c, 0xc9, 0x56, 0x6c, 0xdf, 0xd9, 0x96, 0x9f, 0xad, 0x24,
+ 0x76, 0x0e, 0xf9, 0xdf, 0x1f, 0x87, 0xdf, 0xa4, 0x48, 0x59, 0x76, 0x12, 0xe7, 0xe3, 0x19, 0x45,
+ 0x37, 0x16, 0x39, 0x1c, 0x0e, 0xc9, 0xe1, 0x70, 0x66, 0x48, 0x0e, 0x7f, 0x1c, 0x5d, 0xf6, 0xd3,
+ 0xcb, 0xda, 0xcf, 0xbf, 0x74, 0x4f, 0x2f, 0x0e, 0x66, 0xf3, 0xb4, 0x37, 0x5a, 0x8c, 0xb2, 0x69,
+ 0x6d, 0x38, 0x1a, 0x0c, 0x67, 0xb5, 0xcb, 0x71, 0x16, 0xe7, 0xe1, 0xc1, 0x8f, 0xe9, 0x78, 0x91,
+ 0x1e, 0xfc, 0x38, 0xba, 0xac, 0xfd, 0x80, 0x60, 0x47, 0xd3, 0xb4, 0xef, 0x8c, 0xb3, 0x9b, 0x99,
+ 0x7b, 0xf0, 0x23, 0xf9, 0xac, 0xc1, 0x17, 0x82, 0x9a, 0xf6, 0x47, 0x97, 0x2a, 0xd8, 0x24, 0xed,
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+ 0xa3, 0x29, 0x4b, 0x39, 0x9b, 0xe6, 0x38, 0x31, 0x42, 0x49, 0x8e, 0x0c, 0x14, 0x02, 0xcc, 0x75,
+ 0x2b, 0x52, 0xc1, 0x82, 0xce, 0xf1, 0x9b, 0x70, 0x9e, 0xe6, 0x57, 0xf3, 0x69, 0x0d, 0x2a, 0x74,
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+ 0xda, 0xed, 0x65, 0xe3, 0x6c, 0x4e, 0xc9, 0xc1, 0x84, 0xa6, 0x53, 0x48, 0xef, 0x7f, 0x84, 0x74,
+ 0x44, 0x8c, 0xa8, 0xe8, 0xc8, 0x51, 0x3a, 0x55, 0x86, 0xfb, 0xab, 0xf5, 0x1d, 0x11, 0x75, 0x7c,
+ 0x8c, 0x2a, 0xb5, 0xc3, 0xb4, 0x19, 0xcc, 0x01, 0x22, 0x81, 0xb4, 0x9c, 0x02, 0x4f, 0x46, 0xcb,
+ 0x2e, 0x6e, 0x89, 0x44, 0x86, 0x34, 0x04, 0xbe, 0xdc, 0x59, 0xb9, 0xa0, 0x09, 0x15, 0x93, 0x47,
+ 0x0a, 0x11, 0xe1, 0xcb, 0x9f, 0xed, 0xef, 0x7e, 0xce, 0x1a, 0x2b, 0x55, 0xa4, 0x35, 0xf8, 0x88,
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+ 0x8a, 0xe5, 0xc2, 0x82, 0x00, 0xfa, 0x8d, 0x5a, 0xec, 0x86, 0x04, 0x43, 0xbc, 0xac, 0x84, 0xa1,
+ 0xa3, 0x61, 0x38, 0x04, 0x0c, 0x52, 0x73, 0x19, 0x25, 0x3e, 0x43, 0xc8, 0x9a, 0xd8, 0xa9, 0x0d,
+ 0xd2, 0xbc, 0x3b, 0x8b, 0xf3, 0x3c, 0x9d, 0x4f, 0xbb, 0xb3, 0x6c, 0xa1, 0xf4, 0xe5, 0x68, 0x99,
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+ 0xcb, 0xa4, 0x08, 0x17, 0xa3, 0x5b, 0x6d, 0x18, 0x46, 0xe3, 0xb4, 0x7b, 0x35, 0x1d, 0xe5, 0x8b,
+ 0x6e, 0x9e, 0x75, 0x31, 0x8e, 0x85, 0x52, 0x30, 0x5b, 0x90, 0xde, 0xeb, 0xd4, 0xb2, 0xcb, 0xcb,
+ 0x45, 0x9a, 0x47, 0xc0, 0x8d, 0xec, 0xff, 0x22, 0x41, 0x72, 0x45, 0x2e, 0xcc, 0x9b, 0x66, 0xcb,
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+ 0x7a, 0x83, 0x96, 0x2d, 0x38, 0x00, 0x44, 0xb0, 0x9e, 0x8c, 0x47, 0x80, 0x98, 0xcb, 0x93, 0x78,
+ 0x16, 0x5a, 0x8e, 0x5c, 0x15, 0x4d, 0xbb, 0x82, 0x61, 0xa7, 0xb0, 0xe8, 0x33, 0x79, 0x79, 0x5c,
+ 0xe8, 0x31, 0x91, 0x3c, 0x2b, 0xf9, 0x49, 0x13, 0xe6, 0x1d, 0x55, 0x73, 0xd9, 0x39, 0x15, 0xac,
+ 0x79, 0x08, 0x0f, 0x20, 0x4b, 0x84, 0x0e, 0x61, 0xa9, 0x08, 0x54, 0xe6, 0xcb, 0x45, 0x3a, 0x98,
+ 0x40, 0xb0, 0x41, 0xc4, 0x79, 0xe3, 0x34, 0x6a, 0x68, 0xf3, 0xfa, 0xaf, 0xce, 0x77, 0xa6, 0xa8,
+ 0x42, 0x9f, 0xc2, 0x02, 0xf6, 0x83, 0x65, 0xfa, 0xc2, 0x3b, 0x23, 0x3f, 0xd8, 0x67, 0x2d, 0xea,
+ 0x54, 0x4c, 0x05, 0x88, 0x41, 0x42, 0xd0, 0x5f, 0xad, 0xef, 0x3e, 0xfd, 0xd5, 0xfe, 0xee, 0xb3,
+ 0x09, 0xec, 0x06, 0x38, 0x6e, 0x71, 0x78, 0x57, 0x83, 0x3e, 0xab, 0x41, 0x8d, 0xf7, 0xab, 0x90,
+ 0x57, 0x56, 0x44, 0x5c, 0xd6, 0x94, 0xf5, 0x88, 0xa9, 0x54, 0xa1, 0xf8, 0xd4, 0x34, 0xd5, 0x57,
+ 0x76, 0x9e, 0x8d, 0xa6, 0xf9, 0xba, 0x10, 0xda, 0x34, 0x12, 0x32, 0x97, 0x46, 0x48, 0x04, 0x0d,
+ 0x33, 0x21, 0x8d, 0x22, 0x15, 0x5b, 0x53, 0x1d, 0x45, 0x06, 0x45, 0xa4, 0x4b, 0xa4, 0xcf, 0x91,
+ 0xda, 0x4f, 0x07, 0x56, 0xc4, 0x41, 0x89, 0x08, 0xac, 0x7d, 0x38, 0x28, 0xc9, 0x0d, 0xac, 0x38,
+ 0x15, 0xda, 0x24, 0x97, 0x16, 0x25, 0x8f, 0x98, 0x65, 0x60, 0xa7, 0x80, 0x0b, 0x53, 0xa5, 0x1d,
+ 0x9b, 0x5e, 0xe0, 0x59, 0x0e, 0xa1, 0x27, 0xbd, 0xa8, 0x50, 0x9a, 0x9d, 0x8b, 0x42, 0x8a, 0x00,
+ 0x3b, 0xff, 0x44, 0xe5, 0x44, 0xed, 0x27, 0xcc, 0xa5, 0x41, 0xe7, 0x08, 0x7b, 0x59, 0xf1, 0x48,
+ 0x28, 0xac, 0x8e, 0xa5, 0x33, 0x91, 0xd5, 0xa0, 0xc9, 0xa3, 0x9a, 0x42, 0xc2, 0x5f, 0x8a, 0xf8,
+ 0x66, 0xba, 0x22, 0x99, 0x5a, 0xe7, 0x6b, 0x07, 0x91, 0xc4, 0x5e, 0x6e, 0xe3, 0x90, 0xd0, 0xfc,
+ 0x5d, 0x9e, 0x58, 0x1f, 0xaf, 0xe5, 0x2a, 0x28, 0x8c, 0x20, 0x86, 0x4c, 0x22, 0x53, 0x45, 0x00,
+ 0x6f, 0x4c, 0xbf, 0x09, 0xf5, 0x66, 0xe0, 0xf8, 0xb1, 0x0e, 0x9c, 0x9d, 0xc2, 0x07, 0xb4, 0xd4,
+ 0x85, 0xc6, 0x87, 0xe3, 0x57, 0x70, 0xc6, 0x2b, 0xbc, 0x93, 0xbb, 0x02, 0xcf, 0x76, 0xc4, 0xab,
+ 0xd3, 0x08, 0x87, 0x29, 0x95, 0x65, 0x40, 0x5d, 0xc3, 0xaf, 0xf2, 0x27, 0x29, 0xd8, 0x43, 0xd2,
+ 0x09, 0x07, 0x67, 0x2d, 0x2f, 0x08, 0x0e, 0xe4, 0x1a, 0xfb, 0xa4, 0x1d, 0x17, 0x61, 0xaf, 0x32,
+ 0x47, 0xe3, 0x63, 0x3f, 0x3d, 0x27, 0xc7, 0xd7, 0x7f, 0xf5, 0x68, 0xa4, 0x5f, 0xd9, 0xf3, 0x0c,
+ 0xb2, 0xd1, 0xb4, 0xba, 0xf0, 0x31, 0x91, 0x21, 0x51, 0x47, 0x2a, 0x81, 0x6a, 0x24, 0x3b, 0x4e,
+ 0x5b, 0x7d, 0xa8, 0x43, 0x5a, 0x2b, 0x1c, 0xa8, 0x09, 0x37, 0x75, 0xad, 0x3d, 0x1e, 0xdf, 0xb8,
+ 0x0a, 0x0e, 0x21, 0x5a, 0x2f, 0xe7, 0x4b, 0x29, 0xfe, 0xf4, 0x35, 0x95, 0xca, 0xe8, 0xdf, 0x40,
+ 0x5a, 0xa0, 0x60, 0xf4, 0xe5, 0x25, 0x88, 0x2d, 0x27, 0xf4, 0xd3, 0x51, 0x75, 0x28, 0x1e, 0x9d,
+ 0x5c, 0x68, 0x0a, 0x91, 0x9c, 0x8f, 0x84, 0x28, 0xb6, 0x29, 0x20, 0x0e, 0xaf, 0xa2, 0x4f, 0xd4,
+ 0x3e, 0x34, 0x54, 0xfd, 0x42, 0x5d, 0xf8, 0xf8, 0xb3, 0x55, 0xe0, 0x26, 0x81, 0xd8, 0xd9, 0x0a,
+ 0xd2, 0xd6, 0xf7, 0xba, 0x54, 0xd4, 0xb5, 0x3a, 0x6f, 0xa9, 0xa9, 0x14, 0x3e, 0x49, 0xa8, 0xa8,
+ 0xcd, 0xd7, 0xf6, 0x7b, 0x3a, 0xd3, 0x64, 0xd5, 0x0b, 0x3b, 0x9a, 0x28, 0x80, 0xa7, 0xd5, 0x6b,
+ 0x7d, 0x2f, 0x82, 0xfe, 0x26, 0xfe, 0x20, 0x97, 0x9c, 0xbb, 0xda, 0xab, 0xfc, 0x0f, 0xaf, 0xf2,
+ 0xdb, 0x3c, 0xc5, 0xa3, 0xf1, 0xb8, 0xec, 0xe4, 0x92, 0xc8, 0xb7, 0x1f, 0x5f, 0x12, 0x30, 0xa6,
+ 0x33, 0x4c, 0x52, 0x6e, 0x99, 0xf3, 0x5f, 0x05, 0x2b, 0x7b, 0xf9, 0x29, 0x1e, 0x67, 0x65, 0x14,
+ 0x8b, 0x7c, 0x3b, 0xc5, 0x02, 0xc6, 0x44, 0xb1, 0x94, 0x5b, 0x46, 0xb1, 0x0a, 0xf6, 0xa2, 0x0f,
+ 0x3b, 0xe1, 0xa6, 0x94, 0x9c, 0x9b, 0x11, 0xf9, 0xf6, 0x47, 0x59, 0x39, 0x88, 0xf1, 0x61, 0x56,
+ 0x91, 0x5b, 0xfa, 0x30, 0x97, 0x02, 0xb6, 0x8e, 0x60, 0xfb, 0xb9, 0x36, 0x9e, 0x5d, 0x4e, 0xae,
+ 0xed, 0x84, 0x9b, 0xc8, 0x5c, 0x4b, 0xac, 0xb2, 0x37, 0xf1, 0x1c, 0x6d, 0xc1, 0xc7, 0x34, 0xd9,
+ 0x37, 0x75, 0x1f, 0x98, 0x4c, 0xfc, 0x6a, 0x36, 0x2b, 0x48, 0x61, 0xc5, 0xed, 0x7a, 0x48, 0x13,
+ 0xdb, 0x95, 0xac, 0x55, 0x49, 0xca, 0x89, 0x9f, 0xa6, 0x23, 0x56, 0x22, 0xd7, 0x57, 0x65, 0x9f,
+ 0xe9, 0xb0, 0x95, 0x8c, 0x6a, 0x2b, 0xf9, 0x25, 0x7e, 0x9a, 0x68, 0x11, 0xb9, 0xbe, 0x2a, 0xd5,
+ 0x4c, 0xb4, 0xc8, 0xa8, 0x36, 0x97, 0x4c, 0x3b, 0x3f, 0x9b, 0x25, 0x09, 0x1c, 0xf1, 0xd3, 0xf4,
+ 0x16, 0x2f, 0xcf, 0xf4, 0x55, 0x29, 0x64, 0x7c, 0x93, 0x57, 0xc2, 0xb4, 0x8d, 0x28, 0xe1, 0xbf,
+ 0x6c, 0x84, 0xd0, 0x53, 0x71, 0x92, 0x74, 0xb1, 0x92, 0x41, 0xb7, 0x2e, 0x8b, 0x32, 0x62, 0xef,
+ 0xd5, 0xd8, 0x7b, 0x35, 0xf6, 0x5e, 0x8d, 0xbd, 0x57, 0x63, 0xef, 0xd5, 0x78, 0x3d, 0x5e, 0x0d,
+ 0x76, 0x22, 0x58, 0x9c, 0x79, 0x53, 0x4e, 0xc9, 0x11, 0x3e, 0x78, 0x56, 0x8e, 0x0f, 0xf1, 0x5a,
+ 0xd2, 0x7c, 0x96, 0x8d, 0x63, 0x68, 0xfd, 0x3d, 0x3c, 0x21, 0x54, 0x3f, 0x23, 0x27, 0xdc, 0x50,
+ 0xdb, 0x9a, 0x4b, 0xb8, 0x73, 0x85, 0xaf, 0x8e, 0x11, 0x25, 0x8d, 0x6c, 0x20, 0x4a, 0x1d, 0xe4,
+ 0x93, 0x67, 0x40, 0x6d, 0xf5, 0x93, 0x60, 0x72, 0xf4, 0xf2, 0xd3, 0xc5, 0xa7, 0xcf, 0xdd, 0xf3,
+ 0x3f, 0x6b, 0xef, 0xa4, 0xfb, 0x50, 0xa7, 0x9f, 0x7e, 0x3e, 0xed, 0xfe, 0x7c, 0xf2, 0xeb, 0xaf,
+ 0x27, 0xa8, 0xb5, 0xed, 0xd6, 0xb1, 0xe1, 0x30, 0xcc, 0x41, 0x51, 0x6b, 0x86, 0xc5, 0xb8, 0x82,
+ 0x1d, 0xbc, 0x5b, 0x1b, 0x76, 0x87, 0xf6, 0xe7, 0xae, 0x4c, 0xc8, 0x9d, 0xda, 0x7f, 0x8f, 0x60,
+ 0xbe, 0x99, 0xbc, 0x79, 0x66, 0x93, 0x47, 0x3e, 0x6d, 0x65, 0xb1, 0xd2, 0xee, 0x61, 0xc8, 0x94,
+ 0x72, 0xe9, 0x66, 0x76, 0x48, 0xb9, 0x19, 0xb2, 0x91, 0x19, 0xf1, 0x18, 0xa7, 0xef, 0x24, 0xe6,
+ 0xd9, 0x4c, 0x9f, 0x2f, 0xe3, 0x8c, 0xcd, 0x54, 0x72, 0x10, 0xcf, 0x74, 0x78, 0x40, 0xb1, 0x2e,
+ 0x8a, 0x74, 0x3a, 0x4c, 0xfc, 0xb2, 0x3a, 0xd6, 0x07, 0x59, 0xe2, 0x4a, 0x96, 0xcc, 0xac, 0xf1,
+ 0x34, 0x53, 0xe8, 0xd8, 0x15, 0x75, 0x1a, 0x11, 0xb4, 0x81, 0x8c, 0x84, 0x34, 0xa4, 0x32, 0xfb,
+ 0x61, 0xe2, 0x22, 0x21, 0x0a, 0x03, 0x87, 0xe3, 0xf7, 0x14, 0xd6, 0x74, 0x43, 0xf9, 0x4c, 0xe5,
+ 0xd5, 0xe5, 0x65, 0xe4, 0x60, 0x55, 0xb9, 0x81, 0xef, 0x2d, 0x50, 0xb5, 0x99, 0x2b, 0xe2, 0xd0,
+ 0x3f, 0xec, 0x30, 0x4e, 0x24, 0xb1, 0x00, 0xa9, 0xce, 0xe1, 0xdd, 0xe7, 0xb5, 0x9b, 0xed, 0xf7,
+ 0x01, 0x11, 0xce, 0x75, 0x41, 0x85, 0x5b, 0x42, 0x06, 0xa9, 0x1b, 0x6a, 0x16, 0xa3, 0x19, 0x88,
+ 0x05, 0x95, 0x22, 0x0b, 0xef, 0x24, 0x72, 0xf1, 0x91, 0x40, 0x93, 0xbf, 0x18, 0xbc, 0xc5, 0xcd,
+ 0xb8, 0xd8, 0x21, 0xa4, 0xae, 0x7e, 0x84, 0x3f, 0x3c, 0x79, 0x82, 0x2a, 0x6a, 0x0e, 0xf6, 0x55,
+ 0x4b, 0x87, 0x08, 0x81, 0xb4, 0x86, 0x8c, 0xc0, 0x87, 0x94, 0xba, 0x92, 0x52, 0xf1, 0xc4, 0xa0,
+ 0xa7, 0xae, 0x64, 0xf7, 0xf2, 0x65, 0xff, 0x1f, 0x03, 0x90, 0xfe, 0x1c
+};
+
+const char* shaderSource() {
+ static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressedShaderSource), sizeof(compressedShaderSource)));
+ return decompressed.c_str();
+};
+
+} // namespace gl
+} // namespace programs
+} // namespace mbgl
diff --git a/src/mbgl/programs/gl/shader_source.hpp b/src/mbgl/programs/gl/shader_source.hpp
new file mode 100644
index 0000000000..f6de8a56cc
--- /dev/null
+++ b/src/mbgl/programs/gl/shader_source.hpp
@@ -0,0 +1,13 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace programs {
+namespace gl {
+
+const char* shaderSource();
+
+} // namespace gl
+} // namespace programs
+} // namespace mbgl
diff --git a/src/mbgl/programs/gl/shaders.cpp b/src/mbgl/programs/gl/shaders.cpp
new file mode 100644
index 0000000000..3cc33992de
--- /dev/null
+++ b/src/mbgl/programs/gl/shaders.cpp
@@ -0,0 +1,31 @@
+#include <mbgl/programs/gl/shaders.hpp>
+#include <mbgl/programs/gl/preludes.hpp>
+#include <mbgl/programs/program_parameters.hpp>
+#include <mbgl/util/string.hpp>
+
+#include <cassert>
+
+namespace mbgl {
+namespace programs {
+namespace gl {
+
+std::string fragmentSource(const ProgramParameters& parameters, const char* fragmentSource) {
+ return parameters.getDefines() + fragmentShaderPrelude + fragmentSource;
+}
+
+std::string vertexSource(const ProgramParameters& parameters, const char* vertexSource) {
+ return parameters.getDefines() + vertexShaderPrelude + vertexSource;
+}
+
+std::string programIdentifier(const std::string& vertexSource, const std::string& fragmentSource) {
+ std::string result;
+ result.reserve((sizeof(size_t) * 2) * 2 + 2); // 2 size_t hex values + "v2"
+ result += util::toHex(std::hash<std::string>()(vertexSource));
+ result += util::toHex(std::hash<std::string>()(fragmentSource));
+ result += "v3";
+ return result;
+}
+
+} // namespace gl
+} // namespace programs
+} // namespace mbgl
diff --git a/src/mbgl/programs/gl/shaders.hpp b/src/mbgl/programs/gl/shaders.hpp
new file mode 100644
index 0000000000..5278ea54da
--- /dev/null
+++ b/src/mbgl/programs/gl/shaders.hpp
@@ -0,0 +1,18 @@
+#pragma once
+
+#include <string>
+
+namespace mbgl {
+
+class ProgramParameters;
+
+namespace programs {
+namespace gl {
+
+std::string fragmentSource(const ProgramParameters&, const char* fragmentSource);
+std::string vertexSource(const ProgramParameters&, const char* vertexSource);
+std::string programIdentifier(const std::string& vertexSource, const std::string& fragmentSource);
+
+} // namespace gl
+} // namespace programs
+} // namespace mbgl
diff --git a/src/mbgl/programs/gl/symbol_icon.cpp b/src/mbgl/programs/gl/symbol_icon.cpp
new file mode 100644
index 0000000000..733d3b7ebd
--- /dev/null
+++ b/src/mbgl/programs/gl/symbol_icon.cpp
@@ -0,0 +1,162 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/symbol_icon_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<SymbolIconProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<SymbolIconProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "symbol_icon",
+ programs::gl::shaderSource() + 50000, programs::gl::shaderSource() + 52654);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of symbol_icon.vertex.glsl:
+/*
+const float PI = 3.141592653589793;
+
+attribute vec4 a_pos_offset;
+attribute vec4 a_data;
+attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
+
+uniform bool u_is_size_zoom_constant;
+uniform bool u_is_size_feature_constant;
+uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
+uniform highp float u_size; // used when size is both zoom and feature constant
+uniform highp float u_camera_to_center_distance;
+uniform highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
+uniform float u_fade_change;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+uniform mat4 u_matrix;
+uniform mat4 u_label_plane_matrix;
+uniform mat4 u_gl_coord_matrix;
+
+uniform bool u_is_text;
+uniform bool u_pitch_with_map;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_tex;
+varying float v_fade_opacity;
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+ vec2 a_pos = a_pos_offset.xy;
+ vec2 a_offset = a_pos_offset.zw;
+
+ vec2 a_tex = a_data.xy;
+ vec2 a_size = a_data.zw;
+
+ highp float segment_angle = -a_projected_pos[2];
+
+ float size;
+ if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = mix(a_size[0], a_size[1], u_size_t) / 256.0;
+ } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = a_size[0] / 256.0;
+ } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
+ size = u_size;
+ } else {
+ size = u_size;
+ }
+
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ // See comments in symbol_sdf.vertex
+ highp float distance_ratio = u_pitch_with_map ?
+ camera_to_anchor_distance / u_camera_to_center_distance :
+ u_camera_to_center_distance / camera_to_anchor_distance;
+ highp float perspective_ratio = clamp(
+ 0.5 + 0.5 * distance_ratio,
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
+ 4.0);
+
+ size *= perspective_ratio;
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // See comments in symbol_sdf.vertex
+ vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
+
+ vec2 a = projectedPoint.xy / projectedPoint.w;
+ vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
+
+ symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
+ }
+
+ highp float angle_sin = sin(segment_angle + symbol_rotation);
+ highp float angle_cos = cos(segment_angle + symbol_rotation);
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
+
+ vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
+
+ v_tex = a_tex / u_texsize;
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
+}
+
+*/
+
+// Uncompressed source of symbol_icon.fragment.glsl:
+/*
+uniform sampler2D u_texture;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+varying vec2 v_tex;
+varying float v_fade_opacity;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+ lowp float alpha = opacity * v_fade_opacity;
+ gl_FragColor = texture2D(u_texture, v_tex) * alpha;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/symbol_sdf_icon.cpp b/src/mbgl/programs/gl/symbol_sdf_icon.cpp
new file mode 100644
index 0000000000..ef3ecd138c
--- /dev/null
+++ b/src/mbgl/programs/gl/symbol_sdf_icon.cpp
@@ -0,0 +1,317 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/symbol_sdf_icon_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<SymbolSDFIconProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<SymbolSDFIconProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "symbol_sdf_icon",
+ programs::gl::shaderSource() + 53059, programs::gl::shaderSource() + 57099);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of symbol_sdf_icon.vertex.glsl:
+/*
+const float PI = 3.141592653589793;
+
+attribute vec4 a_pos_offset;
+attribute vec4 a_data;
+attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
+
+// contents of a_size vary based on the type of property value
+// used for {text,icon}-size.
+// For constants, a_size is disabled.
+// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
+// For composite functions:
+// [ text-size(lowerZoomStop, feature),
+// text-size(upperZoomStop, feature) ]
+uniform bool u_is_size_zoom_constant;
+uniform bool u_is_size_feature_constant;
+uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
+uniform highp float u_size; // used when size is both zoom and feature constant
+
+
+#ifndef HAS_UNIFORM_u_fill_color
+uniform lowp float a_fill_color_t;
+attribute highp vec4 a_fill_color;
+varying highp vec4 fill_color;
+#else
+uniform highp vec4 u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+uniform lowp float a_halo_color_t;
+attribute highp vec4 a_halo_color;
+varying highp vec4 halo_color;
+#else
+uniform highp vec4 u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+uniform lowp float a_halo_width_t;
+attribute lowp vec2 a_halo_width;
+varying lowp float halo_width;
+#else
+uniform lowp float u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+uniform lowp float a_halo_blur_t;
+attribute lowp vec2 a_halo_blur;
+varying lowp float halo_blur;
+#else
+uniform lowp float u_halo_blur;
+#endif
+
+
+uniform mat4 u_matrix;
+uniform mat4 u_label_plane_matrix;
+uniform mat4 u_gl_coord_matrix;
+
+uniform bool u_is_text;
+uniform bool u_pitch_with_map;
+uniform highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
+uniform highp float u_camera_to_center_distance;
+uniform float u_fade_change;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_data0;
+varying vec3 v_data1;
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_fill_color
+ fill_color = unpack_mix_color(a_fill_color, a_fill_color_t);
+#else
+ highp vec4 fill_color = u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+ halo_color = unpack_mix_color(a_halo_color, a_halo_color_t);
+#else
+ highp vec4 halo_color = u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+ halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t);
+#else
+ lowp float halo_width = u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+ halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t);
+#else
+ lowp float halo_blur = u_halo_blur;
+#endif
+
+
+ vec2 a_pos = a_pos_offset.xy;
+ vec2 a_offset = a_pos_offset.zw;
+
+ vec2 a_tex = a_data.xy;
+ vec2 a_size = a_data.zw;
+
+ highp float segment_angle = -a_projected_pos[2];
+ float size;
+
+ if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = mix(a_size[0], a_size[1], u_size_t) / 256.0;
+ } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = a_size[0] / 256.0;
+ } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
+ size = u_size;
+ } else {
+ size = u_size;
+ }
+
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ // If the label is pitched with the map, layout is done in pitched space,
+ // which makes labels in the distance smaller relative to viewport space.
+ // We counteract part of that effect by multiplying by the perspective ratio.
+ // If the label isn't pitched with the map, we do layout in viewport space,
+ // which makes labels in the distance larger relative to the features around
+ // them. We counteract part of that effect by dividing by the perspective ratio.
+ highp float distance_ratio = u_pitch_with_map ?
+ camera_to_anchor_distance / u_camera_to_center_distance :
+ u_camera_to_center_distance / camera_to_anchor_distance;
+ highp float perspective_ratio = clamp(
+ 0.5 + 0.5 * distance_ratio,
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
+ 4.0);
+
+ size *= perspective_ratio;
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
+ // To figure out that angle in projected space, we draw a short horizontal line in tile
+ // space, project it, and measure its angle in projected space.
+ vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
+
+ vec2 a = projectedPoint.xy / projectedPoint.w;
+ vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
+
+ symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
+ }
+
+ highp float angle_sin = sin(segment_angle + symbol_rotation);
+ highp float angle_cos = cos(segment_angle + symbol_rotation);
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
+
+ vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
+ float gamma_scale = gl_Position.w;
+
+ vec2 tex = a_tex / u_texsize;
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
+
+ v_data0 = vec2(tex.x, tex.y);
+ v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
+}
+
+*/
+
+// Uncompressed source of symbol_sdf_icon.fragment.glsl:
+/*
+#define SDF_PX 8.0
+#define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO
+
+uniform bool u_is_halo;
+
+#ifndef HAS_UNIFORM_u_fill_color
+varying highp vec4 fill_color;
+#else
+uniform highp vec4 u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+varying highp vec4 halo_color;
+#else
+uniform highp vec4 u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+varying lowp float halo_width;
+#else
+uniform lowp float u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+varying lowp float halo_blur;
+#else
+uniform lowp float u_halo_blur;
+#endif
+
+
+uniform sampler2D u_texture;
+uniform highp float u_gamma_scale;
+uniform bool u_is_text;
+
+varying vec2 v_data0;
+varying vec3 v_data1;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_fill_color
+ highp vec4 fill_color = u_fill_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_color
+ highp vec4 halo_color = u_halo_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_width
+ lowp float halo_width = u_halo_width;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_blur
+ lowp float halo_blur = u_halo_blur;
+#endif
+
+
+ vec2 tex = v_data0.xy;
+ float gamma_scale = v_data1.x;
+ float size = v_data1.y;
+ float fade_opacity = v_data1[2];
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ lowp vec4 color = fill_color;
+ highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
+ lowp float buff = (256.0 - 64.0) / 256.0;
+ if (u_is_halo) {
+ color = halo_color;
+ gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
+ buff = (6.0 - halo_width / fontScale) / SDF_PX;
+ }
+
+ lowp float dist = texture2D(u_texture, tex).a;
+ highp float gamma_scaled = gamma * gamma_scale;
+ highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
+
+ gl_FragColor = color * (alpha * opacity * fade_opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/gl/symbol_sdf_text.cpp b/src/mbgl/programs/gl/symbol_sdf_text.cpp
new file mode 100644
index 0000000000..a0d810d1ce
--- /dev/null
+++ b/src/mbgl/programs/gl/symbol_sdf_text.cpp
@@ -0,0 +1,317 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/symbol_sdf_text_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<SymbolSDFTextProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<SymbolSDFTextProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "symbol_sdf_text",
+ programs::gl::shaderSource() + 53059, programs::gl::shaderSource() + 57099);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of symbol_sdf_text.vertex.glsl:
+/*
+const float PI = 3.141592653589793;
+
+attribute vec4 a_pos_offset;
+attribute vec4 a_data;
+attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
+
+// contents of a_size vary based on the type of property value
+// used for {text,icon}-size.
+// For constants, a_size is disabled.
+// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
+// For composite functions:
+// [ text-size(lowerZoomStop, feature),
+// text-size(upperZoomStop, feature) ]
+uniform bool u_is_size_zoom_constant;
+uniform bool u_is_size_feature_constant;
+uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
+uniform highp float u_size; // used when size is both zoom and feature constant
+
+
+#ifndef HAS_UNIFORM_u_fill_color
+uniform lowp float a_fill_color_t;
+attribute highp vec4 a_fill_color;
+varying highp vec4 fill_color;
+#else
+uniform highp vec4 u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+uniform lowp float a_halo_color_t;
+attribute highp vec4 a_halo_color;
+varying highp vec4 halo_color;
+#else
+uniform highp vec4 u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float a_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+uniform lowp float a_halo_width_t;
+attribute lowp vec2 a_halo_width;
+varying lowp float halo_width;
+#else
+uniform lowp float u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+uniform lowp float a_halo_blur_t;
+attribute lowp vec2 a_halo_blur;
+varying lowp float halo_blur;
+#else
+uniform lowp float u_halo_blur;
+#endif
+
+
+uniform mat4 u_matrix;
+uniform mat4 u_label_plane_matrix;
+uniform mat4 u_gl_coord_matrix;
+
+uniform bool u_is_text;
+uniform bool u_pitch_with_map;
+uniform highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
+uniform highp float u_camera_to_center_distance;
+uniform float u_fade_change;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_data0;
+varying vec3 v_data1;
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_fill_color
+ fill_color = unpack_mix_color(a_fill_color, a_fill_color_t);
+#else
+ highp vec4 fill_color = u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+ halo_color = unpack_mix_color(a_halo_color, a_halo_color_t);
+#else
+ highp vec4 halo_color = u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+ halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t);
+#else
+ lowp float halo_width = u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+ halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t);
+#else
+ lowp float halo_blur = u_halo_blur;
+#endif
+
+
+ vec2 a_pos = a_pos_offset.xy;
+ vec2 a_offset = a_pos_offset.zw;
+
+ vec2 a_tex = a_data.xy;
+ vec2 a_size = a_data.zw;
+
+ highp float segment_angle = -a_projected_pos[2];
+ float size;
+
+ if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = mix(a_size[0], a_size[1], u_size_t) / 256.0;
+ } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
+ size = a_size[0] / 256.0;
+ } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
+ size = u_size;
+ } else {
+ size = u_size;
+ }
+
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ // If the label is pitched with the map, layout is done in pitched space,
+ // which makes labels in the distance smaller relative to viewport space.
+ // We counteract part of that effect by multiplying by the perspective ratio.
+ // If the label isn't pitched with the map, we do layout in viewport space,
+ // which makes labels in the distance larger relative to the features around
+ // them. We counteract part of that effect by dividing by the perspective ratio.
+ highp float distance_ratio = u_pitch_with_map ?
+ camera_to_anchor_distance / u_camera_to_center_distance :
+ u_camera_to_center_distance / camera_to_anchor_distance;
+ highp float perspective_ratio = clamp(
+ 0.5 + 0.5 * distance_ratio,
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
+ 4.0);
+
+ size *= perspective_ratio;
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
+ // To figure out that angle in projected space, we draw a short horizontal line in tile
+ // space, project it, and measure its angle in projected space.
+ vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
+
+ vec2 a = projectedPoint.xy / projectedPoint.w;
+ vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
+
+ symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
+ }
+
+ highp float angle_sin = sin(segment_angle + symbol_rotation);
+ highp float angle_cos = cos(segment_angle + symbol_rotation);
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
+
+ vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
+ float gamma_scale = gl_Position.w;
+
+ vec2 tex = a_tex / u_texsize;
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
+
+ v_data0 = vec2(tex.x, tex.y);
+ v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
+}
+
+*/
+
+// Uncompressed source of symbol_sdf_text.fragment.glsl:
+/*
+#define SDF_PX 8.0
+#define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO
+
+uniform bool u_is_halo;
+
+#ifndef HAS_UNIFORM_u_fill_color
+varying highp vec4 fill_color;
+#else
+uniform highp vec4 u_fill_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_color
+varying highp vec4 halo_color;
+#else
+uniform highp vec4 u_halo_color;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_width
+varying lowp float halo_width;
+#else
+uniform lowp float u_halo_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_halo_blur
+varying lowp float halo_blur;
+#else
+uniform lowp float u_halo_blur;
+#endif
+
+
+uniform sampler2D u_texture;
+uniform highp float u_gamma_scale;
+uniform bool u_is_text;
+
+varying vec2 v_data0;
+varying vec3 v_data1;
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_fill_color
+ highp vec4 fill_color = u_fill_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_color
+ highp vec4 halo_color = u_halo_color;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_width
+ lowp float halo_width = u_halo_width;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_halo_blur
+ lowp float halo_blur = u_halo_blur;
+#endif
+
+
+ vec2 tex = v_data0.xy;
+ float gamma_scale = v_data1.x;
+ float size = v_data1.y;
+ float fade_opacity = v_data1[2];
+
+ float fontScale = u_is_text ? size / 24.0 : size;
+
+ lowp vec4 color = fill_color;
+ highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
+ lowp float buff = (256.0 - 64.0) / 256.0;
+ if (u_is_halo) {
+ color = halo_color;
+ gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
+ buff = (6.0 - halo_width / fontScale) / SDF_PX;
+ }
+
+ lowp float dist = texture2D(u_texture, tex).a;
+ highp float gamma_scaled = gamma * gamma_scale;
+ highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
+
+ gl_FragColor = color * (alpha * opacity * fade_opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+
diff --git a/src/mbgl/programs/heatmap_program.cpp b/src/mbgl/programs/heatmap_program.cpp
index 67f84fbd52..32c30ea313 100644
--- a/src/mbgl/programs/heatmap_program.cpp
+++ b/src/mbgl/programs/heatmap_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/heatmap_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<HeatmapProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(HeatmapLayoutVertex) == 4, "expected HeatmapLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/heatmap_program.hpp b/src/mbgl/programs/heatmap_program.hpp
index a90e9d4053..9563dd8d1b 100644
--- a/src/mbgl/programs/heatmap_program.hpp
+++ b/src/mbgl/programs/heatmap_program.hpp
@@ -4,7 +4,6 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/heatmap_texture_program.hpp>
#include <mbgl/programs/uniforms.hpp>
-#include <mbgl/shaders/heatmap.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/heatmap_layer_properties.hpp>
@@ -15,8 +14,8 @@ MBGL_DEFINE_UNIFORM_SCALAR(float, u_intensity);
} // namespace uniforms
class HeatmapProgram : public Program<
- shaders::heatmap,
- gfx::Triangle,
+ HeatmapProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<
attributes::a_pos>,
TypeList<
@@ -46,11 +45,11 @@ public:
};
using HeatmapLayoutVertex = HeatmapProgram::LayoutVertex;
-using HeatmapAttributes = HeatmapProgram::Attributes;
+using HeatmapAttributes = HeatmapProgram::AttributeList;
class HeatmapLayerPrograms final : public LayerTypePrograms {
public:
- HeatmapLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ HeatmapLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: heatmap(context, programParameters),
heatmapTexture(context, programParameters) {}
ProgramMap<HeatmapProgram> heatmap;
diff --git a/src/mbgl/programs/heatmap_texture_program.cpp b/src/mbgl/programs/heatmap_texture_program.cpp
index 3b0e24eab8..04c5ff56a7 100644
--- a/src/mbgl/programs/heatmap_texture_program.cpp
+++ b/src/mbgl/programs/heatmap_texture_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/heatmap_texture_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<HeatmapTextureProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(HeatmapTextureLayoutVertex) == 4, "expected HeatmapTextureLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/heatmap_texture_program.hpp b/src/mbgl/programs/heatmap_texture_program.hpp
index a1d3835821..954e03f9b6 100644
--- a/src/mbgl/programs/heatmap_texture_program.hpp
+++ b/src/mbgl/programs/heatmap_texture_program.hpp
@@ -4,15 +4,14 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/heatmap_texture.hpp>
#include <mbgl/style/properties.hpp>
#include <mbgl/util/geometry.hpp>
namespace mbgl {
class HeatmapTextureProgram : public Program<
- shaders::heatmap_texture,
- gfx::Triangle,
+ HeatmapTextureProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<attributes::a_pos>,
TypeList<
uniforms::u_matrix,
@@ -36,6 +35,6 @@ public:
};
using HeatmapTextureLayoutVertex = HeatmapTextureProgram::LayoutVertex;
-using HeatmapTextureAttributes = HeatmapTextureProgram::Attributes;
+using HeatmapTextureAttributes = HeatmapTextureProgram::AttributeList;
} // namespace mbgl
diff --git a/src/mbgl/programs/hillshade_prepare_program.cpp b/src/mbgl/programs/hillshade_prepare_program.cpp
index 0c0446d3f5..5bbac9eaec 100644
--- a/src/mbgl/programs/hillshade_prepare_program.cpp
+++ b/src/mbgl/programs/hillshade_prepare_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/hillshade_prepare_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<HillshadePrepareProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(HillshadePrepareLayoutVertex) == 8, "expected HillshadeLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/hillshade_prepare_program.hpp b/src/mbgl/programs/hillshade_prepare_program.hpp
index b58525bbfd..0243cc1879 100644
--- a/src/mbgl/programs/hillshade_prepare_program.hpp
+++ b/src/mbgl/programs/hillshade_prepare_program.hpp
@@ -4,7 +4,6 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/hillshade_prepare.hpp>
#include <mbgl/util/geometry.hpp>
namespace mbgl {
@@ -15,8 +14,8 @@ MBGL_DEFINE_UNIFORM_SCALAR(float, u_maxzoom);
} // namespace uniforms
class HillshadePrepareProgram : public Program<
- shaders::hillshade_prepare,
- gfx::Triangle,
+ HillshadePrepareProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<
attributes::a_pos,
attributes::a_texture_pos>,
@@ -46,6 +45,6 @@ public:
};
using HillshadePrepareLayoutVertex = HillshadePrepareProgram::LayoutVertex;
-using HillshadePrepareAttributes = HillshadePrepareProgram::Attributes;
+using HillshadePrepareAttributes = HillshadePrepareProgram::AttributeList;
} // namespace mbgl
diff --git a/src/mbgl/programs/hillshade_program.cpp b/src/mbgl/programs/hillshade_program.cpp
index f054ad4b74..31673afcd4 100644
--- a/src/mbgl/programs/hillshade_program.cpp
+++ b/src/mbgl/programs/hillshade_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/hillshade_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<HillshadeProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(HillshadeLayoutVertex) == 8, "expected HillshadeLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/hillshade_program.hpp b/src/mbgl/programs/hillshade_program.hpp
index 2a67338c7c..68d67917df 100644
--- a/src/mbgl/programs/hillshade_program.hpp
+++ b/src/mbgl/programs/hillshade_program.hpp
@@ -5,7 +5,6 @@
#include <mbgl/programs/hillshade_prepare_program.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/hillshade.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/hillshade_layer_properties.hpp>
@@ -20,8 +19,8 @@ MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_latrange);
} // namespace uniforms
class HillshadeProgram : public Program<
- shaders::hillshade,
- gfx::Triangle,
+ HillshadeProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<
attributes::a_pos,
attributes::a_texture_pos>,
@@ -53,11 +52,11 @@ public:
};
using HillshadeLayoutVertex = HillshadeProgram::LayoutVertex;
-using HillshadeAttributes = HillshadeProgram::Attributes;
+using HillshadeAttributes = HillshadeProgram::AttributeList;
class HillshadeLayerPrograms final : public LayerTypePrograms {
public:
- HillshadeLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ HillshadeLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: hillshade(context, programParameters),
hillshadePrepare(context, programParameters) {}
HillshadeProgram hillshade;
diff --git a/src/mbgl/programs/line_gradient_program.hpp b/src/mbgl/programs/line_gradient_program.hpp
new file mode 100644
index 0000000000..c98cd37e98
--- /dev/null
+++ b/src/mbgl/programs/line_gradient_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/line_program.hpp>
diff --git a/src/mbgl/programs/line_pattern_program.hpp b/src/mbgl/programs/line_pattern_program.hpp
new file mode 100644
index 0000000000..c98cd37e98
--- /dev/null
+++ b/src/mbgl/programs/line_pattern_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/line_program.hpp>
diff --git a/src/mbgl/programs/line_program.cpp b/src/mbgl/programs/line_program.cpp
index e5b4cc2ad5..74a1ba3162 100644
--- a/src/mbgl/programs/line_program.cpp
+++ b/src/mbgl/programs/line_program.cpp
@@ -1,4 +1,5 @@
#include <mbgl/programs/line_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/image_atlas.hpp>
@@ -8,6 +9,11 @@
namespace mbgl {
+template std::unique_ptr<gfx::Program<LineProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<LinePatternProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<LineGradientProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<LineSDFProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
using namespace style;
static_assert(sizeof(LineLayoutVertex) == 12, "expected LineLayoutVertex size");
@@ -31,12 +37,12 @@ Values makeValues(const RenderLinePaintProperties::PossiblyEvaluated& properties
};
}
-LineProgram::UniformValues
-LineProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
- const RenderTile& tile,
- const TransformState& state,
- const std::array<float, 2>& pixelsToGLUnits) {
- return makeValues<LineProgram::UniformValues>(
+LineProgram::LayoutUniformValues
+LineProgram::layoutUniformValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
+ const RenderTile& tile,
+ const TransformState& state,
+ const std::array<float, 2>& pixelsToGLUnits) {
+ return makeValues<LineProgram::LayoutUniformValues>(
properties,
tile,
state,
@@ -44,16 +50,16 @@ LineProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated& p
);
}
-LineSDFProgram::UniformValues
-LineSDFProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
- float pixelRatio,
- const RenderTile& tile,
- const TransformState& state,
- const std::array<float, 2>& pixelsToGLUnits,
- const LinePatternPos& posA,
- const LinePatternPos& posB,
- const CrossfadeParameters& crossfade,
- float atlasWidth) {
+LineSDFProgram::LayoutUniformValues
+LineSDFProgram::layoutUniformValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
+ float pixelRatio,
+ const RenderTile& tile,
+ const TransformState& state,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const LinePatternPos& posA,
+ const LinePatternPos& posB,
+ const CrossfadeParameters& crossfade,
+ float atlasWidth) {
const float widthA = posA.width * crossfade.fromScale;
const float widthB = posB.width * crossfade.toScale;
@@ -67,7 +73,7 @@ LineSDFProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated
-posB.height / 2.0f
}};
- return makeValues<LineSDFProgram::UniformValues>(
+ return makeValues<LineSDFProgram::LayoutUniformValues>(
properties,
tile,
state,
@@ -81,18 +87,18 @@ LineSDFProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated
);
}
-LinePatternProgram::UniformValues
-LinePatternProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
- const RenderTile& tile,
- const TransformState& state,
- const std::array<float, 2>& pixelsToGLUnits,
- const Size atlasSize,
- const CrossfadeParameters& crossfade,
- const float pixelRatio) {
-
+LinePatternProgram::LayoutUniformValues LinePatternProgram::layoutUniformValues(
+ const RenderLinePaintProperties::PossiblyEvaluated& properties,
+ const RenderTile& tile,
+ const TransformState& state,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const Size atlasSize,
+ const CrossfadeParameters& crossfade,
+ const float pixelRatio) {
+
const auto tileRatio = 1 / tile.id.pixelsToTileUnits(1, state.getIntegerZoom());
- return makeValues<LinePatternProgram::UniformValues>(
+ return makeValues<LinePatternProgram::LayoutUniformValues>(
properties,
tile,
state,
@@ -103,12 +109,12 @@ LinePatternProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvalu
);
}
-LineGradientProgram::UniformValues
-LineGradientProgram::uniformValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
- const RenderTile& tile,
- const TransformState& state,
- const std::array<float, 2>& pixelsToGLUnits) {
- return makeValues<LineGradientProgram::UniformValues>(
+LineGradientProgram::LayoutUniformValues LineGradientProgram::layoutUniformValues(
+ const RenderLinePaintProperties::PossiblyEvaluated& properties,
+ const RenderTile& tile,
+ const TransformState& state,
+ const std::array<float, 2>& pixelsToGLUnits) {
+ return makeValues<LineGradientProgram::LayoutUniformValues>(
properties,
tile,
state,
diff --git a/src/mbgl/programs/line_program.hpp b/src/mbgl/programs/line_program.hpp
index 0e4055bded..05546e3cbe 100644
--- a/src/mbgl/programs/line_program.hpp
+++ b/src/mbgl/programs/line_program.hpp
@@ -4,10 +4,6 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/line.hpp>
-#include <mbgl/shaders/line_gradient.hpp>
-#include <mbgl/shaders/line_pattern.hpp>
-#include <mbgl/shaders/line_sdf.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/renderer/layers/render_line_layer.hpp>
#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
@@ -35,8 +31,8 @@ using LineLayoutAttributes = TypeList<
attributes::a_data<uint8_t, 4>>;
class LineProgram : public Program<
- shaders::line,
- gfx::Triangle,
+ LineProgram,
+ gfx::PrimitiveType::Triangle,
LineLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -93,15 +89,16 @@ public:
*/
static const int8_t extrudeScale = 63;
- static UniformValues uniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
- const RenderTile&,
- const TransformState&,
- const std::array<float, 2>& pixelsToGLUnits);
+ static LayoutUniformValues
+ layoutUniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
+ const RenderTile&,
+ const TransformState&,
+ const std::array<float, 2>& pixelsToGLUnits);
};
class LinePatternProgram : public Program<
- shaders::line_pattern,
- gfx::Triangle,
+ LinePatternProgram,
+ gfx::PrimitiveType::Triangle,
LineLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -117,18 +114,19 @@ class LinePatternProgram : public Program<
public:
using Program::Program;
- static UniformValues uniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
- const RenderTile&,
- const TransformState&,
- const std::array<float, 2>& pixelsToGLUnits,
- Size atlasSize,
- const CrossfadeParameters& crossfade,
- const float pixelRatio);
+ static LayoutUniformValues
+ layoutUniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
+ const RenderTile&,
+ const TransformState&,
+ const std::array<float, 2>& pixelsToGLUnits,
+ Size atlasSize,
+ const CrossfadeParameters& crossfade,
+ const float pixelRatio);
};
class LineSDFProgram : public Program<
- shaders::line_sdf,
- gfx::Triangle,
+ LineSDFProgram,
+ gfx::PrimitiveType::Triangle,
LineLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -147,20 +145,21 @@ class LineSDFProgram : public Program<
public:
using Program::Program;
- static UniformValues uniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
- float pixelRatio,
- const RenderTile&,
- const TransformState&,
- const std::array<float, 2>& pixelsToGLUnits,
- const LinePatternPos& posA,
- const LinePatternPos& posB,
- const CrossfadeParameters& crossfade,
- float atlasWidth);
+ static LayoutUniformValues
+ layoutUniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
+ float pixelRatio,
+ const RenderTile&,
+ const TransformState&,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const LinePatternPos& posA,
+ const LinePatternPos& posB,
+ const CrossfadeParameters& crossfade,
+ float atlasWidth);
};
class LineGradientProgram : public Program<
- shaders::line_gradient,
- gfx::Triangle,
+ LineGradientProgram,
+ gfx::PrimitiveType::Triangle,
LineLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -173,18 +172,19 @@ class LineGradientProgram : public Program<
public:
using Program::Program;
- static UniformValues uniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
- const RenderTile&,
- const TransformState&,
- const std::array<float, 2>& pixelsToGLUnits);
+ static LayoutUniformValues
+ layoutUniformValues(const RenderLinePaintProperties::PossiblyEvaluated&,
+ const RenderTile&,
+ const TransformState&,
+ const std::array<float, 2>& pixelsToGLUnits);
};
using LineLayoutVertex = LineProgram::LayoutVertex;
-using LineAttributes = LineProgram::Attributes;
+using LineAttributes = LineProgram::AttributeList;
class LineLayerPrograms final : public LayerTypePrograms {
public:
- LineLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ LineLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: line(context, programParameters),
lineGradient(context, programParameters),
lineSDF(context, programParameters),
diff --git a/src/mbgl/programs/line_sdf_program.hpp b/src/mbgl/programs/line_sdf_program.hpp
new file mode 100644
index 0000000000..c98cd37e98
--- /dev/null
+++ b/src/mbgl/programs/line_sdf_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/line_program.hpp>
diff --git a/src/mbgl/programs/program.hpp b/src/mbgl/programs/program.hpp
index 379cc6b842..240da22b4f 100644
--- a/src/mbgl/programs/program.hpp
+++ b/src/mbgl/programs/program.hpp
@@ -1,106 +1,106 @@
#pragma once
-#include <mbgl/gl/program.hpp>
-#include <mbgl/gl/features.hpp>
+#include <mbgl/gfx/attribute.hpp>
+#include <mbgl/gfx/uniform.hpp>
#include <mbgl/programs/segment.hpp>
-#include <mbgl/programs/binary_program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/program_parameters.hpp>
#include <mbgl/style/paint_property.hpp>
#include <mbgl/renderer/paint_property_binder.hpp>
-#include <mbgl/shaders/shaders.hpp>
#include <mbgl/util/io.hpp>
#include <unordered_map>
namespace mbgl {
-template <class Shaders,
- class Primitive,
+template <class Name,
+ gfx::PrimitiveType Primitive,
class LayoutAttributeList,
- class UniformList,
- class TextureList,
+ class LayoutUniformList,
+ class Textures,
class PaintProps>
class Program {
public:
- using LayoutAttributes = gl::Attributes<LayoutAttributeList>;
using LayoutVertex = gfx::Vertex<LayoutAttributeList>;
using PaintProperties = PaintProps;
using Binders = PaintPropertyBinders<typename PaintProperties::DataDrivenProperties>;
+
using PaintAttributeList = typename Binders::AttributeList;
- using Attributes = gl::Attributes<TypeListConcat<LayoutAttributeList, PaintAttributeList>>;
+ using AttributeList = TypeListConcat<LayoutAttributeList, PaintAttributeList>;
+ using AttributeBindings = gfx::AttributeBindings<AttributeList>;
- using UniformValues = gfx::UniformValues<UniformList>;
using PaintUniformList = typename Binders::UniformList;
- using AllUniforms = gl::Uniforms<TypeListConcat<UniformList, PaintUniformList>>;
+ using UniformList = TypeListConcat<LayoutUniformList, PaintUniformList>;
+ using LayoutUniformValues = gfx::UniformValues<LayoutUniformList>;
+ using UniformValues = gfx::UniformValues<UniformList>;
+ using TextureList = Textures;
using TextureBindings = gfx::TextureBindings<TextureList>;
- using ProgramType = gl::Program<Primitive, Attributes, AllUniforms, TextureList>;
-
- ProgramType program;
+ std::unique_ptr<gfx::Program<Name>> program;
- Program(gl::Context& context, const ProgramParameters& programParameters)
- : program(ProgramType::createProgram(
- context,
- programParameters,
- Shaders::name,
- Shaders::vertexSource,
- Shaders::fragmentSource)) {
+ Program(gfx::Context& context, const ProgramParameters& programParameters)
+ : program(context.createProgram<Name>(programParameters)) {
}
- static typename AllUniforms::Values computeAllUniformValues(
- const UniformValues& uniformValues,
+ static UniformValues computeAllUniformValues(
+ const LayoutUniformValues& layoutUniformValues,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom) {
- return uniformValues
+ return layoutUniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
}
- static typename Attributes::Bindings computeAllAttributeBindings(
+ static AttributeBindings computeAllAttributeBindings(
const gfx::VertexBuffer<LayoutVertex>& layoutVertexBuffer,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties) {
- return LayoutAttributes::bindings(layoutVertexBuffer)
+ return gfx::AttributeBindings<LayoutAttributeList>(layoutVertexBuffer)
.concat(paintPropertyBinders.attributeBindings(currentProperties));
}
- static uint32_t activeBindingCount(const typename Attributes::Bindings& allAttributeBindings) {
- return Attributes::activeBindingCount(allAttributeBindings);
+ static uint32_t activeBindingCount(const AttributeBindings& allAttributeBindings) {
+ return allAttributeBindings.activeCount();
}
template <class DrawMode>
- void draw(gl::Context& context,
- DrawMode drawMode,
- gfx::DepthMode depthMode,
- gfx::StencilMode stencilMode,
- gfx::ColorMode colorMode,
- gfx::CullFaceMode cullFaceMode,
+ void draw(gfx::Context& context,
+ const DrawMode& drawMode,
+ const gfx::DepthMode& depthMode,
+ const gfx::StencilMode& stencilMode,
+ const gfx::ColorMode& colorMode,
+ const gfx::CullFaceMode& cullFaceMode,
const gfx::IndexBuffer& indexBuffer,
- const SegmentVector<Attributes>& segments,
- const typename AllUniforms::Values& allUniformValues,
- const typename Attributes::Bindings& allAttributeBindings,
+ const SegmentVector<AttributeList>& segments,
+ const UniformValues& uniformValues,
+ const AttributeBindings& allAttributeBindings,
const TextureBindings& textureBindings,
const std::string& layerID) {
+ static_assert(Primitive == gfx::PrimitiveTypeOf<DrawMode>::value, "incompatible draw mode");
+
+ if (!program) {
+ return;
+ }
+
for (auto& segment : segments) {
- auto vertexArrayIt = segment.vertexArrays.find(layerID);
+ auto drawScopeIt = segment.drawScopes.find(layerID);
- if (vertexArrayIt == segment.vertexArrays.end()) {
- vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
+ if (drawScopeIt == segment.drawScopes.end()) {
+ drawScopeIt = segment.drawScopes.emplace(layerID, context.createDrawScope()).first;
}
- program.draw(
+ program->draw(
context,
- std::move(drawMode),
- std::move(depthMode),
- std::move(stencilMode),
- std::move(colorMode),
- std::move(cullFaceMode),
- allUniformValues,
- vertexArrayIt->second,
- Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
+ drawMode,
+ depthMode,
+ stencilMode,
+ colorMode,
+ cullFaceMode,
+ uniformValues,
+ drawScopeIt->second,
+ allAttributeBindings.offset(segment.vertexOffset),
textureBindings,
indexBuffer,
segment.indexOffset,
@@ -116,7 +116,7 @@ public:
using Binders = typename Program::Binders;
using Bitset = typename Binders::Bitset;
- ProgramMap(gl::Context& context_, ProgramParameters parameters_)
+ ProgramMap(gfx::Context& context_, ProgramParameters parameters_)
: context(context_),
parameters(std::move(parameters_)) {
}
@@ -134,7 +134,7 @@ public:
}
private:
- gl::Context& context;
+ gfx::Context& context;
ProgramParameters parameters;
std::unordered_map<Bitset, Program> programs;
};
diff --git a/src/mbgl/programs/programs.cpp b/src/mbgl/programs/programs.cpp
index f3b3af8ac9..f82e46c9a2 100644
--- a/src/mbgl/programs/programs.cpp
+++ b/src/mbgl/programs/programs.cpp
@@ -12,7 +12,7 @@
namespace mbgl {
-Programs::Programs(gl::Context& context_, const ProgramParameters& programParameters_)
+Programs::Programs(gfx::Context& context_, const ProgramParameters& programParameters_)
: debug(context_, programParameters_),
clippingMask(context_, programParameters_),
context(context_),
diff --git a/src/mbgl/programs/programs.hpp b/src/mbgl/programs/programs.hpp
index a12a0e8fa6..ca9359b267 100644
--- a/src/mbgl/programs/programs.hpp
+++ b/src/mbgl/programs/programs.hpp
@@ -20,7 +20,7 @@ class SymbolLayerPrograms;
class Programs {
public:
- Programs(gl::Context&, const ProgramParameters&);
+ Programs(gfx::Context&, const ProgramParameters&);
~Programs();
BackgroundLayerPrograms& getBackgroundLayerPrograms() noexcept;
@@ -47,7 +47,7 @@ private:
std::unique_ptr<LayerTypePrograms> linePrograms;
std::unique_ptr<LayerTypePrograms> symbolPrograms;
- gl::Context& context;
+ gfx::Context& context;
ProgramParameters programParameters;
};
diff --git a/src/mbgl/programs/raster_program.cpp b/src/mbgl/programs/raster_program.cpp
index 6906903e6b..f3b1052284 100644
--- a/src/mbgl/programs/raster_program.cpp
+++ b/src/mbgl/programs/raster_program.cpp
@@ -1,7 +1,10 @@
#include <mbgl/programs/raster_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
namespace mbgl {
+template std::unique_ptr<gfx::Program<RasterProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
static_assert(sizeof(RasterLayoutVertex) == 8, "expected RasterLayoutVertex size");
} // namespace mbgl
diff --git a/src/mbgl/programs/raster_program.hpp b/src/mbgl/programs/raster_program.hpp
index a5b4ee36ba..55f1fb0a2e 100644
--- a/src/mbgl/programs/raster_program.hpp
+++ b/src/mbgl/programs/raster_program.hpp
@@ -4,7 +4,6 @@
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
-#include <mbgl/shaders/raster.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/raster_layer_properties.hpp>
@@ -23,8 +22,8 @@ MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_tl_parent);
} // namespace uniforms
class RasterProgram : public Program<
- shaders::raster,
- gfx::Triangle,
+ RasterProgram,
+ gfx::PrimitiveType::Triangle,
TypeList<
attributes::a_pos,
attributes::a_texture_pos>,
@@ -63,11 +62,11 @@ public:
};
using RasterLayoutVertex = RasterProgram::LayoutVertex;
-using RasterAttributes = RasterProgram::Attributes;
+using RasterAttributes = RasterProgram::AttributeList;
class RasterLayerPrograms final : public LayerTypePrograms {
public:
- RasterLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ RasterLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: raster(context, programParameters) {}
RasterProgram raster;
};
diff --git a/src/mbgl/programs/segment.hpp b/src/mbgl/programs/segment.hpp
index 5158ce7dbf..5976550d2c 100644
--- a/src/mbgl/programs/segment.hpp
+++ b/src/mbgl/programs/segment.hpp
@@ -1,6 +1,6 @@
#pragma once
-#include <mbgl/gl/vertex_array.hpp>
+#include <mbgl/gfx/draw_scope.hpp>
#include <cstddef>
#include <vector>
@@ -8,7 +8,7 @@
namespace mbgl {
-template <class Attributes>
+template <class AttributeList>
class Segment {
public:
Segment(std::size_t vertexOffset_,
@@ -28,17 +28,17 @@ public:
std::size_t vertexLength;
std::size_t indexLength;
- // One VertexArray per layer ID. This minimizes rebinding in cases where
+ // One DrawScope per layer ID. This minimizes rebinding in cases where
// several layers share buckets but have different sets of active attributes.
// This can happen:
// * when two layers have the same layout properties, but differing
// data-driven paint properties
// * when two fill layers have the same layout properties, but one
// uses fill-color and the other uses fill-pattern
- mutable std::map<std::string, gl::VertexArray> vertexArrays;
+ mutable std::map<std::string, gfx::DrawScope> drawScopes;
};
-template <class Attributes>
-using SegmentVector = std::vector<Segment<Attributes>>;
+template <class AttributeList>
+using SegmentVector = std::vector<Segment<AttributeList>>;
} // namespace mbgl
diff --git a/src/mbgl/programs/symbol_icon_program.hpp b/src/mbgl/programs/symbol_icon_program.hpp
new file mode 100644
index 0000000000..57f27518d1
--- /dev/null
+++ b/src/mbgl/programs/symbol_icon_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/symbol_program.hpp>
diff --git a/src/mbgl/programs/symbol_program.cpp b/src/mbgl/programs/symbol_program.cpp
index 03643d6422..2300dedff3 100644
--- a/src/mbgl/programs/symbol_program.cpp
+++ b/src/mbgl/programs/symbol_program.cpp
@@ -1,4 +1,5 @@
#include <mbgl/programs/symbol_program.hpp>
+#include <mbgl/gfx/context_impl.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
@@ -9,6 +10,10 @@
namespace mbgl {
+template std::unique_ptr<gfx::Program<SymbolIconProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<SymbolSDFTextProgram>> gfx::Context::createProgram(const ProgramParameters&);
+template std::unique_ptr<gfx::Program<SymbolSDFIconProgram>> gfx::Context::createProgram(const ProgramParameters&);
+
using namespace style;
static_assert(sizeof(SymbolLayoutVertex) == 16, "expected SymbolLayoutVertex size");
@@ -99,17 +104,16 @@ Values makeValues(const bool isText,
};
}
-SymbolIconProgram::UniformValues
-SymbolIconProgram::uniformValues(const bool isText,
- const style::SymbolPropertyValues& values,
- const Size& texsize,
- const std::array<float, 2>& pixelsToGLUnits,
- const bool alongLine,
- const RenderTile& tile,
- const TransformState& state,
- const float symbolFadeChange)
-{
- return makeValues<SymbolIconProgram::UniformValues>(
+SymbolIconProgram::LayoutUniformValues
+SymbolIconProgram::layoutUniformValues(const bool isText,
+ const style::SymbolPropertyValues& values,
+ const Size& texsize,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const bool alongLine,
+ const RenderTile& tile,
+ const TransformState& state,
+ const float symbolFadeChange) {
+ return makeValues<SymbolIconProgram::LayoutUniformValues>(
isText,
values,
texsize,
@@ -121,23 +125,22 @@ SymbolIconProgram::uniformValues(const bool isText,
);
}
-template <class PaintProperties>
-typename SymbolSDFProgram<PaintProperties>::UniformValues SymbolSDFProgram<PaintProperties>::uniformValues(
- const bool isText,
- const style::SymbolPropertyValues& values,
- const Size& texsize,
- const std::array<float, 2>& pixelsToGLUnits,
- const bool alongLine,
- const RenderTile& tile,
- const TransformState& state,
- const float symbolFadeChange,
- const SymbolSDFPart part)
-{
+template <class Name, class PaintProperties>
+typename SymbolSDFProgram<Name, PaintProperties>::LayoutUniformValues
+SymbolSDFProgram<Name, PaintProperties>::layoutUniformValues(const bool isText,
+ const style::SymbolPropertyValues& values,
+ const Size& texsize,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const bool alongLine,
+ const RenderTile& tile,
+ const TransformState& state,
+ const float symbolFadeChange,
+ const SymbolSDFPart part) {
const float gammaScale = (values.pitchAlignment == AlignmentType::Map
? std::cos(state.getPitch()) * state.getCameraToCenterDistance()
: 1.0);
- return makeValues<SymbolSDFProgram<PaintProperties>::UniformValues>(
+ return makeValues<SymbolSDFProgram<Name, PaintProperties>::LayoutUniformValues>(
isText,
values,
texsize,
@@ -151,7 +154,7 @@ typename SymbolSDFProgram<PaintProperties>::UniformValues SymbolSDFProgram<Paint
);
}
-template class SymbolSDFProgram<style::IconPaintProperties>;
-template class SymbolSDFProgram<style::TextPaintProperties>;
+template class SymbolSDFProgram<SymbolSDFIconProgram, style::IconPaintProperties>;
+template class SymbolSDFProgram<SymbolSDFTextProgram, style::TextPaintProperties>;
} // namespace mbgl
diff --git a/src/mbgl/programs/symbol_program.hpp b/src/mbgl/programs/symbol_program.hpp
index 7b8a2c1330..383f5162d8 100644
--- a/src/mbgl/programs/symbol_program.hpp
+++ b/src/mbgl/programs/symbol_program.hpp
@@ -1,6 +1,5 @@
#pragma once
-#include <mbgl/gl/context.hpp>
#include <mbgl/gl/program.hpp>
#include <mbgl/math/clamp.hpp>
#include <mbgl/util/interpolate.hpp>
@@ -10,8 +9,6 @@
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/programs/textures.hpp>
#include <mbgl/programs/segment.hpp>
-#include <mbgl/shaders/symbol_icon.hpp>
-#include <mbgl/shaders/symbol_sdf.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
@@ -240,55 +237,51 @@ public:
}
};
-template <class Shaders,
- class Primitive,
+template <class Name,
+ gfx::PrimitiveType Primitive,
class LayoutAttributeList,
- class UniformList,
- class TextureList,
+ class LayoutUniformList,
+ class Textures,
class PaintProps>
class SymbolProgram : public SymbolProgramBase {
public:
- using LayoutAttributes = gl::Attributes<LayoutAttributeList>;
using LayoutVertex = gfx::Vertex<LayoutAttributeList>;
using LayoutAndSizeAttributeList = TypeListConcat<LayoutAttributeList, SymbolDynamicLayoutAttributes, SymbolOpacityAttributes>;
using PaintProperties = PaintProps;
using Binders = PaintPropertyBinders<typename PaintProperties::DataDrivenProperties>;
+
using PaintAttributeList = typename Binders::AttributeList;
- using Attributes = gl::Attributes<TypeListConcat<LayoutAndSizeAttributeList, PaintAttributeList>>;
+ using AttributeList = TypeListConcat<LayoutAndSizeAttributeList, PaintAttributeList>;
+ using AttributeBindings = gfx::AttributeBindings<AttributeList>;
- using UniformValues = gfx::UniformValues<UniformList>;
+ using LayoutUniformValues = gfx::UniformValues<LayoutUniformList>;
using SizeUniformList = typename SymbolSizeBinder::UniformList;
using PaintUniformList = typename Binders::UniformList;
- using AllUniforms = gl::Uniforms<TypeListConcat<UniformList, SizeUniformList, PaintUniformList>>;
+ using UniformList = TypeListConcat<LayoutUniformList, SizeUniformList, PaintUniformList>;
+ using UniformValues = gfx::UniformValues<UniformList>;
+ using TextureList = Textures;
using TextureBindings = gfx::TextureBindings<TextureList>;
- using ProgramType = gl::Program<Primitive, Attributes, AllUniforms, TextureList>;
+ std::unique_ptr<gfx::Program<Name>> program;
- ProgramType program;
-
- SymbolProgram(gl::Context& context, const ProgramParameters& programParameters)
- : program(ProgramType::createProgram(
- context,
- programParameters,
- Shaders::name,
- Shaders::vertexSource,
- Shaders::fragmentSource)) {
+ SymbolProgram(gfx::Context& context, const ProgramParameters& programParameters)
+ : program(context.createProgram<Name>(programParameters)) {
}
- static typename AllUniforms::Values computeAllUniformValues(
- const UniformValues& uniformValues,
+ static UniformValues computeAllUniformValues(
+ const LayoutUniformValues& layoutUniformValues,
const SymbolSizeBinder& symbolSizeBinder,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom) {
- return uniformValues.concat(symbolSizeBinder.uniformValues(currentZoom))
+ return layoutUniformValues.concat(symbolSizeBinder.uniformValues(currentZoom))
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
}
- static typename Attributes::Bindings computeAllAttributeBindings(
+ static AttributeBindings computeAllAttributeBindings(
const gfx::VertexBuffer<LayoutVertex>& layoutVertexBuffer,
const gfx::VertexBuffer<gfx::Vertex<SymbolDynamicLayoutAttributes>>& dynamicLayoutVertexBuffer,
const gfx::VertexBuffer<gfx::Vertex<SymbolOpacityAttributes>>& opacityVertexBuffer,
@@ -296,46 +289,52 @@ public:
const typename PaintProperties::PossiblyEvaluated& currentProperties) {
assert(layoutVertexBuffer.elements == dynamicLayoutVertexBuffer.elements &&
layoutVertexBuffer.elements == opacityVertexBuffer.elements);
- return gl::Attributes<LayoutAttributeList>::bindings(layoutVertexBuffer)
- .concat(gl::Attributes<SymbolDynamicLayoutAttributes>::bindings(dynamicLayoutVertexBuffer))
- .concat(gl::Attributes<SymbolOpacityAttributes>::bindings(opacityVertexBuffer))
+ return gfx::AttributeBindings<LayoutAttributeList>(layoutVertexBuffer)
+ .concat(gfx::AttributeBindings<SymbolDynamicLayoutAttributes>(dynamicLayoutVertexBuffer))
+ .concat(gfx::AttributeBindings<SymbolOpacityAttributes>(opacityVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
}
- static uint32_t activeBindingCount(const typename Attributes::Bindings& allAttributeBindings) {
- return Attributes::activeBindingCount(allAttributeBindings);
+ static uint32_t activeBindingCount(const AttributeBindings& allAttributeBindings) {
+ return allAttributeBindings.activeCount();
}
template <class DrawMode>
- void draw(gl::Context& context,
- DrawMode drawMode,
- gfx::DepthMode depthMode,
- gfx::StencilMode stencilMode,
- gfx::ColorMode colorMode,
- gfx::CullFaceMode cullFaceMode,
+ void draw(gfx::Context& context,
+ const DrawMode& drawMode,
+ const gfx::DepthMode& depthMode,
+ const gfx::StencilMode& stencilMode,
+ const gfx::ColorMode& colorMode,
+ const gfx::CullFaceMode& cullFaceMode,
const gfx::IndexBuffer& indexBuffer,
- const SegmentVector<Attributes>& segments,
- const typename AllUniforms::Values& allUniformValues,
- const typename Attributes::Bindings& allAttributeBindings,
+ const SegmentVector<AttributeList>& segments,
+ const UniformValues& uniformValues,
+ const AttributeBindings& allAttributeBindings,
const TextureBindings& textureBindings,
const std::string& layerID) {
+ static_assert(Primitive == gfx::PrimitiveTypeOf<DrawMode>::value, "incompatible draw mode");
+
+ if (!program) {
+ return;
+ }
+
for (auto& segment : segments) {
- auto vertexArrayIt = segment.vertexArrays.find(layerID);
+ auto drawScopeIt = segment.drawScopes.find(layerID);
- if (vertexArrayIt == segment.vertexArrays.end()) {
- vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
+ if (drawScopeIt == segment.drawScopes.end()) {
+ drawScopeIt = segment.drawScopes.emplace(layerID, context.createDrawScope()).first;
}
- program.draw(
+ program->draw(
context,
- std::move(drawMode),
- std::move(depthMode),
- std::move(stencilMode),
- std::move(colorMode),
- std::move(cullFaceMode),
- allUniformValues,
- vertexArrayIt->second,
- Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
+ drawMode,
+ depthMode,
+ stencilMode,
+ colorMode,
+ cullFaceMode,
+ uniformValues,
+ drawScopeIt->second,
+ allAttributeBindings.offset(segment.vertexOffset),
textureBindings,
indexBuffer,
segment.indexOffset,
@@ -345,8 +344,8 @@ public:
};
class SymbolIconProgram : public SymbolProgram<
- shaders::symbol_icon,
- gfx::Triangle,
+ SymbolIconProgram,
+ gfx::PrimitiveType::Triangle,
SymbolLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -368,14 +367,14 @@ class SymbolIconProgram : public SymbolProgram<
public:
using SymbolProgram::SymbolProgram;
- static UniformValues uniformValues(const bool isText,
- const style::SymbolPropertyValues&,
- const Size& texsize,
- const std::array<float, 2>& pixelsToGLUnits,
- const bool alongLine,
- const RenderTile&,
- const TransformState&,
- const float symbolFadeChange);
+ static LayoutUniformValues layoutUniformValues(const bool isText,
+ const style::SymbolPropertyValues&,
+ const Size& texsize,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const bool alongLine,
+ const RenderTile&,
+ const TransformState&,
+ const float symbolFadeChange);
};
enum class SymbolSDFPart {
@@ -383,10 +382,10 @@ enum class SymbolSDFPart {
Halo = 0
};
-template <class PaintProperties>
+template <class Name, class PaintProperties>
class SymbolSDFProgram : public SymbolProgram<
- shaders::symbol_sdf,
- gfx::Triangle,
+ Name,
+ gfx::PrimitiveType::Triangle,
SymbolLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -408,8 +407,9 @@ class SymbolSDFProgram : public SymbolProgram<
PaintProperties>
{
public:
- using BaseProgram = SymbolProgram<shaders::symbol_sdf,
- gfx::Triangle,
+ using BaseProgram = SymbolProgram<
+ Name,
+ gfx::PrimitiveType::Triangle,
SymbolLayoutAttributes,
TypeList<
uniforms::u_matrix,
@@ -430,33 +430,40 @@ public:
textures::u_texture>,
PaintProperties>;
- using UniformValues = typename BaseProgram::UniformValues;
+ using LayoutUniformValues = typename BaseProgram::LayoutUniformValues;
using BaseProgram::BaseProgram;
- static UniformValues uniformValues(const bool isText,
- const style::SymbolPropertyValues&,
- const Size& texsize,
- const std::array<float, 2>& pixelsToGLUnits,
- const bool alongLine,
- const RenderTile&,
- const TransformState&,
- const float SymbolFadeChange,
- const SymbolSDFPart);
+ static LayoutUniformValues layoutUniformValues(const bool isText,
+ const style::SymbolPropertyValues&,
+ const Size& texsize,
+ const std::array<float, 2>& pixelsToGLUnits,
+ const bool alongLine,
+ const RenderTile&,
+ const TransformState&,
+ const float SymbolFadeChange,
+ const SymbolSDFPart);
+};
+
+class SymbolSDFIconProgram : public SymbolSDFProgram<SymbolSDFIconProgram, style::IconPaintProperties> {
+public:
+ using SymbolSDFProgram::SymbolSDFProgram;
};
-using SymbolSDFIconProgram = SymbolSDFProgram<style::IconPaintProperties>;
-using SymbolSDFTextProgram = SymbolSDFProgram<style::TextPaintProperties>;
+class SymbolSDFTextProgram : public SymbolSDFProgram<SymbolSDFTextProgram, style::TextPaintProperties> {
+public:
+ using SymbolSDFProgram::SymbolSDFProgram;
+};
using SymbolLayoutVertex = gfx::Vertex<SymbolLayoutAttributes>;
-using SymbolIconAttributes = SymbolIconProgram::Attributes;
-using SymbolTextAttributes = SymbolSDFTextProgram::Attributes;
+using SymbolIconAttributes = SymbolIconProgram::AttributeList;
+using SymbolTextAttributes = SymbolSDFTextProgram::AttributeList;
class SymbolLayerPrograms final : public LayerTypePrograms {
public:
- SymbolLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
+ SymbolLayerPrograms(gfx::Context& context, const ProgramParameters& programParameters)
: symbolIcon(context, programParameters),
symbolIconSDF(context, programParameters),
symbolGlyph(context, programParameters),
diff --git a/src/mbgl/programs/symbol_sdf_icon_program.hpp b/src/mbgl/programs/symbol_sdf_icon_program.hpp
new file mode 100644
index 0000000000..57f27518d1
--- /dev/null
+++ b/src/mbgl/programs/symbol_sdf_icon_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/symbol_program.hpp>
diff --git a/src/mbgl/programs/symbol_sdf_text_program.hpp b/src/mbgl/programs/symbol_sdf_text_program.hpp
new file mode 100644
index 0000000000..57f27518d1
--- /dev/null
+++ b/src/mbgl/programs/symbol_sdf_text_program.hpp
@@ -0,0 +1,4 @@
+#pragma once
+
+// Alias
+#include <mbgl/programs/symbol_program.hpp>