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authorAnsis Brammanis <brammanis@gmail.com>2015-02-02 14:46:48 -0800
committerAnsis Brammanis <brammanis@gmail.com>2015-02-02 14:46:48 -0800
commitd532824aec25e20efccb80860b990db0b85780ac (patch)
tree4210723832ad827f188bddf384c30d46d5819cb8 /src/mbgl/shader
parent47966a143176a337733fe63b4121d2d00c48359a (diff)
downloadqtlocation-mapboxgl-d532824aec25e20efccb80860b990db0b85780ac.tar.gz
implement functions for patterns
It introduces a new function type, FadedStopsFunction, that transitions between the stops values instead of interpolating between them.
Diffstat (limited to 'src/mbgl/shader')
-rw-r--r--src/mbgl/shader/pattern.fragment.glsl17
-rw-r--r--src/mbgl/shader/pattern.vertex.glsl9
-rw-r--r--src/mbgl/shader/pattern_shader.hpp9
3 files changed, 22 insertions, 13 deletions
diff --git a/src/mbgl/shader/pattern.fragment.glsl b/src/mbgl/shader/pattern.fragment.glsl
index ba6aed3023..a28a52ce36 100644
--- a/src/mbgl/shader/pattern.fragment.glsl
+++ b/src/mbgl/shader/pattern.fragment.glsl
@@ -1,20 +1,23 @@
uniform float u_opacity;
-uniform vec2 u_pattern_tl;
-uniform vec2 u_pattern_br;
+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 float u_mix;
uniform sampler2D u_image;
-varying vec2 v_pos;
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
void main() {
- vec2 imagecoord = mod(v_pos, 1.0);
- vec2 pos = mix(u_pattern_tl, u_pattern_br, imagecoord);
+ vec2 imagecoord = mod(v_pos_a, 1.0);
+ vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
vec4 color1 = texture2D(u_image, pos);
- vec2 imagecoord2 = mod(imagecoord * 2.0, 1.0);
- vec2 pos2 = mix(u_pattern_tl, u_pattern_br, imagecoord2);
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
+ vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_mix) * u_opacity;
diff --git a/src/mbgl/shader/pattern.vertex.glsl b/src/mbgl/shader/pattern.vertex.glsl
index f2de884ead..dff4469d2b 100644
--- a/src/mbgl/shader/pattern.vertex.glsl
+++ b/src/mbgl/shader/pattern.vertex.glsl
@@ -1,11 +1,14 @@
uniform mat4 u_matrix;
-uniform mat3 u_patternmatrix;
+uniform mat3 u_patternmatrix_a;
+uniform mat3 u_patternmatrix_b;
attribute vec2 a_pos;
-varying vec2 v_pos;
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
- v_pos = (u_patternmatrix * vec3(a_pos, 1)).xy;
+ v_pos_a = (u_patternmatrix_a * vec3(a_pos, 1)).xy;
+ v_pos_b = (u_patternmatrix_b * vec3(a_pos, 1)).xy;
}
diff --git a/src/mbgl/shader/pattern_shader.hpp b/src/mbgl/shader/pattern_shader.hpp
index 9fabd8e18a..9fc8dcfa01 100644
--- a/src/mbgl/shader/pattern_shader.hpp
+++ b/src/mbgl/shader/pattern_shader.hpp
@@ -13,12 +13,15 @@ public:
void bind(char *offset);
UniformMatrix<4> u_matrix = {"u_matrix", *this};
- Uniform<std::array<float, 2>> u_pattern_tl = {"u_pattern_tl", *this};
- Uniform<std::array<float, 2>> u_pattern_br = {"u_pattern_br", *this};
+ Uniform<std::array<float, 2>> u_pattern_tl_a = {"u_pattern_tl_a", *this};
+ Uniform<std::array<float, 2>> u_pattern_br_a = {"u_pattern_br_a", *this};
+ Uniform<std::array<float, 2>> u_pattern_tl_b = {"u_pattern_tl_b", *this};
+ Uniform<std::array<float, 2>> u_pattern_br_b = {"u_pattern_br_b", *this};
Uniform<float> u_opacity = {"u_opacity", *this};
Uniform<float> u_mix = {"u_mix", *this};
Uniform<int32_t> u_image = {"u_image", *this};
- UniformMatrix<3> u_patternmatrix = {"u_patternmatrix", *this};
+ UniformMatrix<3> u_patternmatrix_a = {"u_patternmatrix_a", *this};
+ UniformMatrix<3> u_patternmatrix_b = {"u_patternmatrix_b", *this};
private:
int32_t a_pos = -1;