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authorChris Loer <chris.loer@gmail.com>2018-09-19 13:21:02 -0700
committerChris Loer <chris.loer@mapbox.com>2018-09-19 16:19:28 -0700
commitf7a69d15ab1f43598caaa9498cc7e8aa7a11af0c (patch)
treed02c7a07078e91123e0763f8c7ac120cff223777 /src/mbgl/shaders/background_pattern.cpp
parent9b09ec1e6a4de3acfddd8dcd83e9c8596c60e0e0 (diff)
downloadqtlocation-mapboxgl-f7a69d15ab1f43598caaa9498cc7e8aa7a11af0c.tar.gz
[docs] Include uncompressed shader source in .cpp comments
This is meant to (1) Make it easier for new developers to find the source (2) Make it easier to look at shader diffs when the GL JS pin changes
Diffstat (limited to 'src/mbgl/shaders/background_pattern.cpp')
-rw-r--r--src/mbgl/shaders/background_pattern.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/src/mbgl/shaders/background_pattern.cpp b/src/mbgl/shaders/background_pattern.cpp
index ded8dd57d0..c3e6303ff4 100644
--- a/src/mbgl/shaders/background_pattern.cpp
+++ b/src/mbgl/shaders/background_pattern.cpp
@@ -10,5 +10,63 @@ const char* background_pattern::name = "background_pattern";
const char* background_pattern::vertexSource = source() + 3020;
const char* background_pattern::fragmentSource = source() + 3664;
+// 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
+}
+
+*/
+
} // namespace shaders
} // namespace mbgl