summaryrefslogtreecommitdiff
path: root/src/mbgl/shaders/fill_extrusion_pattern.cpp
diff options
context:
space:
mode:
authorKonstantin Käfer <mail@kkaefer.com>2019-03-15 10:02:47 +0100
committerKonstantin Käfer <mail@kkaefer.com>2019-03-15 11:55:30 +0100
commit2d799cc74a0f1c845d436b3bc23fce7ec70dbf49 (patch)
tree4b93f13513752632ebfd58504c8a367ae20b043c /src/mbgl/shaders/fill_extrusion_pattern.cpp
parent7a6d9f537335a9f1e46f49da4ba4d79723fb1c2e (diff)
downloadqtlocation-mapboxgl-2d799cc74a0f1c845d436b3bc23fce7ec70dbf49.tar.gz
[core] make Program interface backend-agnosticupstream/gfx-refactor-4
Diffstat (limited to 'src/mbgl/shaders/fill_extrusion_pattern.cpp')
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp235
1 files changed, 0 insertions, 235 deletions
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp
deleted file mode 100644
index 8ac17828cf..0000000000
--- a/src/mbgl/shaders/fill_extrusion_pattern.cpp
+++ /dev/null
@@ -1,235 +0,0 @@
-// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-
-#include <mbgl/shaders/fill_extrusion_pattern.hpp>
-#include <mbgl/shaders/source.hpp>
-
-namespace mbgl {
-namespace shaders {
-
-const char* fill_extrusion_pattern::name = "fill_extrusion_pattern";
-const char* fill_extrusion_pattern::vertexSource = source() + 23237;
-const char* fill_extrusion_pattern::fragmentSource = source() + 26157;
-
-// 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
-}
-
-*/
-
-} // namespace shaders
-} // namespace mbgl