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author | Konstantin Käfer <mail@kkaefer.com> | 2019-03-15 10:02:47 +0100 |
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committer | Konstantin Käfer <mail@kkaefer.com> | 2019-03-15 11:55:30 +0100 |
commit | 2d799cc74a0f1c845d436b3bc23fce7ec70dbf49 (patch) | |
tree | 4b93f13513752632ebfd58504c8a367ae20b043c /src/mbgl/shaders/fill_extrusion_pattern.cpp | |
parent | 7a6d9f537335a9f1e46f49da4ba4d79723fb1c2e (diff) | |
download | qtlocation-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.cpp | 235 |
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 |