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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/fill_outline.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/fill_outline.cpp')
-rw-r--r--src/mbgl/shaders/fill_outline.cpp92
1 files changed, 92 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp
index bcb332d0cb..d56e7139c7 100644
--- a/src/mbgl/shaders/fill_outline.cpp
+++ b/src/mbgl/shaders/fill_outline.cpp
@@ -10,5 +10,97 @@ const char* fill_outline::name = "fill_outline";
const char* fill_outline::vertexSource = source() + 19280;
const char* fill_outline::fragmentSource = source() + 20185;
+// 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
+}
+
+*/
+
} // namespace shaders
} // namespace mbgl