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authorKonstantin Käfer <mail@kkaefer.com>2019-03-15 20:31:12 +0100
committerGitHub <noreply@github.com>2019-03-15 20:31:12 +0100
commitc8cfdb1ced822711e772dfcc8f708b1a7a68b5fc (patch)
treebf511253e25459cafc91a5f3bea2f5c773677162 /src/mbgl/shaders/fill_outline_pattern.cpp
parent62695c56956add5560933137a479f29f2d3a091b (diff)
downloadqtlocation-mapboxgl-c8cfdb1ced822711e772dfcc8f708b1a7a68b5fc.tar.gz
Merge pull request #14126 from mapbox/gfx-refactor-4
Graphics refactor #4
Diffstat (limited to 'src/mbgl/shaders/fill_outline_pattern.cpp')
-rw-r--r--src/mbgl/shaders/fill_outline_pattern.cpp180
1 files changed, 0 insertions, 180 deletions
diff --git a/src/mbgl/shaders/fill_outline_pattern.cpp b/src/mbgl/shaders/fill_outline_pattern.cpp
deleted file mode 100644
index eeb2177582..0000000000
--- a/src/mbgl/shaders/fill_outline_pattern.cpp
+++ /dev/null
@@ -1,180 +0,0 @@
-// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-
-#include <mbgl/shaders/fill_outline_pattern.hpp>
-#include <mbgl/shaders/source.hpp>
-
-namespace mbgl {
-namespace shaders {
-
-const char* fill_outline_pattern::name = "fill_outline_pattern";
-const char* fill_outline_pattern::vertexSource = source() + 15092;
-const char* fill_outline_pattern::fragmentSource = source() + 16952;
-
-// Uncompressed source of fill_outline_pattern.vertex.glsl:
-/*
-uniform mat4 u_matrix;
-uniform vec2 u_world;
-uniform vec2 u_pixel_coord_upper;
-uniform vec2 u_pixel_coord_lower;
-uniform vec4 u_scale;
-
-attribute vec2 a_pos;
-
-varying vec2 v_pos_a;
-varying vec2 v_pos_b;
-varying vec2 v_pos;
-
-
-#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
-
-
-#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_opacity
- opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
-#else
- lowp float opacity = u_opacity;
-#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;
-
- gl_Position = u_matrix * vec4(a_pos, 0, 1);
-
- 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);
-
- v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
- v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
-
- v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
-}
-
-*/
-
-// Uncompressed source of fill_outline_pattern.fragment.glsl:
-/*
-
-uniform vec2 u_texsize;
-uniform sampler2D u_image;
-uniform float u_fade;
-
-varying vec2 v_pos_a;
-varying vec2 v_pos_b;
-varying vec2 v_pos;
-
-
-#ifndef HAS_UNIFORM_u_opacity
-varying lowp float opacity;
-#else
-uniform lowp float u_opacity;
-#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_opacity
- lowp float opacity = u_opacity;
-#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);
-
- // find distance to outline for alpha interpolation
-
- float dist = length(v_pos - gl_FragCoord.xy);
- float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
-
-
- gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity;
-
-#ifdef OVERDRAW_INSPECTOR
- gl_FragColor = vec4(1.0);
-#endif
-}
-
-*/
-
-} // namespace shaders
-} // namespace mbgl