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author | Konstantin Käfer <mail@kkaefer.com> | 2019-03-15 20:31:12 +0100 |
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committer | GitHub <noreply@github.com> | 2019-03-15 20:31:12 +0100 |
commit | c8cfdb1ced822711e772dfcc8f708b1a7a68b5fc (patch) | |
tree | bf511253e25459cafc91a5f3bea2f5c773677162 /src/mbgl/shaders/fill_outline_pattern.cpp | |
parent | 62695c56956add5560933137a479f29f2d3a091b (diff) | |
download | qtlocation-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.cpp | 180 |
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 |