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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/heatmap_texture.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/heatmap_texture.cpp')
-rw-r--r--src/mbgl/shaders/heatmap_texture.cpp35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/mbgl/shaders/heatmap_texture.cpp b/src/mbgl/shaders/heatmap_texture.cpp
index 527caf4dca..c68cffa506 100644
--- a/src/mbgl/shaders/heatmap_texture.cpp
+++ b/src/mbgl/shaders/heatmap_texture.cpp
@@ -10,5 +10,40 @@ const char* heatmap_texture::name = "heatmap_texture";
const char* heatmap_texture::vertexSource = source() + 13889;
const char* heatmap_texture::fragmentSource = source() + 14105;
+// Uncompressed source of heatmap_texture.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+attribute vec2 a_pos;
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
+
+ v_pos.x = a_pos.x;
+ v_pos.y = 1.0 - a_pos.y;
+}
+
+*/
+
+// Uncompressed source of heatmap_texture.fragment.glsl:
+/*
+uniform sampler2D u_image;
+uniform sampler2D u_color_ramp;
+uniform float u_opacity;
+varying vec2 v_pos;
+
+void main() {
+ float t = texture2D(u_image, v_pos).r;
+ vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
+ gl_FragColor = color * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(0.0);
+#endif
+}
+
+*/
+
} // namespace shaders
} // namespace mbgl