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author | Chris Loer <chris.loer@gmail.com> | 2018-09-19 13:21:02 -0700 |
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committer | Chris Loer <chris.loer@mapbox.com> | 2018-09-19 16:19:28 -0700 |
commit | f7a69d15ab1f43598caaa9498cc7e8aa7a11af0c (patch) | |
tree | d02c7a07078e91123e0763f8c7ac120cff223777 /src/mbgl/shaders/heatmap_texture.cpp | |
parent | 9b09ec1e6a4de3acfddd8dcd83e9c8596c60e0e0 (diff) | |
download | qtlocation-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.cpp | 35 |
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 |