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authorJohn Firebaugh <john.firebaugh@gmail.com>2017-02-06 12:24:39 -0800
committerJohn Firebaugh <john.firebaugh@gmail.com>2017-02-07 11:27:36 -0600
commit74eb8b360904be0c1d1818d0bf94a03fb0e8a687 (patch)
tree5a3403b84b3d2db483c85c62599ff36803f3adbb /src/mbgl/shaders/symbol_icon.hpp
parent9f2f7ddd12a4aaab0faddbe60cfb7c1e526fa7ff (diff)
downloadqtlocation-mapboxgl-74eb8b360904be0c1d1818d0bf94a03fb0e8a687.tar.gz
[core] Use cpp files for shader source
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.hpp')
-rw-r--r--src/mbgl/shaders/symbol_icon.hpp137
1 files changed, 5 insertions, 132 deletions
diff --git a/src/mbgl/shaders/symbol_icon.hpp b/src/mbgl/shaders/symbol_icon.hpp
index 17f4b36009..445c40f913 100644
--- a/src/mbgl/shaders/symbol_icon.hpp
+++ b/src/mbgl/shaders/symbol_icon.hpp
@@ -1,7 +1,7 @@
-#pragma once
-
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+#pragma once
+
#include <mbgl/gl/gl.hpp>
namespace mbgl {
@@ -9,136 +9,9 @@ namespace shaders {
class symbol_icon {
public:
- static constexpr const char* name = "symbol_icon";
- static constexpr const char* vertexSource = R"MBGL_SHADER(
-#ifdef GL_ES
-precision highp float;
-#else
-
-#if !defined(lowp)
-#define lowp
-#endif
-
-#if !defined(mediump)
-#define mediump
-#endif
-
-#if !defined(highp)
-#define highp
-#endif
-
-#endif
-
-float evaluate_zoom_function_1(const vec4 values, const float t) {
- if (t < 1.0) {
- return mix(values[0], values[1], t);
- } else if (t < 2.0) {
- return mix(values[1], values[2], t - 1.0);
- } else {
- return mix(values[2], values[3], t - 2.0);
- }
-}
-vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
- if (t < 1.0) {
- return mix(value0, value1, t);
- } else if (t < 2.0) {
- return mix(value1, value2, t - 1.0);
- } else {
- return mix(value2, value3, t - 2.0);
- }
-}
-
-// The offset depends on how many pixels are between the world origin and the edge of the tile:
-// vec2 offset = mod(pixel_coord, size)
-//
-// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
-// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
-//
-// The pixel_coord is passed in as two 16 bit values:
-// pixel_coord_upper = floor(pixel_coord / 2^16)
-// pixel_coord_lower = mod(pixel_coord, 2^16)
-//
-// The offset is calculated in a series of steps that should preserve this precision:
-vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
- const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
-
- vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
- return (tile_units_to_pixels * pos + offset) / pattern_size;
-}
-attribute vec2 a_pos;
-attribute vec2 a_offset;
-attribute vec2 a_texture_pos;
-attribute vec4 a_data;
-
-
-// matrix is for the vertex position.
-uniform mat4 u_matrix;
-
-uniform mediump float u_zoom;
-uniform bool u_rotate_with_map;
-uniform vec2 u_extrude_scale;
-
-uniform vec2 u_texsize;
-
-varying vec2 v_tex;
-varying vec2 v_fade_tex;
-
-void main() {
- vec2 a_tex = a_texture_pos.xy;
- mediump float a_labelminzoom = a_data[0];
- mediump vec2 a_zoom = a_data.pq;
- mediump float a_minzoom = a_zoom[0];
- mediump float a_maxzoom = a_zoom[1];
-
- // u_zoom is the current zoom level adjusted for the change in font size
- mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
-
- vec2 extrude = u_extrude_scale * (a_offset / 64.0);
- if (u_rotate_with_map) {
- gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
- gl_Position.z += z * gl_Position.w;
- } else {
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
- }
-
- v_tex = a_tex / u_texsize;
- v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
-}
-)MBGL_SHADER";
- static constexpr const char* fragmentSource = R"MBGL_SHADER(
-#ifdef GL_ES
-precision mediump float;
-#else
-
-#if !defined(lowp)
-#define lowp
-#endif
-
-#if !defined(mediump)
-#define mediump
-#endif
-
-#if !defined(highp)
-#define highp
-#endif
-
-#endif
-uniform sampler2D u_texture;
-uniform sampler2D u_fadetexture;
-uniform lowp float u_opacity;
-
-varying vec2 v_tex;
-varying vec2 v_fade_tex;
-
-void main() {
- lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * u_opacity;
- gl_FragColor = texture2D(u_texture, v_tex) * alpha;
-
-#ifdef OVERDRAW_INSPECTOR
- gl_FragColor = vec4(1.0);
-#endif
-}
-)MBGL_SHADER";
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
};
} // namespace shaders