diff options
author | John Firebaugh <john.firebaugh@gmail.com> | 2017-02-03 13:51:51 -0800 |
---|---|---|
committer | John Firebaugh <john.firebaugh@gmail.com> | 2017-02-07 11:27:36 -0600 |
commit | 9f2f7ddd12a4aaab0faddbe60cfb7c1e526fa7ff (patch) | |
tree | 4350fce48dd97f6088dae94245265cd900f3de1f /src/mbgl/shaders/symbol_icon.hpp | |
parent | d9f2cd5df50f5eee141b0a17e4e2ec8a4a7c4f78 (diff) | |
download | qtlocation-mapboxgl-9f2f7ddd12a4aaab0faddbe60cfb7c1e526fa7ff.tar.gz |
[core] Check in generated shader code
One step toward eliminating the node/npm dependency for platforms other than node.
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.hpp')
-rw-r--r-- | src/mbgl/shaders/symbol_icon.hpp | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/src/mbgl/shaders/symbol_icon.hpp b/src/mbgl/shaders/symbol_icon.hpp new file mode 100644 index 0000000000..17f4b36009 --- /dev/null +++ b/src/mbgl/shaders/symbol_icon.hpp @@ -0,0 +1,145 @@ +#pragma once + +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/gl/gl.hpp> + +namespace mbgl { +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"; +}; + +} // namespace shaders +} // namespace mbgl |