diff options
author | Konstantin Käfer <mail@kkaefer.com> | 2014-05-21 10:53:12 +0200 |
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committer | Konstantin Käfer <mail@kkaefer.com> | 2014-05-21 10:53:12 +0200 |
commit | de149b0543d31ef339fb725f051f4cb0c151138d (patch) | |
tree | 248f2abd9bd33860af48af816f872c7de5f739a6 /src | |
parent | a810dbc414c553285a1367be56915403ad48678a (diff) | |
download | qtlocation-mapboxgl-de149b0543d31ef339fb725f051f4cb0c151138d.tar.gz |
optimized shaders
Diffstat (limited to 'src')
-rw-r--r-- | src/shader/shaders_gl.cpp | 36 | ||||
-rw-r--r-- | src/shader/shaders_gles2.cpp | 36 |
2 files changed, 36 insertions, 36 deletions
diff --git a/src/shader/shaders_gl.cpp b/src/shader/shaders_gl.cpp index 09508cec18..b053c37618 100644 --- a/src/shader/shaders_gl.cpp +++ b/src/shader/shaders_gl.cpp @@ -7,40 +7,40 @@ using namespace llmr; const shader_source llmr::shaders[SHADER_COUNT] = { { - "#version 120\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform float u_size;\n\nvoid main(void) {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n}\n", - "#version 120\nuniform vec4 u_color;\nuniform float u_blur;\n\nvoid main() {\n\tfloat dist = length(gl_PointCoord - 0.5);\n\tfloat t = smoothstep(0.5, 0.5 - u_blur, dist);\n\n gl_FragColor = u_color * t;\n}\n", + "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform float u_size;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n}\n\n", + "#version 120\nuniform vec4 u_color;\nuniform float u_blur;\nvoid main ()\n{\n vec2 x_1;\n x_1 = (gl_PointCoord - 0.5);\n float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 0.5) / (\n (0.5 - u_blur)\n - 0.5)), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_tex;\n\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\n\nvarying vec2 v_tex;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n v_tex = a_tex * u_ratio;\n}\n", - "#version 120\nuniform sampler2D u_image;\nuniform vec2 u_dimension;\nuniform vec4 u_color;\nuniform float u_size;\n\nvarying vec2 v_tex;\n\nvoid main() {\n vec2 pos = (v_tex + (gl_PointCoord - 0.5) * u_size) / u_dimension;\n gl_FragColor = u_color * texture2D(u_image, pos);\n}\n", + "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = (a_tex * u_ratio);\n}\n\n", + "#version 120\nuniform sampler2D u_image;\nuniform vec2 u_dimension;\nuniform vec4 u_color;\nuniform float u_size;\nvarying vec2 v_tex;\nvoid main ()\n{\n gl_FragColor = (u_color * texture2D (u_image, ((v_tex + \n ((gl_PointCoord - 0.5) * u_size)\n ) / u_dimension)));\n}\n\n", }, { - "#version 120\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute float a_linesofar;\n\n// posmatrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\n\n// shared\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n vec4 dist = vec4(u_linewidth.s * a_extrude * scale, 0.0, 0.0);\n\n // Remove the texture normal bit of the position before scaling it with the\n // model/view matrix. Add the extrusion vector *after* the model/view matrix\n // because we're extruding the line in pixel space, regardless of the current\n // tile's zoom level.\n gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist;\n v_linesofar = a_linesofar * u_ratio;\n}", - "#version 120\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nuniform vec2 u_dasharray;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * u_linewidth.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n\n // Calculate the antialiasing fade factor based on distance to the dash.\n // Only affects alpha when line is dashed\n float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y);\n alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0));\n\n gl_FragColor = u_color * alpha;\n}", + "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute float a_linesofar;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nvarying vec2 v_normal;\nvarying float v_linesofar;\nvoid main ()\n{\n vec2 normal_1;\n vec2 tmpvar_2;\n tmpvar_2 = (vec2(mod (a_pos, 2.0)));\n normal_1.x = tmpvar_2.x;\n normal_1.y = sign((tmpvar_2.y - 0.5));\n v_normal = normal_1;\n vec4 tmpvar_3;\n tmpvar_3.zw = vec2(0.0, 0.0);\n tmpvar_3.xy = ((u_linewidth.x * a_extrude) * 0.015873);\n vec4 tmpvar_4;\n tmpvar_4.zw = vec2(0.0, 1.0);\n tmpvar_4.xy = floor((a_pos * 0.5));\n gl_Position = ((u_matrix * tmpvar_4) + (u_exmatrix * tmpvar_3));\n v_linesofar = (a_linesofar * u_ratio);\n}\n\n", + "#version 120\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\nuniform vec2 u_dasharray;\nvarying vec2 v_normal;\nvarying float v_linesofar;\nvoid main ()\n{\n float tmpvar_1;\n tmpvar_1 = (sqrt(dot (v_normal, v_normal)) * u_linewidth.x);\n float tmpvar_2;\n tmpvar_2 = (float(mod (v_linesofar, (u_dasharray.x + u_dasharray.y))));\n gl_FragColor = (u_color * (clamp (\n min ((tmpvar_1 - (u_linewidth.y - 1.0)), (u_linewidth.x - tmpvar_1))\n , 0.0, 1.0) * max (\n float((-(u_dasharray.y) >= 0.0))\n , \n clamp (min (tmpvar_2, (u_dasharray.x - tmpvar_2)), 0.0, 1.0)\n )));\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform float u_size;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(floor(a_pos / 2.0), 0.0, 1.0);\n v_pos = (gl_Position.xy + 1.0) * u_world;\n gl_PointSize = u_size;\n}\n", - "#version 120\nuniform vec4 u_color;\nuniform vec2 u_linewidth;\n\nvarying vec2 v_pos;\n\nvoid main() {\n float dist = length(v_pos - gl_FragCoord.xy);\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n gl_FragColor = u_color * alpha;\n}\n", + "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform float u_size;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = floor((a_pos / 2.0));\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n v_pos = ((tmpvar_2.xy + 1.0) * u_world);\n gl_PointSize = u_size;\n}\n\n", + "#version 120\nuniform vec4 u_color;\nuniform vec2 u_linewidth;\nvarying vec2 v_pos;\nvoid main ()\n{\n float tmpvar_1;\n vec2 x_2;\n x_2 = (v_pos - gl_FragCoord.xy);\n tmpvar_1 = sqrt(dot (x_2, x_2));\n gl_FragColor = (u_color * clamp (min (\n (tmpvar_1 - (u_linewidth.y - 1.0))\n , \n (u_linewidth.x - tmpvar_1)\n ), 0.0, 1.0));\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;\n}\n", - "#version 120\nuniform vec4 u_color;\n\nvarying vec2 v_pos;\n\nvoid main() {\n float dist = length(v_pos - gl_FragCoord.xy);\n float alpha = smoothstep(1.0, 0.0, dist);\n gl_FragColor = u_color * alpha;\n}\n", + "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n v_pos = (((tmpvar_2.xy + 1.0) / 2.0) * u_world);\n}\n\n", + "#version 120\nuniform vec4 u_color;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec2 x_1;\n x_1 = (v_pos - gl_FragCoord.xy);\n float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 1.0) / -1.0), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "#version 120\nuniform mat4 u_matrix;\n\nattribute vec2 a_pos;\n\nvarying vec2 v_pos;\n\nvoid main() {\n v_pos = a_pos;\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n}\n", - "#version 120\nuniform vec4 u_color;\n\nuniform vec2 u_offset;\nuniform vec2 u_pattern_size;\nuniform vec2 u_pattern_tl;\nuniform vec2 u_pattern_br;\nuniform float u_mix;\n\n\nuniform sampler2D u_image;\n\nvarying vec2 v_pos;\n\nvoid main() {\n\n vec2 imagecoord = mod((v_pos + u_offset) / u_pattern_size, 1.0);\n vec2 pos = mix(u_pattern_tl, u_pattern_br, imagecoord);\n vec4 color1 = texture2D(u_image, pos);\n\n vec2 imagecoord2 = mod(imagecoord * 2.0, 1.0);\n vec2 pos2 = mix(u_pattern_tl, u_pattern_br, imagecoord2);\n vec4 color2 = texture2D(u_image, pos2);\n\n vec4 color = mix(color1, color2, u_mix);\n gl_FragColor = color + u_color * (1.0 - color.a);\n}\n", + "#version 120\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nvarying vec2 v_pos;\nvoid main ()\n{\n v_pos = a_pos;\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n}\n\n", + "#version 120\nuniform vec4 u_color;\nuniform vec2 u_offset;\nuniform vec2 u_pattern_size;\nuniform vec2 u_pattern_tl;\nuniform vec2 u_pattern_br;\nuniform float u_mix;\nuniform sampler2D u_image;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec2 tmpvar_1;\n tmpvar_1 = (vec2(mod (((v_pos + u_offset) / u_pattern_size), 1.0)));\n vec4 tmpvar_2;\n tmpvar_2 = mix (texture2D (u_image, mix (u_pattern_tl, u_pattern_br, tmpvar_1)), texture2D (u_image, mix (u_pattern_tl, u_pattern_br, (vec2(mod (\n (tmpvar_1 * 2.0)\n , 1.0))))), u_mix);\n gl_FragColor = (tmpvar_2 + (u_color * (1.0 - tmpvar_2.w)));\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n}\n", - "#version 120\nuniform vec4 u_color;\n\nvoid main() {\n gl_FragColor = u_color;\n}\n", + "#version 120\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n}\n\n", + "#version 120\nuniform vec4 u_color;\nvoid main ()\n{\n gl_FragColor = u_color;\n}\n\n", }, { - "#version 120\nuniform mat4 u_matrix;\n\nattribute vec2 a_pos;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos = a_pos / 4096.0;\n}\n", - "#version 120\nuniform sampler2D u_image;\nuniform float u_opacity;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_FragColor = texture2D(u_image, v_pos) * u_opacity;\n}\n", + "#version 120\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n v_pos = (a_pos / 4096.0);\n}\n\n", + "#version 120\nuniform sampler2D u_image;\nuniform float u_opacity;\nvarying vec2 v_pos;\nvoid main ()\n{\n gl_FragColor = (texture2D (u_image, v_pos) * u_opacity);\n}\n\n", }, { - "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\n\n\n// posmatrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\n\nuniform vec2 u_texsize;\n\nvarying vec2 v_tex;\nvarying float v_alpha;\n\nvoid main() {\n vec2 a_tex = a_data1.xy;\n float a_labelminzoom = a_data1[2];\n float a_angle = a_data1[3];\n vec2 a_zoom = a_data2.st;\n vec2 a_range = a_data2.pq;\n\n float rev = 0.0;\n\n // u_angle is angle of the map, -128..128 representing 0..2PI\n // a_angle is angle of the label, 0..256 representing 0..2PI, where 0 is horizontal text\n float rotated = mod(a_angle + u_angle, 256.0);\n // if the label rotates with the map, and if the rotated label is upside down, hide it\n if (u_flip > 0.0 && rotated >= 64.0 && rotated < 192.0) rev = 1.0;\n\n // If the label should be invisible, we move the vertex outside\n // of the view plane so that the triangle gets clipped. This makes it easier\n // for us to create degenerate triangle strips.\n // u_zoom is the current zoom level adjusted for the change in font size\n float z = 2.0 - step(a_zoom[0], u_zoom) - (1.0 - step(a_zoom[1], u_zoom)) + rev;\n\n // fade out labels\n float alpha = clamp((u_fadezoom - a_labelminzoom) / u_fadedist, 0.0, 1.0);\n\n if (u_fadedist >= 0.0) {\n v_alpha = alpha;\n } else {\n v_alpha = 1.0 - alpha;\n }\n if (u_maxfadezoom < a_labelminzoom) {\n v_alpha = 0.0;\n }\n if (u_minfadezoom >= a_labelminzoom) {\n v_alpha = 1.0;\n }\n\n // if label has been faded out, clip it\n z += step(v_alpha, 0.0);\n\n // all the angles are 0..256 representing 0..2PI\n // hide if (angle >= a_rangeend && angle < rangestart)\n z += step(a_range[0], u_angle) * (1.0 - step(a_range[1], u_angle));\n\n gl_Position = u_matrix * vec4(a_pos, 0, 1) + u_exmatrix * vec4(a_offset / 64.0, z, 0);\n v_tex = a_tex * 4.0 / u_texsize;\n}\n", - "#version 120\nuniform sampler2D u_texture;\nuniform vec4 u_color;\nuniform float u_buffer;\nuniform float u_gamma;\n\nvarying vec2 v_tex;\nvarying float v_alpha;\n\nvoid main() {\n float dist = texture2D(u_texture, v_tex).a;\n float alpha = smoothstep(u_buffer - u_gamma, u_buffer + u_gamma, dist) * v_alpha;\n gl_FragColor = u_color * alpha;\n}\n", + "#version 120\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\nuniform vec2 u_texsize;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float rev_1;\n rev_1 = 0.0;\n float tmpvar_2;\n tmpvar_2 = (float(mod ((a_data1.w + u_angle), 256.0)));\n if ((((u_flip > 0.0) && (tmpvar_2 >= 64.0)) && (tmpvar_2 < 192.0))) {\n rev_1 = 1.0;\n };\n float tmpvar_3;\n tmpvar_3 = (((2.0 - \n float((u_zoom >= a_data2.x))\n ) - (1.0 - \n float((u_zoom >= a_data2.y))\n )) + rev_1);\n float tmpvar_4;\n tmpvar_4 = clamp (((u_fadezoom - a_data1.z) / u_fadedist), 0.0, 1.0);\n if ((u_fadedist >= 0.0)) {\n v_alpha = tmpvar_4;\n } else {\n v_alpha = (1.0 - tmpvar_4);\n };\n if ((u_maxfadezoom < a_data1.z)) {\n v_alpha = 0.0;\n };\n if ((u_minfadezoom >= a_data1.z)) {\n v_alpha = 1.0;\n };\n vec4 tmpvar_5;\n tmpvar_5.zw = vec2(0.0, 1.0);\n tmpvar_5.xy = a_pos;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xy = (a_offset / 64.0);\n tmpvar_6.z = ((tmpvar_3 + float(\n (0.0 >= v_alpha)\n )) + (float(\n (u_angle >= a_data2.z)\n ) * (1.0 - \n float((u_angle >= a_data2.w))\n )));\n gl_Position = ((u_matrix * tmpvar_5) + (u_exmatrix * tmpvar_6));\n v_tex = ((a_data1.xy * 4.0) / u_texsize);\n}\n\n", + "#version 120\nuniform sampler2D u_texture;\nuniform vec4 u_color;\nuniform float u_buffer;\nuniform float u_gamma;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float edge0_1;\n edge0_1 = (u_buffer - u_gamma);\n float tmpvar_2;\n tmpvar_2 = clamp (((texture2D (u_texture, v_tex).w - edge0_1) / (\n (u_buffer + u_gamma)\n - edge0_1)), 0.0, 1.0);\n gl_FragColor = (u_color * ((tmpvar_2 * \n (tmpvar_2 * (3.0 - (2.0 * tmpvar_2)))\n ) * v_alpha));\n}\n\n", } }; #endif diff --git a/src/shader/shaders_gles2.cpp b/src/shader/shaders_gles2.cpp index 62ae593c31..6baf950661 100644 --- a/src/shader/shaders_gles2.cpp +++ b/src/shader/shaders_gles2.cpp @@ -7,40 +7,40 @@ using namespace llmr; const shader_source llmr::shaders[SHADER_COUNT] = { { - "precision highp float;\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform float u_size;\n\nvoid main(void) {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n}\n", - "precision highp float;\nuniform vec4 u_color;\nuniform float u_blur;\n\nvoid main() {\n\tfloat dist = length(gl_PointCoord - 0.5);\n\tfloat t = smoothstep(0.5, 0.5 - u_blur, dist);\n\n gl_FragColor = u_color * t;\n}\n", + "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform float u_size;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n}\n\n", + "precision highp float;\nuniform vec4 u_color;\nuniform float u_blur;\nvoid main ()\n{\n mediump vec2 x_1;\n x_1 = (gl_PointCoord - 0.5);\n mediump float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 0.5) / (\n (0.5 - u_blur)\n - 0.5)), 0.0, 1.0);\n gl_FragColor = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_tex;\n\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\n\nvarying vec2 v_tex;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n v_tex = a_tex * u_ratio;\n}\n", - "precision highp float;\nuniform sampler2D u_image;\nuniform vec2 u_dimension;\nuniform vec4 u_color;\nuniform float u_size;\n\nvarying vec2 v_tex;\n\nvoid main() {\n vec2 pos = (v_tex + (gl_PointCoord - 0.5) * u_size) / u_dimension;\n gl_FragColor = u_color * texture2D(u_image, pos);\n}\n", + "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_tex;\nuniform mat4 u_matrix;\nuniform float u_size;\nuniform float u_ratio;\nvarying vec2 v_tex;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n gl_PointSize = u_size;\n v_tex = (a_tex * u_ratio);\n}\n\n", + "precision highp float;\nuniform sampler2D u_image;\nuniform vec2 u_dimension;\nuniform vec4 u_color;\nuniform float u_size;\nvarying vec2 v_tex;\nvoid main ()\n{\n mediump vec2 tmpvar_1;\n tmpvar_1 = ((v_tex + (\n (gl_PointCoord - 0.5)\n * u_size)) / u_dimension);\n lowp vec4 tmpvar_2;\n tmpvar_2 = (u_color * texture2D (u_image, tmpvar_1));\n gl_FragColor = tmpvar_2;\n}\n\n", }, { - "precision highp float;\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute float a_linesofar;\n\n// posmatrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\n\n// shared\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n vec4 dist = vec4(u_linewidth.s * a_extrude * scale, 0.0, 0.0);\n\n // Remove the texture normal bit of the position before scaling it with the\n // model/view matrix. Add the extrusion vector *after* the model/view matrix\n // because we're extruding the line in pixel space, regardless of the current\n // tile's zoom level.\n gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist;\n v_linesofar = a_linesofar * u_ratio;\n}", - "precision highp float;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\n\nuniform vec2 u_dasharray;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * u_linewidth.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n\n // Calculate the antialiasing fade factor based on distance to the dash.\n // Only affects alpha when line is dashed\n float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y);\n alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0));\n\n gl_FragColor = u_color * alpha;\n}", + "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute float a_linesofar;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nvarying vec2 v_normal;\nvarying float v_linesofar;\nvoid main ()\n{\n vec2 normal_1;\n vec2 tmpvar_2;\n tmpvar_2 = (vec2(mod (a_pos, 2.0)));\n normal_1.x = tmpvar_2.x;\n normal_1.y = sign((tmpvar_2.y - 0.5));\n v_normal = normal_1;\n vec4 tmpvar_3;\n tmpvar_3.zw = vec2(0.0, 0.0);\n tmpvar_3.xy = ((u_linewidth.x * a_extrude) * 0.015873);\n vec4 tmpvar_4;\n tmpvar_4.zw = vec2(0.0, 1.0);\n tmpvar_4.xy = floor((a_pos * 0.5));\n gl_Position = ((u_matrix * tmpvar_4) + (u_exmatrix * tmpvar_3));\n v_linesofar = (a_linesofar * u_ratio);\n}\n\n", + "precision highp float;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\nuniform vec2 u_dasharray;\nvarying vec2 v_normal;\nvarying float v_linesofar;\nvoid main ()\n{\n float tmpvar_1;\n tmpvar_1 = (sqrt(dot (v_normal, v_normal)) * u_linewidth.x);\n float tmpvar_2;\n tmpvar_2 = (float(mod (v_linesofar, (u_dasharray.x + u_dasharray.y))));\n gl_FragColor = (u_color * (clamp (\n min ((tmpvar_1 - (u_linewidth.y - 1.0)), (u_linewidth.x - tmpvar_1))\n , 0.0, 1.0) * max (\n float((-(u_dasharray.y) >= 0.0))\n , \n clamp (min (tmpvar_2, (u_dasharray.x - tmpvar_2)), 0.0, 1.0)\n )));\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform float u_size;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(floor(a_pos / 2.0), 0.0, 1.0);\n v_pos = (gl_Position.xy + 1.0) * u_world;\n gl_PointSize = u_size;\n}\n", - "precision highp float;\nuniform vec4 u_color;\nuniform vec2 u_linewidth;\n\nvarying vec2 v_pos;\n\nvoid main() {\n float dist = length(v_pos - gl_FragCoord.xy);\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist), 0.0, 1.0);\n gl_FragColor = u_color * alpha;\n}\n", + "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform float u_size;\nvarying highp vec2 v_pos;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = floor((a_pos / 2.0));\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n v_pos = ((tmpvar_2.xy + 1.0) * u_world);\n gl_PointSize = u_size;\n}\n\n", + "precision highp float;\nuniform vec4 u_color;\nuniform vec2 u_linewidth;\nvarying vec2 v_pos;\nvoid main ()\n{\n highp float tmpvar_1;\n highp vec2 x_2;\n x_2 = (v_pos - gl_FragCoord.xy);\n tmpvar_1 = sqrt(dot (x_2, x_2));\n highp vec4 tmpvar_3;\n tmpvar_3 = (u_color * clamp (min (\n (tmpvar_1 - (u_linewidth.y - 1.0))\n , \n (u_linewidth.x - tmpvar_1)\n ), 0.0, 1.0));\n gl_FragColor = tmpvar_3;\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;\n}\n", - "precision highp float;\nuniform vec4 u_color;\n\nvarying vec2 v_pos;\n\nvoid main() {\n float dist = length(v_pos - gl_FragCoord.xy);\n float alpha = smoothstep(1.0, 0.0, dist);\n gl_FragColor = u_color * alpha;\n}\n", + "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nvarying highp vec2 v_pos;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n vec4 tmpvar_2;\n tmpvar_2 = (u_matrix * tmpvar_1);\n gl_Position = tmpvar_2;\n v_pos = (((tmpvar_2.xy + 1.0) / 2.0) * u_world);\n}\n\n", + "precision highp float;\nuniform vec4 u_color;\nvarying vec2 v_pos;\nvoid main ()\n{\n highp vec2 x_1;\n x_1 = (v_pos - gl_FragCoord.xy);\n highp float tmpvar_2;\n tmpvar_2 = clamp (((\n sqrt(dot (x_1, x_1))\n - 1.0) / -1.0), 0.0, 1.0);\n highp vec4 tmpvar_3;\n tmpvar_3 = (u_color * (tmpvar_2 * (tmpvar_2 * \n (3.0 - (2.0 * tmpvar_2))\n )));\n gl_FragColor = tmpvar_3;\n}\n\n", }, { - "precision highp float;\nuniform mat4 u_matrix;\n\nattribute vec2 a_pos;\n\nvarying vec2 v_pos;\n\nvoid main() {\n v_pos = a_pos;\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n}\n", - "precision highp float;\nuniform vec4 u_color;\n\nuniform vec2 u_offset;\nuniform vec2 u_pattern_size;\nuniform vec2 u_pattern_tl;\nuniform vec2 u_pattern_br;\nuniform float u_mix;\n\n\nuniform sampler2D u_image;\n\nvarying vec2 v_pos;\n\nvoid main() {\n\n vec2 imagecoord = mod((v_pos + u_offset) / u_pattern_size, 1.0);\n vec2 pos = mix(u_pattern_tl, u_pattern_br, imagecoord);\n vec4 color1 = texture2D(u_image, pos);\n\n vec2 imagecoord2 = mod(imagecoord * 2.0, 1.0);\n vec2 pos2 = mix(u_pattern_tl, u_pattern_br, imagecoord2);\n vec4 color2 = texture2D(u_image, pos2);\n\n vec4 color = mix(color1, color2, u_mix);\n gl_FragColor = color + u_color * (1.0 - color.a);\n}\n", + "precision highp float;\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nvarying vec2 v_pos;\nvoid main ()\n{\n v_pos = a_pos;\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n}\n\n", + "precision highp float;\nuniform vec4 u_color;\nuniform vec2 u_offset;\nuniform vec2 u_pattern_size;\nuniform vec2 u_pattern_tl;\nuniform vec2 u_pattern_br;\nuniform float u_mix;\nuniform sampler2D u_image;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec2 tmpvar_1;\n tmpvar_1 = (vec2(mod (((v_pos + u_offset) / u_pattern_size), 1.0)));\n lowp vec4 tmpvar_2;\n tmpvar_2 = mix (texture2D (u_image, mix (u_pattern_tl, u_pattern_br, tmpvar_1)), texture2D (u_image, mix (u_pattern_tl, u_pattern_br, (vec2(mod (\n (tmpvar_1 * 2.0)\n , 1.0))))), u_mix);\n lowp vec4 tmpvar_3;\n tmpvar_3 = (tmpvar_2 + (u_color * (1.0 - tmpvar_2.w)));\n gl_FragColor = tmpvar_3;\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n}\n", - "precision highp float;\nuniform vec4 u_color;\n\nvoid main() {\n gl_FragColor = u_color;\n}\n", + "precision highp float;\nattribute vec2 a_pos;\nuniform mat4 u_matrix;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n}\n\n", + "precision highp float;\nuniform vec4 u_color;\nvoid main ()\n{\n gl_FragColor = u_color;\n}\n\n", }, { - "precision highp float;\nuniform mat4 u_matrix;\n\nattribute vec2 a_pos;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos = a_pos / 4096.0;\n}\n", - "precision highp float;\nuniform sampler2D u_image;\nuniform float u_opacity;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_FragColor = texture2D(u_image, v_pos) * u_opacity;\n}\n", + "precision highp float;\nuniform mat4 u_matrix;\nattribute vec2 a_pos;\nvarying vec2 v_pos;\nvoid main ()\n{\n vec4 tmpvar_1;\n tmpvar_1.zw = vec2(0.0, 1.0);\n tmpvar_1.xy = a_pos;\n gl_Position = (u_matrix * tmpvar_1);\n v_pos = (a_pos / 4096.0);\n}\n\n", + "precision highp float;\nuniform sampler2D u_image;\nuniform float u_opacity;\nvarying vec2 v_pos;\nvoid main ()\n{\n lowp vec4 tmpvar_1;\n tmpvar_1 = (texture2D (u_image, v_pos) * u_opacity);\n gl_FragColor = tmpvar_1;\n}\n\n", }, { - "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\n\n\n// posmatrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\n\nuniform vec2 u_texsize;\n\nvarying vec2 v_tex;\nvarying float v_alpha;\n\nvoid main() {\n vec2 a_tex = a_data1.xy;\n float a_labelminzoom = a_data1[2];\n float a_angle = a_data1[3];\n vec2 a_zoom = a_data2.st;\n vec2 a_range = a_data2.pq;\n\n float rev = 0.0;\n\n // u_angle is angle of the map, -128..128 representing 0..2PI\n // a_angle is angle of the label, 0..256 representing 0..2PI, where 0 is horizontal text\n float rotated = mod(a_angle + u_angle, 256.0);\n // if the label rotates with the map, and if the rotated label is upside down, hide it\n if (u_flip > 0.0 && rotated >= 64.0 && rotated < 192.0) rev = 1.0;\n\n // If the label should be invisible, we move the vertex outside\n // of the view plane so that the triangle gets clipped. This makes it easier\n // for us to create degenerate triangle strips.\n // u_zoom is the current zoom level adjusted for the change in font size\n float z = 2.0 - step(a_zoom[0], u_zoom) - (1.0 - step(a_zoom[1], u_zoom)) + rev;\n\n // fade out labels\n float alpha = clamp((u_fadezoom - a_labelminzoom) / u_fadedist, 0.0, 1.0);\n\n if (u_fadedist >= 0.0) {\n v_alpha = alpha;\n } else {\n v_alpha = 1.0 - alpha;\n }\n if (u_maxfadezoom < a_labelminzoom) {\n v_alpha = 0.0;\n }\n if (u_minfadezoom >= a_labelminzoom) {\n v_alpha = 1.0;\n }\n\n // if label has been faded out, clip it\n z += step(v_alpha, 0.0);\n\n // all the angles are 0..256 representing 0..2PI\n // hide if (angle >= a_rangeend && angle < rangestart)\n z += step(a_range[0], u_angle) * (1.0 - step(a_range[1], u_angle));\n\n gl_Position = u_matrix * vec4(a_pos, 0, 1) + u_exmatrix * vec4(a_offset / 64.0, z, 0);\n v_tex = a_tex * 4.0 / u_texsize;\n}\n", - "precision highp float;\nuniform sampler2D u_texture;\nuniform vec4 u_color;\nuniform float u_buffer;\nuniform float u_gamma;\n\nvarying vec2 v_tex;\nvarying float v_alpha;\n\nvoid main() {\n float dist = texture2D(u_texture, v_tex).a;\n float alpha = smoothstep(u_buffer - u_gamma, u_buffer + u_gamma, dist) * v_alpha;\n gl_FragColor = u_color * alpha;\n}\n", + "precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\nuniform vec2 u_texsize;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float rev_1;\n rev_1 = 0.0;\n float tmpvar_2;\n tmpvar_2 = (float(mod ((a_data1.w + u_angle), 256.0)));\n if ((((u_flip > 0.0) && (tmpvar_2 >= 64.0)) && (tmpvar_2 < 192.0))) {\n rev_1 = 1.0;\n };\n float tmpvar_3;\n tmpvar_3 = (((2.0 - \n float((u_zoom >= a_data2.x))\n ) - (1.0 - \n float((u_zoom >= a_data2.y))\n )) + rev_1);\n float tmpvar_4;\n tmpvar_4 = clamp (((u_fadezoom - a_data1.z) / u_fadedist), 0.0, 1.0);\n if ((u_fadedist >= 0.0)) {\n v_alpha = tmpvar_4;\n } else {\n v_alpha = (1.0 - tmpvar_4);\n };\n if ((u_maxfadezoom < a_data1.z)) {\n v_alpha = 0.0;\n };\n if ((u_minfadezoom >= a_data1.z)) {\n v_alpha = 1.0;\n };\n vec4 tmpvar_5;\n tmpvar_5.zw = vec2(0.0, 1.0);\n tmpvar_5.xy = a_pos;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xy = (a_offset / 64.0);\n tmpvar_6.z = ((tmpvar_3 + float(\n (0.0 >= v_alpha)\n )) + (float(\n (u_angle >= a_data2.z)\n ) * (1.0 - \n float((u_angle >= a_data2.w))\n )));\n gl_Position = ((u_matrix * tmpvar_5) + (u_exmatrix * tmpvar_6));\n v_tex = ((a_data1.xy * 4.0) / u_texsize);\n}\n\n", + "precision highp float;\nuniform sampler2D u_texture;\nuniform vec4 u_color;\nuniform float u_buffer;\nuniform float u_gamma;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float edge0_1;\n edge0_1 = (u_buffer - u_gamma);\n lowp float tmpvar_2;\n tmpvar_2 = clamp (((texture2D (u_texture, v_tex).w - edge0_1) / (\n (u_buffer + u_gamma)\n - edge0_1)), 0.0, 1.0);\n lowp vec4 tmpvar_3;\n tmpvar_3 = (u_color * ((tmpvar_2 * \n (tmpvar_2 * (3.0 - (2.0 * tmpvar_2)))\n ) * v_alpha));\n gl_FragColor = tmpvar_3;\n}\n\n", } }; #endif |