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-rw-r--r--.gitignore2
-rwxr-xr-xbin/build-shaders.js10
-rwxr-xr-xbin/build-style.js14
-rw-r--r--bin/mkdirp.js97
-rw-r--r--llmr.gyp23
-rw-r--r--src/shader/shaders_gl.cpp50
-rw-r--r--src/shader/shaders_gles2.cpp50
7 files changed, 129 insertions, 117 deletions
diff --git a/.gitignore b/.gitignore
index b8cbcf58ea..a85ec00140 100644
--- a/.gitignore
+++ b/.gitignore
@@ -12,3 +12,5 @@
/include/llmr/shader/shaders.hpp
/include/llmr/style/resources.hpp
/src/style/resources.cpp
+/src/shader/shaders_gl.cpp
+/src/shader/shaders_gles2.cpp \ No newline at end of file
diff --git a/bin/build-shaders.js b/bin/build-shaders.js
index 4450066332..b5072c3707 100755
--- a/bin/build-shaders.js
+++ b/bin/build-shaders.js
@@ -3,7 +3,7 @@
var fs = require('fs');
var path = require('path');
-var lazy_update = require('./lazy-update');
+var mkdirp = require('./mkdirp');
try { var glsl = require('glsl-optimizer'); } catch(err) {}
@@ -117,9 +117,13 @@ module.exports = function(shader_type, prefix, suffix) {
code += '\n};\n';
code += suffix + '\n';
+ var file_path = path.join(process.argv[2], 'include/llmr/shader/shaders.hpp');
+ mkdirp.sync(path.dirname(file_path));
+ fs.writeFileSync(file_path, header);
+ var header_path = path.join(process.argv[2], 'src/shader/shaders_' + shader_type + '.cpp');
+ mkdirp.sync(path.dirname(header_path));
+ fs.writeFileSync(header_path, code);
- lazy_update('include/llmr/shader/shaders.hpp', header);
- lazy_update('src/shader/shaders_' + shader_type + '.cpp', code);
};
module.exports('gl', '#ifndef GL_ES_VERSION_2_0', '#endif');
diff --git a/bin/build-style.js b/bin/build-style.js
index bd86d5bda5..932287b899 100755
--- a/bin/build-style.js
+++ b/bin/build-style.js
@@ -2,9 +2,8 @@
'use strict';
var path = require('path');
-
-var lazy_update = require('./lazy-update');
-
+var fs = require('fs');
+var mkdirp = require('./mkdirp');
var name = 'style';
var data = JSON.stringify(require(path.join(process.cwd(), process.argv[2])));
@@ -26,7 +25,9 @@ header += '}\n';
header += '\n';
header += '#endif\n';
-lazy_update('include/llmr/style/resources.hpp', header);
+var header_path = path.join(process.argv[3], 'include/llmr/style/resources.hpp');
+mkdirp.sync(path.dirname(header_path));
+fs.writeFileSync(header_path, header);
var code = '// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.\n';
code += '#include <llmr/style/resources.hpp>\n';
@@ -36,5 +37,6 @@ code += '\n';
code += 'const unsigned char resources::' + name + '[] = R"JSON(' + data + ')JSON";\n';
code += 'const unsigned long resources::' + name + '_size = sizeof(resources::' + name + ');\n';
-lazy_update('src/style/resources.cpp', code);
-
+var file_path = path.join(process.argv[3], 'src/style/resources.cpp');
+mkdirp.sync(path.dirname(file_path));
+fs.writeFileSync(file_path, code);
diff --git a/bin/mkdirp.js b/bin/mkdirp.js
new file mode 100644
index 0000000000..a1742b2069
--- /dev/null
+++ b/bin/mkdirp.js
@@ -0,0 +1,97 @@
+var path = require('path');
+var fs = require('fs');
+
+module.exports = mkdirP.mkdirp = mkdirP.mkdirP = mkdirP;
+
+function mkdirP (p, opts, f, made) {
+ if (typeof opts === 'function') {
+ f = opts;
+ opts = {};
+ }
+ else if (!opts || typeof opts !== 'object') {
+ opts = { mode: opts };
+ }
+
+ var mode = opts.mode;
+ var xfs = opts.fs || fs;
+
+ if (mode === undefined) {
+ mode = 0777 & (~process.umask());
+ }
+ if (!made) made = null;
+
+ var cb = f || function () {};
+ p = path.resolve(p);
+
+ xfs.mkdir(p, mode, function (er) {
+ if (!er) {
+ made = made || p;
+ return cb(null, made);
+ }
+ switch (er.code) {
+ case 'ENOENT':
+ mkdirP(path.dirname(p), opts, function (er, made) {
+ if (er) cb(er, made);
+ else mkdirP(p, opts, cb, made);
+ });
+ break;
+
+ // In the case of any other error, just see if there's a dir
+ // there already. If so, then hooray! If not, then something
+ // is borked.
+ default:
+ xfs.stat(p, function (er2, stat) {
+ // if the stat fails, then that's super weird.
+ // let the original error be the failure reason.
+ if (er2 || !stat.isDirectory()) cb(er, made)
+ else cb(null, made);
+ });
+ break;
+ }
+ });
+}
+
+mkdirP.sync = function sync (p, opts, made) {
+ if (!opts || typeof opts !== 'object') {
+ opts = { mode: opts };
+ }
+
+ var mode = opts.mode;
+ var xfs = opts.fs || fs;
+
+ if (mode === undefined) {
+ mode = 0777 & (~process.umask());
+ }
+ if (!made) made = null;
+
+ p = path.resolve(p);
+
+ try {
+ xfs.mkdirSync(p, mode);
+ made = made || p;
+ }
+ catch (err0) {
+ switch (err0.code) {
+ case 'ENOENT' :
+ made = sync(path.dirname(p), opts, made);
+ sync(p, opts, made);
+ break;
+
+ // In the case of any other error, just see if there's a dir
+ // there already. If so, then hooray! If not, then something
+ // is borked.
+ default:
+ var stat;
+ try {
+ stat = xfs.statSync(p);
+ }
+ catch (err1) {
+ throw err0;
+ }
+ if (!stat.isDirectory()) throw err0;
+ break;
+ }
+ }
+
+ return made;
+};
diff --git a/llmr.gyp b/llmr.gyp
index a76ef225c7..a32a598f53 100644
--- a/llmr.gyp
+++ b/llmr.gyp
@@ -19,14 +19,17 @@
'src/shader/shaders_gl.cpp',
'src/shader/shaders_gles2.cpp',
],
- 'action': ['<@(node)', 'bin/build-shaders.js'],
+ 'action': ['<@(node)', 'bin/build-shaders.js', '<(SHARED_INTERMEDIATE_DIR)'],
}
],
'direct_dependent_settings': {
'sources': [
- 'include/llmr/shader/shaders.hpp',
- 'src/shader/shaders_gl.cpp',
- 'src/shader/shaders_gles2.cpp'
+ '<(SHARED_INTERMEDIATE_DIR)/include/llmr/shader/shaders.hpp',
+ '<(SHARED_INTERMEDIATE_DIR)/src/shader/shaders_gl.cpp',
+ '<(SHARED_INTERMEDIATE_DIR)/src/shader/shaders_gles2.cpp'
+ ],
+ 'include_dirs':[
+ '<(SHARED_INTERMEDIATE_DIR)/include/',
]
}
},
@@ -41,15 +44,19 @@
'bin/style.js',
],
'outputs': [
- 'include/llmr/style/resources.hpp',
- 'src/style/resources.cpp'
+ '<(SHARED_INTERMEDIATE_DIR)/include/llmr/style/resources.hpp',
+ '<(SHARED_INTERMEDIATE_DIR)/src/style/resources.cpp'
],
- 'action': ['<@(node)', 'bin/build-style.js', '<@(_inputs)']
+ 'action': ['<@(node)', 'bin/build-style.js', '<@(_inputs)', '<(SHARED_INTERMEDIATE_DIR)']
}
],
'direct_dependent_settings': {
'sources': [
- 'src/style/resources.cpp'
+ '<(SHARED_INTERMEDIATE_DIR)/include/llmr/style/resources.hpp',
+ '<(SHARED_INTERMEDIATE_DIR)/src/style/resources.cpp'
+ ],
+ 'include_dirs':[
+ '<(SHARED_INTERMEDIATE_DIR)/include/',
]
}
},
diff --git a/src/shader/shaders_gl.cpp b/src/shader/shaders_gl.cpp
deleted file mode 100644
index 8ed5eb3d35..0000000000
--- a/src/shader/shaders_gl.cpp
+++ /dev/null
@@ -1,50 +0,0 @@
-// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-#include <llmr/platform/gl.hpp>
-#ifndef GL_ES_VERSION_2_0
-#include <llmr/shader/shaders.hpp>
-
-using namespace llmr;
-
-const shader_source llmr::shaders[SHADER_COUNT] = {
- {
- "#version 120\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\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;\n}\n",
- "#version 120\nuniform sampler2D u_image;\nuniform float u_opacity;\n\nvarying vec2 v_pos;\n\nvoid main() {\n vec4 color = texture2D(u_image, v_pos);\n gl_FragColor = color * u_opacity;\n}\n",
- },
- {
- "#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;\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\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;\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;\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\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\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\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\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",
- }
-};
-#endif
diff --git a/src/shader/shaders_gles2.cpp b/src/shader/shaders_gles2.cpp
deleted file mode 100644
index 87eb66486e..0000000000
--- a/src/shader/shaders_gles2.cpp
+++ /dev/null
@@ -1,50 +0,0 @@
-// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
-#include <llmr/platform/gl.hpp>
-#ifdef GL_ES_VERSION_2_0
-#include <llmr/shader/shaders.hpp>
-
-using namespace llmr;
-
-const shader_source llmr::shaders[SHADER_COUNT] = {
- {
- "precision highp float;\nattribute vec2 a_pos;\n\nuniform mat4 u_matrix;\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;\n}\n",
- "precision highp float;\nuniform sampler2D u_image;\nuniform float u_opacity;\n\nvarying vec2 v_pos;\n\nvoid main() {\n vec4 color = texture2D(u_image, v_pos);\n gl_FragColor = color * u_opacity;\n}\n",
- },
- {
- "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;\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;\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;\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;\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;\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;\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;\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;\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",
- }
-};
-#endif