diff options
Diffstat (limited to 'src/mbgl/programs/gl/background_pattern.cpp')
-rw-r--r-- | src/mbgl/programs/gl/background_pattern.cpp | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/background_pattern.cpp b/src/mbgl/programs/gl/background_pattern.cpp new file mode 100644 index 0000000000..af5d87129e --- /dev/null +++ b/src/mbgl/programs/gl/background_pattern.cpp @@ -0,0 +1,78 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/programs/background_pattern_program.hpp> +#include <mbgl/programs/gl/shader_source.hpp> +#include <mbgl/gl/program.hpp> + +namespace mbgl { +namespace gfx { + +template <> +std::unique_ptr<Program<BackgroundPatternProgram>> +Context::createProgram<gl::Context>(const ProgramParameters& programParameters) { + return gl::Program<BackgroundPatternProgram>::createProgram( + reinterpret_cast<gl::Context&>(*this), programParameters, "background_pattern", + programs::gl::shaderSource() + 1675, programs::gl::shaderSource() + 2266); +} + +} // namespace gfx +} // namespace mbgl + +// Uncompressed source of background_pattern.vertex.glsl: +/* +uniform mat4 u_matrix; +uniform vec2 u_pattern_size_a; +uniform vec2 u_pattern_size_b; +uniform vec2 u_pixel_coord_upper; +uniform vec2 u_pixel_coord_lower; +uniform float u_scale_a; +uniform float u_scale_b; +uniform float u_tile_units_to_pixels; + +attribute vec2 a_pos; + +varying vec2 v_pos_a; +varying vec2 v_pos_b; + +void main() { + gl_Position = u_matrix * vec4(a_pos, 0, 1); + + v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos); + v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos); +} + +*/ + +// Uncompressed source of background_pattern.fragment.glsl: +/* +uniform vec2 u_pattern_tl_a; +uniform vec2 u_pattern_br_a; +uniform vec2 u_pattern_tl_b; +uniform vec2 u_pattern_br_b; +uniform vec2 u_texsize; +uniform float u_mix; +uniform float u_opacity; + +uniform sampler2D u_image; + +varying vec2 v_pos_a; +varying vec2 v_pos_b; + +void main() { + vec2 imagecoord = mod(v_pos_a, 1.0); + vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord); + vec4 color1 = texture2D(u_image, pos); + + vec2 imagecoord_b = mod(v_pos_b, 1.0); + vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b); + vec4 color2 = texture2D(u_image, pos2); + + gl_FragColor = mix(color1, color2, u_mix) * u_opacity; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +*/ + |