summaryrefslogtreecommitdiff
path: root/src/mbgl/programs/gl/background_pattern.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mbgl/programs/gl/background_pattern.cpp')
-rw-r--r--src/mbgl/programs/gl/background_pattern.cpp78
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
+}
+
+*/
+