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-rw-r--r--src/mbgl/programs/gl/collision_box.cpp77
1 files changed, 77 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/collision_box.cpp b/src/mbgl/programs/gl/collision_box.cpp
new file mode 100644
index 0000000000..9af67f7981
--- /dev/null
+++ b/src/mbgl/programs/gl/collision_box.cpp
@@ -0,0 +1,77 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/collision_box_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<CollisionBoxProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<CollisionBoxProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "collision_box",
+ programs::gl::shaderSource() + 9956, programs::gl::shaderSource() + 10635);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of collision_box.vertex.glsl:
+/*
+attribute vec2 a_pos;
+attribute vec2 a_anchor_pos;
+attribute vec2 a_extrude;
+attribute vec2 a_placed;
+attribute vec2 a_shift;
+
+uniform mat4 u_matrix;
+uniform vec2 u_extrude_scale;
+uniform float u_camera_to_center_distance;
+
+varying float v_placed;
+varying float v_notUsed;
+
+void main() {
+ vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ highp float collision_perspective_ratio = clamp(
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
+ 0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
+ 4.0);
+
+ gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
+ gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
+
+ v_placed = a_placed.x;
+ v_notUsed = a_placed.y;
+}
+
+*/
+
+// Uncompressed source of collision_box.fragment.glsl:
+/*
+
+varying float v_placed;
+varying float v_notUsed;
+
+void main() {
+
+ float alpha = 0.5;
+
+ // Red = collision, hide label
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+
+ // Blue = no collision, label is showing
+ if (v_placed > 0.5) {
+ gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
+ }
+
+ if (v_notUsed > 0.5) {
+ // This box not used, fade it out
+ gl_FragColor *= .1;
+ }
+}
+*/
+