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-rw-r--r--src/mbgl/programs/gl/fill_extrusion.cpp142
1 files changed, 142 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/fill_extrusion.cpp b/src/mbgl/programs/gl/fill_extrusion.cpp
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+++ b/src/mbgl/programs/gl/fill_extrusion.cpp
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+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_extrusion_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillExtrusionProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillExtrusionProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_extrusion",
+ programs::gl::shaderSource() + 21238, programs::gl::shaderSource() + 23121);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_extrusion.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec3 u_lightcolor;
+uniform lowp vec3 u_lightpos;
+uniform lowp float u_lightintensity;
+uniform float u_vertical_gradient;
+
+attribute vec2 a_pos;
+attribute vec4 a_normal_ed;
+
+varying vec4 v_color;
+
+
+#ifndef HAS_UNIFORM_u_base
+uniform lowp float a_base_t;
+attribute highp vec2 a_base;
+#else
+uniform highp float u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+uniform lowp float a_height_t;
+attribute highp vec2 a_height;
+#else
+uniform highp float u_height;
+#endif
+
+
+
+#ifndef HAS_UNIFORM_u_color
+uniform lowp float a_color_t;
+attribute highp vec4 a_color;
+#else
+uniform highp vec4 u_color;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_base
+ highp float base = unpack_mix_vec2(a_base, a_base_t);
+#else
+ highp float base = u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+ highp float height = unpack_mix_vec2(a_height, a_height_t);
+#else
+ highp float height = u_height;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_color
+ highp vec4 color = unpack_mix_color(a_color, a_color_t);
+#else
+ highp vec4 color = u_color;
+#endif
+
+
+ vec3 normal = a_normal_ed.xyz;
+
+ base = max(0.0, base);
+ height = max(0.0, height);
+
+ float t = mod(normal.x, 2.0);
+
+ gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);
+
+ // Relative luminance (how dark/bright is the surface color?)
+ float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
+
+ v_color = vec4(0.0, 0.0, 0.0, 1.0);
+
+ // Add slight ambient lighting so no extrusions are totally black
+ vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);
+ color += ambientlight;
+
+ // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
+ float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0);
+
+ // Adjust directional so that
+ // the range of values for highlight/shading is narrower
+ // with lower light intensity
+ // and with lighter/brighter surface colors
+ directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);
+
+ // Add gradient along z axis of side surfaces
+ if (normal.y != 0.0) {
+ // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
+ // and otherwise calculates the gradient based on base + height
+ directional *= (
+ (1.0 - u_vertical_gradient) +
+ (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
+ }
+
+ // Assign final color based on surface + ambient light color, diffuse light directional, and light color
+ // with lower bounds adjusted to hue of light
+ // so that shading is tinted with the complementary (opposite) color to the light color
+ v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0);
+ v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0);
+ v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0);
+}
+
+*/
+
+// Uncompressed source of fill_extrusion.fragment.glsl:
+/*
+varying vec4 v_color;
+
+void main() {
+ gl_FragColor = v_color;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+