diff options
Diffstat (limited to 'src/mbgl/programs/gl/fill_outline.cpp')
-rw-r--r-- | src/mbgl/programs/gl/fill_outline.cpp | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/fill_outline.cpp b/src/mbgl/programs/gl/fill_outline.cpp new file mode 100644 index 0000000000..07615b2138 --- /dev/null +++ b/src/mbgl/programs/gl/fill_outline.cpp @@ -0,0 +1,112 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/programs/fill_outline_program.hpp> +#include <mbgl/programs/gl/shader_source.hpp> +#include <mbgl/gl/program.hpp> + +namespace mbgl { +namespace gfx { + +template <> +std::unique_ptr<Program<FillOutlineProgram>> +Context::createProgram<gl::Context>(const ProgramParameters& programParameters) { + return gl::Program<FillOutlineProgram>::createProgram( + reinterpret_cast<gl::Context&>(*this), programParameters, "fill_outline", + programs::gl::shaderSource() + 13678, programs::gl::shaderSource() + 14503); +} + +} // namespace gfx +} // namespace mbgl + +// Uncompressed source of fill_outline.vertex.glsl: +/* +attribute vec2 a_pos; + +uniform mat4 u_matrix; +uniform vec2 u_world; + +varying vec2 v_pos; + + +#ifndef HAS_UNIFORM_u_outline_color +uniform lowp float a_outline_color_t; +attribute highp vec4 a_outline_color; +varying highp vec4 outline_color; +#else +uniform highp vec4 u_outline_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity +uniform lowp float a_opacity_t; +attribute lowp vec2 a_opacity; +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +void main() { + +#ifndef HAS_UNIFORM_u_outline_color + outline_color = unpack_mix_color(a_outline_color, a_outline_color_t); +#else + highp vec4 outline_color = u_outline_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity + opacity = unpack_mix_vec2(a_opacity, a_opacity_t); +#else + lowp float opacity = u_opacity; +#endif + + + gl_Position = u_matrix * vec4(a_pos, 0, 1); + v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; +} + +*/ + +// Uncompressed source of fill_outline.fragment.glsl: +/* + +#ifndef HAS_UNIFORM_u_outline_color +varying highp vec4 outline_color; +#else +uniform highp vec4 u_outline_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +varying vec2 v_pos; + +void main() { + +#ifdef HAS_UNIFORM_u_outline_color + highp vec4 outline_color = u_outline_color; +#endif + + +#ifdef HAS_UNIFORM_u_opacity + lowp float opacity = u_opacity; +#endif + + + float dist = length(v_pos - gl_FragCoord.xy); + float alpha = 1.0 - smoothstep(0.0, 1.0, dist); + gl_FragColor = outline_color * (alpha * opacity); + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +*/ + |