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path: root/src/mbgl/programs/gl/fill_outline_pattern.cpp
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-rw-r--r--src/mbgl/programs/gl/fill_outline_pattern.cpp186
1 files changed, 186 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/fill_outline_pattern.cpp b/src/mbgl/programs/gl/fill_outline_pattern.cpp
new file mode 100644
index 0000000000..7e0bf19655
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_outline_pattern.cpp
@@ -0,0 +1,186 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_outline_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillOutlinePatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillOutlinePatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_outline_pattern",
+ programs::gl::shaderSource() + 15092, programs::gl::shaderSource() + 16952);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_outline_pattern.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+uniform vec2 u_pixel_coord_upper;
+uniform vec2 u_pixel_coord_lower;
+uniform vec4 u_scale;
+
+attribute vec2 a_pos;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec2 v_pos;
+
+
+#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
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+uniform lowp float a_pattern_from_t;
+attribute lowp vec4 a_pattern_from;
+varying lowp vec4 pattern_from;
+#else
+uniform lowp vec4 u_pattern_from;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_to
+uniform lowp float a_pattern_to_t;
+attribute lowp vec4 a_pattern_to;
+varying lowp vec4 pattern_to;
+#else
+uniform lowp vec4 u_pattern_to;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_opacity
+ opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+ pattern_from = a_pattern_from;
+#else
+ mediump vec4 pattern_from = u_pattern_from;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_to
+ pattern_to = a_pattern_to;
+#else
+ mediump vec4 pattern_to = u_pattern_to;
+#endif
+
+
+ vec2 pattern_tl_a = pattern_from.xy;
+ vec2 pattern_br_a = pattern_from.zw;
+ vec2 pattern_tl_b = pattern_to.xy;
+ vec2 pattern_br_b = pattern_to.zw;
+
+ float pixelRatio = u_scale.x;
+ float tileRatio = u_scale.y;
+ float fromScale = u_scale.z;
+ float toScale = u_scale.w;
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+
+ vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
+ vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
+
+ v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
+ v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
+
+ v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
+}
+
+*/
+
+// Uncompressed source of fill_outline_pattern.fragment.glsl:
+/*
+
+uniform vec2 u_texsize;
+uniform sampler2D u_image;
+uniform float u_fade;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec2 v_pos;
+
+
+#ifndef HAS_UNIFORM_u_opacity
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+varying lowp vec4 pattern_from;
+#else
+uniform lowp vec4 u_pattern_from;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_to
+varying lowp vec4 pattern_to;
+#else
+uniform lowp vec4 u_pattern_to;
+#endif
+
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_pattern_from
+ mediump vec4 pattern_from = u_pattern_from;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_pattern_to
+ mediump vec4 pattern_to = u_pattern_to;
+#endif
+
+
+ vec2 pattern_tl_a = pattern_from.xy;
+ vec2 pattern_br_a = pattern_from.zw;
+ vec2 pattern_tl_b = pattern_to.xy;
+ vec2 pattern_br_b = pattern_to.zw;
+
+ vec2 imagecoord = mod(v_pos_a, 1.0);
+ vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
+ vec4 color1 = texture2D(u_image, pos);
+
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
+ vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
+ vec4 color2 = texture2D(u_image, pos2);
+
+ // find distance to outline for alpha interpolation
+
+ float dist = length(v_pos - gl_FragCoord.xy);
+ float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
+
+
+ gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+