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path: root/src/mbgl/shaders/background_pattern.cpp
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-rw-r--r--src/mbgl/shaders/background_pattern.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/src/mbgl/shaders/background_pattern.cpp b/src/mbgl/shaders/background_pattern.cpp
index ded8dd57d0..c3e6303ff4 100644
--- a/src/mbgl/shaders/background_pattern.cpp
+++ b/src/mbgl/shaders/background_pattern.cpp
@@ -10,5 +10,63 @@ const char* background_pattern::name = "background_pattern";
const char* background_pattern::vertexSource = source() + 3020;
const char* background_pattern::fragmentSource = source() + 3664;
+// 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
+}
+
+*/
+
} // namespace shaders
} // namespace mbgl