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-rw-r--r--src/mbgl/shaders/circle.hpp194
1 files changed, 194 insertions, 0 deletions
diff --git a/src/mbgl/shaders/circle.hpp b/src/mbgl/shaders/circle.hpp
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+++ b/src/mbgl/shaders/circle.hpp
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+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class circle {
+public:
+ static constexpr const char* name = "circle";
+ static constexpr const char* vertexSource = R"MBGL_SHADER(
+#ifdef GL_ES
+precision highp float;
+#else
+
+#if !defined(lowp)
+#define lowp
+#endif
+
+#if !defined(mediump)
+#define mediump
+#endif
+
+#if !defined(highp)
+#define highp
+#endif
+
+#endif
+
+float evaluate_zoom_function_1(const vec4 values, const float t) {
+ if (t < 1.0) {
+ return mix(values[0], values[1], t);
+ } else if (t < 2.0) {
+ return mix(values[1], values[2], t - 1.0);
+ } else {
+ return mix(values[2], values[3], t - 2.0);
+ }
+}
+vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
+ if (t < 1.0) {
+ return mix(value0, value1, t);
+ } else if (t < 2.0) {
+ return mix(value1, value2, t - 1.0);
+ } else {
+ return mix(value2, value3, t - 2.0);
+ }
+}
+
+// The offset depends on how many pixels are between the world origin and the edge of the tile:
+// vec2 offset = mod(pixel_coord, size)
+//
+// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
+// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
+//
+// The pixel_coord is passed in as two 16 bit values:
+// pixel_coord_upper = floor(pixel_coord / 2^16)
+// pixel_coord_lower = mod(pixel_coord, 2^16)
+//
+// The offset is calculated in a series of steps that should preserve this precision:
+vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
+ const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
+
+ vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
+ return (tile_units_to_pixels * pos + offset) / pattern_size;
+}
+uniform mat4 u_matrix;
+uniform bool u_scale_with_map;
+uniform vec2 u_extrude_scale;
+
+attribute vec2 a_pos;
+
+uniform lowp float a_color_t;
+attribute lowp vec4 a_color_min;
+attribute lowp vec4 a_color_max;
+varying lowp vec4 color;
+uniform lowp float a_radius_t;
+attribute mediump float a_radius_min;
+attribute mediump float a_radius_max;
+varying mediump float radius;
+uniform lowp float a_blur_t;
+attribute lowp float a_blur_min;
+attribute lowp float a_blur_max;
+varying lowp float blur;
+uniform lowp float a_opacity_t;
+attribute lowp float a_opacity_min;
+attribute lowp float a_opacity_max;
+varying lowp float opacity;
+uniform lowp float a_stroke_color_t;
+attribute lowp vec4 a_stroke_color_min;
+attribute lowp vec4 a_stroke_color_max;
+varying lowp vec4 stroke_color;
+uniform lowp float a_stroke_width_t;
+attribute mediump float a_stroke_width_min;
+attribute mediump float a_stroke_width_max;
+varying mediump float stroke_width;
+uniform lowp float a_stroke_opacity_t;
+attribute lowp float a_stroke_opacity_min;
+attribute lowp float a_stroke_opacity_max;
+varying lowp float stroke_opacity;
+
+varying vec2 v_extrude;
+varying lowp float v_antialiasblur;
+
+void main(void) {
+ color = mix(a_color_min, a_color_max, a_color_t);
+ radius = mix(a_radius_min, a_radius_max, a_radius_t);
+ blur = mix(a_blur_min, a_blur_max, a_blur_t);
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+ stroke_color = mix(a_stroke_color_min, a_stroke_color_max, a_stroke_color_t);
+ stroke_width = mix(a_stroke_width_min, a_stroke_width_max, a_stroke_width_t);
+ stroke_opacity = mix(a_stroke_opacity_min, a_stroke_opacity_max, a_stroke_opacity_t);
+
+ // unencode the extrusion vector that we snuck into the a_pos vector
+ v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+
+ vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;
+ // multiply a_pos by 0.5, since we had it * 2 in order to sneak
+ // in extrusion data
+ gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
+
+ if (u_scale_with_map) {
+ gl_Position.xy += extrude;
+ } else {
+ gl_Position.xy += extrude * gl_Position.w;
+ }
+
+ // This is a minimum blur distance that serves as a faux-antialiasing for
+ // the circle. since blur is a ratio of the circle's size and the intent is
+ // to keep the blur at roughly 1px, the two are inversely related.
+ v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
+}
+)MBGL_SHADER";
+ static constexpr const char* fragmentSource = R"MBGL_SHADER(
+#ifdef GL_ES
+precision mediump float;
+#else
+
+#if !defined(lowp)
+#define lowp
+#endif
+
+#if !defined(mediump)
+#define mediump
+#endif
+
+#if !defined(highp)
+#define highp
+#endif
+
+#endif
+varying lowp vec4 color;
+varying mediump float radius;
+varying lowp float blur;
+varying lowp float opacity;
+varying lowp vec4 stroke_color;
+varying mediump float stroke_width;
+varying lowp float stroke_opacity;
+
+varying vec2 v_extrude;
+varying lowp float v_antialiasblur;
+
+void main() {
+
+
+
+
+
+
+
+
+ float extrude_length = length(v_extrude);
+ float antialiased_blur = -max(blur, v_antialiasblur);
+
+ float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
+
+ float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
+ antialiased_blur,
+ 0.0,
+ extrude_length - radius / (radius + stroke_width)
+ );
+
+ gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl