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path: root/src/mbgl/shaders/collision_box.cpp
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Diffstat (limited to 'src/mbgl/shaders/collision_box.cpp')
-rw-r--r--src/mbgl/shaders/collision_box.cpp141
1 files changed, 89 insertions, 52 deletions
diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp
index bc5d9bc6f9..5ac0f1e145 100644
--- a/src/mbgl/shaders/collision_box.cpp
+++ b/src/mbgl/shaders/collision_box.cpp
@@ -1,63 +1,100 @@
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/collision_box.hpp>
+#include <mbgl/util/compression.hpp>
+
+#include <cstdint>
namespace mbgl {
namespace shaders {
const char* collision_box::name = "collision_box";
-const char* collision_box::vertexSource = R"MBGL_SHADER(
-attribute vec2 a_pos;
-attribute vec2 a_anchor_pos;
-attribute vec2 a_extrude;
-attribute vec2 a_placed;
-
-uniform mat4 u_matrix;
-uniform vec2 u_extrude_scale;
-uniform float u_camera_to_center_distance;
-
-varying float v_placed;
-varying float v_notUsed;
-
-void main() {
- vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
- highp float camera_to_anchor_distance = projectedPoint.w;
- highp float collision_perspective_ratio = clamp(
- 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
- 0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
- 4.0);
-
- gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
- gl_Position.xy += a_extrude * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
-
- v_placed = a_placed.x;
- v_notUsed = a_placed.y;
-}
-
-)MBGL_SHADER";
-const char* collision_box::fragmentSource = R"MBGL_SHADER(
-
-varying float v_placed;
-varying float v_notUsed;
-
-void main() {
-
- float alpha = 0.5;
-
- // Red = collision, hide label
- gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
-
- // Blue = no collision, label is showing
- if (v_placed > 0.5) {
- gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
- }
-
- if (v_notUsed > 0.5) {
- // This box not used, fade it out
- gl_FragColor *= .1;
- }
-}
-)MBGL_SHADER";
+const char* collision_box::vertexSource = [] () {
+ static const uint8_t compressed[] = {
+ 0x78, 0xda, 0x7d, 0x52, 0xcb, 0x6e, 0xc2, 0x30,
+ 0x10, 0xbc, 0xe7, 0x2b, 0xf6, 0xc8, 0xab, 0x09,
+ 0x54, 0xf4, 0x14, 0xf1, 0x0f, 0x5c, 0x7a, 0xb6,
+ 0x8c, 0xb3, 0xc0, 0x56, 0x8e, 0x37, 0xb2, 0x9d,
+ 0x10, 0xa8, 0xfa, 0xef, 0x5d, 0xd2, 0x10, 0x28,
+ 0x02, 0x7c, 0x48, 0xe4, 0x9d, 0x99, 0xdd, 0xf1,
+ 0x68, 0x75, 0x8c, 0x9e, 0x36, 0x75, 0x44, 0x68,
+ 0xd0, 0xbc, 0x83, 0x56, 0x15, 0x87, 0x3c, 0xd1,
+ 0xf7, 0x55, 0xed, 0xcc, 0x9e, 0xfd, 0x13, 0x10,
+ 0xdb, 0xe8, 0xeb, 0x02, 0x1f, 0x20, 0x95, 0xd5,
+ 0x06, 0x8b, 0x3c, 0x49, 0x6a, 0x47, 0x5b, 0xf6,
+ 0x25, 0x94, 0x3a, 0x2e, 0xa1, 0x56, 0xf2, 0xf3,
+ 0xd4, 0xe6, 0x43, 0xb9, 0xa3, 0xd7, 0x97, 0x46,
+ 0x2a, 0x18, 0x6d, 0xf1, 0x8a, 0x6e, 0x2d, 0xeb,
+ 0x28, 0xb0, 0xd1, 0x25, 0x7a, 0xad, 0x22, 0x2b,
+ 0x83, 0x2e, 0xa2, 0x57, 0x05, 0x85, 0x28, 0xce,
+ 0x84, 0x9a, 0x34, 0xda, 0x1f, 0xc9, 0xed, 0x7a,
+ 0x6e, 0x33, 0x4c, 0xbe, 0xaf, 0x3b, 0x8e, 0x9f,
+ 0xa1, 0xb3, 0xd4, 0x30, 0x15, 0xe2, 0x87, 0xdc,
+ 0x68, 0x0c, 0xdf, 0x09, 0xc8, 0x11, 0x17, 0x4b,
+ 0xa8, 0x3c, 0x7f, 0xa1, 0x89, 0x58, 0xac, 0x99,
+ 0x5c, 0x84, 0xd5, 0xe0, 0x16, 0x26, 0x1d, 0x61,
+ 0x74, 0x1b, 0xc6, 0x0c, 0xe6, 0x33, 0x58, 0x8c,
+ 0xf3, 0x4e, 0xbe, 0xa7, 0xdd, 0xbe, 0xea, 0x07,
+ 0x5d, 0xad, 0xf6, 0xe4, 0x8b, 0x55, 0x69, 0xf8,
+ 0x7f, 0x42, 0x7a, 0x78, 0xa0, 0x66, 0x6b, 0x29,
+ 0x10, 0x3b, 0x55, 0xa1, 0x0f, 0x95, 0x90, 0xa9,
+ 0x41, 0xe5, 0x75, 0x24, 0x16, 0xbd, 0xb1, 0xba,
+ 0xac, 0x46, 0x9d, 0xe8, 0x7c, 0xe6, 0xe9, 0x07,
+ 0x4c, 0xbb, 0xef, 0x04, 0x46, 0x2f, 0x42, 0x82,
+ 0xec, 0xb9, 0xab, 0xf1, 0xec, 0xa6, 0x9d, 0x3c,
+ 0x29, 0xcb, 0x60, 0xed, 0xb1, 0x91, 0x06, 0x01,
+ 0xb8, 0x11, 0x0f, 0x74, 0xc2, 0x02, 0x1c, 0x6a,
+ 0xff, 0xb6, 0x25, 0xb4, 0x05, 0x6c, 0xb8, 0xc5,
+ 0x00, 0xe4, 0xa0, 0xa2, 0x68, 0xf6, 0x58, 0x64,
+ 0x67, 0xd6, 0x89, 0xb9, 0x14, 0x5a, 0x24, 0x8b,
+ 0x61, 0xe8, 0xb7, 0x4c, 0xe7, 0x92, 0x4f, 0x77,
+ 0xdd, 0x59, 0xb5, 0xe6, 0x40, 0xf2, 0x0a, 0xf7,
+ 0x30, 0xd7, 0xbf, 0x40, 0xcf, 0xf3, 0x17, 0x9d,
+ 0xe8, 0x4e, 0x93, 0xb6, 0x47, 0x98, 0xae, 0xae,
+ 0xfb, 0x26, 0xc2, 0xbb, 0x95, 0x91, 0xca, 0x2d,
+ 0xff, 0x20, 0xf7, 0x17, 0x51, 0xf6, 0xae, 0x2e,
+ 0xbb, 0x02, 0xab, 0x61, 0x61, 0xd3, 0x36, 0xef,
+ 0xa1, 0x7e, 0x5d, 0x6e, 0xb1, 0x63, 0x9e, 0xfc,
+ 0x24, 0xbf, 0xdf, 0xcb, 0x16, 0xcc
+ };
+ static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
+ return decompressed.c_str();
+}();
+const char* collision_box::fragmentSource = [] () {
+ static const uint8_t compressed[] = {
+ 0x78, 0xda, 0x6d, 0x90, 0xc1, 0x4e, 0xc3, 0x40,
+ 0x0c, 0x44, 0xef, 0xfb, 0x15, 0x73, 0x4c, 0xab,
+ 0x28, 0x6d, 0x25, 0x38, 0x55, 0xe5, 0x00, 0x12,
+ 0x1f, 0x80, 0xe0, 0x5c, 0xb9, 0xc9, 0x26, 0xb1,
+ 0x64, 0xd6, 0x55, 0xb2, 0x09, 0x20, 0xd4, 0x7f,
+ 0xc7, 0x49, 0x1a, 0x28, 0x50, 0x1f, 0x56, 0xda,
+ 0xd9, 0xf1, 0xf8, 0xad, 0x5d, 0x4f, 0xcd, 0x07,
+ 0x87, 0x0a, 0xa5, 0x28, 0x45, 0xf4, 0xfb, 0xa3,
+ 0x50, 0xee, 0x8b, 0xad, 0xfb, 0xab, 0x07, 0x8d,
+ 0x2f, 0xed, 0xf0, 0xe0, 0x7a, 0xe5, 0x02, 0xaf,
+ 0xc4, 0x21, 0x59, 0xe0, 0xd3, 0x39, 0x58, 0x4d,
+ 0x26, 0x92, 0x63, 0x4d, 0xd8, 0x61, 0x9d, 0xdd,
+ 0x6e, 0x27, 0x7d, 0xb5, 0xc2, 0x93, 0x2f, 0x4c,
+ 0xca, 0x55, 0x84, 0x5b, 0xd6, 0x90, 0xa2, 0xe6,
+ 0xc2, 0x43, 0xe8, 0xe0, 0x65, 0xb4, 0x54, 0xb2,
+ 0x7f, 0x6c, 0xa8, 0x7a, 0x50, 0xd1, 0xc6, 0x8c,
+ 0xbd, 0xcf, 0x6f, 0x92, 0x4d, 0xb6, 0x4e, 0x2d,
+ 0x65, 0x3e, 0xec, 0xba, 0xc0, 0x72, 0x8a, 0xff,
+ 0x09, 0xbe, 0x97, 0xce, 0x5b, 0x43, 0xd0, 0xcb,
+ 0xf0, 0x31, 0x17, 0xdc, 0xa2, 0xad, 0xf5, 0xcd,
+ 0xf0, 0x47, 0x33, 0x97, 0x48, 0xe6, 0x8f, 0xe1,
+ 0x6e, 0xc0, 0x1b, 0xc0, 0x71, 0xae, 0x6b, 0x00,
+ 0xbf, 0x66, 0xa7, 0x53, 0xc7, 0x37, 0xc0, 0xd0,
+ 0x74, 0x72, 0x17, 0xc9, 0xe7, 0xd5, 0xfc, 0x8f,
+ 0x36, 0xca, 0xe7, 0xda, 0x60, 0x0e, 0xfa, 0x6e,
+ 0x9c, 0x11, 0x9d, 0xb9, 0x52, 0x94, 0x64, 0x0b,
+ 0xe0, 0x08, 0xed, 0xe2, 0x75, 0x88, 0xe5, 0x0e,
+ 0xd9, 0x66, 0x9e, 0x73, 0xfa, 0x02, 0x88, 0x26,
+ 0x74, 0x25
+ };
+ static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed)));
+ return decompressed.c_str();
+}();
} // namespace shaders
} // namespace mbgl