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-rw-r--r--src/mbgl/shaders/collision_box.hpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/src/mbgl/shaders/collision_box.hpp b/src/mbgl/shaders/collision_box.hpp
new file mode 100644
index 0000000000..36bc4e729b
--- /dev/null
+++ b/src/mbgl/shaders/collision_box.hpp
@@ -0,0 +1,131 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class collision_box {
+public:
+ static constexpr const char* name = "collision_box";
+ 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;
+}
+attribute vec2 a_pos;
+attribute vec2 a_extrude;
+attribute vec2 a_data;
+
+uniform mat4 u_matrix;
+uniform float u_scale;
+
+varying float v_max_zoom;
+varying float v_placement_zoom;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
+
+ v_max_zoom = a_data.x;
+ v_placement_zoom = a_data.y;
+}
+)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
+uniform float u_zoom;
+uniform float u_maxzoom;
+
+varying float v_max_zoom;
+varying float v_placement_zoom;
+
+void main() {
+
+ float alpha = 0.5;
+
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
+
+ if (v_placement_zoom > u_zoom) {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+ }
+
+ if (u_zoom >= v_max_zoom) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
+ }
+
+ if (v_placement_zoom >= u_maxzoom) {
+ gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
+ }
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl