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Diffstat (limited to 'src/mbgl/shaders/debug.cpp')
-rw-r--r-- | src/mbgl/shaders/debug.cpp | 100 |
1 files changed, 100 insertions, 0 deletions
diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp new file mode 100644 index 0000000000..2659b2ca79 --- /dev/null +++ b/src/mbgl/shaders/debug.cpp @@ -0,0 +1,100 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/shaders/debug.hpp> + +namespace mbgl { +namespace shaders { + +const char* debug::name = "debug"; +const char* debug::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; + +uniform mat4 u_matrix; + +void main() { + gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1); +} + +)MBGL_SHADER"; +const char* debug::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 lowp vec4 u_color; + +void main() { + gl_FragColor = u_color; +} + +)MBGL_SHADER"; + +} // namespace shaders +} // namespace mbgl |