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Diffstat (limited to 'src/mbgl/shaders/fill_extrusion.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_extrusion.cpp | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp new file mode 100644 index 0000000000..ea1c80545e --- /dev/null +++ b/src/mbgl/shaders/fill_extrusion.cpp @@ -0,0 +1,98 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/shaders/fill_extrusion.hpp> + +namespace mbgl { +namespace shaders { + +const char* fill_extrusion::name = "fill_extrusion"; +const char* fill_extrusion::vertexSource = R"MBGL_SHADER( +uniform mat4 u_matrix; +uniform vec3 u_lightcolor; +uniform lowp vec3 u_lightpos; +uniform lowp float u_lightintensity; + +attribute vec2 a_pos; +attribute vec3 a_normal; +attribute float a_edgedistance; + +varying vec4 v_color; + +uniform lowp float a_base_t; +attribute lowp vec2 a_base; +varying lowp float base; +uniform lowp float a_height_t; +attribute lowp vec2 a_height; +varying lowp float height; + +uniform lowp float a_color_t; +attribute highp vec4 a_color; +varying highp vec4 color; + +void main() { + base = unpack_mix_vec2(a_base, a_base_t); + height = unpack_mix_vec2(a_height, a_height_t); + color = unpack_mix_vec4(a_color, a_color_t); + + base = max(0.0, base); + height = max(0.0, height); + + float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert + float t = mod(a_normal.x, 2.0); + + gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); + + // Relative luminance (how dark/bright is the surface color?) + float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; + + v_color = vec4(0.0, 0.0, 0.0, 1.0); + + // Add slight ambient lighting so no extrusions are totally black + vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0); + color += ambientlight; + + // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray + float directional = clamp(dot(a_normal / 16384.0, u_lightpos), 0.0, 1.0); + + // Adjust directional so that + // the range of values for highlight/shading is narrower + // with lower light intensity + // and with lighter/brighter surface colors + directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); + + // Add gradient along z axis of side surfaces + if (a_normal.y != 0.0) { + directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0); + } + + // Assign final color based on surface + ambient light color, diffuse light directional, and light color + // with lower bounds adjusted to hue of light + // so that shading is tinted with the complementary (opposite) color to the light color + v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0); + v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0); + v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0); +} + +)MBGL_SHADER"; +const char* fill_extrusion::fragmentSource = R"MBGL_SHADER( +varying vec4 v_color; +varying lowp float base; +varying lowp float height; +varying highp vec4 color; + +void main() { + + + + + gl_FragColor = v_color; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +)MBGL_SHADER"; + +} // namespace shaders +} // namespace mbgl |