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path: root/src/mbgl/shaders/fill_extrusion.cpp
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-rw-r--r--src/mbgl/shaders/fill_extrusion.cpp98
1 files changed, 98 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp
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+++ b/src/mbgl/shaders/fill_extrusion.cpp
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+// 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