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Diffstat (limited to 'src/mbgl/shaders/fill_extrusion_pattern.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_extrusion_pattern.cpp | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp new file mode 100644 index 0000000000..e2de5c20b2 --- /dev/null +++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp @@ -0,0 +1,111 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/shaders/fill_extrusion_pattern.hpp> + +namespace mbgl { +namespace shaders { + +const char* fill_extrusion_pattern::name = "fill_extrusion_pattern"; +const char* fill_extrusion_pattern::vertexSource = R"MBGL_SHADER( +uniform mat4 u_matrix; +uniform vec2 u_pattern_size_a; +uniform vec2 u_pattern_size_b; +uniform vec2 u_pixel_coord_upper; +uniform vec2 u_pixel_coord_lower; +uniform float u_scale_a; +uniform float u_scale_b; +uniform float u_tile_units_to_pixels; +uniform float u_height_factor; + +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 vec2 v_pos_a; +varying vec2 v_pos_b; +varying vec4 v_lighting; +varying float v_directional; + +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; + +void main() { + base = unpack_mix_vec2(a_base, a_base_t); + height = unpack_mix_vec2(a_height, a_height_t); + + base = max(0.0, base); + height = max(0.0, height); + + float t = mod(a_normal.x, 2.0); + float z = t > 0.0 ? height : base; + + gl_Position = u_matrix * vec4(a_pos, z, 1); + + vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0 + ? a_pos // extrusion top + : vec2(a_edgedistance, z * u_height_factor); // extrusion side + + v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos); + v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos); + + v_lighting = vec4(0.0, 0.0, 0.0, 1.0); + float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0); + directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional); + + 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); + } + + v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0)); +} + +)MBGL_SHADER"; +const char* fill_extrusion_pattern::fragmentSource = R"MBGL_SHADER( +uniform vec2 u_pattern_tl_a; +uniform vec2 u_pattern_br_a; +uniform vec2 u_pattern_tl_b; +uniform vec2 u_pattern_br_b; +uniform float u_mix; + +uniform sampler2D u_image; + +varying vec2 v_pos_a; +varying vec2 v_pos_b; +varying vec4 v_lighting; + +varying lowp float base; +varying lowp float height; + +void main() { + + + + vec2 imagecoord = mod(v_pos_a, 1.0); + vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord); + vec4 color1 = texture2D(u_image, pos); + + vec2 imagecoord_b = mod(v_pos_b, 1.0); + vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b); + vec4 color2 = texture2D(u_image, pos2); + + vec4 mixedColor = mix(color1, color2, u_mix); + + gl_FragColor = mixedColor * v_lighting; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +)MBGL_SHADER"; + +} // namespace shaders +} // namespace mbgl |