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path: root/src/mbgl/shaders/fill_extrusion_pattern.cpp
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-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp111
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
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index 0000000000..e2de5c20b2
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+++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp
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+// 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