diff options
Diffstat (limited to 'src/mbgl/shaders/fill_outline.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_outline.cpp | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp index bcb332d0cb..d56e7139c7 100644 --- a/src/mbgl/shaders/fill_outline.cpp +++ b/src/mbgl/shaders/fill_outline.cpp @@ -10,5 +10,97 @@ const char* fill_outline::name = "fill_outline"; const char* fill_outline::vertexSource = source() + 19280; const char* fill_outline::fragmentSource = source() + 20185; +// Uncompressed source of fill_outline.vertex.glsl: +/* +attribute vec2 a_pos; + +uniform mat4 u_matrix; +uniform vec2 u_world; + +varying vec2 v_pos; + + +#ifndef HAS_UNIFORM_u_outline_color +uniform lowp float a_outline_color_t; +attribute highp vec4 a_outline_color; +varying highp vec4 outline_color; +#else +uniform highp vec4 u_outline_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity +uniform lowp float a_opacity_t; +attribute lowp vec2 a_opacity; +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +void main() { + +#ifndef HAS_UNIFORM_u_outline_color + outline_color = unpack_mix_color(a_outline_color, a_outline_color_t); +#else + highp vec4 outline_color = u_outline_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity + opacity = unpack_mix_vec2(a_opacity, a_opacity_t); +#else + lowp float opacity = u_opacity; +#endif + + + gl_Position = u_matrix * vec4(a_pos, 0, 1); + v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; +} + +*/ + +// Uncompressed source of fill_outline.fragment.glsl: +/* + +#ifndef HAS_UNIFORM_u_outline_color +varying highp vec4 outline_color; +#else +uniform highp vec4 u_outline_color; +#endif + + +#ifndef HAS_UNIFORM_u_opacity +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +varying vec2 v_pos; + +void main() { + +#ifdef HAS_UNIFORM_u_outline_color + highp vec4 outline_color = u_outline_color; +#endif + + +#ifdef HAS_UNIFORM_u_opacity + lowp float opacity = u_opacity; +#endif + + + float dist = length(v_pos - gl_FragCoord.xy); + float alpha = 1.0 - smoothstep(0.0, 1.0, dist); + gl_FragColor = outline_color * (alpha * opacity); + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +*/ + } // namespace shaders } // namespace mbgl |