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path: root/src/mbgl/shaders/fill_outline.cpp
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Diffstat (limited to 'src/mbgl/shaders/fill_outline.cpp')
-rw-r--r--src/mbgl/shaders/fill_outline.cpp92
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