diff options
Diffstat (limited to 'src/mbgl/shaders/fill_outline.hpp')
-rw-r--r-- | src/mbgl/shaders/fill_outline.hpp | 123 |
1 files changed, 5 insertions, 118 deletions
diff --git a/src/mbgl/shaders/fill_outline.hpp b/src/mbgl/shaders/fill_outline.hpp index 92e60b0328..3f2be5ac70 100644 --- a/src/mbgl/shaders/fill_outline.hpp +++ b/src/mbgl/shaders/fill_outline.hpp @@ -1,7 +1,7 @@ -#pragma once - // NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. +#pragma once + #include <mbgl/gl/gl.hpp> namespace mbgl { @@ -9,122 +9,9 @@ namespace shaders { class fill_outline { public: - static constexpr const char* name = "fill_outline"; - static constexpr const char* vertexSource = R"MBGL_SHADER( -#ifdef GL_ES -precision highp float; -#else - -#if !defined(lowp) -#define lowp -#endif - -#if !defined(mediump) -#define mediump -#endif - -#if !defined(highp) -#define highp -#endif - -#endif - -float evaluate_zoom_function_1(const vec4 values, const float t) { - if (t < 1.0) { - return mix(values[0], values[1], t); - } else if (t < 2.0) { - return mix(values[1], values[2], t - 1.0); - } else { - return mix(values[2], values[3], t - 2.0); - } -} -vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) { - if (t < 1.0) { - return mix(value0, value1, t); - } else if (t < 2.0) { - return mix(value1, value2, t - 1.0); - } else { - return mix(value2, value3, t - 2.0); - } -} - -// The offset depends on how many pixels are between the world origin and the edge of the tile: -// vec2 offset = mod(pixel_coord, size) -// -// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile. -// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that. -// -// The pixel_coord is passed in as two 16 bit values: -// pixel_coord_upper = floor(pixel_coord / 2^16) -// pixel_coord_lower = mod(pixel_coord, 2^16) -// -// The offset is calculated in a series of steps that should preserve this precision: -vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower, - const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) { - - vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size); - return (tile_units_to_pixels * pos + offset) / pattern_size; -} -attribute vec2 a_pos; - -uniform mat4 u_matrix; -uniform vec2 u_world; - -varying vec2 v_pos; - -uniform lowp float a_outline_color_t; -attribute lowp vec4 a_outline_color_min; -attribute lowp vec4 a_outline_color_max; -varying lowp vec4 outline_color; -uniform lowp float a_opacity_t; -attribute lowp float a_opacity_min; -attribute lowp float a_opacity_max; -varying lowp float opacity; - -void main() { - outline_color = mix(a_outline_color_min, a_outline_color_max, a_outline_color_t); - opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t); - - gl_Position = u_matrix * vec4(a_pos, 0, 1); - v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; -} -)MBGL_SHADER"; - static constexpr const char* fragmentSource = R"MBGL_SHADER( -#ifdef GL_ES -precision mediump float; -#else - -#if !defined(lowp) -#define lowp -#endif - -#if !defined(mediump) -#define mediump -#endif - -#if !defined(highp) -#define highp -#endif - -#endif -varying lowp vec4 outline_color; -varying lowp float opacity; - -varying vec2 v_pos; - -void main() { - - - - float dist = length(v_pos - gl_FragCoord.xy); - float alpha = smoothstep(1.0, 0.0, dist); - gl_FragColor = outline_color * (alpha * opacity); - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} -)MBGL_SHADER"; + static const char* name; + static const char* vertexSource; + static const char* fragmentSource; }; } // namespace shaders |