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-rw-r--r--src/mbgl/shaders/fill_outline.hpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_outline.hpp b/src/mbgl/shaders/fill_outline.hpp
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+++ b/src/mbgl/shaders/fill_outline.hpp
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+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+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";
+};
+
+} // namespace shaders
+} // namespace mbgl