diff options
Diffstat (limited to 'src/mbgl/shaders/fill_outline_pattern.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_outline_pattern.cpp | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/src/mbgl/shaders/fill_outline_pattern.cpp b/src/mbgl/shaders/fill_outline_pattern.cpp index 8ea5aee66b..0505f55fee 100644 --- a/src/mbgl/shaders/fill_outline_pattern.cpp +++ b/src/mbgl/shaders/fill_outline_pattern.cpp @@ -10,5 +10,171 @@ const char* fill_outline_pattern::name = "fill_outline_pattern"; const char* fill_outline_pattern::vertexSource = source() + 20843; const char* fill_outline_pattern::fragmentSource = source() + 22928; +// Uncompressed source of fill_outline_pattern.vertex.glsl: +/* +uniform mat4 u_matrix; +uniform vec2 u_world; +uniform vec2 u_pixel_coord_upper; +uniform vec2 u_pixel_coord_lower; +uniform vec4 u_scale; + +attribute vec2 a_pos; + +varying vec2 v_pos_a; +varying vec2 v_pos_b; +varying vec2 v_pos; + + +#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 + + +#ifndef HAS_UNIFORM_u_pattern_from +uniform lowp float a_pattern_from_t; +attribute lowp vec4 a_pattern_from; +varying lowp vec4 pattern_from; +#else +uniform lowp vec4 u_pattern_from; +#endif + + +#ifndef HAS_UNIFORM_u_pattern_to +uniform lowp float a_pattern_to_t; +attribute lowp vec4 a_pattern_to; +varying lowp vec4 pattern_to; +#else +uniform lowp vec4 u_pattern_to; +#endif + + +void main() { + +#ifndef HAS_UNIFORM_u_opacity + opacity = unpack_mix_vec2(a_opacity, a_opacity_t); +#else + lowp float opacity = u_opacity; +#endif + + +#ifndef HAS_UNIFORM_u_pattern_from + pattern_from = a_pattern_from; +#else + mediump vec4 pattern_from = u_pattern_from; +#endif + + +#ifndef HAS_UNIFORM_u_pattern_to + pattern_to = a_pattern_to; +#else + mediump vec4 pattern_to = u_pattern_to; +#endif + + + vec2 pattern_tl_a = pattern_from.xy; + vec2 pattern_br_a = pattern_from.zw; + vec2 pattern_tl_b = pattern_to.xy; + vec2 pattern_br_b = pattern_to.zw; + + float pixelRatio = u_scale.x; + float tileRatio = u_scale.y; + float fromScale = u_scale.z; + float toScale = u_scale.w; + + gl_Position = u_matrix * vec4(a_pos, 0, 1); + + vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); + vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); + + v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos); + v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos); + + v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; +} + +*/ + +// Uncompressed source of fill_outline_pattern.fragment.glsl: +/* + +uniform vec2 u_texsize; +uniform sampler2D u_image; +uniform float u_fade; + +varying vec2 v_pos_a; +varying vec2 v_pos_b; +varying vec2 v_pos; + + +#ifndef HAS_UNIFORM_u_opacity +varying lowp float opacity; +#else +uniform lowp float u_opacity; +#endif + + +#ifndef HAS_UNIFORM_u_pattern_from +varying lowp vec4 pattern_from; +#else +uniform lowp vec4 u_pattern_from; +#endif + + +#ifndef HAS_UNIFORM_u_pattern_to +varying lowp vec4 pattern_to; +#else +uniform lowp vec4 u_pattern_to; +#endif + + +void main() { + +#ifdef HAS_UNIFORM_u_opacity + lowp float opacity = u_opacity; +#endif + + +#ifdef HAS_UNIFORM_u_pattern_from + mediump vec4 pattern_from = u_pattern_from; +#endif + + +#ifdef HAS_UNIFORM_u_pattern_to + mediump vec4 pattern_to = u_pattern_to; +#endif + + + vec2 pattern_tl_a = pattern_from.xy; + vec2 pattern_br_a = pattern_from.zw; + vec2 pattern_tl_b = pattern_to.xy; + vec2 pattern_br_b = pattern_to.zw; + + vec2 imagecoord = mod(v_pos_a, 1.0); + vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); + vec4 color1 = texture2D(u_image, pos); + + vec2 imagecoord_b = mod(v_pos_b, 1.0); + vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); + vec4 color2 = texture2D(u_image, pos2); + + // find distance to outline for alpha interpolation + + float dist = length(v_pos - gl_FragCoord.xy); + float alpha = 1.0 - smoothstep(0.0, 1.0, dist); + + + gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +*/ + } // namespace shaders } // namespace mbgl |