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-rw-r--r--src/mbgl/shaders/fill_outline_pattern.hpp151
1 files changed, 5 insertions, 146 deletions
diff --git a/src/mbgl/shaders/fill_outline_pattern.hpp b/src/mbgl/shaders/fill_outline_pattern.hpp
index 6c6cc9c962..0aa73bd994 100644
--- a/src/mbgl/shaders/fill_outline_pattern.hpp
+++ b/src/mbgl/shaders/fill_outline_pattern.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 {
@@ -9,150 +9,9 @@ namespace shaders {
class fill_outline_pattern {
public:
- static constexpr const char* name = "fill_outline_pattern";
- 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;
-}
-uniform mat4 u_matrix;
-uniform vec2 u_world;
-uniform vec2 u_pattern_size_a;
-uniform vec2 u_pattern_size_b;
-uniform vec2 u_pixel_coord_upper;
-uniform vec2 u_pixel_coord_lower;
-uniform float u_scale_a;
-uniform float u_scale_b;
-uniform float u_tile_units_to_pixels;
-
-attribute vec2 a_pos;
-
-varying vec2 v_pos_a;
-varying vec2 v_pos_b;
-varying vec2 v_pos;
-
-uniform lowp float a_opacity_t;
-attribute lowp float a_opacity_min;
-attribute lowp float a_opacity_max;
-varying lowp float opacity;
-
-void main() {
- opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
-
- gl_Position = u_matrix * vec4(a_pos, 0, 1);
-
- v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
- v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
-
- 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
-uniform vec2 u_pattern_tl_a;
-uniform vec2 u_pattern_br_a;
-uniform vec2 u_pattern_tl_b;
-uniform vec2 u_pattern_br_b;
-uniform float u_mix;
-
-uniform sampler2D u_image;
-
-varying vec2 v_pos_a;
-varying vec2 v_pos_b;
-varying vec2 v_pos;
-
-varying lowp float opacity;
-
-void main() {
-
-
- vec2 imagecoord = mod(v_pos_a, 1.0);
- vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
- vec4 color1 = texture2D(u_image, pos);
-
- vec2 imagecoord_b = mod(v_pos_b, 1.0);
- vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, 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 = smoothstep(1.0, 0.0, dist);
-
-
- gl_FragColor = mix(color1, color2, u_mix) * 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