diff options
Diffstat (limited to 'src/mbgl/shaders/fill_outline_pattern.hpp')
-rw-r--r-- | src/mbgl/shaders/fill_outline_pattern.hpp | 151 |
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 |