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-rw-r--r--src/mbgl/shaders/background.cpp34
-rw-r--r--src/mbgl/shaders/background.hpp16
-rw-r--r--src/mbgl/shaders/background_pattern.cpp65
-rw-r--r--src/mbgl/shaders/background_pattern.hpp16
-rw-r--r--src/mbgl/shaders/clipping_mask.cpp27
-rw-r--r--src/mbgl/shaders/clipping_mask.hpp16
-rw-r--r--src/mbgl/shaders/collision_box.cpp70
-rw-r--r--src/mbgl/shaders/collision_circle.cpp87
-rw-r--r--src/mbgl/shaders/collision_circle.hpp16
-rw-r--r--src/mbgl/shaders/debug.cpp7
-rw-r--r--src/mbgl/shaders/fill_extrusion.cpp12
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp16
-rw-r--r--src/mbgl/shaders/heatmap.cpp128
-rw-r--r--src/mbgl/shaders/heatmap.hpp16
-rw-r--r--src/mbgl/shaders/heatmap_texture.cpp42
-rw-r--r--src/mbgl/shaders/heatmap_texture.hpp16
-rw-r--r--src/mbgl/shaders/hillshade.cpp80
-rw-r--r--src/mbgl/shaders/hillshade.hpp16
-rw-r--r--src/mbgl/shaders/hillshade_prepare.cpp100
-rw-r--r--src/mbgl/shaders/hillshade_prepare.hpp16
-rw-r--r--src/mbgl/shaders/line.cpp3
-rw-r--r--src/mbgl/shaders/line_pattern.cpp10
-rw-r--r--src/mbgl/shaders/preludes.cpp4
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp31
-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp61
25 files changed, 780 insertions, 125 deletions
diff --git a/src/mbgl/shaders/background.cpp b/src/mbgl/shaders/background.cpp
new file mode 100644
index 0000000000..3eafa47b49
--- /dev/null
+++ b/src/mbgl/shaders/background.cpp
@@ -0,0 +1,34 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/background.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* background::name = "background";
+const char* background::vertexSource = R"MBGL_SHADER(
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+)MBGL_SHADER";
+const char* background::fragmentSource = R"MBGL_SHADER(
+uniform vec4 u_color;
+uniform float u_opacity;
+
+void main() {
+ gl_FragColor = u_color * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/background.hpp b/src/mbgl/shaders/background.hpp
new file mode 100644
index 0000000000..2fa6f56e29
--- /dev/null
+++ b/src/mbgl/shaders/background.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class background {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/background_pattern.cpp b/src/mbgl/shaders/background_pattern.cpp
new file mode 100644
index 0000000000..6fd0a53d19
--- /dev/null
+++ b/src/mbgl/shaders/background_pattern.cpp
@@ -0,0 +1,65 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/background_pattern.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* background_pattern::name = "background_pattern";
+const char* background_pattern::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+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;
+
+void main() {
+ 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);
+}
+
+)MBGL_SHADER";
+const char* background_pattern::fragmentSource = R"MBGL_SHADER(
+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 vec2 u_texsize;
+uniform float u_mix;
+uniform float u_opacity;
+
+uniform sampler2D u_image;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+
+void main() {
+ vec2 imagecoord = mod(v_pos_a, 1.0);
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
+ vec4 color1 = texture2D(u_image, pos);
+
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
+ vec4 color2 = texture2D(u_image, pos2);
+
+ gl_FragColor = mix(color1, color2, u_mix) * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/background_pattern.hpp b/src/mbgl/shaders/background_pattern.hpp
new file mode 100644
index 0000000000..e970ffd670
--- /dev/null
+++ b/src/mbgl/shaders/background_pattern.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class background_pattern {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/clipping_mask.cpp b/src/mbgl/shaders/clipping_mask.cpp
new file mode 100644
index 0000000000..fb08d7cb00
--- /dev/null
+++ b/src/mbgl/shaders/clipping_mask.cpp
@@ -0,0 +1,27 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/clipping_mask.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* clipping_mask::name = "clipping_mask";
+const char* clipping_mask::vertexSource = R"MBGL_SHADER(
+attribute vec2 a_pos;
+
+uniform mat4 u_matrix;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+
+)MBGL_SHADER";
+const char* clipping_mask::fragmentSource = R"MBGL_SHADER(
+void main() {
+ gl_FragColor = vec4(1.0);
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/clipping_mask.hpp b/src/mbgl/shaders/clipping_mask.hpp
new file mode 100644
index 0000000000..bd01ab62fa
--- /dev/null
+++ b/src/mbgl/shaders/clipping_mask.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class clipping_mask {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp
index 07fa94e338..bc5d9bc6f9 100644
--- a/src/mbgl/shaders/collision_box.cpp
+++ b/src/mbgl/shaders/collision_box.cpp
@@ -10,77 +10,53 @@ const char* collision_box::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;
attribute vec2 a_anchor_pos;
attribute vec2 a_extrude;
-attribute vec2 a_data;
+attribute vec2 a_placed;
uniform mat4 u_matrix;
-uniform float u_scale;
-uniform float u_pitch;
-uniform float u_collision_y_stretch;
+uniform vec2 u_extrude_scale;
uniform float u_camera_to_center_distance;
-varying float v_max_zoom;
-varying float v_placement_zoom;
-varying float v_perspective_zoom_adjust;
-varying vec2 v_fade_tex;
+varying float v_placed;
+varying float v_notUsed;
void main() {
vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
- highp float collision_perspective_ratio = 1.0 + 0.5 * ((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
+ highp float collision_perspective_ratio = clamp(
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
+ 0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
+ 4.0);
- highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch));
- highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch);
+ gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
+ gl_Position.xy += a_extrude * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
- gl_Position = u_matrix * vec4(a_pos + a_extrude * collision_perspective_ratio * collision_adjustment / u_scale, 0.0, 1.0);
-
- v_max_zoom = a_data.x;
- v_placement_zoom = a_data.y;
-
- v_perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
- v_fade_tex = vec2((v_placement_zoom + v_perspective_zoom_adjust) / 255.0, 0.0);
+ v_placed = a_placed.x;
+ v_notUsed = a_placed.y;
}
)MBGL_SHADER";
const char* collision_box::fragmentSource = R"MBGL_SHADER(
-uniform float u_zoom;
-// u_maxzoom is derived from the maximum scale considered by the CollisionTile
-// Labels with placement zoom greater than this value will not be placed,
-// regardless of perspective effects.
-uniform float u_maxzoom;
-uniform sampler2D u_fadetexture;
-
-// v_max_zoom is a collision-box-specific value that controls when line-following
-// collision boxes are used.
-varying float v_max_zoom;
-varying float v_placement_zoom;
-varying float v_perspective_zoom_adjust;
-varying vec2 v_fade_tex;
+
+varying float v_placed;
+varying float v_notUsed;
void main() {
float alpha = 0.5;
- // Green = no collisions, label is showing
- gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
+ // Red = collision, hide label
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
- // Red = collision, label hidden
- if (texture2D(u_fadetexture, v_fade_tex).a < 1.0) {
- gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+ // Blue = no collision, label is showing
+ if (v_placed > 0.5) {
+ gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
- // Faded black = this collision box is not used at this zoom (for curved labels)
- if (u_zoom >= v_max_zoom + v_perspective_zoom_adjust) {
- gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
- }
-
- // Faded blue = the placement scale for this label is beyond the CollisionTile
- // max scale, so it's impossible for this label to show without collision detection
- // being run again (the label's glyphs haven't even been added to the symbol bucket)
- if (v_placement_zoom >= u_maxzoom) {
- gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
+ if (v_notUsed > 0.5) {
+ // This box not used, fade it out
+ gl_FragColor *= .1;
}
}
-
)MBGL_SHADER";
} // namespace shaders
diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp
new file mode 100644
index 0000000000..82ebbf05a0
--- /dev/null
+++ b/src/mbgl/shaders/collision_circle.cpp
@@ -0,0 +1,87 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/collision_circle.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* collision_circle::name = "collision_circle";
+const char* collision_circle::vertexSource = R"MBGL_SHADER(
+attribute vec2 a_pos;
+attribute vec2 a_anchor_pos;
+attribute vec2 a_extrude;
+attribute vec2 a_placed;
+
+uniform mat4 u_matrix;
+uniform vec2 u_extrude_scale;
+uniform float u_camera_to_center_distance;
+
+varying float v_placed;
+varying float v_notUsed;
+varying float v_radius;
+
+varying vec2 v_extrude;
+varying vec2 v_extrude_scale;
+
+void main() {
+ vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ highp float collision_perspective_ratio = clamp(
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
+ 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
+ 4.0);
+
+ gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
+
+ highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
+ gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio;
+
+ v_placed = a_placed.x;
+ v_notUsed = a_placed.y;
+ v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
+
+ v_extrude = a_extrude * padding_factor;
+ v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio;
+}
+
+)MBGL_SHADER";
+const char* collision_circle::fragmentSource = R"MBGL_SHADER(
+uniform float u_overscale_factor;
+
+varying float v_placed;
+varying float v_notUsed;
+varying float v_radius;
+varying vec2 v_extrude;
+varying vec2 v_extrude_scale;
+
+void main() {
+ float alpha = 0.5;
+
+ // Red = collision, hide label
+ vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+
+ // Blue = no collision, label is showing
+ if (v_placed > 0.5) {
+ color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
+ }
+
+ if (v_notUsed > 0.5) {
+ // This box not used, fade it out
+ color *= .2;
+ }
+
+ float extrude_scale_length = length(v_extrude_scale);
+ float extrude_length = length(v_extrude) * extrude_scale_length;
+ float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor;
+ float radius = v_radius * extrude_scale_length;
+
+ float distance_to_edge = abs(extrude_length - radius);
+ float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
+
+ gl_FragColor = opacity_t * color;
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/collision_circle.hpp b/src/mbgl/shaders/collision_circle.hpp
new file mode 100644
index 0000000000..12b1bcd445
--- /dev/null
+++ b/src/mbgl/shaders/collision_circle.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class collision_circle {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp
index d18f3be5d1..9012cfa755 100644
--- a/src/mbgl/shaders/debug.cpp
+++ b/src/mbgl/shaders/debug.cpp
@@ -12,12 +12,7 @@ attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
- // We are using Int16 for texture position coordinates to give us enough precision for
- // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
- // as an arbitrarily high number to preserve adequate precision when rendering.
- // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
- // so math for modifying either is consistent.
- gl_Position = u_matrix * vec4(a_pos, step(8192.0, a_pos.x), 1);
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
)MBGL_SHADER";
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp
index 817f73391c..5bb2b9cd07 100644
--- a/src/mbgl/shaders/fill_extrusion.cpp
+++ b/src/mbgl/shaders/fill_extrusion.cpp
@@ -13,8 +13,7 @@ uniform lowp vec3 u_lightpos;
uniform lowp float u_lightintensity;
attribute vec2 a_pos;
-attribute vec3 a_normal;
-attribute float a_edgedistance;
+attribute vec4 a_normal_ed;
varying vec4 v_color;
@@ -70,11 +69,12 @@ void main() {
#endif
+ vec3 normal = a_normal_ed.xyz;
+
base = max(0.0, base);
height = max(0.0, height);
- float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert
- float t = mod(a_normal.x, 2.0);
+ float t = mod(normal.x, 2.0);
gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);
@@ -88,7 +88,7 @@ void main() {
color += ambientlight;
// Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray
- float directional = clamp(dot(a_normal / 16384.0, u_lightpos), 0.0, 1.0);
+ float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0);
// Adjust directional so that
// the range of values for highlight/shading is narrower
@@ -97,7 +97,7 @@ void main() {
directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);
// Add gradient along z axis of side surfaces
- if (a_normal.y != 0.0) {
+ if (normal.y != 0.0) {
directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);
}
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp
index d3e5eef1bf..466d0e04fe 100644
--- a/src/mbgl/shaders/fill_extrusion_pattern.cpp
+++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp
@@ -22,8 +22,7 @@ uniform lowp vec3 u_lightpos;
uniform lowp float u_lightintensity;
attribute vec2 a_pos;
-attribute vec3 a_normal;
-attribute float a_edgedistance;
+attribute vec4 a_normal_ed;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
@@ -65,26 +64,29 @@ void main() {
#endif
+ vec3 normal = a_normal_ed.xyz;
+ float edgedistance = a_normal_ed.w;
+
base = max(0.0, base);
height = max(0.0, height);
- float t = mod(a_normal.x, 2.0);
+ float t = mod(normal.x, 2.0);
float z = t > 0.0 ? height : base;
gl_Position = u_matrix * vec4(a_pos, z, 1);
- vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0
+ vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? a_pos // extrusion top
- : vec2(a_edgedistance, z * u_height_factor); // extrusion side
+ : vec2(edgedistance, z * u_height_factor); // extrusion side
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, 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, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
- float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0);
+ float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
- if (a_normal.y != 0.0) {
+ if (normal.y != 0.0) {
directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);
}
diff --git a/src/mbgl/shaders/heatmap.cpp b/src/mbgl/shaders/heatmap.cpp
new file mode 100644
index 0000000000..19927cfcc6
--- /dev/null
+++ b/src/mbgl/shaders/heatmap.cpp
@@ -0,0 +1,128 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/heatmap.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* heatmap::name = "heatmap";
+const char* heatmap::vertexSource = R"MBGL_SHADER(
+
+#ifndef HAS_UNIFORM_u_weight
+uniform lowp float a_weight_t;
+attribute highp vec2 a_weight;
+varying highp float weight;
+#else
+uniform highp float u_weight;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+uniform lowp float a_radius_t;
+attribute mediump vec2 a_radius;
+#else
+uniform mediump float u_radius;
+#endif
+
+
+uniform mat4 u_matrix;
+uniform float u_extrude_scale;
+uniform float u_opacity;
+uniform float u_intensity;
+
+attribute vec2 a_pos;
+
+varying vec2 v_extrude;
+
+// Effective "0" in the kernel density texture to adjust the kernel size to;
+// this empirically chosen number minimizes artifacts on overlapping kernels
+// for typical heatmap cases (assuming clustered source)
+const highp float ZERO = 1.0 / 255.0 / 16.0;
+
+// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
+#define GAUSS_COEF 0.3989422804014327
+
+void main(void) {
+
+#ifndef HAS_UNIFORM_u_weight
+ weight = unpack_mix_vec2(a_weight, a_weight_t);
+#else
+ highp float weight = u_weight;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_radius
+ mediump float radius = unpack_mix_vec2(a_radius, a_radius_t);
+#else
+ mediump float radius = u_radius;
+#endif
+
+
+ // unencode the extrusion vector that we snuck into the a_pos vector
+ vec2 unscaled_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+
+ // This 'extrude' comes in ranging from [-1, -1], to [1, 1]. We'll use
+ // it to produce the vertices of a square mesh framing the point feature
+ // we're adding to the kernel density texture. We'll also pass it as
+ // a varying, so that the fragment shader can determine the distance of
+ // each fragment from the point feature.
+ // Before we do so, we need to scale it up sufficiently so that the
+ // kernel falls effectively to zero at the edge of the mesh.
+ // That is, we want to know S such that
+ // weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO
+ // Which solves to:
+ // S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0
+ float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;
+
+ // Pass the varying in units of radius
+ v_extrude = S * unscaled_extrude;
+
+ // Scale by radius and the zoom-based scale factor to produce actual
+ // mesh position
+ vec2 extrude = v_extrude * radius * u_extrude_scale;
+
+ // multiply a_pos by 0.5, since we had it * 2 in order to sneak
+ // in extrusion data
+ vec4 pos = vec4(floor(a_pos * 0.5) + extrude, 0, 1);
+
+ gl_Position = u_matrix * pos;
+}
+
+)MBGL_SHADER";
+const char* heatmap::fragmentSource = R"MBGL_SHADER(
+
+#ifndef HAS_UNIFORM_u_weight
+varying highp float weight;
+#else
+uniform highp float u_weight;
+#endif
+
+
+uniform highp float u_intensity;
+varying vec2 v_extrude;
+
+// Gaussian kernel coefficient: 1 / sqrt(2 * PI)
+#define GAUSS_COEF 0.3989422804014327
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_weight
+ highp float weight = u_weight;
+#endif
+
+
+ // Kernel density estimation with a Gaussian kernel of size 5x5
+ float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);
+ float val = weight * u_intensity * GAUSS_COEF * exp(d);
+
+ gl_FragColor = vec4(val, 1.0, 1.0, 1.0);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/heatmap.hpp b/src/mbgl/shaders/heatmap.hpp
new file mode 100644
index 0000000000..a3c64db942
--- /dev/null
+++ b/src/mbgl/shaders/heatmap.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class heatmap {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/heatmap_texture.cpp b/src/mbgl/shaders/heatmap_texture.cpp
new file mode 100644
index 0000000000..c5d35c48ae
--- /dev/null
+++ b/src/mbgl/shaders/heatmap_texture.cpp
@@ -0,0 +1,42 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/heatmap_texture.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* heatmap_texture::name = "heatmap_texture";
+const char* heatmap_texture::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+attribute vec2 a_pos;
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
+
+ v_pos.x = a_pos.x;
+ v_pos.y = 1.0 - a_pos.y;
+}
+
+)MBGL_SHADER";
+const char* heatmap_texture::fragmentSource = R"MBGL_SHADER(
+uniform sampler2D u_image;
+uniform sampler2D u_color_ramp;
+uniform float u_opacity;
+varying vec2 v_pos;
+
+void main() {
+ float t = texture2D(u_image, v_pos).r;
+ vec4 color = texture2D(u_color_ramp, vec2(t, 0.5));
+ gl_FragColor = color * u_opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(0.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/heatmap_texture.hpp b/src/mbgl/shaders/heatmap_texture.hpp
new file mode 100644
index 0000000000..c51dc6b178
--- /dev/null
+++ b/src/mbgl/shaders/heatmap_texture.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class heatmap_texture {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/hillshade.cpp b/src/mbgl/shaders/hillshade.cpp
new file mode 100644
index 0000000000..4083faa4b4
--- /dev/null
+++ b/src/mbgl/shaders/hillshade.cpp
@@ -0,0 +1,80 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/hillshade.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* hillshade::name = "hillshade";
+const char* hillshade::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+
+attribute vec2 a_pos;
+attribute vec2 a_texture_pos;
+
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+ v_pos = a_texture_pos / 8192.0;
+}
+
+)MBGL_SHADER";
+const char* hillshade::fragmentSource = R"MBGL_SHADER(
+uniform sampler2D u_image;
+varying vec2 v_pos;
+
+uniform vec2 u_latrange;
+uniform vec2 u_light;
+uniform vec4 u_shadow;
+uniform vec4 u_highlight;
+uniform vec4 u_accent;
+
+#define PI 3.141592653589793
+
+void main() {
+ vec4 pixel = texture2D(u_image, v_pos);
+
+ vec2 deriv = ((pixel.rg * 2.0) - 1.0);
+
+ // We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude
+ // to account for mercator projection distortion. see #4807 for details
+ float scaleFactor = cos(radians((u_latrange[0] - u_latrange[1]) * (1.0 - v_pos.y) + u_latrange[1]));
+ // We also multiply the slope by an arbitrary z-factor of 1.25
+ float slope = atan(1.25 * length(deriv) / scaleFactor);
+ float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);
+
+ float intensity = u_light.x;
+ // We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal
+ // position property to account for 0deg corresponding to north/the top of the viewport in the style spec
+ // and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.
+ float azimuth = u_light.y + PI;
+
+ // We scale the slope exponentially based on intensity, using a calculation similar to
+ // the exponential interpolation function in the style spec:
+ // https://github.com/mapbox/mapbox-gl-js/blob/master/src/style-spec/expression/definitions/interpolate.js#L217-L228
+ // so that higher intensity values create more opaque hillshading.
+ float base = 1.875 - intensity * 1.75;
+ float maxValue = 0.5 * PI;
+ float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;
+
+ // The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine
+ // so that the accent color's rate of change eases in while the shade color's eases out.
+ float accent = cos(scaledSlope);
+ // We multiply both the accent and shade color by a clamped intensity value
+ // so that intensities >= 0.5 do not additionally affect the color values
+ // while intensity values < 0.5 make the overall color more transparent.
+ vec4 accent_color = (1.0 - accent) * u_accent * clamp(intensity * 2.0, 0.0, 1.0);
+ float shade = abs(mod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
+ vec4 shade_color = mix(u_shadow, u_highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
+ gl_FragColor = accent_color * (1.0 - shade_color.a) + shade_color;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/hillshade.hpp b/src/mbgl/shaders/hillshade.hpp
new file mode 100644
index 0000000000..a4a27cb595
--- /dev/null
+++ b/src/mbgl/shaders/hillshade.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class hillshade {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/hillshade_prepare.cpp b/src/mbgl/shaders/hillshade_prepare.cpp
new file mode 100644
index 0000000000..8d0571f6a4
--- /dev/null
+++ b/src/mbgl/shaders/hillshade_prepare.cpp
@@ -0,0 +1,100 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/hillshade_prepare.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* hillshade_prepare::name = "hillshade_prepare";
+const char* hillshade_prepare::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+
+attribute vec2 a_pos;
+attribute vec2 a_texture_pos;
+
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+ v_pos = (a_texture_pos / 8192.0) / 2.0 + 0.25;
+}
+
+)MBGL_SHADER";
+const char* hillshade_prepare::fragmentSource = R"MBGL_SHADER(
+#ifdef GL_ES
+precision highp float;
+#endif
+
+uniform sampler2D u_image;
+varying vec2 v_pos;
+uniform vec2 u_dimension;
+uniform float u_zoom;
+uniform float u_maxzoom;
+
+float getElevation(vec2 coord, float bias) {
+ // Convert encoded elevation value to meters
+ vec4 data = texture2D(u_image, coord) * 255.0;
+ return (data.r + data.g * 256.0 + data.b * 256.0 * 256.0) / 4.0;
+}
+
+void main() {
+ vec2 epsilon = 1.0 / u_dimension;
+
+ // queried pixels:
+ // +-----------+
+ // | | | |
+ // | a | b | c |
+ // | | | |
+ // +-----------+
+ // | | | |
+ // | d | e | f |
+ // | | | |
+ // +-----------+
+ // | | | |
+ // | g | h | i |
+ // | | | |
+ // +-----------+
+
+ float a = getElevation(v_pos + vec2(-epsilon.x, -epsilon.y), 0.0);
+ float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0);
+ float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0);
+ float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0);
+ float e = getElevation(v_pos, 0.0);
+ float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0);
+ float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0);
+ float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0);
+ float i = getElevation(v_pos + vec2(epsilon.x, epsilon.y), 0.0);
+
+ // here we divide the x and y slopes by 8 * pixel size
+ // where pixel size (aka meters/pixel) is:
+ // circumference of the world / (pixels per tile * number of tiles)
+ // which is equivalent to: 8 * 40075016.6855785 / (512 * pow(2, u_zoom))
+ // which can be reduced to: pow(2, 19.25619978527 - u_zoom)
+ // we want to vertically exaggerate the hillshading though, because otherwise
+ // it is barely noticeable at low zooms. to do this, we multiply this by some
+ // scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
+ // Here we use a=0.3 which works out to the expression below. see
+ // nickidlugash's awesome breakdown for more info
+ // https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
+ float exaggeration = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
+
+ vec2 deriv = vec2(
+ (c + f + f + i) - (a + d + d + g),
+ (g + h + h + i) - (a + b + b + c)
+ ) / pow(2.0, (u_zoom - u_maxzoom) * exaggeration + 19.2562 - u_zoom);
+
+ gl_FragColor = clamp(vec4(
+ deriv.x / 2.0 + 0.5,
+ deriv.y / 2.0 + 0.5,
+ 1.0,
+ 1.0), 0.0, 1.0);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/hillshade_prepare.hpp b/src/mbgl/shaders/hillshade_prepare.hpp
new file mode 100644
index 0000000000..c38b4a0d19
--- /dev/null
+++ b/src/mbgl/shaders/hillshade_prepare.hpp
@@ -0,0 +1,16 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#pragma once
+
+namespace mbgl {
+namespace shaders {
+
+class hillshade_prepare {
+public:
+ static const char* name;
+ static const char* vertexSource;
+ static const char* fragmentSource;
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp
index c700295a15..68d2dcc468 100644
--- a/src/mbgl/shaders/line.cpp
+++ b/src/mbgl/shaders/line.cpp
@@ -31,6 +31,7 @@ uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_gamma_scale;
+varying highp float v_linesofar;
#ifndef HAS_UNIFORM_u_color
@@ -131,6 +132,8 @@ void main() {
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
+ v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
+
vec2 pos = a_pos_normal.xy;
// x is 1 if it's a round cap, 0 otherwise
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp
index f8d785ade9..be88255e3c 100644
--- a/src/mbgl/shaders/line_pattern.cpp
+++ b/src/mbgl/shaders/line_pattern.cpp
@@ -215,8 +215,14 @@ void main() {
float x_a = mod(v_linesofar / u_pattern_size_a.x, 1.0);
float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);
- float y_a = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_a.y);
- float y_b = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_b.y);
+
+ // v_normal.y is 0 at the midpoint of the line, -1 at the lower edge, 1 at the upper edge
+ // we clamp the line width outset to be between 0 and half the pattern height plus padding (2.0)
+ // to ensure we don't sample outside the designated symbol on the sprite sheet.
+ // 0.5 is added to shift the component to be bounded between 0 and 1 for interpolation of
+ // the texture coordinate
+ float y_a = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (u_pattern_size_a.y + 2.0) / 2.0) / u_pattern_size_a.y);
+ float y_b = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (u_pattern_size_b.y + 2.0) / 2.0) / u_pattern_size_b.y);
vec2 pos_a = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, vec2(x_a, y_a));
vec2 pos_b = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, vec2(x_b, y_b));
diff --git a/src/mbgl/shaders/preludes.cpp b/src/mbgl/shaders/preludes.cpp
index feb185a684..6baa488a10 100644
--- a/src/mbgl/shaders/preludes.cpp
+++ b/src/mbgl/shaders/preludes.cpp
@@ -34,6 +34,10 @@ vec2 unpack_float(const float packedValue) {
return vec2(v0, packedIntValue - v0 * 256);
}
+vec2 unpack_opacity(const float packedOpacity) {
+ int intOpacity = int(packedOpacity) / 2;
+ return vec2(float(intOpacity) / 127.0, mod(packedOpacity, 2.0));
+}
// To minimize the number of attributes needed, we encode a 4-component
// color into a pair of floats (i.e. a vec2) as follows:
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index 1e96194738..c037c81005 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -12,6 +12,7 @@ const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
@@ -21,7 +22,7 @@ uniform highp float u_camera_to_center_distance;
uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
-uniform highp float u_collision_y_stretch;
+uniform float u_fade_change;
#ifndef HAS_UNIFORM_u_opacity
@@ -43,7 +44,7 @@ uniform bool u_pitch_with_map;
uniform vec2 u_texsize;
varying vec2 v_tex;
-varying vec2 v_fade_tex;
+varying float v_fade_opacity;
void main() {
@@ -60,9 +61,7 @@ void main() {
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
- highp vec2 angle_labelminzoom = unpack_float(a_projected_pos[2]);
- highp float segment_angle = -angle_labelminzoom[0] / 255.0 * 2.0 * PI;
- mediump float a_labelminzoom = angle_labelminzoom[1];
+ highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
@@ -81,7 +80,10 @@ void main() {
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
- highp float perspective_ratio = 0.5 + 0.5 * distance_ratio;
+ highp float perspective_ratio = clamp(
+ 0.5 + 0.5 * distance_ratio,
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
+ 4.0);
size *= perspective_ratio;
@@ -103,22 +105,17 @@ void main() {
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
- gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 64.0 * fontScale), 0.0, 1.0);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
v_tex = a_tex / u_texsize;
- // See comments in symbol_sdf.vertex
- highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch));
- highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch);
-
- highp float collision_perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
- highp float perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
- v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
}
)MBGL_SHADER";
const char* symbol_icon::fragmentSource = R"MBGL_SHADER(
uniform sampler2D u_texture;
-uniform sampler2D u_fadetexture;
#ifndef HAS_UNIFORM_u_opacity
@@ -129,7 +126,7 @@ uniform lowp float u_opacity;
varying vec2 v_tex;
-varying vec2 v_fade_tex;
+varying float v_fade_opacity;
void main() {
@@ -138,7 +135,7 @@ void main() {
#endif
- lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
+ lowp float alpha = opacity * v_fade_opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
#ifdef OVERDRAW_INSPECTOR
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index a4427f31ab..b584c00315 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -12,6 +12,7 @@ const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
@@ -81,12 +82,12 @@ uniform highp float u_pitch;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform highp float u_camera_to_center_distance;
-uniform highp float u_collision_y_stretch;
+uniform float u_fade_change;
uniform vec2 u_texsize;
-varying vec4 v_data0;
-varying vec2 v_data1;
+varying vec2 v_data0;
+varying vec3 v_data1;
void main() {
@@ -131,9 +132,7 @@ void main() {
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
- highp vec2 angle_labelminzoom = unpack_float(a_projected_pos[2]);
- highp float segment_angle = -angle_labelminzoom[0] / 255.0 * 2.0 * PI;
- mediump float a_labelminzoom = angle_labelminzoom[1];
+ highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
@@ -157,7 +156,10 @@ void main() {
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
- highp float perspective_ratio = 0.5 + 0.5 * distance_ratio;
+ highp float perspective_ratio = clamp(
+ 0.5 + 0.5 * distance_ratio,
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
+ 4.0);
size *= perspective_ratio;
@@ -181,35 +183,16 @@ void main() {
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
- gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 64.0 * fontScale), 0.0, 1.0);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 tex = a_tex / u_texsize;
- // incidence_stretch is the ratio of how much y space a label takes up on a tile while drawn perpendicular to the viewport vs
- // how much space it would take up if it were drawn flat on the tile
- // Using law of sines, camera_to_anchor/sin(ground_angle) = camera_to_center/sin(incidence_angle)
- // sin(incidence_angle) = 1/incidence_stretch
- // Incidence angle 90 -> head on, sin(incidence_angle) = 1, no incidence stretch
- // Incidence angle 1 -> very oblique, sin(incidence_angle) =~ 0, lots of incidence stretch
- // ground_angle = u_pitch + PI/2 -> sin(ground_angle) = cos(u_pitch)
- // This 2D calculation is only exactly correct when gl_Position.x is in the center of the viewport,
- // but it's a close enough approximation for our purposes
- highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch));
- // incidence_stretch only applies to the y-axis, but without re-calculating the collision tile, we can't
- // adjust the size of only one axis. So, we do a crude approximation at placement time to get the aspect ratio
- // about right, and then do the rest of the adjustment here: there will be some extra padding on the x-axis,
- // but hopefully not too much.
- // Never make the adjustment less than 1.0: instead of allowing collisions on the x-axis, be conservative on
- // the y-axis.
- highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch);
-
- // Floor to 1/10th zoom to dodge precision issues that can cause partially hidden labels
- highp float collision_perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
- highp float perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
- vec2 fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
-
- v_data0 = vec4(tex.x, tex.y, fade_tex.x, fade_tex.y);
- v_data1 = vec2(gamma_scale, size);
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
+
+ v_data0 = vec2(tex.x, tex.y);
+ v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity);
}
)MBGL_SHADER";
@@ -255,12 +238,11 @@ uniform lowp float u_halo_blur;
uniform sampler2D u_texture;
-uniform sampler2D u_fadetexture;
uniform highp float u_gamma_scale;
uniform bool u_is_text;
-varying vec4 v_data0;
-varying vec2 v_data1;
+varying vec2 v_data0;
+varying vec3 v_data1;
void main() {
@@ -290,9 +272,9 @@ void main() {
vec2 tex = v_data0.xy;
- vec2 fade_tex = v_data0.zw;
float gamma_scale = v_data1.x;
float size = v_data1.y;
+ float fade_opacity = v_data1[2];
float fontScale = u_is_text ? size / 24.0 : size;
@@ -306,11 +288,10 @@ void main() {
}
lowp float dist = texture2D(u_texture, tex).a;
- lowp float fade_alpha = texture2D(u_fadetexture, fade_tex).a;
highp float gamma_scaled = gamma * gamma_scale;
- highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist) * fade_alpha;
+ highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
- gl_FragColor = color * (alpha * opacity);
+ gl_FragColor = color * (alpha * opacity * fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);