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-rw-r--r--src/mbgl/shaders/circle.hpp194
-rw-r--r--src/mbgl/shaders/collision_box.hpp131
-rw-r--r--src/mbgl/shaders/debug.hpp103
-rw-r--r--src/mbgl/shaders/fill.hpp123
-rw-r--r--src/mbgl/shaders/fill_outline.hpp131
-rw-r--r--src/mbgl/shaders/fill_outline_pattern.hpp159
-rw-r--r--src/mbgl/shaders/fill_pattern.hpp148
-rw-r--r--src/mbgl/shaders/line.hpp219
-rw-r--r--src/mbgl/shaders/line_pattern.hpp236
-rw-r--r--src/mbgl/shaders/line_sdf.hpp242
-rw-r--r--src/mbgl/shaders/raster.hpp153
-rw-r--r--src/mbgl/shaders/symbol_icon.hpp145
-rw-r--r--src/mbgl/shaders/symbol_sdf.hpp196
13 files changed, 2180 insertions, 0 deletions
diff --git a/src/mbgl/shaders/circle.hpp b/src/mbgl/shaders/circle.hpp
new file mode 100644
index 0000000000..cafee6b526
--- /dev/null
+++ b/src/mbgl/shaders/circle.hpp
@@ -0,0 +1,194 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class circle {
+public:
+ static constexpr const char* name = "circle";
+ 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 bool u_scale_with_map;
+uniform vec2 u_extrude_scale;
+
+attribute vec2 a_pos;
+
+uniform lowp float a_color_t;
+attribute lowp vec4 a_color_min;
+attribute lowp vec4 a_color_max;
+varying lowp vec4 color;
+uniform lowp float a_radius_t;
+attribute mediump float a_radius_min;
+attribute mediump float a_radius_max;
+varying mediump float radius;
+uniform lowp float a_blur_t;
+attribute lowp float a_blur_min;
+attribute lowp float a_blur_max;
+varying lowp float blur;
+uniform lowp float a_opacity_t;
+attribute lowp float a_opacity_min;
+attribute lowp float a_opacity_max;
+varying lowp float opacity;
+uniform lowp float a_stroke_color_t;
+attribute lowp vec4 a_stroke_color_min;
+attribute lowp vec4 a_stroke_color_max;
+varying lowp vec4 stroke_color;
+uniform lowp float a_stroke_width_t;
+attribute mediump float a_stroke_width_min;
+attribute mediump float a_stroke_width_max;
+varying mediump float stroke_width;
+uniform lowp float a_stroke_opacity_t;
+attribute lowp float a_stroke_opacity_min;
+attribute lowp float a_stroke_opacity_max;
+varying lowp float stroke_opacity;
+
+varying vec2 v_extrude;
+varying lowp float v_antialiasblur;
+
+void main(void) {
+ color = mix(a_color_min, a_color_max, a_color_t);
+ radius = mix(a_radius_min, a_radius_max, a_radius_t);
+ blur = mix(a_blur_min, a_blur_max, a_blur_t);
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+ stroke_color = mix(a_stroke_color_min, a_stroke_color_max, a_stroke_color_t);
+ stroke_width = mix(a_stroke_width_min, a_stroke_width_max, a_stroke_width_t);
+ stroke_opacity = mix(a_stroke_opacity_min, a_stroke_opacity_max, a_stroke_opacity_t);
+
+ // unencode the extrusion vector that we snuck into the a_pos vector
+ v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+
+ vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;
+ // multiply a_pos by 0.5, since we had it * 2 in order to sneak
+ // in extrusion data
+ gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
+
+ if (u_scale_with_map) {
+ gl_Position.xy += extrude;
+ } else {
+ gl_Position.xy += extrude * gl_Position.w;
+ }
+
+ // This is a minimum blur distance that serves as a faux-antialiasing for
+ // the circle. since blur is a ratio of the circle's size and the intent is
+ // to keep the blur at roughly 1px, the two are inversely related.
+ v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
+}
+)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 color;
+varying mediump float radius;
+varying lowp float blur;
+varying lowp float opacity;
+varying lowp vec4 stroke_color;
+varying mediump float stroke_width;
+varying lowp float stroke_opacity;
+
+varying vec2 v_extrude;
+varying lowp float v_antialiasblur;
+
+void main() {
+
+
+
+
+
+
+
+
+ float extrude_length = length(v_extrude);
+ float antialiased_blur = -max(blur, v_antialiasblur);
+
+ float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
+
+ float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
+ antialiased_blur,
+ 0.0,
+ extrude_length - radius / (radius + stroke_width)
+ );
+
+ gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/collision_box.hpp b/src/mbgl/shaders/collision_box.hpp
new file mode 100644
index 0000000000..36bc4e729b
--- /dev/null
+++ b/src/mbgl/shaders/collision_box.hpp
@@ -0,0 +1,131 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class collision_box {
+public:
+ static constexpr const char* name = "collision_box";
+ 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;
+attribute vec2 a_extrude;
+attribute vec2 a_data;
+
+uniform mat4 u_matrix;
+uniform float u_scale;
+
+varying float v_max_zoom;
+varying float v_placement_zoom;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
+
+ v_max_zoom = a_data.x;
+ v_placement_zoom = a_data.y;
+}
+)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 float u_zoom;
+uniform float u_maxzoom;
+
+varying float v_max_zoom;
+varying float v_placement_zoom;
+
+void main() {
+
+ float alpha = 0.5;
+
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
+
+ if (v_placement_zoom > u_zoom) {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
+ }
+
+ if (u_zoom >= v_max_zoom) {
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
+ }
+
+ if (v_placement_zoom >= u_maxzoom) {
+ gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
+ }
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/debug.hpp b/src/mbgl/shaders/debug.hpp
new file mode 100644
index 0000000000..b0c1cf0e84
--- /dev/null
+++ b/src/mbgl/shaders/debug.hpp
@@ -0,0 +1,103 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class debug {
+public:
+ static constexpr const char* name = "debug";
+ 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;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1);
+}
+)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 lowp vec4 u_color;
+
+void main() {
+ gl_FragColor = u_color;
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/fill.hpp b/src/mbgl/shaders/fill.hpp
new file mode 100644
index 0000000000..0d735ceb73
--- /dev/null
+++ b/src/mbgl/shaders/fill.hpp
@@ -0,0 +1,123 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class fill {
+public:
+ static constexpr const char* name = "fill";
+ 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 lowp float a_color_t;
+attribute lowp vec4 a_color_min;
+attribute lowp vec4 a_color_max;
+varying lowp vec4 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() {
+ color = mix(a_color_min, a_color_max, a_color_t);
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+}
+)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 color;
+varying lowp float opacity;
+
+void main() {
+
+
+
+ gl_FragColor = color * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/fill_outline.hpp b/src/mbgl/shaders/fill_outline.hpp
new file mode 100644
index 0000000000..92e60b0328
--- /dev/null
+++ b/src/mbgl/shaders/fill_outline.hpp
@@ -0,0 +1,131 @@
+#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
diff --git a/src/mbgl/shaders/fill_outline_pattern.hpp b/src/mbgl/shaders/fill_outline_pattern.hpp
new file mode 100644
index 0000000000..6c6cc9c962
--- /dev/null
+++ b/src/mbgl/shaders/fill_outline_pattern.hpp
@@ -0,0 +1,159 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+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";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/fill_pattern.hpp b/src/mbgl/shaders/fill_pattern.hpp
new file mode 100644
index 0000000000..eeb0a80936
--- /dev/null
+++ b/src/mbgl/shaders/fill_pattern.hpp
@@ -0,0 +1,148 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class fill_pattern {
+public:
+ static constexpr const char* name = "fill_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_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;
+
+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);
+}
+)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 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);
+
+ gl_FragColor = mix(color1, color2, u_mix) * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/line.hpp b/src/mbgl/shaders/line.hpp
new file mode 100644
index 0000000000..1ecef0a447
--- /dev/null
+++ b/src/mbgl/shaders/line.hpp
@@ -0,0 +1,219 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class line {
+public:
+ static constexpr const char* name = "line";
+ 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;
+}
+
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+// floor(127 / 2) == 63.0
+// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
+// stored in a byte (-128..127). we scale regular normals up to length 63, but
+// there are also "special" normals that have a bigger length (of up to 126 in
+// this case).
+// #define scale 63.0
+#define scale 0.015873016
+
+attribute vec2 a_pos;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform mediump float u_ratio;
+uniform mediump float u_width;
+uniform vec2 u_gl_units_to_pixels;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_gamma_scale;
+
+uniform lowp float a_color_t;
+attribute lowp vec4 a_color_min;
+attribute lowp vec4 a_color_max;
+varying lowp vec4 color;
+uniform lowp float a_blur_t;
+attribute lowp float a_blur_min;
+attribute lowp float a_blur_max;
+varying lowp float blur;
+uniform lowp float a_opacity_t;
+attribute lowp float a_opacity_min;
+attribute lowp float a_opacity_max;
+varying lowp float opacity;
+uniform lowp float a_gapwidth_t;
+attribute mediump float a_gapwidth_min;
+attribute mediump float a_gapwidth_max;
+varying mediump float gapwidth;
+uniform lowp float a_offset_t;
+attribute lowp float a_offset_min;
+attribute lowp float a_offset_max;
+varying lowp float offset;
+
+void main() {
+ color = mix(a_color_min, a_color_max, a_color_t);
+ blur = mix(a_blur_min, a_blur_max, a_blur_t);
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+ gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
+ offset = mix(a_offset_min, a_offset_max, a_offset_t);
+
+ vec2 a_extrude = a_data.xy - 128.0;
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
+
+ // We store the texture normals in the most insignificant bit
+ // transform y so that 0 => -1 and 1 => 1
+ // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
+ // y is 1 if the normal points up, and -1 if it points down
+ mediump vec2 normal = mod(a_pos, 2.0);
+ normal.y = sign(normal.y - 0.5);
+ v_normal = normal;
+
+
+ // these transformations used to be applied in the JS and native code bases.
+ // moved them into the shader for clarity and simplicity.
+ gapwidth = gapwidth / 2.0;
+ float width = u_width / 2.0;
+ offset = -1.0 * offset;
+
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
+ float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+
+ // Scale the extrusion vector down to a normal and then up by the line width
+ // of this vertex.
+ mediump vec2 dist = outset * a_extrude * scale;
+
+ // Calculate the offset when drawing a line that is to the side of the actual line.
+ // We do this by creating a vector that points towards the extrude, but rotate
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
+ // extrude vector points in another direction.
+ mediump float u = 0.5 * a_direction;
+ mediump float t = 1.0 - abs(u);
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
+
+ // Remove the texture normal bit to get the position
+ vec2 pos = floor(a_pos * 0.5);
+
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
+
+ // calculate how much the perspective view squishes or stretches the extrude
+ float extrude_length_without_perspective = length(dist);
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
+
+ v_width2 = vec2(outset, inset);
+}
+)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 color;
+varying lowp float blur;
+varying lowp float opacity;
+
+varying vec2 v_width2;
+varying vec2 v_normal;
+varying float v_gamma_scale;
+
+void main() {
+
+
+
+
+ // Calculate the distance of the pixel from the line in pixels.
+ float dist = length(v_normal) * v_width2.s;
+
+ // Calculate the antialiasing fade factor. This is either when fading in
+ // the line in case of an offset line (v_width2.t) or when fading out
+ // (v_width2.s)
+ float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
+
+ gl_FragColor = color * (alpha * opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/line_pattern.hpp b/src/mbgl/shaders/line_pattern.hpp
new file mode 100644
index 0000000000..901d83702d
--- /dev/null
+++ b/src/mbgl/shaders/line_pattern.hpp
@@ -0,0 +1,236 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class line_pattern {
+public:
+ static constexpr const char* name = "line_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;
+}
+// floor(127 / 2) == 63.0
+// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
+// stored in a byte (-128..127). we scale regular normals up to length 63, but
+// there are also "special" normals that have a bigger length (of up to 126 in
+// this case).
+// #define scale 63.0
+#define scale 0.015873016
+
+// We scale the distance before adding it to the buffers so that we can store
+// long distances for long segments. Use this value to unscale the distance.
+#define LINE_DISTANCE_SCALE 2.0
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+attribute vec2 a_pos;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform mediump float u_ratio;
+uniform mediump float u_width;
+uniform vec2 u_gl_units_to_pixels;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_linesofar;
+varying float v_gamma_scale;
+
+uniform lowp float a_blur_t;
+attribute lowp float a_blur_min;
+attribute lowp float a_blur_max;
+varying lowp float blur;
+uniform lowp float a_opacity_t;
+attribute lowp float a_opacity_min;
+attribute lowp float a_opacity_max;
+varying lowp float opacity;
+uniform lowp float a_offset_t;
+attribute lowp float a_offset_min;
+attribute lowp float a_offset_max;
+varying lowp float offset;
+uniform lowp float a_gapwidth_t;
+attribute mediump float a_gapwidth_min;
+attribute mediump float a_gapwidth_max;
+varying mediump float gapwidth;
+
+void main() {
+ blur = mix(a_blur_min, a_blur_max, a_blur_t);
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+ offset = mix(a_offset_min, a_offset_max, a_offset_t);
+ gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
+
+ vec2 a_extrude = a_data.xy - 128.0;
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
+ float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
+
+ // We store the texture normals in the most insignificant bit
+ // transform y so that 0 => -1 and 1 => 1
+ // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
+ // y is 1 if the normal points up, and -1 if it points down
+ mediump vec2 normal = mod(a_pos, 2.0);
+ normal.y = sign(normal.y - 0.5);
+ v_normal = normal;
+
+ // these transformations used to be applied in the JS and native code bases.
+ // moved them into the shader for clarity and simplicity.
+ gapwidth = gapwidth / 2.0;
+ float width = u_width / 2.0;
+ offset = -1.0 * offset;
+
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
+ float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+
+ // Scale the extrusion vector down to a normal and then up by the line width
+ // of this vertex.
+ mediump vec2 dist = outset * a_extrude * scale;
+
+ // Calculate the offset when drawing a line that is to the side of the actual line.
+ // We do this by creating a vector that points towards the extrude, but rotate
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
+ // extrude vector points in another direction.
+ mediump float u = 0.5 * a_direction;
+ mediump float t = 1.0 - abs(u);
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
+
+ // Remove the texture normal bit to get the position
+ vec2 pos = floor(a_pos * 0.5);
+
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
+
+ // calculate how much the perspective view squishes or stretches the extrude
+ float extrude_length_without_perspective = length(dist);
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
+
+ v_linesofar = a_linesofar;
+ v_width2 = vec2(outset, inset);
+}
+)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_size_a;
+uniform vec2 u_pattern_size_b;
+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_fade;
+
+uniform sampler2D u_image;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying float v_linesofar;
+varying float v_gamma_scale;
+
+varying lowp float blur;
+varying lowp float opacity;
+
+void main() {
+
+
+
+ // Calculate the distance of the pixel from the line in pixels.
+ float dist = length(v_normal) * v_width2.s;
+
+ // Calculate the antialiasing fade factor. This is either when fading in
+ // the line in case of an offset line (v_width2.t) or when fading out
+ // (v_width2.s)
+ float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
+
+ 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);
+ vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));
+ vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));
+
+ vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
+
+ gl_FragColor = color * alpha * opacity;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/line_sdf.hpp b/src/mbgl/shaders/line_sdf.hpp
new file mode 100644
index 0000000000..473a6ab650
--- /dev/null
+++ b/src/mbgl/shaders/line_sdf.hpp
@@ -0,0 +1,242 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class line_sdf {
+public:
+ static constexpr const char* name = "line_sdf";
+ 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;
+}
+// floor(127 / 2) == 63.0
+// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
+// stored in a byte (-128..127). we scale regular normals up to length 63, but
+// there are also "special" normals that have a bigger length (of up to 126 in
+// this case).
+// #define scale 63.0
+#define scale 0.015873016
+
+// We scale the distance before adding it to the buffers so that we can store
+// long distances for long segments. Use this value to unscale the distance.
+#define LINE_DISTANCE_SCALE 2.0
+
+// the distance over which the line edge fades out.
+// Retina devices need a smaller distance to avoid aliasing.
+#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
+
+attribute vec2 a_pos;
+attribute vec4 a_data;
+
+uniform mat4 u_matrix;
+uniform mediump float u_ratio;
+uniform vec2 u_patternscale_a;
+uniform float u_tex_y_a;
+uniform vec2 u_patternscale_b;
+uniform float u_tex_y_b;
+uniform vec2 u_gl_units_to_pixels;
+uniform mediump float u_width;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying vec2 v_tex_a;
+varying vec2 v_tex_b;
+varying float v_gamma_scale;
+
+uniform lowp float a_color_t;
+attribute lowp vec4 a_color_min;
+attribute lowp vec4 a_color_max;
+varying lowp vec4 color;
+uniform lowp float a_blur_t;
+attribute lowp float a_blur_min;
+attribute lowp float a_blur_max;
+varying lowp float blur;
+uniform lowp float a_opacity_t;
+attribute lowp float a_opacity_min;
+attribute lowp float a_opacity_max;
+varying lowp float opacity;
+uniform lowp float a_gapwidth_t;
+attribute mediump float a_gapwidth_min;
+attribute mediump float a_gapwidth_max;
+varying mediump float gapwidth;
+uniform lowp float a_offset_t;
+attribute lowp float a_offset_min;
+attribute lowp float a_offset_max;
+varying lowp float offset;
+
+void main() {
+ color = mix(a_color_min, a_color_max, a_color_t);
+ blur = mix(a_blur_min, a_blur_max, a_blur_t);
+ opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t);
+ gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t);
+ offset = mix(a_offset_min, a_offset_max, a_offset_t);
+
+ vec2 a_extrude = a_data.xy - 128.0;
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
+ float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
+
+ // We store the texture normals in the most insignificant bit
+ // transform y so that 0 => -1 and 1 => 1
+ // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
+ // y is 1 if the normal points up, and -1 if it points down
+ mediump vec2 normal = mod(a_pos, 2.0);
+ normal.y = sign(normal.y - 0.5);
+ v_normal = normal;
+
+ // these transformations used to be applied in the JS and native code bases.
+ // moved them into the shader for clarity and simplicity.
+ gapwidth = gapwidth / 2.0;
+ float width = u_width / 2.0;
+ offset = -1.0 * offset;
+
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
+ float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+
+ // Scale the extrusion vector down to a normal and then up by the line width
+ // of this vertex.
+ mediump vec2 dist =outset * a_extrude * scale;
+
+ // Calculate the offset when drawing a line that is to the side of the actual line.
+ // We do this by creating a vector that points towards the extrude, but rotate
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
+ // extrude vector points in another direction.
+ mediump float u = 0.5 * a_direction;
+ mediump float t = 1.0 - abs(u);
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
+
+ // Remove the texture normal bit to get the position
+ vec2 pos = floor(a_pos * 0.5);
+
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
+
+ // calculate how much the perspective view squishes or stretches the extrude
+ float extrude_length_without_perspective = length(dist);
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
+
+ v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);
+ v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);
+
+ v_width2 = vec2(outset, inset);
+}
+)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 sampler2D u_image;
+uniform float u_sdfgamma;
+uniform float u_mix;
+
+varying vec2 v_normal;
+varying vec2 v_width2;
+varying vec2 v_tex_a;
+varying vec2 v_tex_b;
+varying float v_gamma_scale;
+
+varying lowp vec4 color;
+varying lowp float blur;
+varying lowp float opacity;
+
+void main() {
+
+
+
+
+ // Calculate the distance of the pixel from the line in pixels.
+ float dist = length(v_normal) * v_width2.s;
+
+ // Calculate the antialiasing fade factor. This is either when fading in
+ // the line in case of an offset line (v_width2.t) or when fading out
+ // (v_width2.s)
+ float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
+
+ float sdfdist_a = texture2D(u_image, v_tex_a).a;
+ float sdfdist_b = texture2D(u_image, v_tex_b).a;
+ float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
+ alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);
+
+ gl_FragColor = color * (alpha * opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/raster.hpp b/src/mbgl/shaders/raster.hpp
new file mode 100644
index 0000000000..6f65a7a79d
--- /dev/null
+++ b/src/mbgl/shaders/raster.hpp
@@ -0,0 +1,153 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class raster {
+public:
+ static constexpr const char* name = "raster";
+ 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_tl_parent;
+uniform float u_scale_parent;
+uniform float u_buffer_scale;
+
+attribute vec2 a_pos;
+attribute vec2 a_texture_pos;
+
+varying vec2 v_pos0;
+varying vec2 v_pos1;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
+ v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5;
+ v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
+}
+)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 float u_fade_t;
+uniform float u_opacity;
+uniform sampler2D u_image0;
+uniform sampler2D u_image1;
+varying vec2 v_pos0;
+varying vec2 v_pos1;
+
+uniform float u_brightness_low;
+uniform float u_brightness_high;
+
+uniform float u_saturation_factor;
+uniform float u_contrast_factor;
+uniform vec3 u_spin_weights;
+
+void main() {
+
+ // read and cross-fade colors from the main and parent tiles
+ vec4 color0 = texture2D(u_image0, v_pos0);
+ vec4 color1 = texture2D(u_image1, v_pos1);
+ vec4 color = mix(color0, color1, u_fade_t);
+ color.a *= u_opacity;
+ vec3 rgb = color.rgb;
+
+ // spin
+ rgb = vec3(
+ dot(rgb, u_spin_weights.xyz),
+ dot(rgb, u_spin_weights.zxy),
+ dot(rgb, u_spin_weights.yzx));
+
+ // saturation
+ float average = (color.r + color.g + color.b) / 3.0;
+ rgb += (average - rgb) * u_saturation_factor;
+
+ // contrast
+ rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
+
+ // brightness
+ vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
+ vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
+
+ gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/symbol_icon.hpp b/src/mbgl/shaders/symbol_icon.hpp
new file mode 100644
index 0000000000..17f4b36009
--- /dev/null
+++ b/src/mbgl/shaders/symbol_icon.hpp
@@ -0,0 +1,145 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class symbol_icon {
+public:
+ static constexpr const char* name = "symbol_icon";
+ 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;
+attribute vec2 a_offset;
+attribute vec2 a_texture_pos;
+attribute vec4 a_data;
+
+
+// matrix is for the vertex position.
+uniform mat4 u_matrix;
+
+uniform mediump float u_zoom;
+uniform bool u_rotate_with_map;
+uniform vec2 u_extrude_scale;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_tex;
+varying vec2 v_fade_tex;
+
+void main() {
+ vec2 a_tex = a_texture_pos.xy;
+ mediump float a_labelminzoom = a_data[0];
+ mediump vec2 a_zoom = a_data.pq;
+ mediump float a_minzoom = a_zoom[0];
+ mediump float a_maxzoom = a_zoom[1];
+
+ // u_zoom is the current zoom level adjusted for the change in font size
+ mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
+
+ vec2 extrude = u_extrude_scale * (a_offset / 64.0);
+ if (u_rotate_with_map) {
+ gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
+ gl_Position.z += z * gl_Position.w;
+ } else {
+ gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
+ }
+
+ v_tex = a_tex / u_texsize;
+ v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
+}
+)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 sampler2D u_texture;
+uniform sampler2D u_fadetexture;
+uniform lowp float u_opacity;
+
+varying vec2 v_tex;
+varying vec2 v_fade_tex;
+
+void main() {
+ lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * u_opacity;
+ gl_FragColor = texture2D(u_texture, v_tex) * alpha;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/symbol_sdf.hpp b/src/mbgl/shaders/symbol_sdf.hpp
new file mode 100644
index 0000000000..67bcd86354
--- /dev/null
+++ b/src/mbgl/shaders/symbol_sdf.hpp
@@ -0,0 +1,196 @@
+#pragma once
+
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/gl/gl.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+class symbol_sdf {
+public:
+ static constexpr const char* name = "symbol_sdf";
+ 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;
+}
+const float PI = 3.141592653589793;
+
+attribute vec2 a_pos;
+attribute vec2 a_offset;
+attribute vec2 a_texture_pos;
+attribute vec4 a_data;
+
+
+// matrix is for the vertex position.
+uniform mat4 u_matrix;
+
+uniform mediump float u_zoom;
+uniform bool u_rotate_with_map;
+uniform bool u_pitch_with_map;
+uniform mediump float u_pitch;
+uniform mediump float u_bearing;
+uniform mediump float u_aspect_ratio;
+uniform vec2 u_extrude_scale;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_tex;
+varying vec2 v_fade_tex;
+varying float v_gamma_scale;
+
+void main() {
+ vec2 a_tex = a_texture_pos.xy;
+ mediump float a_labelminzoom = a_data[0];
+ mediump vec2 a_zoom = a_data.pq;
+ mediump float a_minzoom = a_zoom[0];
+ mediump float a_maxzoom = a_zoom[1];
+
+ // u_zoom is the current zoom level adjusted for the change in font size
+ mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
+
+ // pitch-alignment: map
+ // rotation-alignment: map | viewport
+ if (u_pitch_with_map) {
+ lowp float angle = u_rotate_with_map ? (a_data[1] / 256.0 * 2.0 * PI) : u_bearing;
+ lowp float asin = sin(angle);
+ lowp float acos = cos(angle);
+ mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);
+ vec2 offset = RotationMatrix * a_offset;
+ vec2 extrude = u_extrude_scale * (offset / 64.0);
+ gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
+ gl_Position.z += z * gl_Position.w;
+ // pitch-alignment: viewport
+ // rotation-alignment: map
+ } else if (u_rotate_with_map) {
+ // foreshortening factor to apply on pitched maps
+ // as a label goes from horizontal <=> vertical in angle
+ // it goes from 0% foreshortening to up to around 70% foreshortening
+ lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));
+
+ lowp float lineangle = a_data[1] / 256.0 * 2.0 * PI;
+
+ // use the lineangle to position points a,b along the line
+ // project the points and calculate the label angle in projected space
+ // this calculation allows labels to be rendered unskewed on pitched maps
+ vec4 a = u_matrix * vec4(a_pos, 0, 1);
+ vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1);
+ lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]);
+ lowp float asin = sin(angle);
+ lowp float acos = cos(angle);
+ mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);
+
+ vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset);
+ vec2 extrude = u_extrude_scale * (offset / 64.0);
+ gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
+ gl_Position.z += z * gl_Position.w;
+ // pitch-alignment: viewport
+ // rotation-alignment: viewport
+ } else {
+ vec2 extrude = u_extrude_scale * (a_offset / 64.0);
+ gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
+ }
+
+ v_gamma_scale = gl_Position.w;
+
+ v_tex = a_tex / u_texsize;
+ v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
+}
+)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 sampler2D u_texture;
+uniform sampler2D u_fadetexture;
+uniform lowp vec4 u_color;
+uniform lowp float u_opacity;
+uniform lowp float u_buffer;
+uniform lowp float u_gamma;
+
+varying vec2 v_tex;
+varying vec2 v_fade_tex;
+varying float v_gamma_scale;
+
+void main() {
+ lowp float dist = texture2D(u_texture, v_tex).a;
+ lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;
+ lowp float gamma = u_gamma * v_gamma_scale;
+ lowp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;
+
+ gl_FragColor = u_color * (alpha * u_opacity);
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+)MBGL_SHADER";
+};
+
+} // namespace shaders
+} // namespace mbgl