diff options
Diffstat (limited to 'src/mbgl/shaders')
56 files changed, 0 insertions, 5056 deletions
diff --git a/src/mbgl/shaders/background.cpp b/src/mbgl/shaders/background.cpp deleted file mode 100644 index 60f2d228be..0000000000 --- a/src/mbgl/shaders/background.cpp +++ /dev/null @@ -1,41 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/background.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* background::name = "background"; -const char* background::vertexSource = source() + 1429; -const char* background::fragmentSource = source() + 1525; - -// Uncompressed source of background.vertex.glsl: -/* -attribute vec2 a_pos; - -uniform mat4 u_matrix; - -void main() { - gl_Position = u_matrix * vec4(a_pos, 0, 1); -} - -*/ - -// Uncompressed source of background.fragment.glsl: -/* -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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/background.hpp b/src/mbgl/shaders/background.hpp deleted file mode 100644 index 2fa6f56e29..0000000000 --- a/src/mbgl/shaders/background.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index 35023455ea..0000000000 --- a/src/mbgl/shaders/background_pattern.cpp +++ /dev/null @@ -1,72 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/background_pattern.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* background_pattern::name = "background_pattern"; -const char* background_pattern::vertexSource = source() + 1675; -const char* background_pattern::fragmentSource = source() + 2266; - -// Uncompressed source of background_pattern.vertex.glsl: -/* -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); -} - -*/ - -// Uncompressed source of background_pattern.fragment.glsl: -/* -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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/background_pattern.hpp b/src/mbgl/shaders/background_pattern.hpp deleted file mode 100644 index e970ffd670..0000000000 --- a/src/mbgl/shaders/background_pattern.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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/circle.cpp b/src/mbgl/shaders/circle.cpp deleted file mode 100644 index e5da9fb37e..0000000000 --- a/src/mbgl/shaders/circle.cpp +++ /dev/null @@ -1,294 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/circle.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* circle::name = "circle"; -const char* circle::vertexSource = source() + 2927; -const char* circle::fragmentSource = source() + 6093; - -// Uncompressed source of circle.vertex.glsl: -/* -uniform mat4 u_matrix; -uniform bool u_scale_with_map; -uniform bool u_pitch_with_map; -uniform vec2 u_extrude_scale; -uniform highp float u_camera_to_center_distance; - -attribute vec2 a_pos; - - -#ifndef HAS_UNIFORM_u_color -uniform lowp float a_color_t; -attribute highp vec4 a_color; -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_radius -uniform lowp float a_radius_t; -attribute mediump vec2 a_radius; -varying mediump float radius; -#else -uniform mediump float u_radius; -#endif - - -#ifndef HAS_UNIFORM_u_blur -uniform lowp float a_blur_t; -attribute lowp vec2 a_blur; -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_color -uniform lowp float a_stroke_color_t; -attribute highp vec4 a_stroke_color; -varying highp vec4 stroke_color; -#else -uniform highp vec4 u_stroke_color; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_width -uniform lowp float a_stroke_width_t; -attribute mediump vec2 a_stroke_width; -varying mediump float stroke_width; -#else -uniform mediump float u_stroke_width; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_opacity -uniform lowp float a_stroke_opacity_t; -attribute lowp vec2 a_stroke_opacity; -varying lowp float stroke_opacity; -#else -uniform lowp float u_stroke_opacity; -#endif - - -varying vec3 v_data; - -void main(void) { - -#ifndef HAS_UNIFORM_u_color - color = unpack_mix_color(a_color, a_color_t); -#else - highp vec4 color = u_color; -#endif - - -#ifndef HAS_UNIFORM_u_radius - radius = unpack_mix_vec2(a_radius, a_radius_t); -#else - mediump float radius = u_radius; -#endif - - -#ifndef HAS_UNIFORM_u_blur - blur = unpack_mix_vec2(a_blur, a_blur_t); -#else - lowp float blur = u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_color - stroke_color = unpack_mix_color(a_stroke_color, a_stroke_color_t); -#else - highp vec4 stroke_color = u_stroke_color; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_width - stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t); -#else - mediump float stroke_width = u_stroke_width; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_opacity - stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t); -#else - lowp float stroke_opacity = u_stroke_opacity; -#endif - - - // unencode the extrusion vector that we snuck into the a_pos vector - vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0); - - // multiply a_pos by 0.5, since we had it * 2 in order to sneak - // in extrusion data - vec2 circle_center = floor(a_pos * 0.5); - if (u_pitch_with_map) { - vec2 corner_position = circle_center; - if (u_scale_with_map) { - corner_position += extrude * (radius + stroke_width) * u_extrude_scale; - } else { - // Pitching the circle with the map effectively scales it with the map - // To counteract the effect for pitch-scale: viewport, we rescale the - // whole circle based on the pitch scaling effect at its central point - vec4 projected_center = u_matrix * vec4(circle_center, 0, 1); - corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance); - } - - gl_Position = u_matrix * vec4(corner_position, 0, 1); - } else { - gl_Position = u_matrix * vec4(circle_center, 0, 1); - - if (u_scale_with_map) { - gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance; - } else { - gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * 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. - lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width); - - v_data = vec3(extrude.x, extrude.y, antialiasblur); -} - -*/ - -// Uncompressed source of circle.fragment.glsl: -/* - -#ifndef HAS_UNIFORM_u_color -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_radius -varying mediump float radius; -#else -uniform mediump float u_radius; -#endif - - -#ifndef HAS_UNIFORM_u_blur -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_color -varying highp vec4 stroke_color; -#else -uniform highp vec4 u_stroke_color; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_width -varying mediump float stroke_width; -#else -uniform mediump float u_stroke_width; -#endif - - -#ifndef HAS_UNIFORM_u_stroke_opacity -varying lowp float stroke_opacity; -#else -uniform lowp float u_stroke_opacity; -#endif - - -varying vec3 v_data; - -void main() { - -#ifdef HAS_UNIFORM_u_color - highp vec4 color = u_color; -#endif - - -#ifdef HAS_UNIFORM_u_radius - mediump float radius = u_radius; -#endif - - -#ifdef HAS_UNIFORM_u_blur - lowp float blur = u_blur; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - -#ifdef HAS_UNIFORM_u_stroke_color - highp vec4 stroke_color = u_stroke_color; -#endif - - -#ifdef HAS_UNIFORM_u_stroke_width - mediump float stroke_width = u_stroke_width; -#endif - - -#ifdef HAS_UNIFORM_u_stroke_opacity - lowp float stroke_opacity = u_stroke_opacity; -#endif - - - vec2 extrude = v_data.xy; - float extrude_length = length(extrude); - - lowp float antialiasblur = v_data.z; - float antialiased_blur = -max(blur, 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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/circle.hpp b/src/mbgl/shaders/circle.hpp deleted file mode 100644 index d14b26b783..0000000000 --- a/src/mbgl/shaders/circle.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class circle { -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 deleted file mode 100644 index 717ebd3e84..0000000000 --- a/src/mbgl/shaders/clipping_mask.cpp +++ /dev/null @@ -1,34 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/clipping_mask.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* clipping_mask::name = "clipping_mask"; -const char* clipping_mask::vertexSource = source() + 7848; -const char* clipping_mask::fragmentSource = source() + 7944; - -// Uncompressed source of clipping_mask.vertex.glsl: -/* -attribute vec2 a_pos; - -uniform mat4 u_matrix; - -void main() { - gl_Position = u_matrix * vec4(a_pos, 0, 1); -} - -*/ - -// Uncompressed source of clipping_mask.fragment.glsl: -/* -void main() { - gl_FragColor = vec4(1.0); -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/clipping_mask.hpp b/src/mbgl/shaders/clipping_mask.hpp deleted file mode 100644 index bd01ab62fa..0000000000 --- a/src/mbgl/shaders/clipping_mask.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index b016d48cc8..0000000000 --- a/src/mbgl/shaders/collision_box.cpp +++ /dev/null @@ -1,71 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/collision_box.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* collision_box::name = "collision_box"; -const char* collision_box::vertexSource = source() + 9956; -const char* collision_box::fragmentSource = source() + 10635; - -// Uncompressed source of collision_box.vertex.glsl: -/* -attribute vec2 a_pos; -attribute vec2 a_anchor_pos; -attribute vec2 a_extrude; -attribute vec2 a_placed; -attribute vec2 a_shift; - -uniform mat4 u_matrix; -uniform vec2 u_extrude_scale; -uniform float u_camera_to_center_distance; - -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 = 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); - - gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); - gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio; - - v_placed = a_placed.x; - v_notUsed = a_placed.y; -} - -*/ - -// Uncompressed source of collision_box.fragment.glsl: -/* - -varying float v_placed; -varying float v_notUsed; - -void main() { - - float alpha = 0.5; - - // Red = collision, hide label - 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; - } - - if (v_notUsed > 0.5) { - // This box not used, fade it out - gl_FragColor *= .1; - } -} -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/collision_box.hpp b/src/mbgl/shaders/collision_box.hpp deleted file mode 100644 index e0f70c7968..0000000000 --- a/src/mbgl/shaders/collision_box.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class collision_box { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp deleted file mode 100644 index 0700ecead5..0000000000 --- a/src/mbgl/shaders/collision_circle.cpp +++ /dev/null @@ -1,94 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/collision_circle.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* collision_circle::name = "collision_circle"; -const char* collision_circle::vertexSource = source() + 10858; -const char* collision_circle::fragmentSource = source() + 11774; - -// Uncompressed source of collision_circle.vertex.glsl: -/* -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; -} - -*/ - -// Uncompressed source of collision_circle.fragment.glsl: -/* -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; -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/collision_circle.hpp b/src/mbgl/shaders/collision_circle.hpp deleted file mode 100644 index 12b1bcd445..0000000000 --- a/src/mbgl/shaders/collision_circle.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index 9f3a9cbc37..0000000000 --- a/src/mbgl/shaders/debug.cpp +++ /dev/null @@ -1,36 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/debug.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* debug::name = "debug"; -const char* debug::vertexSource = source() + 12450; -const char* debug::fragmentSource = source() + 12546; - -// Uncompressed source of debug.vertex.glsl: -/* -attribute vec2 a_pos; - -uniform mat4 u_matrix; - -void main() { - gl_Position = u_matrix * vec4(a_pos, 0, 1); -} - -*/ - -// Uncompressed source of debug.fragment.glsl: -/* -uniform highp vec4 u_color; - -void main() { - gl_FragColor = u_color; -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/debug.hpp b/src/mbgl/shaders/debug.hpp deleted file mode 100644 index 207c7bf075..0000000000 --- a/src/mbgl/shaders/debug.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class debug { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/extrusion_texture.cpp b/src/mbgl/shaders/extrusion_texture.cpp deleted file mode 100644 index c254413513..0000000000 --- a/src/mbgl/shaders/extrusion_texture.cpp +++ /dev/null @@ -1,46 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/extrusion_texture.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* extrusion_texture::name = "extrusion_texture"; -const char* extrusion_texture::vertexSource = source() + 27554; -const char* extrusion_texture::fragmentSource = source() + 27734; - -// Uncompressed source of extrusion_texture.vertex.glsl: -/* -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; -} - -*/ - -// Uncompressed source of extrusion_texture.fragment.glsl: -/* -uniform sampler2D u_image; -uniform float u_opacity; -varying vec2 v_pos; - -void main() { - gl_FragColor = texture2D(u_image, v_pos) * u_opacity; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(0.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/extrusion_texture.hpp b/src/mbgl/shaders/extrusion_texture.hpp deleted file mode 100644 index 05e54c5499..0000000000 --- a/src/mbgl/shaders/extrusion_texture.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class extrusion_texture { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill.cpp b/src/mbgl/shaders/fill.cpp deleted file mode 100644 index 93d69f7e4b..0000000000 --- a/src/mbgl/shaders/fill.cpp +++ /dev/null @@ -1,98 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/fill.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* fill::name = "fill"; -const char* fill::vertexSource = source() + 12610; -const char* fill::fragmentSource = source() + 13254; - -// Uncompressed source of fill.vertex.glsl: -/* -attribute vec2 a_pos; - -uniform mat4 u_matrix; - - -#ifndef HAS_UNIFORM_u_color -uniform lowp float a_color_t; -attribute highp vec4 a_color; -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_color - color = unpack_mix_color(a_color, a_color_t); -#else - highp vec4 color = u_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - - gl_Position = u_matrix * vec4(a_pos, 0, 1); -} - -*/ - -// Uncompressed source of fill.fragment.glsl: -/* - -#ifndef HAS_UNIFORM_u_color -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -void main() { - -#ifdef HAS_UNIFORM_u_color - highp vec4 color = u_color; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - - gl_FragColor = color * opacity; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill.hpp b/src/mbgl/shaders/fill.hpp deleted file mode 100644 index 29fede7b55..0000000000 --- a/src/mbgl/shaders/fill.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class fill { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp deleted file mode 100644 index 79241afcc3..0000000000 --- a/src/mbgl/shaders/fill_extrusion.cpp +++ /dev/null @@ -1,136 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/fill_extrusion.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* fill_extrusion::name = "fill_extrusion"; -const char* fill_extrusion::vertexSource = source() + 21238; -const char* fill_extrusion::fragmentSource = source() + 23121; - -// Uncompressed source of fill_extrusion.vertex.glsl: -/* -uniform mat4 u_matrix; -uniform vec3 u_lightcolor; -uniform lowp vec3 u_lightpos; -uniform lowp float u_lightintensity; -uniform float u_vertical_gradient; - -attribute vec2 a_pos; -attribute vec4 a_normal_ed; - -varying vec4 v_color; - - -#ifndef HAS_UNIFORM_u_base -uniform lowp float a_base_t; -attribute highp vec2 a_base; -#else -uniform highp float u_base; -#endif - - -#ifndef HAS_UNIFORM_u_height -uniform lowp float a_height_t; -attribute highp vec2 a_height; -#else -uniform highp float u_height; -#endif - - - -#ifndef HAS_UNIFORM_u_color -uniform lowp float a_color_t; -attribute highp vec4 a_color; -#else -uniform highp vec4 u_color; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_base - highp float base = unpack_mix_vec2(a_base, a_base_t); -#else - highp float base = u_base; -#endif - - -#ifndef HAS_UNIFORM_u_height - highp float height = unpack_mix_vec2(a_height, a_height_t); -#else - highp float height = u_height; -#endif - - -#ifndef HAS_UNIFORM_u_color - highp vec4 color = unpack_mix_color(a_color, a_color_t); -#else - highp vec4 color = u_color; -#endif - - - vec3 normal = a_normal_ed.xyz; - - base = max(0.0, base); - height = max(0.0, height); - - float t = mod(normal.x, 2.0); - - gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); - - // Relative luminance (how dark/bright is the surface color?) - float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; - - v_color = vec4(0.0, 0.0, 0.0, 1.0); - - // Add slight ambient lighting so no extrusions are totally black - vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0); - color += ambientlight; - - // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray - 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 - // with lower light intensity - // and with lighter/brighter surface colors - directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); - - // Add gradient along z axis of side surfaces - if (normal.y != 0.0) { - // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient, - // and otherwise calculates the gradient based on base + height - directional *= ( - (1.0 - u_vertical_gradient) + - (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0))); - } - - // Assign final color based on surface + ambient light color, diffuse light directional, and light color - // with lower bounds adjusted to hue of light - // so that shading is tinted with the complementary (opposite) color to the light color - v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0); - v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0); - v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0); -} - -*/ - -// Uncompressed source of fill_extrusion.fragment.glsl: -/* -varying vec4 v_color; - -void main() { - gl_FragColor = v_color; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_extrusion.hpp b/src/mbgl/shaders/fill_extrusion.hpp deleted file mode 100644 index 949ae57f12..0000000000 --- a/src/mbgl/shaders/fill_extrusion.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class fill_extrusion { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp deleted file mode 100644 index 8ac17828cf..0000000000 --- a/src/mbgl/shaders/fill_extrusion_pattern.cpp +++ /dev/null @@ -1,235 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/fill_extrusion_pattern.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* fill_extrusion_pattern::name = "fill_extrusion_pattern"; -const char* fill_extrusion_pattern::vertexSource = source() + 23237; -const char* fill_extrusion_pattern::fragmentSource = source() + 26157; - -// Uncompressed source of fill_extrusion_pattern.vertex.glsl: -/* -uniform mat4 u_matrix; -uniform vec2 u_pixel_coord_upper; -uniform vec2 u_pixel_coord_lower; -uniform float u_height_factor; -uniform vec4 u_scale; -uniform float u_vertical_gradient; - -uniform vec3 u_lightcolor; -uniform lowp vec3 u_lightpos; -uniform lowp float u_lightintensity; - -attribute vec2 a_pos; -attribute vec4 a_normal_ed; - -varying vec2 v_pos_a; -varying vec2 v_pos_b; -varying vec4 v_lighting; - - -#ifndef HAS_UNIFORM_u_base -uniform lowp float a_base_t; -attribute lowp vec2 a_base; -varying lowp float base; -#else -uniform lowp float u_base; -#endif - - -#ifndef HAS_UNIFORM_u_height -uniform lowp float a_height_t; -attribute lowp vec2 a_height; -varying lowp float height; -#else -uniform lowp float u_height; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -uniform lowp float a_pattern_from_t; -attribute lowp vec4 a_pattern_from; -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -uniform lowp float a_pattern_to_t; -attribute lowp vec4 a_pattern_to; -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_base - base = unpack_mix_vec2(a_base, a_base_t); -#else - lowp float base = u_base; -#endif - - -#ifndef HAS_UNIFORM_u_height - height = unpack_mix_vec2(a_height, a_height_t); -#else - lowp float height = u_height; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from - pattern_from = a_pattern_from; -#else - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to - pattern_to = a_pattern_to; -#else - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - float pixelRatio = u_scale.x; - float tileRatio = u_scale.y; - float fromScale = u_scale.z; - float toScale = u_scale.w; - - vec3 normal = a_normal_ed.xyz; - float edgedistance = a_normal_ed.w; - - vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); - vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); - - base = max(0.0, base); - height = max(0.0, height); - - 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 = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0 - ? a_pos // extrusion top - : vec2(edgedistance, z * u_height_factor); // extrusion side - - v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos); - v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos); - - v_lighting = vec4(0.0, 0.0, 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 (normal.y != 0.0) { - // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient, - // and otherwise calculates the gradient based on base + height - directional *= ( - (1.0 - u_vertical_gradient) + - (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0))); - } - - v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0)); -} - -*/ - -// Uncompressed source of fill_extrusion_pattern.fragment.glsl: -/* -uniform vec2 u_texsize; -uniform float u_fade; - -uniform sampler2D u_image; - -varying vec2 v_pos_a; -varying vec2 v_pos_b; -varying vec4 v_lighting; - - -#ifndef HAS_UNIFORM_u_base -varying lowp float base; -#else -uniform lowp float u_base; -#endif - - -#ifndef HAS_UNIFORM_u_height -varying lowp float height; -#else -uniform lowp float u_height; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifdef HAS_UNIFORM_u_base - lowp float base = u_base; -#endif - - -#ifdef HAS_UNIFORM_u_height - lowp float height = u_height; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_from - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_to - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - vec2 imagecoord = mod(v_pos_a, 1.0); - vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); - vec4 color1 = texture2D(u_image, pos); - - vec2 imagecoord_b = mod(v_pos_b, 1.0); - vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); - vec4 color2 = texture2D(u_image, pos2); - - vec4 mixedColor = mix(color1, color2, u_fade); - - gl_FragColor = mixedColor * v_lighting; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_extrusion_pattern.hpp b/src/mbgl/shaders/fill_extrusion_pattern.hpp deleted file mode 100644 index e9ae001d4e..0000000000 --- a/src/mbgl/shaders/fill_extrusion_pattern.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class fill_extrusion_pattern { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp deleted file mode 100644 index 43d92857d5..0000000000 --- a/src/mbgl/shaders/fill_outline.cpp +++ /dev/null @@ -1,106 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/fill_outline.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* fill_outline::name = "fill_outline"; -const char* fill_outline::vertexSource = source() + 13678; -const char* fill_outline::fragmentSource = source() + 14503; - -// Uncompressed source of fill_outline.vertex.glsl: -/* -attribute vec2 a_pos; - -uniform mat4 u_matrix; -uniform vec2 u_world; - -varying vec2 v_pos; - - -#ifndef HAS_UNIFORM_u_outline_color -uniform lowp float a_outline_color_t; -attribute highp vec4 a_outline_color; -varying highp vec4 outline_color; -#else -uniform highp vec4 u_outline_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_outline_color - outline_color = unpack_mix_color(a_outline_color, a_outline_color_t); -#else - highp vec4 outline_color = u_outline_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - - gl_Position = u_matrix * vec4(a_pos, 0, 1); - v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; -} - -*/ - -// Uncompressed source of fill_outline.fragment.glsl: -/* - -#ifndef HAS_UNIFORM_u_outline_color -varying highp vec4 outline_color; -#else -uniform highp vec4 u_outline_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -varying vec2 v_pos; - -void main() { - -#ifdef HAS_UNIFORM_u_outline_color - highp vec4 outline_color = u_outline_color; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - - float dist = length(v_pos - gl_FragCoord.xy); - float alpha = 1.0 - smoothstep(0.0, 1.0, dist); - gl_FragColor = outline_color * (alpha * opacity); - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_outline.hpp b/src/mbgl/shaders/fill_outline.hpp deleted file mode 100644 index ef685e62fa..0000000000 --- a/src/mbgl/shaders/fill_outline.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class fill_outline { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_outline_pattern.cpp b/src/mbgl/shaders/fill_outline_pattern.cpp deleted file mode 100644 index eeb2177582..0000000000 --- a/src/mbgl/shaders/fill_outline_pattern.cpp +++ /dev/null @@ -1,180 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/fill_outline_pattern.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* fill_outline_pattern::name = "fill_outline_pattern"; -const char* fill_outline_pattern::vertexSource = source() + 15092; -const char* fill_outline_pattern::fragmentSource = source() + 16952; - -// Uncompressed source of fill_outline_pattern.vertex.glsl: -/* -uniform mat4 u_matrix; -uniform vec2 u_world; -uniform vec2 u_pixel_coord_upper; -uniform vec2 u_pixel_coord_lower; -uniform vec4 u_scale; - -attribute vec2 a_pos; - -varying vec2 v_pos_a; -varying vec2 v_pos_b; -varying vec2 v_pos; - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -uniform lowp float a_pattern_from_t; -attribute lowp vec4 a_pattern_from; -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -uniform lowp float a_pattern_to_t; -attribute lowp vec4 a_pattern_to; -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from - pattern_from = a_pattern_from; -#else - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to - pattern_to = a_pattern_to; -#else - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - float pixelRatio = u_scale.x; - float tileRatio = u_scale.y; - float fromScale = u_scale.z; - float toScale = u_scale.w; - - gl_Position = u_matrix * vec4(a_pos, 0, 1); - - vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); - vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); - - v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos); - v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos); - - v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; -} - -*/ - -// Uncompressed source of fill_outline_pattern.fragment.glsl: -/* - -uniform vec2 u_texsize; -uniform sampler2D u_image; -uniform float u_fade; - -varying vec2 v_pos_a; -varying vec2 v_pos_b; -varying vec2 v_pos; - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_from - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_to - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - vec2 imagecoord = mod(v_pos_a, 1.0); - vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); - vec4 color1 = texture2D(u_image, pos); - - vec2 imagecoord_b = mod(v_pos_b, 1.0); - vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); - vec4 color2 = texture2D(u_image, pos2); - - // find distance to outline for alpha interpolation - - float dist = length(v_pos - gl_FragCoord.xy); - float alpha = 1.0 - smoothstep(0.0, 1.0, dist); - - - gl_FragColor = mix(color1, color2, u_fade) * alpha * opacity; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_outline_pattern.hpp b/src/mbgl/shaders/fill_outline_pattern.hpp deleted file mode 100644 index e1c7a173f4..0000000000 --- a/src/mbgl/shaders/fill_outline_pattern.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class fill_outline_pattern { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_pattern.cpp b/src/mbgl/shaders/fill_pattern.cpp deleted file mode 100644 index d062ae7ecc..0000000000 --- a/src/mbgl/shaders/fill_pattern.cpp +++ /dev/null @@ -1,168 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/fill_pattern.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* fill_pattern::name = "fill_pattern"; -const char* fill_pattern::vertexSource = source() + 18259; -const char* fill_pattern::fragmentSource = source() + 20038; - -// Uncompressed source of fill_pattern.vertex.glsl: -/* -uniform mat4 u_matrix; -uniform vec2 u_pixel_coord_upper; -uniform vec2 u_pixel_coord_lower; -uniform vec4 u_scale; - -attribute vec2 a_pos; - -varying vec2 v_pos_a; -varying vec2 v_pos_b; - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -uniform lowp float a_pattern_from_t; -attribute lowp vec4 a_pattern_from; -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -uniform lowp float a_pattern_to_t; -attribute lowp vec4 a_pattern_to; -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from - pattern_from = a_pattern_from; -#else - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to - pattern_to = a_pattern_to; -#else - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - float pixelRatio = u_scale.x; - float tileZoomRatio = u_scale.y; - float fromScale = u_scale.z; - float toScale = u_scale.w; - - vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); - vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); - gl_Position = u_matrix * vec4(a_pos, 0, 1); - - v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos); - v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos); -} - -*/ - -// Uncompressed source of fill_pattern.fragment.glsl: -/* -uniform vec2 u_texsize; -uniform float u_fade; - -uniform sampler2D u_image; - -varying vec2 v_pos_a; -varying vec2 v_pos_b; - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_from - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_to - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - vec2 imagecoord = mod(v_pos_a, 1.0); - vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); - vec4 color1 = texture2D(u_image, pos); - - vec2 imagecoord_b = mod(v_pos_b, 1.0); - vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); - vec4 color2 = texture2D(u_image, pos2); - - gl_FragColor = mix(color1, color2, u_fade) * opacity; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/fill_pattern.hpp b/src/mbgl/shaders/fill_pattern.hpp deleted file mode 100644 index 4d09519ed8..0000000000 --- a/src/mbgl/shaders/fill_pattern.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class fill_pattern { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/heatmap.cpp b/src/mbgl/shaders/heatmap.cpp deleted file mode 100644 index a768a6d4ad..0000000000 --- a/src/mbgl/shaders/heatmap.cpp +++ /dev/null @@ -1,135 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/heatmap.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* heatmap::name = "heatmap"; -const char* heatmap::vertexSource = source() + 7983; -const char* heatmap::fragmentSource = source() + 9030; - -// Uncompressed source of heatmap.vertex.glsl: -/* - -#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; -} - -*/ - -// Uncompressed source of heatmap.fragment.glsl: -/* - -#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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/heatmap.hpp b/src/mbgl/shaders/heatmap.hpp deleted file mode 100644 index a3c64db942..0000000000 --- a/src/mbgl/shaders/heatmap.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index 9b881b416f..0000000000 --- a/src/mbgl/shaders/heatmap_texture.cpp +++ /dev/null @@ -1,49 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/heatmap_texture.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* heatmap_texture::name = "heatmap_texture"; -const char* heatmap_texture::vertexSource = source() + 9491; -const char* heatmap_texture::fragmentSource = source() + 9671; - -// Uncompressed source of heatmap_texture.vertex.glsl: -/* -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; -} - -*/ - -// Uncompressed source of heatmap_texture.fragment.glsl: -/* -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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/heatmap_texture.hpp b/src/mbgl/shaders/heatmap_texture.hpp deleted file mode 100644 index c51dc6b178..0000000000 --- a/src/mbgl/shaders/heatmap_texture.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index 48ddabcba1..0000000000 --- a/src/mbgl/shaders/hillshade.cpp +++ /dev/null @@ -1,87 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/hillshade.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* hillshade::name = "hillshade"; -const char* hillshade::vertexSource = source() + 29340; -const char* hillshade::fragmentSource = source() + 29511; - -// Uncompressed source of hillshade.vertex.glsl: -/* -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; -} - -*/ - -// Uncompressed source of hillshade.fragment.glsl: -/* -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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/hillshade.hpp b/src/mbgl/shaders/hillshade.hpp deleted file mode 100644 index a4a27cb595..0000000000 --- a/src/mbgl/shaders/hillshade.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index 9517e1f489..0000000000 --- a/src/mbgl/shaders/hillshade_prepare.cpp +++ /dev/null @@ -1,111 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/hillshade_prepare.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* hillshade_prepare::name = "hillshade_prepare"; -const char* hillshade_prepare::vertexSource = source() + 27925; -const char* hillshade_prepare::fragmentSource = source() + 28218; - -// Uncompressed source of hillshade_prepare.vertex.glsl: -/* -uniform mat4 u_matrix; -uniform vec2 u_dimension; - -attribute vec2 a_pos; -attribute vec2 a_texture_pos; - -varying vec2 v_pos; - -void main() { - gl_Position = u_matrix * vec4(a_pos, 0, 1); - - highp vec2 epsilon = 1.0 / u_dimension; - float scale = (u_dimension.x - 2.0) / u_dimension.x; - v_pos = (a_texture_pos / 8192.0) * scale + epsilon; -} - -*/ - -// Uncompressed source of hillshade_prepare.fragment.glsl: -/* -#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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/hillshade_prepare.hpp b/src/mbgl/shaders/hillshade_prepare.hpp deleted file mode 100644 index c38b4a0d19..0000000000 --- a/src/mbgl/shaders/hillshade_prepare.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// 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 deleted file mode 100644 index a7f2a6d439..0000000000 --- a/src/mbgl/shaders/line.cpp +++ /dev/null @@ -1,247 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/line.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* line::name = "line"; -const char* line::vertexSource = source() + 30585; -const char* line::fragmentSource = source() + 33509; - -// Uncompressed source of line.vertex.glsl: -/* - - -// 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 vec4 a_pos_normal; -attribute vec4 a_data; - -uniform mat4 u_matrix; -uniform mediump float u_ratio; -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 -uniform lowp float a_color_t; -attribute highp vec4 a_color; -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_blur -uniform lowp float a_blur_t; -attribute lowp vec2 a_blur; -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth -uniform lowp float a_gapwidth_t; -attribute mediump vec2 a_gapwidth; -#else -uniform mediump float u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_offset -uniform lowp float a_offset_t; -attribute lowp vec2 a_offset; -#else -uniform lowp float u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_width -uniform lowp float a_width_t; -attribute mediump vec2 a_width; -#else -uniform mediump float u_width; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_color - color = unpack_mix_color(a_color, a_color_t); -#else - highp vec4 color = u_color; -#endif - - -#ifndef HAS_UNIFORM_u_blur - blur = unpack_mix_vec2(a_blur, a_blur_t); -#else - lowp float blur = u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth - mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); -#else - mediump float gapwidth = u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_offset - lowp float offset = unpack_mix_vec2(a_offset, a_offset_t); -#else - lowp float offset = u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_width - mediump float width = unpack_mix_vec2(a_width, a_width_t); -#else - mediump float width = u_width; -#endif - - - 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 - // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = a_pos_normal.zw; - 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 halfwidth = width / 2.0; - offset = -1.0 * offset; - - float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); - float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : 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); - - 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); -} - -*/ - -// Uncompressed source of line.fragment.glsl: -/* - -#ifndef HAS_UNIFORM_u_color -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_blur -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -varying vec2 v_width2; -varying vec2 v_normal; -varying float v_gamma_scale; - -void main() { - -#ifdef HAS_UNIFORM_u_color - highp vec4 color = u_color; -#endif - - -#ifdef HAS_UNIFORM_u_blur - lowp float blur = u_blur; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - - // 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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line.hpp b/src/mbgl/shaders/line.hpp deleted file mode 100644 index c0d81e6202..0000000000 --- a/src/mbgl/shaders/line.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class line { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line_gradient.cpp b/src/mbgl/shaders/line_gradient.cpp deleted file mode 100644 index d9ce2af7b1..0000000000 --- a/src/mbgl/shaders/line_gradient.cpp +++ /dev/null @@ -1,229 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/line_gradient.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* line_gradient::name = "line_gradient"; -const char* line_gradient::vertexSource = source() + 34335; -const char* line_gradient::fragmentSource = source() + 37054; - -// Uncompressed source of line_gradient.vertex.glsl: -/* - -// the attribute conveying progress along a line is scaled to [0, 2^15) -#define MAX_LINE_DISTANCE 32767.0 - -// 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 - -// 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 vec4 a_pos_normal; -attribute vec4 a_data; - -uniform mat4 u_matrix; -uniform mediump float u_ratio; -uniform vec2 u_gl_units_to_pixels; - -varying vec2 v_normal; -varying vec2 v_width2; -varying float v_gamma_scale; -varying highp float v_lineprogress; - - -#ifndef HAS_UNIFORM_u_blur -uniform lowp float a_blur_t; -attribute lowp vec2 a_blur; -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth -uniform lowp float a_gapwidth_t; -attribute mediump vec2 a_gapwidth; -#else -uniform mediump float u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_offset -uniform lowp float a_offset_t; -attribute lowp vec2 a_offset; -#else -uniform lowp float u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_width -uniform lowp float a_width_t; -attribute mediump vec2 a_width; -#else -uniform mediump float u_width; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_blur - blur = unpack_mix_vec2(a_blur, a_blur_t); -#else - lowp float blur = u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth - mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); -#else - mediump float gapwidth = u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_offset - lowp float offset = unpack_mix_vec2(a_offset, a_offset_t); -#else - lowp float offset = u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_width - mediump float width = unpack_mix_vec2(a_width, a_width_t); -#else - mediump float width = u_width; -#endif - - - vec2 a_extrude = a_data.xy - 128.0; - float a_direction = mod(a_data.z, 4.0) - 1.0; - - v_lineprogress = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0 / MAX_LINE_DISTANCE; - - vec2 pos = a_pos_normal.xy; - - // x is 1 if it's a round cap, 0 otherwise - // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = a_pos_normal.zw; - 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 halfwidth = width / 2.0; - offset = -1.0 * offset; - - float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); - float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : 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); - - 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); -} - -*/ - -// Uncompressed source of line_gradient.fragment.glsl: -/* - - -#ifndef HAS_UNIFORM_u_blur -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -uniform sampler2D u_image; - -varying vec2 v_width2; -varying vec2 v_normal; -varying float v_gamma_scale; -varying highp float v_lineprogress; - -void main() { - -#ifdef HAS_UNIFORM_u_blur - lowp float blur = u_blur; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - - // 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); - - // For gradient lines, v_lineprogress is the ratio along the entire line, - // scaled to [0, 2^15), and the gradient ramp is stored in a texture. - vec4 color = texture2D(u_image, vec2(v_lineprogress, 0.5)); - - gl_FragColor = color * (alpha * opacity); - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line_gradient.hpp b/src/mbgl/shaders/line_gradient.hpp deleted file mode 100644 index 87a9d6d38c..0000000000 --- a/src/mbgl/shaders/line_gradient.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class line_gradient { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp deleted file mode 100644 index 2c05c8c7ec..0000000000 --- a/src/mbgl/shaders/line_pattern.cpp +++ /dev/null @@ -1,316 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/line_pattern.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* line_pattern::name = "line_pattern"; -const char* line_pattern::vertexSource = source() + 37841; -const char* line_pattern::fragmentSource = source() + 41162; - -// Uncompressed source of line_pattern.vertex.glsl: -/* -// 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 vec4 a_pos_normal; -attribute vec4 a_data; - -uniform mat4 u_matrix; -uniform vec2 u_gl_units_to_pixels; -uniform mediump float u_ratio; - -varying vec2 v_normal; -varying vec2 v_width2; -varying float v_linesofar; -varying float v_gamma_scale; - - -#ifndef HAS_UNIFORM_u_blur -uniform lowp float a_blur_t; -attribute lowp vec2 a_blur; -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_offset -uniform lowp float a_offset_t; -attribute lowp vec2 a_offset; -#else -uniform lowp float u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth -uniform lowp float a_gapwidth_t; -attribute mediump vec2 a_gapwidth; -#else -uniform mediump float u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_width -uniform lowp float a_width_t; -attribute mediump vec2 a_width; -#else -uniform mediump float u_width; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from -uniform lowp float a_pattern_from_t; -attribute lowp vec4 a_pattern_from; -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -uniform lowp float a_pattern_to_t; -attribute lowp vec4 a_pattern_to; -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_blur - blur = unpack_mix_vec2(a_blur, a_blur_t); -#else - lowp float blur = u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_offset - lowp float offset = unpack_mix_vec2(a_offset, a_offset_t); -#else - lowp float offset = u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth - mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); -#else - mediump float gapwidth = u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_width - mediump float width = unpack_mix_vec2(a_width, a_width_t); -#else - mediump float width = u_width; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_from - pattern_from = a_pattern_from; -#else - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to - pattern_to = a_pattern_to; -#else - mediump vec4 pattern_to = u_pattern_to; -#endif - - - vec2 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; - // float tileRatio = u_scale.y; - vec2 pos = a_pos_normal.xy; - - // x is 1 if it's a round cap, 0 otherwise - // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = a_pos_normal.zw; - 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 halfwidth = width / 2.0; - offset = -1.0 * offset; - - float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); - float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : 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); - - 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); -} - -*/ - -// Uncompressed source of line_pattern.fragment.glsl: -/* -uniform vec2 u_texsize; -uniform float u_fade; -uniform mediump vec4 u_scale; - -uniform sampler2D u_image; - -varying vec2 v_normal; -varying vec2 v_width2; -varying float v_linesofar; -varying float v_gamma_scale; - - -#ifndef HAS_UNIFORM_u_pattern_from -varying lowp vec4 pattern_from; -#else -uniform lowp vec4 u_pattern_from; -#endif - - -#ifndef HAS_UNIFORM_u_pattern_to -varying lowp vec4 pattern_to; -#else -uniform lowp vec4 u_pattern_to; -#endif - - -#ifndef HAS_UNIFORM_u_blur -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -void main() { - -#ifdef HAS_UNIFORM_u_pattern_from - mediump vec4 pattern_from = u_pattern_from; -#endif - - -#ifdef HAS_UNIFORM_u_pattern_to - mediump vec4 pattern_to = u_pattern_to; -#endif - - - -#ifdef HAS_UNIFORM_u_blur - lowp float blur = u_blur; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - - vec2 pattern_tl_a = pattern_from.xy; - vec2 pattern_br_a = pattern_from.zw; - vec2 pattern_tl_b = pattern_to.xy; - vec2 pattern_br_b = pattern_to.zw; - - float pixelRatio = u_scale.x; - float tileZoomRatio = u_scale.y; - float fromScale = u_scale.z; - float toScale = u_scale.w; - - vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); - vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); - - vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y); - vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y); - - // 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 / pattern_size_a.x, 1.0); - float x_b = mod(v_linesofar / pattern_size_b.x, 1.0); - - // 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, (pattern_size_a.y + 2.0) / 2.0) / pattern_size_a.y); - float y_b = 0.5 + (v_normal.y * clamp(v_width2.s, 0.0, (pattern_size_b.y + 2.0) / 2.0) / pattern_size_b.y); - vec2 pos_a = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, vec2(x_a, y_a)); - vec2 pos_b = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, 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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line_pattern.hpp b/src/mbgl/shaders/line_pattern.hpp deleted file mode 100644 index 0394e83fe0..0000000000 --- a/src/mbgl/shaders/line_pattern.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class line_pattern { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp deleted file mode 100644 index 05695abd1b..0000000000 --- a/src/mbgl/shaders/line_sdf.cpp +++ /dev/null @@ -1,309 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/line_sdf.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* line_sdf::name = "line_sdf"; -const char* line_sdf::vertexSource = source() + 43475; -const char* line_sdf::fragmentSource = source() + 47089; - -// Uncompressed source of line_sdf.vertex.glsl: -/* -// 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 vec4 a_pos_normal; -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; - -varying vec2 v_normal; -varying vec2 v_width2; -varying vec2 v_tex_a; -varying vec2 v_tex_b; -varying float v_gamma_scale; - - -#ifndef HAS_UNIFORM_u_color -uniform lowp float a_color_t; -attribute highp vec4 a_color; -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_blur -uniform lowp float a_blur_t; -attribute lowp vec2 a_blur; -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth -uniform lowp float a_gapwidth_t; -attribute mediump vec2 a_gapwidth; -#else -uniform mediump float u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_offset -uniform lowp float a_offset_t; -attribute lowp vec2 a_offset; -#else -uniform lowp float u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_width -uniform lowp float a_width_t; -attribute mediump vec2 a_width; -varying mediump float width; -#else -uniform mediump float u_width; -#endif - - -#ifndef HAS_UNIFORM_u_floorwidth -uniform lowp float a_floorwidth_t; -attribute lowp vec2 a_floorwidth; -varying lowp float floorwidth; -#else -uniform lowp float u_floorwidth; -#endif - - -void main() { - -#ifndef HAS_UNIFORM_u_color - color = unpack_mix_color(a_color, a_color_t); -#else - highp vec4 color = u_color; -#endif - - -#ifndef HAS_UNIFORM_u_blur - blur = unpack_mix_vec2(a_blur, a_blur_t); -#else - lowp float blur = u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_gapwidth - mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); -#else - mediump float gapwidth = u_gapwidth; -#endif - - -#ifndef HAS_UNIFORM_u_offset - lowp float offset = unpack_mix_vec2(a_offset, a_offset_t); -#else - lowp float offset = u_offset; -#endif - - -#ifndef HAS_UNIFORM_u_width - width = unpack_mix_vec2(a_width, a_width_t); -#else - mediump float width = u_width; -#endif - - -#ifndef HAS_UNIFORM_u_floorwidth - floorwidth = unpack_mix_vec2(a_floorwidth, a_floorwidth_t); -#else - lowp float floorwidth = u_floorwidth; -#endif - - - 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; - - vec2 pos = a_pos_normal.xy; - - // x is 1 if it's a round cap, 0 otherwise - // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = a_pos_normal.zw; - 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 halfwidth = width / 2.0; - offset = -1.0 * offset; - - float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); - float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : 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); - - 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 / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a); - v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b); - - v_width2 = vec2(outset, inset); -} - -*/ - -// Uncompressed source of line_sdf.fragment.glsl: -/* - -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; - - -#ifndef HAS_UNIFORM_u_color -varying highp vec4 color; -#else -uniform highp vec4 u_color; -#endif - - -#ifndef HAS_UNIFORM_u_blur -varying lowp float blur; -#else -uniform lowp float u_blur; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_width -varying mediump float width; -#else -uniform mediump float u_width; -#endif - - -#ifndef HAS_UNIFORM_u_floorwidth -varying lowp float floorwidth; -#else -uniform lowp float u_floorwidth; -#endif - - -void main() { - -#ifdef HAS_UNIFORM_u_color - highp vec4 color = u_color; -#endif - - -#ifdef HAS_UNIFORM_u_blur - lowp float blur = u_blur; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - -#ifdef HAS_UNIFORM_u_width - mediump float width = u_width; -#endif - - -#ifdef HAS_UNIFORM_u_floorwidth - lowp float floorwidth = u_floorwidth; -#endif - - - // 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 / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist); - - gl_FragColor = color * (alpha * opacity); - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/line_sdf.hpp b/src/mbgl/shaders/line_sdf.hpp deleted file mode 100644 index 1d4b566f25..0000000000 --- a/src/mbgl/shaders/line_sdf.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class line_sdf { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/preludes.cpp b/src/mbgl/shaders/preludes.cpp deleted file mode 100644 index a9a507742c..0000000000 --- a/src/mbgl/shaders/preludes.cpp +++ /dev/null @@ -1,13 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/preludes.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* vertexPrelude = source() + 0; -const char* fragmentPrelude = source() + 1252; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/preludes.hpp b/src/mbgl/shaders/preludes.hpp deleted file mode 100644 index a3abc9001f..0000000000 --- a/src/mbgl/shaders/preludes.hpp +++ /dev/null @@ -1,12 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -extern const char* vertexPrelude; -extern const char* fragmentPrelude; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/raster.cpp b/src/mbgl/shaders/raster.cpp deleted file mode 100644 index 9fcf995915..0000000000 --- a/src/mbgl/shaders/raster.cpp +++ /dev/null @@ -1,97 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/raster.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* raster::name = "raster"; -const char* raster::vertexSource = source() + 48592; -const char* raster::fragmentSource = source() + 48941; - -// Uncompressed source of raster.vertex.glsl: -/* -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); - // 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. - v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5; - v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent; -} - -*/ - -// Uncompressed source of raster.fragment.glsl: -/* -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); - if (color0.a > 0.0) { - color0.rgb = color0.rgb / color0.a; - } - if (color1.a > 0.0) { - color1.rgb = color1.rgb / color1.a; - } - 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 -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/raster.hpp b/src/mbgl/shaders/raster.hpp deleted file mode 100644 index 791e2c8be0..0000000000 --- a/src/mbgl/shaders/raster.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class raster { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/shaders.cpp b/src/mbgl/shaders/shaders.cpp deleted file mode 100644 index 578c2db624..0000000000 --- a/src/mbgl/shaders/shaders.cpp +++ /dev/null @@ -1,29 +0,0 @@ -#include <mbgl/shaders/shaders.hpp> -#include <mbgl/shaders/preludes.hpp> -#include <mbgl/programs/program_parameters.hpp> -#include <mbgl/util/string.hpp> - -#include <cassert> - -namespace mbgl { -namespace shaders { - -std::string fragmentSource(const ProgramParameters& parameters, const char* fragmentSource) { - return parameters.getDefines() + fragmentPrelude + fragmentSource; -} - -std::string vertexSource(const ProgramParameters& parameters, const char* vertexSource) { - return parameters.getDefines() + vertexPrelude + vertexSource; -} - -std::string programIdentifier(const std::string& vertexSource, const std::string& fragmentSource) { - std::string result; - result.reserve((sizeof(size_t) * 2) * 2 + 2); // 2 size_t hex values + "v2" - result += util::toHex(std::hash<std::string>()(vertexSource)); - result += util::toHex(std::hash<std::string>()(fragmentSource)); - result += "v3"; - return result; -} - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/shaders.hpp b/src/mbgl/shaders/shaders.hpp deleted file mode 100644 index 513d37fa6f..0000000000 --- a/src/mbgl/shaders/shaders.hpp +++ /dev/null @@ -1,16 +0,0 @@ -#pragma once - -#include <string> - -namespace mbgl { - -class ProgramParameters; - -namespace shaders { - -std::string fragmentSource(const ProgramParameters&, const char* fragmentSource); -std::string vertexSource(const ProgramParameters&, const char* vertexSource); -std::string programIdentifier(const std::string& vertexSource, const std::string& fragmentSource); - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/source.cpp b/src/mbgl/shaders/source.cpp deleted file mode 100644 index bc105946ba..0000000000 --- a/src/mbgl/shaders/source.cpp +++ /dev/null @@ -1,917 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/source.hpp> -#include <mbgl/util/compression.hpp> - -#include <cstdint> - -namespace mbgl { -namespace shaders { - -const char* source() { - static const uint8_t compressed[] = { - 0x78, 0xda, 0xed, 0x3d, 0xfd, 0x6f, 0xe3, 0x36, - 0xb2, 0xf7, 0x73, 0xfe, 0x0a, 0x17, 0x05, 0x0e, - 0x92, 0x2c, 0x5b, 0xb6, 0x93, 0xec, 0x97, 0x4e, - 0xaf, 0x08, 0x76, 0xb3, 0x7d, 0x01, 0xda, 0xdd, - 0x60, 0xd3, 0xf6, 0x15, 0x57, 0x2c, 0x0c, 0xc9, - 0x56, 0x6c, 0xdf, 0xd9, 0x96, 0x9f, 0xad, 0x24, - 0x76, 0x0e, 0xf9, 0xdf, 0x1f, 0x87, 0xdf, 0xa4, - 0x48, 0x59, 0x76, 0x12, 0xe7, 0xe3, 0x19, 0x45, - 0x37, 0x16, 0x39, 0x1c, 0x0e, 0xc9, 0xe1, 0x70, - 0x66, 0x48, 0x0e, 0x7f, 0x1c, 0x5d, 0xf6, 0xd3, - 0xcb, 0xda, 0xcf, 0xbf, 0x74, 0x4f, 0x2f, 0x0e, - 0x66, 0xf3, 0xb4, 0x37, 0x5a, 0x8c, 0xb2, 0x69, - 0x6d, 0x38, 0x1a, 0x0c, 0x67, 0xb5, 0xcb, 0x71, - 0x16, 0xe7, 0xe1, 0xc1, 0x8f, 0xe9, 0x78, 0x91, - 0x1e, 0xfc, 0x38, 0xba, 0xac, 0xfd, 0x80, 0x60, - 0x47, 0xd3, 0xb4, 0xef, 0x8c, 0xb3, 0x9b, 0x99, - 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0xa7, 0xae, 0x64, 0xf7, 0xf2, 0x65, 0xff, 0x1f, - 0x03, 0x90, 0xfe, 0x1c - }; - static std::string decompressed = util::decompress(std::string(reinterpret_cast<const char*>(compressed), sizeof(compressed))); - return decompressed.c_str(); -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/source.hpp b/src/mbgl/shaders/source.hpp deleted file mode 100644 index 38a5ea6ece..0000000000 --- a/src/mbgl/shaders/source.hpp +++ /dev/null @@ -1,11 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -const char* source(); - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp deleted file mode 100644 index 7e10f23aa2..0000000000 --- a/src/mbgl/shaders/symbol_icon.cpp +++ /dev/null @@ -1,156 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/symbol_icon.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* symbol_icon::name = "symbol_icon"; -const char* symbol_icon::vertexSource = source() + 50000; -const char* symbol_icon::fragmentSource = source() + 52654; - -// Uncompressed source of symbol_icon.vertex.glsl: -/* -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; -uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function -uniform highp float u_size; // used when size is both zoom and feature constant -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 float u_fade_change; - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -uniform mat4 u_matrix; -uniform mat4 u_label_plane_matrix; -uniform mat4 u_gl_coord_matrix; - -uniform bool u_is_text; -uniform bool u_pitch_with_map; - -uniform vec2 u_texsize; - -varying vec2 v_tex; -varying float v_fade_opacity; - -void main() { - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - - vec2 a_pos = a_pos_offset.xy; - vec2 a_offset = a_pos_offset.zw; - - vec2 a_tex = a_data.xy; - vec2 a_size = a_data.zw; - - highp float segment_angle = -a_projected_pos[2]; - - float size; - if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { - size = mix(a_size[0], a_size[1], u_size_t) / 256.0; - } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { - size = a_size[0] / 256.0; - } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { - size = u_size; - } else { - size = u_size; - } - - vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1); - highp float camera_to_anchor_distance = projectedPoint.w; - // See comments in symbol_sdf.vertex - 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 = clamp( - 0.5 + 0.5 * distance_ratio, - 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles - 4.0); - - size *= perspective_ratio; - - float fontScale = u_is_text ? size / 24.0 : size; - - highp float symbol_rotation = 0.0; - if (u_rotate_symbol) { - // See comments in symbol_sdf.vertex - vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1); - - vec2 a = projectedPoint.xy / projectedPoint.w; - vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w; - - symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x); - } - - highp float angle_sin = sin(segment_angle + symbol_rotation); - highp float angle_cos = cos(segment_angle + symbol_rotation); - 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 / 32.0 * fontScale), 0.0, 1.0); - - v_tex = a_tex / u_texsize; - 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)); -} - -*/ - -// Uncompressed source of symbol_icon.fragment.glsl: -/* -uniform sampler2D u_texture; - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -varying vec2 v_tex; -varying float v_fade_opacity; - -void main() { - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - - lowp float alpha = opacity * v_fade_opacity; - gl_FragColor = texture2D(u_texture, v_tex) * alpha; - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/symbol_icon.hpp b/src/mbgl/shaders/symbol_icon.hpp deleted file mode 100644 index eccf17602d..0000000000 --- a/src/mbgl/shaders/symbol_icon.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class symbol_icon { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp deleted file mode 100644 index 1ffc4c338c..0000000000 --- a/src/mbgl/shaders/symbol_sdf.cpp +++ /dev/null @@ -1,311 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#include <mbgl/shaders/symbol_sdf.hpp> -#include <mbgl/shaders/source.hpp> - -namespace mbgl { -namespace shaders { - -const char* symbol_sdf::name = "symbol_sdf"; -const char* symbol_sdf::vertexSource = source() + 53059; -const char* symbol_sdf::fragmentSource = source() + 57099; - -// Uncompressed source of symbol_sdf.vertex.glsl: -/* -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. -// For constants, a_size is disabled. -// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature. -// For composite functions: -// [ text-size(lowerZoomStop, feature), -// text-size(upperZoomStop, feature) ] -uniform bool u_is_size_zoom_constant; -uniform bool u_is_size_feature_constant; -uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function -uniform highp float u_size; // used when size is both zoom and feature constant - - -#ifndef HAS_UNIFORM_u_fill_color -uniform lowp float a_fill_color_t; -attribute highp vec4 a_fill_color; -varying highp vec4 fill_color; -#else -uniform highp vec4 u_fill_color; -#endif - - -#ifndef HAS_UNIFORM_u_halo_color -uniform lowp float a_halo_color_t; -attribute highp vec4 a_halo_color; -varying highp vec4 halo_color; -#else -uniform highp vec4 u_halo_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -uniform lowp float a_opacity_t; -attribute lowp vec2 a_opacity; -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_halo_width -uniform lowp float a_halo_width_t; -attribute lowp vec2 a_halo_width; -varying lowp float halo_width; -#else -uniform lowp float u_halo_width; -#endif - - -#ifndef HAS_UNIFORM_u_halo_blur -uniform lowp float a_halo_blur_t; -attribute lowp vec2 a_halo_blur; -varying lowp float halo_blur; -#else -uniform lowp float u_halo_blur; -#endif - - -uniform mat4 u_matrix; -uniform mat4 u_label_plane_matrix; -uniform mat4 u_gl_coord_matrix; - -uniform bool u_is_text; -uniform bool u_pitch_with_map; -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 float u_fade_change; - -uniform vec2 u_texsize; - -varying vec2 v_data0; -varying vec3 v_data1; - -void main() { - -#ifndef HAS_UNIFORM_u_fill_color - fill_color = unpack_mix_color(a_fill_color, a_fill_color_t); -#else - highp vec4 fill_color = u_fill_color; -#endif - - -#ifndef HAS_UNIFORM_u_halo_color - halo_color = unpack_mix_color(a_halo_color, a_halo_color_t); -#else - highp vec4 halo_color = u_halo_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity - opacity = unpack_mix_vec2(a_opacity, a_opacity_t); -#else - lowp float opacity = u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_halo_width - halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t); -#else - lowp float halo_width = u_halo_width; -#endif - - -#ifndef HAS_UNIFORM_u_halo_blur - halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t); -#else - lowp float halo_blur = u_halo_blur; -#endif - - - vec2 a_pos = a_pos_offset.xy; - vec2 a_offset = a_pos_offset.zw; - - vec2 a_tex = a_data.xy; - vec2 a_size = a_data.zw; - - highp float segment_angle = -a_projected_pos[2]; - float size; - - if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { - size = mix(a_size[0], a_size[1], u_size_t) / 256.0; - } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { - size = a_size[0] / 256.0; - } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { - size = u_size; - } else { - size = u_size; - } - - vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1); - highp float camera_to_anchor_distance = projectedPoint.w; - // If the label is pitched with the map, layout is done in pitched space, - // which makes labels in the distance smaller relative to viewport space. - // We counteract part of that effect by multiplying by the perspective ratio. - // If the label isn't pitched with the map, we do layout in viewport space, - // which makes labels in the distance larger relative to the features around - // them. We counteract part of that effect by dividing by the perspective ratio. - 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 = clamp( - 0.5 + 0.5 * distance_ratio, - 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles - 4.0); - - size *= perspective_ratio; - - float fontScale = u_is_text ? size / 24.0 : size; - - highp float symbol_rotation = 0.0; - if (u_rotate_symbol) { - // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units - // To figure out that angle in projected space, we draw a short horizontal line in tile - // space, project it, and measure its angle in projected space. - vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1); - - vec2 a = projectedPoint.xy / projectedPoint.w; - vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w; - - symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x); - } - - highp float angle_sin = sin(segment_angle + symbol_rotation); - highp float angle_cos = cos(segment_angle + symbol_rotation); - 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 / 32.0 * fontScale), 0.0, 1.0); - float gamma_scale = gl_Position.w; - - vec2 tex = a_tex / u_texsize; - 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); -} - -*/ - -// Uncompressed source of symbol_sdf.fragment.glsl: -/* -#define SDF_PX 8.0 -#define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO - -uniform bool u_is_halo; - -#ifndef HAS_UNIFORM_u_fill_color -varying highp vec4 fill_color; -#else -uniform highp vec4 u_fill_color; -#endif - - -#ifndef HAS_UNIFORM_u_halo_color -varying highp vec4 halo_color; -#else -uniform highp vec4 u_halo_color; -#endif - - -#ifndef HAS_UNIFORM_u_opacity -varying lowp float opacity; -#else -uniform lowp float u_opacity; -#endif - - -#ifndef HAS_UNIFORM_u_halo_width -varying lowp float halo_width; -#else -uniform lowp float u_halo_width; -#endif - - -#ifndef HAS_UNIFORM_u_halo_blur -varying lowp float halo_blur; -#else -uniform lowp float u_halo_blur; -#endif - - -uniform sampler2D u_texture; -uniform highp float u_gamma_scale; -uniform bool u_is_text; - -varying vec2 v_data0; -varying vec3 v_data1; - -void main() { - -#ifdef HAS_UNIFORM_u_fill_color - highp vec4 fill_color = u_fill_color; -#endif - - -#ifdef HAS_UNIFORM_u_halo_color - highp vec4 halo_color = u_halo_color; -#endif - - -#ifdef HAS_UNIFORM_u_opacity - lowp float opacity = u_opacity; -#endif - - -#ifdef HAS_UNIFORM_u_halo_width - lowp float halo_width = u_halo_width; -#endif - - -#ifdef HAS_UNIFORM_u_halo_blur - lowp float halo_blur = u_halo_blur; -#endif - - - vec2 tex = v_data0.xy; - 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; - - lowp vec4 color = fill_color; - highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); - lowp float buff = (256.0 - 64.0) / 256.0; - if (u_is_halo) { - color = halo_color; - gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale); - buff = (6.0 - halo_width / fontScale) / SDF_PX; - } - - lowp float dist = texture2D(u_texture, tex).a; - highp float gamma_scaled = gamma * gamma_scale; - highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist); - - gl_FragColor = color * (alpha * opacity * fade_opacity); - -#ifdef OVERDRAW_INSPECTOR - gl_FragColor = vec4(1.0); -#endif -} - -*/ - -} // namespace shaders -} // namespace mbgl diff --git a/src/mbgl/shaders/symbol_sdf.hpp b/src/mbgl/shaders/symbol_sdf.hpp deleted file mode 100644 index d5761d5fdb..0000000000 --- a/src/mbgl/shaders/symbol_sdf.hpp +++ /dev/null @@ -1,16 +0,0 @@ -// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. - -#pragma once - -namespace mbgl { -namespace shaders { - -class symbol_sdf { -public: - static const char* name; - static const char* vertexSource; - static const char* fragmentSource; -}; - -} // namespace shaders -} // namespace mbgl |