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-rw-r--r--src/mbgl/shaders/extrusion_texture.cpp39
-rw-r--r--src/mbgl/shaders/extrusion_texture.hpp16
-rw-r--r--src/mbgl/shaders/fill_extrusion.cpp98
-rw-r--r--src/mbgl/shaders/fill_extrusion.hpp16
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp111
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.hpp16
-rw-r--r--src/mbgl/shaders/preludes.cpp5
7 files changed, 299 insertions, 2 deletions
diff --git a/src/mbgl/shaders/extrusion_texture.cpp b/src/mbgl/shaders/extrusion_texture.cpp
new file mode 100644
index 0000000000..c756db181c
--- /dev/null
+++ b/src/mbgl/shaders/extrusion_texture.cpp
@@ -0,0 +1,39 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/extrusion_texture.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* extrusion_texture::name = "extrusion_texture";
+const char* extrusion_texture::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+uniform vec2 u_world;
+attribute vec2 a_pos;
+varying vec2 v_pos;
+
+void main() {
+ gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
+
+ v_pos.x = a_pos.x;
+ v_pos.y = 1.0 - a_pos.y;
+}
+
+)MBGL_SHADER";
+const char* extrusion_texture::fragmentSource = R"MBGL_SHADER(
+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
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/extrusion_texture.hpp b/src/mbgl/shaders/extrusion_texture.hpp
new file mode 100644
index 0000000000..05e54c5499
--- /dev/null
+++ b/src/mbgl/shaders/extrusion_texture.hpp
@@ -0,0 +1,16 @@
+// 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_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp
new file mode 100644
index 0000000000..ea1c80545e
--- /dev/null
+++ b/src/mbgl/shaders/fill_extrusion.cpp
@@ -0,0 +1,98 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/fill_extrusion.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* fill_extrusion::name = "fill_extrusion";
+const char* fill_extrusion::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+uniform vec3 u_lightcolor;
+uniform lowp vec3 u_lightpos;
+uniform lowp float u_lightintensity;
+
+attribute vec2 a_pos;
+attribute vec3 a_normal;
+attribute float a_edgedistance;
+
+varying vec4 v_color;
+
+uniform lowp float a_base_t;
+attribute lowp vec2 a_base;
+varying lowp float base;
+uniform lowp float a_height_t;
+attribute lowp vec2 a_height;
+varying lowp float height;
+
+uniform lowp float a_color_t;
+attribute highp vec4 a_color;
+varying highp vec4 color;
+
+void main() {
+ base = unpack_mix_vec2(a_base, a_base_t);
+ height = unpack_mix_vec2(a_height, a_height_t);
+ color = unpack_mix_vec4(a_color, a_color_t);
+
+ base = max(0.0, base);
+ height = max(0.0, height);
+
+ float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert
+ float t = mod(a_normal.x, 2.0);
+
+ 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(a_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 (a_normal.y != 0.0) {
+ directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);
+ }
+
+ // 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);
+}
+
+)MBGL_SHADER";
+const char* fill_extrusion::fragmentSource = R"MBGL_SHADER(
+varying vec4 v_color;
+varying lowp float base;
+varying lowp float height;
+varying highp vec4 color;
+
+void main() {
+
+
+
+
+ gl_FragColor = v_color;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/fill_extrusion.hpp b/src/mbgl/shaders/fill_extrusion.hpp
new file mode 100644
index 0000000000..949ae57f12
--- /dev/null
+++ b/src/mbgl/shaders/fill_extrusion.hpp
@@ -0,0 +1,16 @@
+// 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
new file mode 100644
index 0000000000..e2de5c20b2
--- /dev/null
+++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp
@@ -0,0 +1,111 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/shaders/fill_extrusion_pattern.hpp>
+
+namespace mbgl {
+namespace shaders {
+
+const char* fill_extrusion_pattern::name = "fill_extrusion_pattern";
+const char* fill_extrusion_pattern::vertexSource = R"MBGL_SHADER(
+uniform mat4 u_matrix;
+uniform vec2 u_pattern_size_a;
+uniform vec2 u_pattern_size_b;
+uniform vec2 u_pixel_coord_upper;
+uniform vec2 u_pixel_coord_lower;
+uniform float u_scale_a;
+uniform float u_scale_b;
+uniform float u_tile_units_to_pixels;
+uniform float u_height_factor;
+
+uniform vec3 u_lightcolor;
+uniform lowp vec3 u_lightpos;
+uniform lowp float u_lightintensity;
+
+attribute vec2 a_pos;
+attribute vec3 a_normal;
+attribute float a_edgedistance;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec4 v_lighting;
+varying float v_directional;
+
+uniform lowp float a_base_t;
+attribute lowp vec2 a_base;
+varying lowp float base;
+uniform lowp float a_height_t;
+attribute lowp vec2 a_height;
+varying lowp float height;
+
+void main() {
+ base = unpack_mix_vec2(a_base, a_base_t);
+ height = unpack_mix_vec2(a_height, a_height_t);
+
+ base = max(0.0, base);
+ height = max(0.0, height);
+
+ float t = mod(a_normal.x, 2.0);
+ float z = t > 0.0 ? height : base;
+
+ gl_Position = u_matrix * vec4(a_pos, z, 1);
+
+ vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0
+ ? a_pos // extrusion top
+ : vec2(a_edgedistance, z * u_height_factor); // extrusion side
+
+ v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos);
+ v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos);
+
+ v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
+ float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0);
+ directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
+
+ if (a_normal.y != 0.0) {
+ directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);
+ }
+
+ v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
+}
+
+)MBGL_SHADER";
+const char* fill_extrusion_pattern::fragmentSource = R"MBGL_SHADER(
+uniform vec2 u_pattern_tl_a;
+uniform vec2 u_pattern_br_a;
+uniform vec2 u_pattern_tl_b;
+uniform vec2 u_pattern_br_b;
+uniform float u_mix;
+
+uniform sampler2D u_image;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec4 v_lighting;
+
+varying lowp float base;
+varying lowp float height;
+
+void main() {
+
+
+
+ vec2 imagecoord = mod(v_pos_a, 1.0);
+ vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
+ vec4 color1 = texture2D(u_image, pos);
+
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
+ vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
+ vec4 color2 = texture2D(u_image, pos2);
+
+ vec4 mixedColor = mix(color1, color2, u_mix);
+
+ gl_FragColor = mixedColor * v_lighting;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+)MBGL_SHADER";
+
+} // namespace shaders
+} // namespace mbgl
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.hpp b/src/mbgl/shaders/fill_extrusion_pattern.hpp
new file mode 100644
index 0000000000..e9ae001d4e
--- /dev/null
+++ b/src/mbgl/shaders/fill_extrusion_pattern.hpp
@@ -0,0 +1,16 @@
+// 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/preludes.cpp b/src/mbgl/shaders/preludes.cpp
index cca0f3e3f1..95fa624e8d 100644
--- a/src/mbgl/shaders/preludes.cpp
+++ b/src/mbgl/shaders/preludes.cpp
@@ -48,8 +48,9 @@ vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 v
// packed like so:
// packedValue = floor(input[0]) * 256 + input[1],
vec2 unpack_float(const float packedValue) {
- float v0 = floor(packedValue / 256.0);
- return vec2(v0, packedValue - v0 * 256.0);
+ int packedIntValue = int(packedValue);
+ int v0 = packedIntValue / 256;
+ return vec2(v0, packedIntValue - v0 * 256);
}