// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include #include #include namespace mbgl { namespace programs { namespace gl { template struct ShaderSource; template <> struct ShaderSource { static constexpr const char* name = "collision_circle"; static constexpr const uint8_t hash[8] = { 0x99, 0x2e, 0xad, 0x8c, 0xd3, 0x88, 0xae, 0x82 }; static constexpr const auto vertexOffset = 10858; static constexpr const auto fragmentOffset = 11774; }; constexpr const char* ShaderSource::name; constexpr const uint8_t ShaderSource::hash[8]; } // namespace gl } // namespace programs namespace gfx { template <> std::unique_ptr> Context::createProgram(const ProgramParameters& programParameters) { return std::make_unique>(programParameters); } } // namespace gfx } // namespace mbgl // 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; } */