// 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 = "hillshade"; static constexpr const uint8_t hash[8] = { 0x8a, 0x11, 0x29, 0x18, 0x52, 0x7f, 0x3b, 0xbb }; static constexpr const auto vertexOffset = 29125; static constexpr const auto fragmentOffset = 29296; }; constexpr const char* ShaderSource::name; constexpr const uint8_t ShaderSource::hash[8]; } // namespace gl } // namespace programs namespace gfx { template <> std::unique_ptr> Backend::Create(const ProgramParameters& programParameters) { return std::make_unique>(programParameters); } } // namespace gfx } // namespace mbgl // 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 } */