// 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 = "line_pattern"; static constexpr const uint8_t hash[8] = { 0x73, 0xa0, 0x59, 0x46, 0x57, 0xa5, 0x60, 0x25 }; static constexpr const auto vertexOffset = 37841; static constexpr const auto fragmentOffset = 41162; }; 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 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 u_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 u_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 u_offset_t; attribute lowp vec2 a_offset; #else uniform lowp float u_offset; #endif #ifndef HAS_UNIFORM_u_gapwidth uniform lowp float u_gapwidth_t; attribute mediump vec2 a_gapwidth; #else uniform mediump float u_gapwidth; #endif #ifndef HAS_UNIFORM_u_width uniform lowp float u_width_t; attribute mediump vec2 a_width; #else uniform mediump float u_width; #endif #ifndef HAS_UNIFORM_u_pattern_from uniform lowp float u_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 u_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, u_blur_t); #else lowp float blur = u_blur; #endif #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, u_opacity_t); #else lowp float opacity = u_opacity; #endif #ifndef HAS_UNIFORM_u_offset lowp float offset = unpack_mix_vec2(a_offset, u_offset_t); #else lowp float offset = u_offset; #endif #ifndef HAS_UNIFORM_u_gapwidth mediump float gapwidth = unpack_mix_vec2(a_gapwidth, u_gapwidth_t); #else mediump float gapwidth = u_gapwidth; #endif #ifndef HAS_UNIFORM_u_width mediump float width = unpack_mix_vec2(a_width, u_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 } */