// 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 = "raster"; static constexpr const uint8_t hash[8] = { 0x40, 0x3d, 0x6c, 0xf4, 0xd0, 0x41, 0x51, 0x0e }; static constexpr const auto vertexOffset = 48827; static constexpr const auto fragmentOffset = 49176; }; 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 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 } */