// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* circle::name = "circle"; const char* circle::vertexSource = R"MBGL_SHADER( uniform mat4 u_matrix; uniform bool u_scale_with_map; uniform vec2 u_extrude_scale; attribute vec2 a_pos; uniform lowp float a_color_t; attribute lowp vec4 a_color; varying lowp vec4 color; uniform lowp float a_radius_t; attribute mediump vec2 a_radius; varying mediump float radius; uniform lowp float a_blur_t; attribute lowp vec2 a_blur; varying lowp float blur; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; uniform lowp float a_stroke_color_t; attribute lowp vec4 a_stroke_color; varying lowp vec4 stroke_color; uniform lowp float a_stroke_width_t; attribute mediump vec2 a_stroke_width; varying mediump float stroke_width; uniform lowp float a_stroke_opacity_t; attribute lowp vec2 a_stroke_opacity; varying lowp float stroke_opacity; varying vec2 v_extrude; varying lowp float v_antialiasblur; void main(void) { color = unpack_mix_vec4(a_color, a_color_t); radius = unpack_mix_vec2(a_radius, a_radius_t); blur = unpack_mix_vec2(a_blur, a_blur_t); opacity = unpack_mix_vec2(a_opacity, a_opacity_t); stroke_color = unpack_mix_vec4(a_stroke_color, a_stroke_color_t); stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t); stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t); // unencode the extrusion vector that we snuck into the a_pos vector v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0); vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale; // multiply a_pos by 0.5, since we had it * 2 in order to sneak // in extrusion data gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1); if (u_scale_with_map) { gl_Position.xy += extrude; } else { gl_Position.xy += extrude * gl_Position.w; } // This is a minimum blur distance that serves as a faux-antialiasing for // the circle. since blur is a ratio of the circle's size and the intent is // to keep the blur at roughly 1px, the two are inversely related. v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width); } )MBGL_SHADER"; const char* circle::fragmentSource = R"MBGL_SHADER( varying lowp vec4 color; varying mediump float radius; varying lowp float blur; varying lowp float opacity; varying lowp vec4 stroke_color; varying mediump float stroke_width; varying lowp float stroke_opacity; varying vec2 v_extrude; varying lowp float v_antialiasblur; void main() { float extrude_length = length(v_extrude); float antialiased_blur = -max(blur, v_antialiasblur); float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0); float color_t = stroke_width < 0.01 ? 0.0 : smoothstep( antialiased_blur, 0.0, extrude_length - radius / (radius + stroke_width) ); gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl