// 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( #ifdef GL_ES precision highp float; #else #if !defined(lowp) #define lowp #endif #if !defined(mediump) #define mediump #endif #if !defined(highp) #define highp #endif #endif float evaluate_zoom_function_1(const vec4 values, const float t) { if (t < 1.0) { return mix(values[0], values[1], t); } else if (t < 2.0) { return mix(values[1], values[2], t - 1.0); } else { return mix(values[2], values[3], t - 2.0); } } vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) { if (t < 1.0) { return mix(value0, value1, t); } else if (t < 2.0) { return mix(value1, value2, t - 1.0); } else { return mix(value2, value3, t - 2.0); } } // The offset depends on how many pixels are between the world origin and the edge of the tile: // vec2 offset = mod(pixel_coord, size) // // At high zoom levels there are a ton of pixels between the world origin and the edge of the tile. // The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that. // // The pixel_coord is passed in as two 16 bit values: // pixel_coord_upper = floor(pixel_coord / 2^16) // pixel_coord_lower = mod(pixel_coord, 2^16) // // The offset is calculated in a series of steps that should preserve this precision: vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower, const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) { vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size); return (tile_units_to_pixels * pos + offset) / pattern_size; } 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_min; attribute lowp vec4 a_color_max; varying lowp vec4 color; uniform lowp float a_radius_t; attribute mediump float a_radius_min; attribute mediump float a_radius_max; varying mediump float radius; uniform lowp float a_blur_t; attribute lowp float a_blur_min; attribute lowp float a_blur_max; varying lowp float blur; uniform lowp float a_opacity_t; attribute lowp float a_opacity_min; attribute lowp float a_opacity_max; varying lowp float opacity; uniform lowp float a_stroke_color_t; attribute lowp vec4 a_stroke_color_min; attribute lowp vec4 a_stroke_color_max; varying lowp vec4 stroke_color; uniform lowp float a_stroke_width_t; attribute mediump float a_stroke_width_min; attribute mediump float a_stroke_width_max; varying mediump float stroke_width; uniform lowp float a_stroke_opacity_t; attribute lowp float a_stroke_opacity_min; attribute lowp float a_stroke_opacity_max; varying lowp float stroke_opacity; varying vec2 v_extrude; varying lowp float v_antialiasblur; void main(void) { color = mix(a_color_min, a_color_max, a_color_t); radius = mix(a_radius_min, a_radius_max, a_radius_t); blur = mix(a_blur_min, a_blur_max, a_blur_t); opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t); stroke_color = mix(a_stroke_color_min, a_stroke_color_max, a_stroke_color_t); stroke_width = mix(a_stroke_width_min, a_stroke_width_max, a_stroke_width_t); stroke_opacity = mix(a_stroke_opacity_min, a_stroke_opacity_max, 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( #ifdef GL_ES precision mediump float; #else #if !defined(lowp) #define lowp #endif #if !defined(mediump) #define mediump #endif #if !defined(highp) #define highp #endif #endif 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