// 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 bool u_pitch_with_map; uniform vec2 u_extrude_scale; uniform highp float u_camera_to_center_distance; attribute vec2 a_pos; #ifndef HAS_UNIFORM_u_color uniform lowp float a_color_t; attribute highp vec4 a_color; varying highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_radius uniform lowp float a_radius_t; attribute mediump vec2 a_radius; varying mediump float radius; #else uniform mediump float u_radius; #endif #ifndef HAS_UNIFORM_u_blur uniform lowp float a_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 a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; #else uniform lowp float u_opacity; #endif #ifndef HAS_UNIFORM_u_stroke_color uniform lowp float a_stroke_color_t; attribute highp vec4 a_stroke_color; varying highp vec4 stroke_color; #else uniform highp vec4 u_stroke_color; #endif #ifndef HAS_UNIFORM_u_stroke_width uniform lowp float a_stroke_width_t; attribute mediump vec2 a_stroke_width; varying mediump float stroke_width; #else uniform mediump float u_stroke_width; #endif #ifndef HAS_UNIFORM_u_stroke_opacity uniform lowp float a_stroke_opacity_t; attribute lowp vec2 a_stroke_opacity; varying lowp float stroke_opacity; #else uniform lowp float u_stroke_opacity; #endif varying vec3 v_data; void main(void) { #ifndef HAS_UNIFORM_u_color color = unpack_mix_vec4(a_color, a_color_t); #else highp vec4 color = u_color; #endif #ifndef HAS_UNIFORM_u_radius radius = unpack_mix_vec2(a_radius, a_radius_t); #else mediump float radius = u_radius; #endif #ifndef HAS_UNIFORM_u_blur blur = unpack_mix_vec2(a_blur, a_blur_t); #else lowp float blur = u_blur; #endif #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif #ifndef HAS_UNIFORM_u_stroke_color stroke_color = unpack_mix_vec4(a_stroke_color, a_stroke_color_t); #else highp vec4 stroke_color = u_stroke_color; #endif #ifndef HAS_UNIFORM_u_stroke_width stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t); #else mediump float stroke_width = u_stroke_width; #endif #ifndef HAS_UNIFORM_u_stroke_opacity stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t); #else lowp float stroke_opacity = u_stroke_opacity; #endif // unencode the extrusion vector that we snuck into the a_pos vector vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0); // multiply a_pos by 0.5, since we had it * 2 in order to sneak // in extrusion data vec2 circle_center = floor(a_pos * 0.5); if (u_pitch_with_map) { vec2 corner_position = circle_center; if (u_scale_with_map) { corner_position += extrude * (radius + stroke_width) * u_extrude_scale; } else { // Pitching the circle with the map effectively scales it with the map // To counteract the effect for pitch-scale: viewport, we rescale the // whole circle based on the pitch scaling effect at its central point vec4 projected_center = u_matrix * vec4(circle_center, 0, 1); corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance); } gl_Position = u_matrix * vec4(corner_position, 0, 1); } else { gl_Position = u_matrix * vec4(circle_center, 0, 1); if (u_scale_with_map) { gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance; } else { gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * 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. lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width); v_data = vec3(extrude.x, extrude.y, antialiasblur); } )MBGL_SHADER"; const char* circle::fragmentSource = R"MBGL_SHADER( #ifndef HAS_UNIFORM_u_color varying highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_radius varying mediump float radius; #else uniform mediump float u_radius; #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 #ifndef HAS_UNIFORM_u_stroke_color varying highp vec4 stroke_color; #else uniform highp vec4 u_stroke_color; #endif #ifndef HAS_UNIFORM_u_stroke_width varying mediump float stroke_width; #else uniform mediump float u_stroke_width; #endif #ifndef HAS_UNIFORM_u_stroke_opacity varying lowp float stroke_opacity; #else uniform lowp float u_stroke_opacity; #endif varying vec3 v_data; void main() { #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif #ifdef HAS_UNIFORM_u_radius mediump float radius = u_radius; #endif #ifdef HAS_UNIFORM_u_blur lowp float blur = u_blur; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif #ifdef HAS_UNIFORM_u_stroke_color highp vec4 stroke_color = u_stroke_color; #endif #ifdef HAS_UNIFORM_u_stroke_width mediump float stroke_width = u_stroke_width; #endif #ifdef HAS_UNIFORM_u_stroke_opacity lowp float stroke_opacity = u_stroke_opacity; #endif vec2 extrude = v_data.xy; float extrude_length = length(extrude); lowp float antialiasblur = v_data.z; float antialiased_blur = -max(blur, 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