// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* collision_box::name = "collision_box"; const char* collision_box::vertexSource = R"MBGL_SHADER( attribute vec2 a_pos; attribute vec2 a_anchor_pos; attribute vec2 a_extrude; attribute vec2 a_placed; uniform mat4 u_matrix; uniform vec2 u_extrude_scale; uniform float u_camera_to_center_distance; varying float v_placed; varying float v_notUsed; void main() { vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance); gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); gl_Position.xy += a_extrude * u_extrude_scale * gl_Position.w * collision_perspective_ratio; v_placed = a_placed.x; v_notUsed = a_placed.y; } )MBGL_SHADER"; const char* collision_box::fragmentSource = R"MBGL_SHADER( varying float v_placed; varying float v_notUsed; void main() { float alpha = 0.5; // Red = collision, hide label gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha; // Blue = no collision, label is showing if (v_placed > 0.5) { gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha; } if (v_notUsed > 0.5) { // This box not used, fade it out gl_FragColor *= .1; } } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl