// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* collision_circle::name = "collision_circle"; const char* collision_circle::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; varying float v_radius; varying vec2 v_extrude; varying vec2 v_extrude_scale; 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 * (camera_to_anchor_distance / u_camera_to_center_distance); gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w / collision_perspective_ratio; v_placed = a_placed.x; v_notUsed = a_placed.y; v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius v_extrude = a_extrude * padding_factor; v_extrude_scale = u_extrude_scale * u_camera_to_center_distance / collision_perspective_ratio; } )MBGL_SHADER"; const char* collision_circle::fragmentSource = R"MBGL_SHADER( varying float v_placed; varying float v_notUsed; varying float v_radius; varying vec2 v_extrude; varying vec2 v_extrude_scale; void main() { float alpha = 0.5; // Red = collision, hide label vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha; // Blue = no collision, label is showing if (v_placed > 0.5) { color = vec4(0.0, 0.0, 1.0, 0.5) * alpha; } if (v_notUsed > 0.5) { // This box not used, fade it out color *= .2; } float extrude_scale_length = length(v_extrude_scale); float extrude_length = length(v_extrude) * extrude_scale_length; float stroke_width = 3.0; float radius = v_radius * extrude_scale_length; float distance_to_edge = abs(extrude_length - radius); float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge); gl_FragColor = opacity_t * color; } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl