// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* fill_extrusion::name = "fill_extrusion"; const char* fill_extrusion::vertexSource = R"MBGL_SHADER( uniform mat4 u_matrix; uniform vec3 u_lightcolor; uniform lowp vec3 u_lightpos; uniform lowp float u_lightintensity; attribute vec2 a_pos; attribute vec3 a_normal; attribute float a_edgedistance; varying vec4 v_color; #ifndef HAS_UNIFORM_u_base uniform lowp float a_base_t; attribute lowp vec2 a_base; varying lowp float base; #else uniform lowp float u_base; #endif #ifndef HAS_UNIFORM_u_height uniform lowp float a_height_t; attribute lowp vec2 a_height; varying lowp float height; #else uniform lowp float u_height; #endif #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 void main() { #ifndef HAS_UNIFORM_u_base base = unpack_mix_vec2(a_base, a_base_t); #else lowp float base = u_base; #endif #ifndef HAS_UNIFORM_u_height height = unpack_mix_vec2(a_height, a_height_t); #else lowp float height = u_height; #endif #ifndef HAS_UNIFORM_u_color color = unpack_mix_vec4(a_color, a_color_t); #else highp vec4 color = u_color; #endif base = max(0.0, base); height = max(0.0, height); float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert float t = mod(a_normal.x, 2.0); gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); // Relative luminance (how dark/bright is the surface color?) float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; v_color = vec4(0.0, 0.0, 0.0, 1.0); // Add slight ambient lighting so no extrusions are totally black vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0); color += ambientlight; // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray float directional = clamp(dot(a_normal / 16384.0, u_lightpos), 0.0, 1.0); // Adjust directional so that // the range of values for highlight/shading is narrower // with lower light intensity // and with lighter/brighter surface colors directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); // Add gradient along z axis of side surfaces if (a_normal.y != 0.0) { directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0); } // Assign final color based on surface + ambient light color, diffuse light directional, and light color // with lower bounds adjusted to hue of light // so that shading is tinted with the complementary (opposite) color to the light color v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0); v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0); v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0); } )MBGL_SHADER"; const char* fill_extrusion::fragmentSource = R"MBGL_SHADER( varying vec4 v_color; #ifndef HAS_UNIFORM_u_base varying lowp float base; #else uniform lowp float u_base; #endif #ifndef HAS_UNIFORM_u_height varying lowp float height; #else uniform lowp float u_height; #endif #ifndef HAS_UNIFORM_u_color varying highp vec4 color; #else uniform highp vec4 u_color; #endif void main() { #ifdef HAS_UNIFORM_u_base lowp float base = u_base; #endif #ifdef HAS_UNIFORM_u_height lowp float height = u_height; #endif #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif gl_FragColor = v_color; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl