// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* fill_extrusion_pattern::name = "fill_extrusion_pattern"; const char* fill_extrusion_pattern::vertexSource = R"MBGL_SHADER( uniform mat4 u_matrix; uniform vec2 u_pattern_size_a; uniform vec2 u_pattern_size_b; uniform vec2 u_pixel_coord_upper; uniform vec2 u_pixel_coord_lower; uniform float u_scale_a; uniform float u_scale_b; uniform float u_tile_units_to_pixels; uniform float u_height_factor; 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 vec2 v_pos_a; varying vec2 v_pos_b; varying vec4 v_lighting; varying float v_directional; uniform lowp float a_base_t; attribute lowp vec2 a_base; varying lowp float base; uniform lowp float a_height_t; attribute lowp vec2 a_height; varying lowp float height; void main() { base = unpack_mix_vec2(a_base, a_base_t); height = unpack_mix_vec2(a_height, a_height_t); base = max(0.0, base); height = max(0.0, height); float t = mod(a_normal.x, 2.0); float z = t > 0.0 ? height : base; gl_Position = u_matrix * vec4(a_pos, z, 1); vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0 ? a_pos // extrusion top : vec2(a_edgedistance, z * u_height_factor); // extrusion side v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos); v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos); v_lighting = vec4(0.0, 0.0, 0.0, 1.0); float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0); directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional); 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); } v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0)); } )MBGL_SHADER"; const char* fill_extrusion_pattern::fragmentSource = R"MBGL_SHADER( uniform vec2 u_pattern_tl_a; uniform vec2 u_pattern_br_a; uniform vec2 u_pattern_tl_b; uniform vec2 u_pattern_br_b; uniform float u_mix; uniform sampler2D u_image; varying vec2 v_pos_a; varying vec2 v_pos_b; varying vec4 v_lighting; varying lowp float base; varying lowp float height; void main() { vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord); vec4 color1 = texture2D(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b); vec4 color2 = texture2D(u_image, pos2); vec4 mixedColor = mix(color1, color2, u_mix); gl_FragColor = mixedColor * v_lighting; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl