// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* fill_outline_pattern::name = "fill_outline_pattern"; const char* fill_outline_pattern::vertexSource = R"MBGL_SHADER( uniform mat4 u_matrix; uniform vec2 u_world; 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; attribute vec2 a_pos; varying vec2 v_pos_a; varying vec2 v_pos_b; varying vec2 v_pos; #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 void main() { #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif gl_Position = u_matrix * vec4(a_pos, 0, 1); 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, a_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, a_pos); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; } )MBGL_SHADER"; const char* fill_outline_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 vec2 u_texsize; uniform float u_mix; uniform sampler2D u_image; varying vec2 v_pos_a; varying vec2 v_pos_b; varying vec2 v_pos; #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif void main() { #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture2D(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture2D(u_image, pos2); // find distance to outline for alpha interpolation float dist = length(v_pos - gl_FragCoord.xy); float alpha = 1.0 - smoothstep(0.0, 1.0, dist); gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl