// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include #include namespace mbgl { namespace shaders { const char* fill_pattern::name = "fill_pattern"; const char* fill_pattern::vertexSource = source() + 18259; const char* fill_pattern::fragmentSource = source() + 20038; // Uncompressed source of fill_pattern.vertex.glsl: /* uniform mat4 u_matrix; uniform vec2 u_pixel_coord_upper; uniform vec2 u_pixel_coord_lower; uniform vec4 u_scale; attribute vec2 a_pos; varying vec2 v_pos_a; varying vec2 v_pos_b; #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 #ifndef HAS_UNIFORM_u_pattern_from uniform lowp float a_pattern_from_t; attribute lowp vec4 a_pattern_from; varying lowp vec4 pattern_from; #else uniform lowp vec4 u_pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to uniform lowp float a_pattern_to_t; attribute lowp vec4 a_pattern_to; varying lowp vec4 pattern_to; #else uniform lowp vec4 u_pattern_to; #endif void main() { #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif #ifndef HAS_UNIFORM_u_pattern_from pattern_from = a_pattern_from; #else mediump vec4 pattern_from = u_pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to pattern_to = a_pattern_to; #else mediump vec4 pattern_to = u_pattern_to; #endif vec2 pattern_tl_a = pattern_from.xy; vec2 pattern_br_a = pattern_from.zw; vec2 pattern_tl_b = pattern_to.xy; vec2 pattern_br_b = pattern_to.zw; float pixelRatio = u_scale.x; float tileZoomRatio = u_scale.y; float fromScale = u_scale.z; float toScale = u_scale.w; vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio); vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio); gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos); v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos); } */ // Uncompressed source of fill_pattern.fragment.glsl: /* uniform vec2 u_texsize; uniform float u_fade; uniform sampler2D u_image; varying vec2 v_pos_a; varying vec2 v_pos_b; #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif #ifndef HAS_UNIFORM_u_pattern_from varying lowp vec4 pattern_from; #else uniform lowp vec4 u_pattern_from; #endif #ifndef HAS_UNIFORM_u_pattern_to varying lowp vec4 pattern_to; #else uniform lowp vec4 u_pattern_to; #endif void main() { #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif #ifdef HAS_UNIFORM_u_pattern_from mediump vec4 pattern_from = u_pattern_from; #endif #ifdef HAS_UNIFORM_u_pattern_to mediump vec4 pattern_to = u_pattern_to; #endif vec2 pattern_tl_a = pattern_from.xy; vec2 pattern_br_a = pattern_from.zw; vec2 pattern_tl_b = pattern_to.xy; vec2 pattern_br_b = pattern_to.zw; vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture2D(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture2D(u_image, pos2); gl_FragColor = mix(color1, color2, u_fade) * opacity; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } */ } // namespace shaders } // namespace mbgl