// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* line::name = "line"; const char* line::vertexSource = R"MBGL_SHADER( #ifdef GL_ES precision highp float; #else #if !defined(lowp) #define lowp #endif #if !defined(mediump) #define mediump #endif #if !defined(highp) #define highp #endif #endif float evaluate_zoom_function_1(const vec4 values, const float t) { if (t < 1.0) { return mix(values[0], values[1], t); } else if (t < 2.0) { return mix(values[1], values[2], t - 1.0); } else { return mix(values[2], values[3], t - 2.0); } } vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) { if (t < 1.0) { return mix(value0, value1, t); } else if (t < 2.0) { return mix(value1, value2, t - 1.0); } else { return mix(value2, value3, t - 2.0); } } // The offset depends on how many pixels are between the world origin and the edge of the tile: // vec2 offset = mod(pixel_coord, size) // // At high zoom levels there are a ton of pixels between the world origin and the edge of the tile. // The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that. // // The pixel_coord is passed in as two 16 bit values: // pixel_coord_upper = floor(pixel_coord / 2^16) // pixel_coord_lower = mod(pixel_coord, 2^16) // // The offset is calculated in a series of steps that should preserve this precision: vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower, const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) { vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size); return (tile_units_to_pixels * pos + offset) / pattern_size; } // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. #define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0 // floor(127 / 2) == 63.0 // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is // stored in a byte (-128..127). we scale regular normals up to length 63, but // there are also "special" normals that have a bigger length (of up to 126 in // this case). // #define scale 63.0 #define scale 0.015873016 attribute vec2 a_pos; attribute vec4 a_data; uniform mat4 u_matrix; uniform mediump float u_ratio; uniform mediump float u_width; uniform vec2 u_gl_units_to_pixels; varying vec2 v_normal; varying vec2 v_width2; varying float v_gamma_scale; uniform lowp float a_color_t; attribute lowp vec4 a_color_min; attribute lowp vec4 a_color_max; varying lowp vec4 color; uniform lowp float a_blur_t; attribute lowp float a_blur_min; attribute lowp float a_blur_max; varying lowp float blur; uniform lowp float a_opacity_t; attribute lowp float a_opacity_min; attribute lowp float a_opacity_max; varying lowp float opacity; uniform lowp float a_gapwidth_t; attribute mediump float a_gapwidth_min; attribute mediump float a_gapwidth_max; varying mediump float gapwidth; uniform lowp float a_offset_t; attribute lowp float a_offset_min; attribute lowp float a_offset_max; varying lowp float offset; void main() { color = mix(a_color_min, a_color_max, a_color_t); blur = mix(a_blur_min, a_blur_max, a_blur_t); opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t); gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t); offset = mix(a_offset_min, a_offset_max, a_offset_t); vec2 a_extrude = a_data.xy - 128.0; float a_direction = mod(a_data.z, 4.0) - 1.0; // We store the texture normals in the most insignificant bit // transform y so that 0 => -1 and 1 => 1 // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap // y is 1 if the normal points up, and -1 if it points down mediump vec2 normal = mod(a_pos, 2.0); normal.y = sign(normal.y - 0.5); v_normal = normal; // these transformations used to be applied in the JS and native code bases. // moved them into the shader for clarity and simplicity. gapwidth = gapwidth / 2.0; float width = u_width / 2.0; offset = -1.0 * offset; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING; // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. mediump vec2 dist = outset * a_extrude * scale; // Calculate the offset when drawing a line that is to the side of the actual line. // We do this by creating a vector that points towards the extrude, but rotate // it when we're drawing round end points (a_direction = -1 or 1) since their // extrude vector points in another direction. mediump float u = 0.5 * a_direction; mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t); // Remove the texture normal bit to get the position vec2 pos = floor(a_pos * 0.5); vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0); gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude; // calculate how much the perspective view squishes or stretches the extrude float extrude_length_without_perspective = length(dist); float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels); v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; v_width2 = vec2(outset, inset); } )MBGL_SHADER"; const char* line::fragmentSource = R"MBGL_SHADER( #ifdef GL_ES precision mediump float; #else #if !defined(lowp) #define lowp #endif #if !defined(mediump) #define mediump #endif #if !defined(highp) #define highp #endif #endif varying lowp vec4 color; varying lowp float blur; varying lowp float opacity; varying vec2 v_width2; varying vec2 v_normal; varying float v_gamma_scale; void main() { // Calculate the distance of the pixel from the line in pixels. float dist = length(v_normal) * v_width2.s; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (v_width2.t) or when fading out // (v_width2.s) float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale; float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0); gl_FragColor = color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl