// 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( // 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 vec2 u_gl_units_to_pixels; varying vec2 v_normal; varying vec2 v_width2; varying float v_gamma_scale; #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 #ifndef HAS_UNIFORM_u_blur uniform lowp float a_blur_t; attribute lowp vec2 a_blur; varying lowp float blur; #else uniform lowp float u_blur; #endif #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_gapwidth uniform lowp float a_gapwidth_t; attribute mediump vec2 a_gapwidth; #else uniform mediump float u_gapwidth; #endif #ifndef HAS_UNIFORM_u_offset uniform lowp float a_offset_t; attribute lowp vec2 a_offset; #else uniform lowp float u_offset; #endif #ifndef HAS_UNIFORM_u_width uniform lowp float a_width_t; attribute mediump vec2 a_width; #else uniform mediump float u_width; #endif void main() { #ifndef HAS_UNIFORM_u_color color = unpack_mix_vec4(a_color, a_color_t); #else highp vec4 color = u_color; #endif #ifndef HAS_UNIFORM_u_blur blur = unpack_mix_vec2(a_blur, a_blur_t); #else lowp float blur = u_blur; #endif #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_gapwidth mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); #else mediump float gapwidth = u_gapwidth; #endif #ifndef HAS_UNIFORM_u_offset lowp float offset = unpack_mix_vec2(a_offset, a_offset_t); #else lowp float offset = u_offset; #endif #ifndef HAS_UNIFORM_u_width mediump float width = unpack_mix_vec2(a_width, a_width_t); #else mediump float width = u_width; #endif 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 halfwidth = width / 2.0; offset = -1.0 * offset; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (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( #ifndef HAS_UNIFORM_u_color varying highp vec4 color; #else uniform highp vec4 u_color; #endif #ifndef HAS_UNIFORM_u_blur varying lowp float blur; #else uniform lowp float u_blur; #endif #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif varying vec2 v_width2; varying vec2 v_normal; varying float v_gamma_scale; void main() { #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif #ifdef HAS_UNIFORM_u_blur lowp float blur = u_blur; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif // 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