// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* vertexPrelude = 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); } } // Unpack a pair of values that have been packed into a single float. // The packed values are assumed to be 8-bit unsigned integers, and are // packed like so: // packedValue = floor(input[0]) * 256 + input[1], vec2 unpack_float(const float packedValue) { float v0 = floor(packedValue / 256.0); return vec2(v0, packedValue - v0 * 256.0); } // To minimize the number of attributes needed in the mapbox-gl-native shaders, // we encode a 4-component color into a pair of floats (i.e. a vec2) as follows: // [ floor(color.r * 255) * 256 + color.g * 255, // floor(color.b * 255) * 256 + color.g * 255 ] vec4 decode_color(const vec2 encodedColor) { return vec4( unpack_float(encodedColor[0]) / 255.0, unpack_float(encodedColor[1]) / 255.0 ); } // Unpack a pair of paint values and interpolate between them. float unpack_mix_vec2(const vec2 packedValue, const float t) { return mix(packedValue[0], packedValue[1], t); } // Unpack a pair of paint values and interpolate between them. vec4 unpack_mix_vec4(const vec4 packedColors, const float t) { vec4 minColor = decode_color(vec2(packedColors[0], packedColors[1])); vec4 maxColor = decode_color(vec2(packedColors[2], packedColors[3])); return mix(minColor, maxColor, t); } // 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; } )MBGL_SHADER"; const char* fragmentPrelude = 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 )MBGL_SHADER"; } // namespace shaders } // namespace mbgl