#pragma once // NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { class raster { public: static constexpr const char* name = "raster"; static constexpr const char* 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; } uniform mat4 u_matrix; uniform vec2 u_tl_parent; uniform float u_scale_parent; uniform float u_buffer_scale; attribute vec2 a_pos; attribute vec2 a_texture_pos; varying vec2 v_pos0; varying vec2 v_pos1; void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5; v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent; } )MBGL_SHADER"; static constexpr const char* 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 uniform float u_fade_t; uniform float u_opacity; uniform sampler2D u_image0; uniform sampler2D u_image1; varying vec2 v_pos0; varying vec2 v_pos1; uniform float u_brightness_low; uniform float u_brightness_high; uniform float u_saturation_factor; uniform float u_contrast_factor; uniform vec3 u_spin_weights; void main() { // read and cross-fade colors from the main and parent tiles vec4 color0 = texture2D(u_image0, v_pos0); vec4 color1 = texture2D(u_image1, v_pos1); vec4 color = mix(color0, color1, u_fade_t); color.a *= u_opacity; vec3 rgb = color.rgb; // spin rgb = vec3( dot(rgb, u_spin_weights.xyz), dot(rgb, u_spin_weights.zxy), dot(rgb, u_spin_weights.yzx)); // saturation float average = (color.r + color.g + color.b) / 3.0; rgb += (average - rgb) * u_saturation_factor; // contrast rgb = (rgb - 0.5) * u_contrast_factor + 0.5; // brightness vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low); vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high); gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; }; } // namespace shaders } // namespace mbgl