// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* symbol_icon::name = "symbol_icon"; const char* symbol_icon::vertexSource = R"MBGL_SHADER( attribute vec4 a_pos_offset; attribute vec2 a_label_pos; attribute vec4 a_data; // icon-size data (see symbol_sdf.vertex.glsl for more) attribute vec3 a_size; uniform bool u_is_size_zoom_constant; uniform bool u_is_size_feature_constant; uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function uniform highp float u_size; // used when size is both zoom and feature constant uniform highp float u_layout_size; // used when size is feature constant uniform highp float u_camera_to_center_distance; uniform highp float u_pitch; uniform highp float u_collision_y_stretch; #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 // matrix is for the vertex position. uniform mat4 u_matrix; uniform bool u_is_text; uniform highp float u_zoom; uniform bool u_rotate_with_map; uniform vec2 u_extrude_scale; uniform vec2 u_texsize; varying vec2 v_tex; varying vec2 v_fade_tex; void main() { #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif vec2 a_pos = a_pos_offset.xy; vec2 a_offset = a_pos_offset.zw; vec2 a_tex = a_data.xy; highp vec2 label_data = unpack_float(a_data[2]); highp float a_labelminzoom = label_data[0]; highp vec2 a_zoom = unpack_float(a_data[3]); highp float a_minzoom = a_zoom[0]; highp float a_maxzoom = a_zoom[1]; float size; // In order to accommodate placing labels around corners in // symbol-placement: line, each glyph in a label could have multiple // "quad"s only one of which should be shown at a given zoom level. // The min/max zoom assigned to each quad is based on the font size at // the vector tile's zoom level, which might be different than at the // currently rendered zoom level if text-size is zoom-dependent. // Thus, we compensate for this difference by calculating an adjustment // based on the scale of rendered text size relative to layout text size. highp float layoutSize; if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { size = mix(a_size[0], a_size[1], u_size_t) / 10.0; layoutSize = a_size[2] / 10.0; } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { size = a_size[0] / 10.0; layoutSize = size; } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { size = u_size; layoutSize = u_layout_size; } else { size = u_size; layoutSize = u_size; } float fontScale = u_is_text ? size / 24.0 : size; highp float zoomAdjust = log2(size / layoutSize); highp float adjustedZoom = (u_zoom - zoomAdjust) * 10.0; // result: z = 0 if a_minzoom <= adjustedZoom < a_maxzoom, and 1 otherwise highp float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom)); vec4 projectedPoint = u_matrix * vec4(a_label_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; highp float perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0); vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (a_offset / 64.0); if (u_rotate_with_map) { gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1); gl_Position.z += z * gl_Position.w; } else { gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); } v_tex = a_tex / u_texsize; // See comments in symbol_sdf.vertex highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch)); highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch); highp float perspective_zoom_adjust = log2(perspective_ratio * collision_adjustment) * 10.0; v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0); } )MBGL_SHADER"; const char* symbol_icon::fragmentSource = R"MBGL_SHADER( uniform sampler2D u_texture; uniform sampler2D u_fadetexture; #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif varying vec2 v_tex; varying vec2 v_fade_tex; void main() { #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity; gl_FragColor = texture2D(u_texture, v_tex) * alpha; #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl