// 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( const float PI = 3.141592653589793; attribute vec4 a_pos_offset; attribute vec4 a_data; attribute vec3 a_projected_pos; 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_camera_to_center_distance; uniform highp float u_pitch; uniform bool u_rotate_symbol; uniform highp float u_aspect_ratio; 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 uniform mat4 u_matrix; uniform mat4 u_label_plane_matrix; uniform mat4 u_gl_coord_matrix; uniform bool u_is_text; uniform bool u_pitch_with_map; 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; vec2 a_size = a_data.zw; highp vec2 angle_labelminzoom = unpack_float(a_projected_pos[2]); highp float segment_angle = -angle_labelminzoom[0] / 255.0 * 2.0 * PI; mediump float a_labelminzoom = angle_labelminzoom[1]; float size; if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { size = mix(a_size[0], a_size[1], u_size_t) / 10.0; } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { size = a_size[0] / 10.0; } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { size = u_size; } else { size = u_size; } vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; // See comments in symbol_sdf.vertex highp float distance_ratio = u_pitch_with_map ? camera_to_anchor_distance / u_camera_to_center_distance : u_camera_to_center_distance / camera_to_anchor_distance; highp float perspective_ratio = 0.5 + 0.5 * distance_ratio; size *= perspective_ratio; float fontScale = u_is_text ? size / 24.0 : size; highp float symbol_rotation = 0.0; if (u_rotate_symbol) { // See comments in symbol_sdf.vertex vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1); vec2 a = projectedPoint.xy / projectedPoint.w; vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w; symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x); } highp float angle_sin = sin(segment_angle + symbol_rotation); highp float angle_cos = cos(segment_angle + symbol_rotation); mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos); vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0); gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 64.0 * fontScale), 0.0, 1.0); 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 collision_perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0); highp float perspective_zoom_adjust = floor(log2(collision_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