// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include namespace mbgl { namespace shaders { const char* symbol_sdf::name = "symbol_sdf"; const char* symbol_sdf::vertexSource = R"MBGL_SHADER( const float PI = 3.141592653589793; attribute vec4 a_pos_offset; attribute vec4 a_data; // contents of a_size vary based on the type of property value // used for {text,icon}-size. // For constants, a_size is disabled. // For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature. // For composite functions: // [ text-size(lowerZoomStop, feature), // text-size(upperZoomStop, feature), // layoutSize == text-size(layoutZoomLevel, feature) ] attribute vec3 a_size; uniform bool u_is_size_zoom_constant; uniform bool u_is_size_feature_constant; uniform mediump float u_size_t; // used to interpolate between zoom stops when size is a composite function uniform mediump float u_size; // used when size is both zoom and feature constant uniform mediump float u_layout_size; // used when size is feature constant #ifndef HAS_UNIFORM_u_fill_color uniform lowp float a_fill_color_t; attribute highp vec4 a_fill_color; varying highp vec4 fill_color; #else uniform highp vec4 u_fill_color; #endif #ifndef HAS_UNIFORM_u_halo_color uniform lowp float a_halo_color_t; attribute highp vec4 a_halo_color; varying highp vec4 halo_color; #else uniform highp vec4 u_halo_color; #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_halo_width uniform lowp float a_halo_width_t; attribute lowp vec2 a_halo_width; varying lowp float halo_width; #else uniform lowp float u_halo_width; #endif #ifndef HAS_UNIFORM_u_halo_blur uniform lowp float a_halo_blur_t; attribute lowp vec2 a_halo_blur; varying lowp float halo_blur; #else uniform lowp float u_halo_blur; #endif // matrix is for the vertex position. uniform mat4 u_matrix; uniform bool u_is_text; uniform mediump float u_zoom; uniform bool u_rotate_with_map; uniform bool u_pitch_with_map; uniform mediump float u_pitch; uniform mediump float u_bearing; uniform mediump float u_aspect_ratio; uniform vec2 u_extrude_scale; uniform vec2 u_texsize; varying vec4 v_data0; varying vec2 v_data1; void main() { #ifndef HAS_UNIFORM_u_fill_color fill_color = unpack_mix_vec4(a_fill_color, a_fill_color_t); #else highp vec4 fill_color = u_fill_color; #endif #ifndef HAS_UNIFORM_u_halo_color halo_color = unpack_mix_vec4(a_halo_color, a_halo_color_t); #else highp vec4 halo_color = u_halo_color; #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_halo_width halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t); #else lowp float halo_width = u_halo_width; #endif #ifndef HAS_UNIFORM_u_halo_blur halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t); #else lowp float halo_blur = u_halo_blur; #endif vec2 a_pos = a_pos_offset.xy; vec2 a_offset = a_pos_offset.zw; vec2 a_tex = a_data.xy; mediump vec2 label_data = unpack_float(a_data[2]); mediump float a_labelminzoom = label_data[0]; mediump float a_labelangle = label_data[1]; mediump vec2 a_zoom = unpack_float(a_data[3]); mediump float a_minzoom = a_zoom[0]; mediump 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. mediump 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; mediump float zoomAdjust = log2(size / layoutSize); mediump float adjustedZoom = (u_zoom - zoomAdjust) * 10.0; // result: z = 0 if a_minzoom <= adjustedZoom < a_maxzoom, and 1 otherwise // Used below to move the vertex out of the clip space for when the current // zoom is out of the glyph's zoom range. mediump float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom)); // pitch-alignment: map // rotation-alignment: map | viewport if (u_pitch_with_map) { lowp float angle = u_rotate_with_map ? (a_labelangle / 256.0 * 2.0 * PI) : u_bearing; lowp float asin = sin(angle); lowp float acos = cos(angle); mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos); vec2 offset = RotationMatrix * a_offset; vec2 extrude = fontScale * u_extrude_scale * (offset / 64.0); gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1); gl_Position.z += z * gl_Position.w; // pitch-alignment: viewport // rotation-alignment: map } else if (u_rotate_with_map) { // foreshortening factor to apply on pitched maps // as a label goes from horizontal <=> vertical in angle // it goes from 0% foreshortening to up to around 70% foreshortening lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75)); lowp float lineangle = a_labelangle / 256.0 * 2.0 * PI; // use the lineangle to position points a,b along the line // project the points and calculate the label angle in projected space // this calculation allows labels to be rendered unskewed on pitched maps vec4 a = u_matrix * vec4(a_pos, 0, 1); vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1); lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]); lowp float asin = sin(angle); lowp float acos = cos(angle); mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos); vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset); vec2 extrude = fontScale * u_extrude_scale * (offset / 64.0); gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); gl_Position.z += z * gl_Position.w; // pitch-alignment: viewport // rotation-alignment: viewport } else { vec2 extrude = fontScale * u_extrude_scale * (a_offset / 64.0); gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); } float gamma_scale = gl_Position.w; vec2 tex = a_tex / u_texsize; vec2 fade_tex = vec2(a_labelminzoom / 255.0, 0.0); v_data0 = vec4(tex.x, tex.y, fade_tex.x, fade_tex.y); v_data1 = vec2(gamma_scale, size); } )MBGL_SHADER"; const char* symbol_sdf::fragmentSource = R"MBGL_SHADER( #define SDF_PX 8.0 #define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO uniform bool u_is_halo; #ifndef HAS_UNIFORM_u_fill_color varying highp vec4 fill_color; #else uniform highp vec4 u_fill_color; #endif #ifndef HAS_UNIFORM_u_halo_color varying highp vec4 halo_color; #else uniform highp vec4 u_halo_color; #endif #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif #ifndef HAS_UNIFORM_u_halo_width varying lowp float halo_width; #else uniform lowp float u_halo_width; #endif #ifndef HAS_UNIFORM_u_halo_blur varying lowp float halo_blur; #else uniform lowp float u_halo_blur; #endif uniform sampler2D u_texture; uniform sampler2D u_fadetexture; uniform highp float u_gamma_scale; uniform bool u_is_text; varying vec4 v_data0; varying vec2 v_data1; void main() { #ifdef HAS_UNIFORM_u_fill_color highp vec4 fill_color = u_fill_color; #endif #ifdef HAS_UNIFORM_u_halo_color highp vec4 halo_color = u_halo_color; #endif #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif #ifdef HAS_UNIFORM_u_halo_width lowp float halo_width = u_halo_width; #endif #ifdef HAS_UNIFORM_u_halo_blur lowp float halo_blur = u_halo_blur; #endif vec2 tex = v_data0.xy; vec2 fade_tex = v_data0.zw; float gamma_scale = v_data1.x; float size = v_data1.y; float fontScale = u_is_text ? size / 24.0 : size; lowp vec4 color = fill_color; highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); lowp float buff = (256.0 - 64.0) / 256.0; if (u_is_halo) { color = halo_color; gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale); buff = (6.0 - halo_width / fontScale) / SDF_PX; } lowp float dist = texture2D(u_texture, tex).a; lowp float fade_alpha = texture2D(u_fadetexture, fade_tex).a; highp float gamma_scaled = gamma * gamma_scale; highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist) * fade_alpha; gl_FragColor = color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl