// 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; attribute vec3 a_projected_pos; attribute float a_fade_opacity; // 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) ] 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 #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 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 highp float u_pitch; uniform bool u_rotate_symbol; uniform highp float u_aspect_ratio; uniform highp float u_camera_to_center_distance; uniform float u_fade_change; uniform vec2 u_texsize; varying vec2 v_data0; varying vec3 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; vec2 a_size = a_data.zw; highp float segment_angle = -a_projected_pos[2]; 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; // If the label is pitched with the map, layout is done in pitched space, // which makes labels in the distance smaller relative to viewport space. // We counteract part of that effect by multiplying by the perspective ratio. // If the label isn't pitched with the map, we do layout in viewport space, // which makes labels in the distance larger relative to the features around // them. We counteract part of that effect by dividing by the perspective ratio. 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) { // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units // To figure out that angle in projected space, we draw a short horizontal line in tile // space, project it, and measure its angle in projected space. 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); float gamma_scale = gl_Position.w; vec2 tex = a_tex / u_texsize; vec2 fade_opacity = unpack_opacity(a_fade_opacity); float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change; float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change)); v_data0 = vec2(tex.x, tex.y); v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity); } )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 highp float u_gamma_scale; uniform bool u_is_text; varying vec2 v_data0; varying vec3 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; float gamma_scale = v_data1.x; float size = v_data1.y; float fade_opacity = v_data1[2]; 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; highp float gamma_scaled = gamma * gamma_scale; highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist); gl_FragColor = color * (alpha * opacity * fade_opacity); #ifdef OVERDRAW_INSPECTOR gl_FragColor = vec4(1.0); #endif } )MBGL_SHADER"; } // namespace shaders } // namespace mbgl