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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/circle.hpp>
namespace mbgl {
namespace shaders {
const char* circle::name = "circle";
const char* circle::vertexSource = R"MBGL_SHADER(
uniform mat4 u_matrix;
uniform bool u_scale_with_map;
uniform vec2 u_extrude_scale;
attribute vec2 a_pos;
#ifndef HAS_UNIFORM_u_color
uniform lowp float a_color_t;
attribute highp vec4 a_color;
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
uniform lowp float a_radius_t;
attribute mediump vec2 a_radius;
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
varying lowp float blur;
#else
uniform lowp float u_blur;
#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_stroke_color
uniform lowp float a_stroke_color_t;
attribute highp vec4 a_stroke_color;
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
uniform lowp float a_stroke_width_t;
attribute mediump vec2 a_stroke_width;
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
uniform lowp float a_stroke_opacity_t;
attribute lowp vec2 a_stroke_opacity;
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
varying vec3 v_data;
void main(void) {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
radius = unpack_mix_vec2(a_radius, a_radius_t);
#else
mediump float radius = u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, a_blur_t);
#else
lowp float blur = u_blur;
#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_stroke_color
stroke_color = unpack_mix_vec4(a_stroke_color, a_stroke_color_t);
#else
highp vec4 stroke_color = u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t);
#else
mediump float stroke_width = u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t);
#else
lowp float stroke_opacity = u_stroke_opacity;
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
if (u_scale_with_map) {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale;
} else {
gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
}
// This is a minimum blur distance that serves as a faux-antialiasing for
// the circle. since blur is a ratio of the circle's size and the intent is
// to keep the blur at roughly 1px, the two are inversely related.
lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
v_data = vec3(extrude.x, extrude.y, antialiasblur);
}
)MBGL_SHADER";
const char* circle::fragmentSource = R"MBGL_SHADER(
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
#ifndef HAS_UNIFORM_u_radius
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
#ifndef HAS_UNIFORM_u_stroke_color
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
#ifndef HAS_UNIFORM_u_stroke_width
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
#ifndef HAS_UNIFORM_u_stroke_opacity
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
varying vec3 v_data;
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_radius
mediump float radius = u_radius;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
#ifdef HAS_UNIFORM_u_stroke_color
highp vec4 stroke_color = u_stroke_color;
#endif
#ifdef HAS_UNIFORM_u_stroke_width
mediump float stroke_width = u_stroke_width;
#endif
#ifdef HAS_UNIFORM_u_stroke_opacity
lowp float stroke_opacity = u_stroke_opacity;
#endif
vec2 extrude = v_data.xy;
float extrude_length = length(extrude);
lowp float antialiasblur = v_data.z;
float antialiased_blur = -max(blur, antialiasblur);
float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(
antialiased_blur,
0.0,
extrude_length - radius / (radius + stroke_width)
);
gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
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