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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/collision_circle.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* collision_circle::name = "collision_circle";
const char* collision_circle::vertexSource = source() + 10825;
const char* collision_circle::fragmentSource = source() + 11741;
// Uncompressed source of collision_circle.vertex.glsl:
/*
attribute vec2 a_pos;
attribute vec2 a_anchor_pos;
attribute vec2 a_extrude;
attribute vec2 a_placed;
uniform mat4 u_matrix;
uniform vec2 u_extrude_scale;
uniform float u_camera_to_center_distance;
varying float v_placed;
varying float v_notUsed;
varying float v_radius;
varying vec2 v_extrude;
varying vec2 v_extrude_scale;
void main() {
vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
highp float collision_perspective_ratio = clamp(
0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
4.0);
gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio;
v_placed = a_placed.x;
v_notUsed = a_placed.y;
v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
v_extrude = a_extrude * padding_factor;
v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio;
}
*/
// Uncompressed source of collision_circle.fragment.glsl:
/*
uniform float u_overscale_factor;
varying float v_placed;
varying float v_notUsed;
varying float v_radius;
varying vec2 v_extrude;
varying vec2 v_extrude_scale;
void main() {
float alpha = 0.5;
// Red = collision, hide label
vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (v_placed > 0.5) {
color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (v_notUsed > 0.5) {
// This box not used, fade it out
color *= .2;
}
float extrude_scale_length = length(v_extrude_scale);
float extrude_length = length(v_extrude) * extrude_scale_length;
float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor;
float radius = v_radius * extrude_scale_length;
float distance_to_edge = abs(extrude_length - radius);
float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
gl_FragColor = opacity_t * color;
}
*/
} // namespace shaders
} // namespace mbgl
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