1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/fill_extrusion_pattern.hpp>
namespace mbgl {
namespace shaders {
const char* fill_extrusion_pattern::name = "fill_extrusion_pattern";
const char* fill_extrusion_pattern::vertexSource = R"MBGL_SHADER(
uniform mat4 u_matrix;
uniform vec2 u_pattern_size_a;
uniform vec2 u_pattern_size_b;
uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform float u_scale_a;
uniform float u_scale_b;
uniform float u_tile_units_to_pixels;
uniform float u_height_factor;
uniform vec3 u_lightcolor;
uniform lowp vec3 u_lightpos;
uniform lowp float u_lightintensity;
attribute vec2 a_pos;
attribute vec3 a_normal;
attribute float a_edgedistance;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec4 v_lighting;
varying float v_directional;
uniform lowp float a_base_t;
attribute lowp vec2 a_base;
varying lowp float base;
uniform lowp float a_height_t;
attribute lowp vec2 a_height;
varying lowp float height;
void main() {
base = unpack_mix_vec2(a_base, a_base_t);
height = unpack_mix_vec2(a_height, a_height_t);
base = max(0.0, base);
height = max(0.0, height);
float t = mod(a_normal.x, 2.0);
float z = t > 0.0 ? height : base;
gl_Position = u_matrix * vec4(a_pos, z, 1);
vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0
? a_pos // extrusion top
: vec2(a_edgedistance, z * u_height_factor); // extrusion side
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
if (a_normal.y != 0.0) {
directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);
}
v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
}
)MBGL_SHADER";
const char* fill_extrusion_pattern::fragmentSource = R"MBGL_SHADER(
uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
uniform float u_mix;
uniform sampler2D u_image;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec4 v_lighting;
varying lowp float base;
varying lowp float height;
void main() {
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
vec4 mixedColor = mix(color1, color2, u_mix);
gl_FragColor = mixedColor * v_lighting;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
|