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
|
// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/fill_outline_pattern.hpp>
namespace mbgl {
namespace shaders {
const char* fill_outline_pattern::name = "fill_outline_pattern";
const char* fill_outline_pattern::vertexSource = R"MBGL_SHADER(
uniform mat4 u_matrix;
uniform vec2 u_world;
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;
attribute vec2 a_pos;
varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec2 v_pos;
#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
void main() {
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
gl_Position = u_matrix * vec4(a_pos, 0, 1);
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, a_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, a_pos);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
)MBGL_SHADER";
const char* fill_outline_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 vec2 v_pos;
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
void main() {
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
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);
// find distance to outline for alpha interpolation
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = smoothstep(1.0, 0.0, dist);
gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
|