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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/hillshade.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* hillshade::name = "hillshade";
const char* hillshade::vertexSource = source() + 38765;
const char* hillshade::fragmentSource = source() + 38964;
// Uncompressed source of hillshade.vertex.glsl:
/*
uniform mat4 u_matrix;
attribute vec2 a_pos;
attribute vec2 a_texture_pos;
varying vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = a_texture_pos / 8192.0;
}
*/
// Uncompressed source of hillshade.fragment.glsl:
/*
uniform sampler2D u_image;
varying vec2 v_pos;
uniform vec2 u_latrange;
uniform vec2 u_light;
uniform vec4 u_shadow;
uniform vec4 u_highlight;
uniform vec4 u_accent;
#define PI 3.141592653589793
void main() {
vec4 pixel = texture2D(u_image, v_pos);
vec2 deriv = ((pixel.rg * 2.0) - 1.0);
// We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude
// to account for mercator projection distortion. see #4807 for details
float scaleFactor = cos(radians((u_latrange[0] - u_latrange[1]) * (1.0 - v_pos.y) + u_latrange[1]));
// We also multiply the slope by an arbitrary z-factor of 1.25
float slope = atan(1.25 * length(deriv) / scaleFactor);
float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);
float intensity = u_light.x;
// We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal
// position property to account for 0deg corresponding to north/the top of the viewport in the style spec
// and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.
float azimuth = u_light.y + PI;
// We scale the slope exponentially based on intensity, using a calculation similar to
// the exponential interpolation function in the style spec:
// https://github.com/mapbox/mapbox-gl-js/blob/master/src/style-spec/expression/definitions/interpolate.js#L217-L228
// so that higher intensity values create more opaque hillshading.
float base = 1.875 - intensity * 1.75;
float maxValue = 0.5 * PI;
float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;
// The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine
// so that the accent color's rate of change eases in while the shade color's eases out.
float accent = cos(scaledSlope);
// We multiply both the accent and shade color by a clamped intensity value
// so that intensities >= 0.5 do not additionally affect the color values
// while intensity values < 0.5 make the overall color more transparent.
vec4 accent_color = (1.0 - accent) * u_accent * clamp(intensity * 2.0, 0.0, 1.0);
float shade = abs(mod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
vec4 shade_color = mix(u_shadow, u_highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
gl_FragColor = accent_color * (1.0 - shade_color.a) + shade_color;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/
} // namespace shaders
} // namespace mbgl
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