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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/line.hpp>
#include <mbgl/shaders/source.hpp>
namespace mbgl {
namespace shaders {
const char* line::name = "line";
const char* line::vertexSource = source() + 41600;
const char* line::fragmentSource = source() + 46063;
// Uncompressed source of line.vertex.glsl:
/*
// the distance over which the line edge fades out.
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
// floor(127 / 2) == 63.0
// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
// stored in a byte (-128..127). we scale regular normals up to length 63, but
// there are also "special" normals that have a bigger length (of up to 126 in
// this case).
// #define scale 63.0
#define scale 0.015873016
attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
varying vec2 v_width2;
varying float v_gamma_scale;
varying highp float v_linesofar;
#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_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_gapwidth
uniform lowp float a_gapwidth_t;
attribute mediump vec2 a_gapwidth;
#else
uniform mediump float u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
uniform lowp float a_offset_t;
attribute lowp vec2 a_offset;
#else
uniform lowp float u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
uniform lowp float a_width_t;
attribute mediump vec2 a_width;
#else
uniform mediump float u_width;
#endif
void main() {
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_color(a_color, a_color_t);
#else
highp vec4 color = u_color;
#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_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
#else
lowp float offset = u_offset;
#endif
#ifndef HAS_UNIFORM_u_width
mediump float width = unpack_mix_vec2(a_width, a_width_t);
#else
mediump float width = u_width;
#endif
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
vec2 pos = a_pos_normal.xy;
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
mediump vec2 dist = outset * a_extrude * scale;
// Calculate the offset when drawing a line that is to the side of the actual line.
// We do this by creating a vector that points towards the extrude, but rotate
// it when we're drawing round end points (a_direction = -1 or 1) since their
// extrude vector points in another direction.
mediump float u = 0.5 * a_direction;
mediump float t = 1.0 - abs(u);
mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
// calculate how much the perspective view squishes or stretches the extrude
float extrude_length_without_perspective = length(dist);
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
v_width2 = vec2(outset, inset);
}
*/
// Uncompressed source of line.fragment.glsl:
/*
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#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
varying vec2 v_width2;
varying vec2 v_normal;
varying float v_gamma_scale;
void main() {
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
// Calculate the antialiasing fade factor. This is either when fading in
// the line in case of an offset line (v_width2.t) or when fading out
// (v_width2.s)
float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
gl_FragColor = color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
*/
} // namespace shaders
} // namespace mbgl
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