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// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
#include <mbgl/shaders/symbol_icon.hpp>
namespace mbgl {
namespace shaders {
const char* symbol_icon::name = "symbol_icon";
const char* symbol_icon::vertexSource = R"MBGL_SHADER(
attribute vec4 a_pos_offset;
attribute vec2 a_texture_pos;
attribute vec4 a_data;
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
// matrix is for the vertex position.
uniform mat4 u_matrix;
uniform mediump float u_zoom;
uniform bool u_rotate_with_map;
uniform vec2 u_extrude_scale;
uniform vec2 u_texsize;
varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
vec2 a_pos = vec2(int(a_pos_offset.x/5.0)*5,int(a_pos_offset.y/5.0)*5);
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_texture_pos.xy;
mediump float a_labelminzoom = a_data[0];
mediump vec2 a_zoom = a_data.pq;
mediump float a_minzoom = a_zoom[0];
mediump float a_maxzoom = a_zoom[1];
// u_zoom is the current zoom level adjusted for the change in font size
mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));
vec2 extrude = u_extrude_scale * (a_offset / 64.0);
if (u_rotate_with_map) {
gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
gl_Position.z += z * gl_Position.w;
} else {
gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
}
v_tex = a_tex / u_texsize;
v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
}
)MBGL_SHADER";
const char* symbol_icon::fragmentSource = R"MBGL_SHADER(
uniform sampler2D u_texture;
uniform sampler2D u_fadetexture;
varying lowp float opacity;
varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
float floored_x = float(int(v_tex.x * 2048.0))/2048.0;
float floored_y = float(int(v_tex.y * 2048.0))/2048.0;
vec2 floored_tex = vec2(floored_x, floored_y);
lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
gl_FragColor = texture2D(u_texture, floored_tex) * alpha;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor = vec4(1.0);
#endif
}
)MBGL_SHADER";
} // namespace shaders
} // namespace mbgl
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