11 static constexpr
const char* vertex = R
"(uniform mat4 u_matrix;
12 uniform vec2 u_pixel_coord_upper;
13 uniform vec2 u_pixel_coord_lower;
14 uniform float u_height_factor;
16 uniform float u_vertical_gradient;
17 uniform lowp float u_opacity;
19 uniform vec3 u_lightcolor;
20 uniform lowp vec3 u_lightpos;
21 uniform lowp float u_lightintensity;
23 layout (location = 0) in vec2 a_pos;
24 layout (location = 1) in vec4 a_normal_ed;
30 #ifndef HAS_UNIFORM_u_base
31 uniform lowp float u_base_t;
32 layout (location = 2) in lowp vec2 a_base;
35 uniform lowp float u_base;
37 #ifndef HAS_UNIFORM_u_height
38 uniform lowp float u_height_t;
39 layout (location = 3) in lowp vec2 a_height;
40 out lowp float height;
42 uniform lowp float u_height;
44 #ifndef HAS_UNIFORM_u_pattern_from
45 uniform lowp float u_pattern_from_t;
46 layout (location = 4) in lowp vec4 a_pattern_from;
47 out lowp vec4 pattern_from;
49 uniform lowp vec4 u_pattern_from;
51 #ifndef HAS_UNIFORM_u_pattern_to
52 uniform lowp float u_pattern_to_t;
53 layout (location = 5) in lowp vec4 a_pattern_to;
54 out lowp vec4 pattern_to;
56 uniform lowp vec4 u_pattern_to;
60 #ifndef HAS_UNIFORM_u_base
61 base = unpack_mix_vec2(a_base, u_base_t);
63 lowp float base = u_base;
65 #ifndef HAS_UNIFORM_u_height
66 height = unpack_mix_vec2(a_height, u_height_t);
68 lowp float height = u_height;
70 #ifndef HAS_UNIFORM_u_pattern_from
71 pattern_from = a_pattern_from;
73 mediump vec4 pattern_from = u_pattern_from;
75 #ifndef HAS_UNIFORM_u_pattern_to
76 pattern_to = a_pattern_to;
78 mediump vec4 pattern_to = u_pattern_to;
81 vec2 pattern_tl_a = pattern_from.xy;
82 vec2 pattern_br_a = pattern_from.zw;
83 vec2 pattern_tl_b = pattern_to.xy;
84 vec2 pattern_br_b = pattern_to.zw;
86 float pixelRatio = u_scale.x;
87 float tileRatio = u_scale.y;
88 float fromScale = u_scale.z;
89 float toScale = u_scale.w;
91 vec3 normal = a_normal_ed.xyz;
92 float edgedistance = a_normal_ed.w;
94 vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
95 vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
97 base = max(0.0, base);
98 height = max(0.0, height);
100 float t = mod(normal.x, 2.0);
101 float z = t > 0.0 ? height : base;
103 gl_Position = u_matrix * vec4(a_pos, z, 1);
105 vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
106 ? a_pos // extrusion top
107 : vec2(edgedistance, z * u_height_factor); // extrusion side
109 v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
110 v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
112 v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
113 float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
114 directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
116 if (normal.y != 0.0) {
117 // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,
118 // and otherwise calculates the gradient based on base + height
120 (1.0 - u_vertical_gradient) +
121 (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0)));
124 v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
125 v_lighting *= u_opacity;
128 static constexpr
const char* fragment = R
"(uniform vec2 u_texsize;
129 uniform float u_fade;
131 uniform sampler2D u_image;
137 #ifndef HAS_UNIFORM_u_base
140 uniform lowp float u_base;
142 #ifndef HAS_UNIFORM_u_height
143 in lowp float height;
145 uniform lowp float u_height;
147 #ifndef HAS_UNIFORM_u_pattern_from
148 in lowp vec4 pattern_from;
150 uniform lowp vec4 u_pattern_from;
152 #ifndef HAS_UNIFORM_u_pattern_to
153 in lowp vec4 pattern_to;
155 uniform lowp vec4 u_pattern_to;
159 #ifdef HAS_UNIFORM_u_base
160 lowp float base = u_base;
162 #ifdef HAS_UNIFORM_u_height
163 lowp float height = u_height;
165 #ifdef HAS_UNIFORM_u_pattern_from
166 mediump vec4 pattern_from = u_pattern_from;
168 #ifdef HAS_UNIFORM_u_pattern_to
169 mediump vec4 pattern_to = u_pattern_to;
172 vec2 pattern_tl_a = pattern_from.xy;
173 vec2 pattern_br_a = pattern_from.zw;
174 vec2 pattern_tl_b = pattern_to.xy;
175 vec2 pattern_br_b = pattern_to.zw;
177 vec2 imagecoord = mod(v_pos_a, 1.0);
178 vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
179 vec4 color1 = texture(u_image, pos);
181 vec2 imagecoord_b = mod(v_pos_b, 1.0);
182 vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
183 vec4 color2 = texture(u_image, pos2);
185 vec4 mixedColor = mix(color1, color2, u_fade);
187 fragColor = mixedColor * v_lighting;
189 #ifdef OVERDRAW_INSPECTOR
190 fragColor = vec4(1.0);
@ OpenGL
The OpenGL API backend.
BuiltIn
This enum is used with the ShaderSource template to select source code for the desired program and gr...
@ FillExtrusionPatternProgram
Select shader source based on a program type and a desired graphics API.