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fill_outline_pattern.hpp
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1 // Generated code, do not modify this file!
2 // Generated on 2023-04-05T16:25:15.886Z by mwilsnd using shaders/generate_shader_code.js
3 
4 #pragma once
6 
7 namespace mbgl {
8 namespace shaders {
9 
11  static constexpr const char* vertex = R"(uniform mat4 u_matrix;
12 uniform vec2 u_world;
13 uniform vec2 u_pixel_coord_upper;
14 uniform vec2 u_pixel_coord_lower;
15 uniform vec4 u_scale;
16 
17 layout (location = 0) in vec2 a_pos;
18 
19 out vec2 v_pos_a;
20 out vec2 v_pos_b;
21 out vec2 v_pos;
22 
23 #ifndef HAS_UNIFORM_u_opacity
24 uniform lowp float u_opacity_t;
25 layout (location = 1) in lowp vec2 a_opacity;
26 out lowp float opacity;
27 #else
28 uniform lowp float u_opacity;
29 #endif
30 #ifndef HAS_UNIFORM_u_pattern_from
31 uniform lowp float u_pattern_from_t;
32 layout (location = 2) in lowp vec4 a_pattern_from;
33 out lowp vec4 pattern_from;
34 #else
35 uniform lowp vec4 u_pattern_from;
36 #endif
37 #ifndef HAS_UNIFORM_u_pattern_to
38 uniform lowp float u_pattern_to_t;
39 layout (location = 3) in lowp vec4 a_pattern_to;
40 out lowp vec4 pattern_to;
41 #else
42 uniform lowp vec4 u_pattern_to;
43 #endif
44 
45 void main() {
46  #ifndef HAS_UNIFORM_u_opacity
47 opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
48 #else
49 lowp float opacity = u_opacity;
50 #endif
51  #ifndef HAS_UNIFORM_u_pattern_from
52 pattern_from = a_pattern_from;
53 #else
54 mediump vec4 pattern_from = u_pattern_from;
55 #endif
56  #ifndef HAS_UNIFORM_u_pattern_to
57 pattern_to = a_pattern_to;
58 #else
59 mediump vec4 pattern_to = u_pattern_to;
60 #endif
61 
62  vec2 pattern_tl_a = pattern_from.xy;
63  vec2 pattern_br_a = pattern_from.zw;
64  vec2 pattern_tl_b = pattern_to.xy;
65  vec2 pattern_br_b = pattern_to.zw;
66 
67  float pixelRatio = u_scale.x;
68  float tileRatio = u_scale.y;
69  float fromScale = u_scale.z;
70  float toScale = u_scale.w;
71 
72  gl_Position = u_matrix * vec4(a_pos, 0, 1);
73 
74  vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
75  vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
76 
77  v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, a_pos);
78  v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, a_pos);
79 
80  v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
81 }
82 )";
83  static constexpr const char* fragment = R"(
84 uniform vec2 u_texsize;
85 uniform sampler2D u_image;
86 uniform float u_fade;
87 
88 in vec2 v_pos_a;
89 in vec2 v_pos_b;
90 in vec2 v_pos;
91 
92 #ifndef HAS_UNIFORM_u_opacity
93 in lowp float opacity;
94 #else
95 uniform lowp float u_opacity;
96 #endif
97 #ifndef HAS_UNIFORM_u_pattern_from
98 in lowp vec4 pattern_from;
99 #else
100 uniform lowp vec4 u_pattern_from;
101 #endif
102 #ifndef HAS_UNIFORM_u_pattern_to
103 in lowp vec4 pattern_to;
104 #else
105 uniform lowp vec4 u_pattern_to;
106 #endif
107 
108 void main() {
109  #ifdef HAS_UNIFORM_u_opacity
110 lowp float opacity = u_opacity;
111 #endif
112  #ifdef HAS_UNIFORM_u_pattern_from
113 mediump vec4 pattern_from = u_pattern_from;
114 #endif
115  #ifdef HAS_UNIFORM_u_pattern_to
116 mediump vec4 pattern_to = u_pattern_to;
117 #endif
118 
119  vec2 pattern_tl_a = pattern_from.xy;
120  vec2 pattern_br_a = pattern_from.zw;
121  vec2 pattern_tl_b = pattern_to.xy;
122  vec2 pattern_br_b = pattern_to.zw;
123 
124  vec2 imagecoord = mod(v_pos_a, 1.0);
125  vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
126  vec4 color1 = texture(u_image, pos);
127 
128  vec2 imagecoord_b = mod(v_pos_b, 1.0);
129  vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
130  vec4 color2 = texture(u_image, pos2);
131 
132  // find distance to outline for alpha interpolation
133 
134  float dist = length(v_pos - gl_FragCoord.xy);
135  float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
136 
137 
138  fragColor = mix(color1, color2, u_fade) * alpha * opacity;
139 
140 #ifdef OVERDRAW_INSPECTOR
141  fragColor = vec4(1.0);
142 #endif
143 }
144 )";
145 };
146 
147 } // namespace shaders
148 } // namespace mbgl
@ OpenGL
The OpenGL API backend.
BuiltIn
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Definition: actor.hpp:15
Select shader source based on a program type and a desired graphics API.