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;
16 layout (location = 0) in vec2 a_pos;
21 #ifndef HAS_UNIFORM_u_opacity
22 uniform lowp float u_opacity_t;
23 layout (location = 1) in lowp vec2 a_opacity;
24 out lowp float opacity;
26 uniform lowp float u_opacity;
28 #ifndef HAS_UNIFORM_u_pattern_from
29 uniform lowp float u_pattern_from_t;
30 layout (location = 2) in lowp vec4 a_pattern_from;
31 out lowp vec4 pattern_from;
33 uniform lowp vec4 u_pattern_from;
35 #ifndef HAS_UNIFORM_u_pattern_to
36 uniform lowp float u_pattern_to_t;
37 layout (location = 3) in lowp vec4 a_pattern_to;
38 out lowp vec4 pattern_to;
40 uniform lowp vec4 u_pattern_to;
44 #ifndef HAS_UNIFORM_u_opacity
45 opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
47 lowp float opacity = u_opacity;
49 #ifndef HAS_UNIFORM_u_pattern_from
50 pattern_from = a_pattern_from;
52 mediump vec4 pattern_from = u_pattern_from;
54 #ifndef HAS_UNIFORM_u_pattern_to
55 pattern_to = a_pattern_to;
57 mediump vec4 pattern_to = u_pattern_to;
60 vec2 pattern_tl_a = pattern_from.xy;
61 vec2 pattern_br_a = pattern_from.zw;
62 vec2 pattern_tl_b = pattern_to.xy;
63 vec2 pattern_br_b = pattern_to.zw;
65 float pixelRatio = u_scale.x;
66 float tileZoomRatio = u_scale.y;
67 float fromScale = u_scale.z;
68 float toScale = u_scale.w;
70 vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
71 vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
72 gl_Position = u_matrix * vec4(a_pos, 0, 1);
74 v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
75 v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
78 static constexpr
const char* fragment = R
"(uniform vec2 u_texsize;
81 uniform sampler2D u_image;
86 #ifndef HAS_UNIFORM_u_opacity
87 in lowp float opacity;
89 uniform lowp float u_opacity;
91 #ifndef HAS_UNIFORM_u_pattern_from
92 in lowp vec4 pattern_from;
94 uniform lowp vec4 u_pattern_from;
96 #ifndef HAS_UNIFORM_u_pattern_to
97 in lowp vec4 pattern_to;
99 uniform lowp vec4 u_pattern_to;
103 #ifdef HAS_UNIFORM_u_opacity
104 lowp float opacity = u_opacity;
106 #ifdef HAS_UNIFORM_u_pattern_from
107 mediump vec4 pattern_from = u_pattern_from;
109 #ifdef HAS_UNIFORM_u_pattern_to
110 mediump vec4 pattern_to = u_pattern_to;
113 vec2 pattern_tl_a = pattern_from.xy;
114 vec2 pattern_br_a = pattern_from.zw;
115 vec2 pattern_tl_b = pattern_to.xy;
116 vec2 pattern_br_b = pattern_to.zw;
118 vec2 imagecoord = mod(v_pos_a, 1.0);
119 vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
120 vec4 color1 = texture(u_image, pos);
122 vec2 imagecoord_b = mod(v_pos_b, 1.0);
123 vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
124 vec4 color2 = texture(u_image, pos2);
126 fragColor = mix(color1, color2, u_fade) * opacity;
128 #ifdef OVERDRAW_INSPECTOR
129 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...
Select shader source based on a program type and a desired graphics API.