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fill_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_pixel_coord_upper;
13 uniform vec2 u_pixel_coord_lower;
14 uniform vec4 u_scale;
15 
16 layout (location = 0) in vec2 a_pos;
17 
18 out vec2 v_pos_a;
19 out vec2 v_pos_b;
20 
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;
25 #else
26 uniform lowp float u_opacity;
27 #endif
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;
32 #else
33 uniform lowp vec4 u_pattern_from;
34 #endif
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;
39 #else
40 uniform lowp vec4 u_pattern_to;
41 #endif
42 
43 void main() {
44  #ifndef HAS_UNIFORM_u_opacity
45 opacity = unpack_mix_vec2(a_opacity, u_opacity_t);
46 #else
47 lowp float opacity = u_opacity;
48 #endif
49  #ifndef HAS_UNIFORM_u_pattern_from
50 pattern_from = a_pattern_from;
51 #else
52 mediump vec4 pattern_from = u_pattern_from;
53 #endif
54  #ifndef HAS_UNIFORM_u_pattern_to
55 pattern_to = a_pattern_to;
56 #else
57 mediump vec4 pattern_to = u_pattern_to;
58 #endif
59 
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;
64 
65  float pixelRatio = u_scale.x;
66  float tileZoomRatio = u_scale.y;
67  float fromScale = u_scale.z;
68  float toScale = u_scale.w;
69 
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);
73 
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);
76 }
77 )";
78  static constexpr const char* fragment = R"(uniform vec2 u_texsize;
79 uniform float u_fade;
80 
81 uniform sampler2D u_image;
82 
83 in vec2 v_pos_a;
84 in vec2 v_pos_b;
85 
86 #ifndef HAS_UNIFORM_u_opacity
87 in lowp float opacity;
88 #else
89 uniform lowp float u_opacity;
90 #endif
91 #ifndef HAS_UNIFORM_u_pattern_from
92 in lowp vec4 pattern_from;
93 #else
94 uniform lowp vec4 u_pattern_from;
95 #endif
96 #ifndef HAS_UNIFORM_u_pattern_to
97 in lowp vec4 pattern_to;
98 #else
99 uniform lowp vec4 u_pattern_to;
100 #endif
101 
102 void main() {
103  #ifdef HAS_UNIFORM_u_opacity
104 lowp float opacity = u_opacity;
105 #endif
106  #ifdef HAS_UNIFORM_u_pattern_from
107 mediump vec4 pattern_from = u_pattern_from;
108 #endif
109  #ifdef HAS_UNIFORM_u_pattern_to
110 mediump vec4 pattern_to = u_pattern_to;
111 #endif
112 
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;
117 
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);
121 
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);
125 
126  fragColor = mix(color1, color2, u_fade) * opacity;
127 
128 #ifdef OVERDRAW_INSPECTOR
129  fragColor = vec4(1.0);
130 #endif
131 }
132 )";
133 };
134 
135 } // namespace shaders
136 } // namespace mbgl
@ OpenGL
The OpenGL API backend.
BuiltIn
This enum is used with the ShaderSource template to select source code for the desired program and gr...
Definition: actor.hpp:15
Select shader source based on a program type and a desired graphics API.