ngx-open-map-wrapper/node_modules/maplibre-gl/src/shaders/fill_pattern.vertex.glsl

41 lines
1.4 KiB
GLSL

uniform vec2 u_pixel_coord_upper;
uniform vec2 u_pixel_coord_lower;
uniform vec3 u_scale;
uniform vec2 u_fill_translate;
in vec2 a_pos;
out vec2 v_pos_a;
out vec2 v_pos_b;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
vec2 pattern_tl_a = pattern_from.xy;
vec2 pattern_br_a = pattern_from.zw;
vec2 pattern_tl_b = pattern_to.xy;
vec2 pattern_br_b = pattern_to.zw;
float tileZoomRatio = u_scale.x;
float fromScale = u_scale.y;
float toScale = u_scale.z;
vec2 display_size_a = (pattern_br_a - pattern_tl_a) / pixel_ratio_from;
vec2 display_size_b = (pattern_br_b - pattern_tl_b) / pixel_ratio_to;
gl_Position = projectTile(a_pos + u_fill_translate, a_pos);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileZoomRatio, a_pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileZoomRatio, a_pos);
}