File: /home/cafsindia/snap.cafsinfotech.in/node_modules/mapbox-gl/src/shaders/symbol_icon.vertex.glsl
attribute vec4 a_pos_offset;
attribute vec4 a_tex_size;
attribute vec4 a_pixeloffset;
attribute vec4 a_projected_pos;
attribute float a_fade_opacity;
#ifdef PROJECTION_GLOBE_VIEW
attribute vec3 a_globe_anchor;
attribute vec3 a_globe_normal;
#endif
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
uniform highp float u_size; // used when size is both zoom and feature constant
uniform highp float u_camera_to_center_distance;
uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform float u_fade_change;
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_coord_matrix;
uniform bool u_is_text;
uniform bool u_pitch_with_map;
uniform vec2 u_texsize;
uniform vec3 u_up_vector;
#ifdef PROJECTION_GLOBE_VIEW
uniform vec3 u_tile_id;
uniform mat4 u_inv_rot_matrix;
uniform vec2 u_merc_center;
uniform vec3 u_camera_forward;
uniform float u_zoom_transition;
uniform vec3 u_ecef_origin;
uniform mat4 u_tile_matrix;
#endif
varying vec2 v_tex;
varying float v_fade_opacity;
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize lowp float opacity
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
vec2 a_tex = a_tex_size.xy;
vec2 a_size = a_tex_size.zw;
float a_size_min = floor(a_size[0] * 0.5);
vec2 a_pxoffset = a_pixeloffset.xy;
vec2 a_min_font_scale = a_pixeloffset.zw / 256.0;
highp float segment_angle = -a_projected_pos[3];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size_min / 128.0;
} else {
size = u_size;
}
vec2 tile_anchor = a_pos;
vec3 h = elevationVector(tile_anchor) * elevation(tile_anchor);
float globe_occlusion_fade;
vec3 world_pos;
vec3 mercator_pos;
#ifdef PROJECTION_GLOBE_VIEW
mercator_pos = mercator_tile_position(u_inv_rot_matrix, tile_anchor, u_tile_id, u_merc_center);
world_pos = mix_globe_mercator(a_globe_anchor + h, mercator_pos, u_zoom_transition);
vec4 ecef_point = u_tile_matrix * vec4(world_pos, 1.0);
vec3 origin_to_point = ecef_point.xyz - u_ecef_origin;
// Occlude symbols that are on the non-visible side of the globe sphere
globe_occlusion_fade = dot(origin_to_point, u_camera_forward) >= 0.0 ? 0.0 : 1.0;
#else
world_pos = vec3(tile_anchor, 0) + h;
globe_occlusion_fade = 1.0;
#endif
vec4 projected_point = u_matrix * vec4(world_pos, 1);
highp float camera_to_anchor_distance = projected_point.w;
// See comments in symbol_sdf.vertex
highp float distance_ratio = u_pitch_with_map ?
camera_to_anchor_distance / u_camera_to_center_distance :
u_camera_to_center_distance / camera_to_anchor_distance;
highp float perspective_ratio = clamp(
0.5 + 0.5 * distance_ratio,
0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
1.5);
size *= perspective_ratio;
float font_scale = u_is_text ? size / 24.0 : size;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// See comments in symbol_sdf.vertex
vec4 offsetProjected_point;
#ifdef PROJECTION_GLOBE_VIEW
vec3 displacement = vec3(a_globe_normal.z, 0, -a_globe_normal.x);
offsetProjected_point = u_matrix * vec4(a_globe_anchor + displacement, 1);
#else
offsetProjected_point = u_matrix * vec4(tile_anchor + vec2(1, 0), 0, 1);
#endif
vec2 a = projected_point.xy / projected_point.w;
vec2 b = offsetProjected_point.xy / offsetProjected_point.w;
symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
}
vec4 projected_pos;
#ifdef PROJECTION_GLOBE_VIEW
vec3 proj_pos = mix_globe_mercator(a_projected_pos.xyz + h, mercator_pos, u_zoom_transition);
projected_pos = u_label_plane_matrix * vec4(proj_pos, 1.0);
#else
projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, h.z, 1.0);
#endif
highp float angle_sin = sin(segment_angle + symbol_rotation);
highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
float z = 0.0;
vec2 offset = rotation_matrix * (a_offset / 32.0 * max(a_min_font_scale, font_scale) + a_pxoffset / 16.0);
#ifdef TERRAIN
#ifdef PITCH_WITH_MAP_TERRAIN
vec4 tile_pos = u_label_plane_matrix_inv * vec4(a_projected_pos.xy + offset, 0.0, 1.0);
z = elevation(tile_pos.xy);
#endif
#endif
// Symbols might end up being behind the camera. Move them AWAY.
float occlusion_fade = occlusionFade(projected_point) * globe_occlusion_fade;
#ifdef PROJECTION_GLOBE_VIEW
// Map aligned labels in globe view are aligned to the surface of the globe
vec3 xAxis = u_pitch_with_map ? normalize(cross(a_globe_normal, u_up_vector)) : vec3(1, 0, 0);
vec3 yAxis = u_pitch_with_map ? normalize(cross(a_globe_normal, xAxis)) : vec3(0, 1, 0);
gl_Position = mix(u_coord_matrix * vec4(projected_pos.xyz / projected_pos.w + xAxis * offset.x + yAxis * offset.y, 1.0), AWAY, float(projected_point.w <= 0.0 || occlusion_fade == 0.0));
#else
gl_Position = mix(u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + offset, z, 1.0), AWAY, float(projected_point.w <= 0.0 || occlusion_fade == 0.0));
#endif
float projection_transition_fade = 1.0;
#if defined(PROJECTED_POS_ON_VIEWPORT) && defined(PROJECTION_GLOBE_VIEW)
projection_transition_fade = 1.0 - step(EPSILON, u_zoom_transition);
#endif
v_tex = a_tex / u_texsize;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
v_fade_opacity = max(0.0, min(occlusion_fade, fade_opacity[0] + fade_change)) * projection_transition_fade;
}