File: //home/cafsindia/snap.cafsinfotech.in/node_modules/mapbox-gl/src/shaders/symbol_sdf.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
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
// For constants, a_size is disabled.
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
// text-size(upperZoomStop, feature) ]
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 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 bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform highp float u_camera_to_center_distance;
uniform float u_fade_change;
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_data0;
varying vec3 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
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;
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;
// If the label is pitched with the map, layout is done in pitched space,
// which makes labels in the distance smaller relative to viewport space.
// We counteract part of that effect by multiplying by the perspective ratio.
// If the label isn't pitched with the map, we do layout in viewport space,
// which makes labels in the distance larger relative to the features around
// them. We counteract part of that effect by dividing by the perspective ratio.
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 fontScale = u_is_text ? size / 24.0 : size;
highp float symbol_rotation = 0.0;
if (u_rotate_symbol) {
// Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
// To figure out that angle in projected space, we draw a short horizontal line in tile
// space, project it, and measure its angle in projected space.
vec4 offsetprojected_point;
#ifdef PROJECTION_GLOBE_VIEW
// Use x-axis of the label plane for displacement (x_axis = cross(normal, vec3(0, -1, 0)))
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 * fontScale + a_pxoffset);
#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 gamma_scale = gl_Position.w;
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
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
float interpolated_fade_opacity = max(0.0, min(occlusion_fade, fade_opacity[0] + fade_change));
v_data0 = a_tex / u_texsize;
v_data1 = vec3(gamma_scale, size, interpolated_fade_opacity * projection_transition_fade);
}