@scoova/mgl 1.0.0

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Files changed (565) hide show
  1. package/LICENSE.txt +116 -0
  2. package/README.md +174 -0
  3. package/build/banner.ts +12 -0
  4. package/build/bump-version-changelog.js +26 -0
  5. package/build/check-bundle-size.js +77 -0
  6. package/build/generate-dist-package.js +26 -0
  7. package/build/generate-doc-images.ts +78 -0
  8. package/build/generate-docs.ts +190 -0
  9. package/build/generate-shaders.ts +68 -0
  10. package/build/generate-struct-arrays.ts +438 -0
  11. package/build/generate-style-code.ts +283 -0
  12. package/build/readme.md +56 -0
  13. package/build/release-notes.js +45 -0
  14. package/build/rollup/bundle_prelude.js +29 -0
  15. package/build/rollup/maplibregl.js +22 -0
  16. package/build/rollup_plugins.ts +58 -0
  17. package/dist/LICENSE.txt +116 -0
  18. package/dist/maplibre-gl.css +1 -0
  19. package/dist/maplibre-gl.d.ts +13304 -0
  20. package/dist/maplibre-gl.js +59 -0
  21. package/dist/maplibre-gl.js.map +1 -0
  22. package/dist/package.json +1 -0
  23. package/package.json +192 -0
  24. package/src/css/maplibre-gl.css +854 -0
  25. package/src/css/svg/maplibregl-ctrl-attrib.svg +3 -0
  26. package/src/css/svg/maplibregl-ctrl-compass.svg +4 -0
  27. package/src/css/svg/maplibregl-ctrl-fullscreen.svg +3 -0
  28. package/src/css/svg/maplibregl-ctrl-geolocate.svg +5 -0
  29. package/src/css/svg/maplibregl-ctrl-logo.svg +11 -0
  30. package/src/css/svg/maplibregl-ctrl-shrink.svg +3 -0
  31. package/src/css/svg/maplibregl-ctrl-terrain.svg +3 -0
  32. package/src/css/svg/maplibregl-ctrl-zoom-in.svg +3 -0
  33. package/src/css/svg/maplibregl-ctrl-zoom-out.svg +3 -0
  34. package/src/data/array_types.g.ts +1130 -0
  35. package/src/data/bucket/circle_attributes.ts +8 -0
  36. package/src/data/bucket/circle_bucket.ts +197 -0
  37. package/src/data/bucket/fill_attributes.ts +8 -0
  38. package/src/data/bucket/fill_bucket.test.ts +95 -0
  39. package/src/data/bucket/fill_bucket.ts +228 -0
  40. package/src/data/bucket/fill_extrusion_attributes.ts +13 -0
  41. package/src/data/bucket/fill_extrusion_bucket.ts +305 -0
  42. package/src/data/bucket/heatmap_bucket.ts +12 -0
  43. package/src/data/bucket/line_attributes.ts +8 -0
  44. package/src/data/bucket/line_attributes_ext.ts +8 -0
  45. package/src/data/bucket/line_bucket.test.ts +142 -0
  46. package/src/data/bucket/line_bucket.ts +592 -0
  47. package/src/data/bucket/pattern_attributes.ts +9 -0
  48. package/src/data/bucket/pattern_bucket_features.ts +57 -0
  49. package/src/data/bucket/symbol_attributes.ts +122 -0
  50. package/src/data/bucket/symbol_bucket.test.ts +243 -0
  51. package/src/data/bucket/symbol_bucket.ts +975 -0
  52. package/src/data/bucket.ts +123 -0
  53. package/src/data/dem_data.test.ts +237 -0
  54. package/src/data/dem_data.ts +171 -0
  55. package/src/data/evaluation_feature.ts +18 -0
  56. package/src/data/extent.ts +13 -0
  57. package/src/data/feature_index.ts +337 -0
  58. package/src/data/feature_position_map.test.ts +33 -0
  59. package/src/data/feature_position_map.ts +126 -0
  60. package/src/data/index_array_type.ts +9 -0
  61. package/src/data/load_geometry.test.ts +49 -0
  62. package/src/data/load_geometry.ts +44 -0
  63. package/src/data/pos3d_attributes.ts +5 -0
  64. package/src/data/pos_attributes.ts +5 -0
  65. package/src/data/program_configuration.ts +735 -0
  66. package/src/data/raster_bounds_attributes.ts +6 -0
  67. package/src/data/segment.ts +89 -0
  68. package/src/geo/edge_insets.test.ts +83 -0
  69. package/src/geo/edge_insets.ts +146 -0
  70. package/src/geo/lng_lat.test.ts +65 -0
  71. package/src/geo/lng_lat.ts +169 -0
  72. package/src/geo/lng_lat_bounds.test.ts +357 -0
  73. package/src/geo/lng_lat_bounds.ts +356 -0
  74. package/src/geo/mercator_coordinate.test.ts +34 -0
  75. package/src/geo/mercator_coordinate.ts +157 -0
  76. package/src/geo/projection/projection.ts +72 -0
  77. package/src/geo/transform.test.ts +509 -0
  78. package/src/geo/transform.ts +1072 -0
  79. package/src/gl/color_mode.ts +31 -0
  80. package/src/gl/context.ts +321 -0
  81. package/src/gl/cull_face_mode.ts +22 -0
  82. package/src/gl/depth_mode.ts +26 -0
  83. package/src/gl/framebuffer.ts +48 -0
  84. package/src/gl/index_buffer.ts +55 -0
  85. package/src/gl/render_pool.test.ts +69 -0
  86. package/src/gl/render_pool.ts +93 -0
  87. package/src/gl/state.test.ts +125 -0
  88. package/src/gl/stencil_mode.ts +27 -0
  89. package/src/gl/types.ts +59 -0
  90. package/src/gl/value.ts +534 -0
  91. package/src/gl/vertex_buffer.test.ts +57 -0
  92. package/src/gl/vertex_buffer.ts +111 -0
  93. package/src/gl/webgl2.ts +12 -0
  94. package/src/index.test.ts +121 -0
  95. package/src/index.ts +250 -0
  96. package/src/render/draw_background.ts +53 -0
  97. package/src/render/draw_circle.ts +113 -0
  98. package/src/render/draw_collision_debug.ts +168 -0
  99. package/src/render/draw_custom.test.ts +73 -0
  100. package/src/render/draw_custom.ts +45 -0
  101. package/src/render/draw_debug.test.ts +122 -0
  102. package/src/render/draw_debug.ts +148 -0
  103. package/src/render/draw_fill.test.ts +137 -0
  104. package/src/render/draw_fill.ts +128 -0
  105. package/src/render/draw_fill_extrusion.ts +97 -0
  106. package/src/render/draw_heatmap.ts +228 -0
  107. package/src/render/draw_hillshade.ts +119 -0
  108. package/src/render/draw_line.ts +125 -0
  109. package/src/render/draw_raster.ts +133 -0
  110. package/src/render/draw_sky.ts +44 -0
  111. package/src/render/draw_symbol.test.ts +223 -0
  112. package/src/render/draw_symbol.ts +499 -0
  113. package/src/render/draw_terrain.ts +99 -0
  114. package/src/render/glyph_atlas.ts +83 -0
  115. package/src/render/glyph_manager.test.ts +147 -0
  116. package/src/render/glyph_manager.ts +198 -0
  117. package/src/render/image_atlas.ts +159 -0
  118. package/src/render/image_manager.ts +337 -0
  119. package/src/render/line_atlas.test.ts +38 -0
  120. package/src/render/line_atlas.ts +214 -0
  121. package/src/render/mesh.ts +25 -0
  122. package/src/render/painter.test.ts +51 -0
  123. package/src/render/painter.ts +666 -0
  124. package/src/render/program/background_program.ts +100 -0
  125. package/src/render/program/circle_program.ts +61 -0
  126. package/src/render/program/clipping_mask_program.ts +19 -0
  127. package/src/render/program/collision_program.ts +47 -0
  128. package/src/render/program/debug_program.ts +29 -0
  129. package/src/render/program/fill_extrusion_program.ts +120 -0
  130. package/src/render/program/fill_program.ts +121 -0
  131. package/src/render/program/heatmap_program.ts +76 -0
  132. package/src/render/program/hillshade_program.ts +116 -0
  133. package/src/render/program/line_program.ts +207 -0
  134. package/src/render/program/pattern.ts +102 -0
  135. package/src/render/program/program_uniforms.ts +46 -0
  136. package/src/render/program/raster_program.ts +88 -0
  137. package/src/render/program/sky_program.ts +28 -0
  138. package/src/render/program/symbol_program.ts +266 -0
  139. package/src/render/program/terrain_program.ts +116 -0
  140. package/src/render/program.ts +233 -0
  141. package/src/render/render_to_texture.test.ts +151 -0
  142. package/src/render/render_to_texture.ts +197 -0
  143. package/src/render/terrain.test.ts +322 -0
  144. package/src/render/terrain.ts +464 -0
  145. package/src/render/texture.ts +114 -0
  146. package/src/render/uniform_binding.test.ts +122 -0
  147. package/src/render/uniform_binding.ts +157 -0
  148. package/src/render/update_pattern_positions_in_program.test.ts +74 -0
  149. package/src/render/update_pattern_positions_in_program.ts +50 -0
  150. package/src/render/vertex_array_object.ts +163 -0
  151. package/src/shaders/README.md +42 -0
  152. package/src/shaders/_prelude.fragment.glsl +19 -0
  153. package/src/shaders/_prelude.fragment.glsl.g.ts +2 -0
  154. package/src/shaders/_prelude.vertex.glsl +148 -0
  155. package/src/shaders/_prelude.vertex.glsl.g.ts +2 -0
  156. package/src/shaders/background.fragment.glsl +10 -0
  157. package/src/shaders/background.fragment.glsl.g.ts +2 -0
  158. package/src/shaders/background.vertex.glsl +7 -0
  159. package/src/shaders/background.vertex.glsl.g.ts +2 -0
  160. package/src/shaders/background_pattern.fragment.glsl +28 -0
  161. package/src/shaders/background_pattern.fragment.glsl.g.ts +2 -0
  162. package/src/shaders/background_pattern.vertex.glsl +19 -0
  163. package/src/shaders/background_pattern.vertex.glsl.g.ts +2 -0
  164. package/src/shaders/circle.fragment.glsl +34 -0
  165. package/src/shaders/circle.fragment.glsl.g.ts +2 -0
  166. package/src/shaders/circle.vertex.glsl +68 -0
  167. package/src/shaders/circle.vertex.glsl.g.ts +2 -0
  168. package/src/shaders/clipping_mask.fragment.glsl +3 -0
  169. package/src/shaders/clipping_mask.fragment.glsl.g.ts +2 -0
  170. package/src/shaders/clipping_mask.vertex.glsl +7 -0
  171. package/src/shaders/clipping_mask.vertex.glsl.g.ts +2 -0
  172. package/src/shaders/collision_box.fragment.glsl +20 -0
  173. package/src/shaders/collision_box.fragment.glsl.g.ts +2 -0
  174. package/src/shaders/collision_box.vertex.glsl +27 -0
  175. package/src/shaders/collision_box.vertex.glsl.g.ts +2 -0
  176. package/src/shaders/collision_circle.fragment.glsl +17 -0
  177. package/src/shaders/collision_circle.fragment.glsl.g.ts +2 -0
  178. package/src/shaders/collision_circle.vertex.glsl +59 -0
  179. package/src/shaders/collision_circle.vertex.glsl.g.ts +2 -0
  180. package/src/shaders/debug.fragment.glsl +9 -0
  181. package/src/shaders/debug.fragment.glsl.g.ts +2 -0
  182. package/src/shaders/debug.vertex.glsl +12 -0
  183. package/src/shaders/debug.vertex.glsl.g.ts +2 -0
  184. package/src/shaders/encode_attribute.test.ts +11 -0
  185. package/src/shaders/encode_attribute.ts +13 -0
  186. package/src/shaders/fill.fragment.glsl +13 -0
  187. package/src/shaders/fill.fragment.glsl.g.ts +2 -0
  188. package/src/shaders/fill.vertex.glsl +13 -0
  189. package/src/shaders/fill.vertex.glsl.g.ts +2 -0
  190. package/src/shaders/fill_extrusion.fragment.glsl +9 -0
  191. package/src/shaders/fill_extrusion.fragment.glsl.g.ts +2 -0
  192. package/src/shaders/fill_extrusion.vertex.glsl +84 -0
  193. package/src/shaders/fill_extrusion.vertex.glsl.g.ts +2 -0
  194. package/src/shaders/fill_extrusion_pattern.fragment.glsl +47 -0
  195. package/src/shaders/fill_extrusion_pattern.fragment.glsl.g.ts +2 -0
  196. package/src/shaders/fill_extrusion_pattern.vertex.glsl +96 -0
  197. package/src/shaders/fill_extrusion_pattern.vertex.glsl.g.ts +2 -0
  198. package/src/shaders/fill_outline.fragment.glsl +17 -0
  199. package/src/shaders/fill_outline.fragment.glsl.g.ts +2 -0
  200. package/src/shaders/fill_outline.vertex.glsl +17 -0
  201. package/src/shaders/fill_outline.vertex.glsl.g.ts +2 -0
  202. package/src/shaders/fill_outline_pattern.fragment.glsl +43 -0
  203. package/src/shaders/fill_outline_pattern.fragment.glsl.g.ts +2 -0
  204. package/src/shaders/fill_outline_pattern.vertex.glsl +44 -0
  205. package/src/shaders/fill_outline_pattern.vertex.glsl.g.ts +2 -0
  206. package/src/shaders/fill_pattern.fragment.glsl +39 -0
  207. package/src/shaders/fill_pattern.fragment.glsl.g.ts +2 -0
  208. package/src/shaders/fill_pattern.vertex.glsl +39 -0
  209. package/src/shaders/fill_pattern.vertex.glsl.g.ts +2 -0
  210. package/src/shaders/heatmap.fragment.glsl +22 -0
  211. package/src/shaders/heatmap.fragment.glsl.g.ts +2 -0
  212. package/src/shaders/heatmap.vertex.glsl +54 -0
  213. package/src/shaders/heatmap.vertex.glsl.g.ts +2 -0
  214. package/src/shaders/heatmap_texture.fragment.glsl +15 -0
  215. package/src/shaders/heatmap_texture.fragment.glsl.g.ts +2 -0
  216. package/src/shaders/heatmap_texture.vertex.glsl +11 -0
  217. package/src/shaders/heatmap_texture.vertex.glsl.g.ts +2 -0
  218. package/src/shaders/hillshade.fragment.glsl +52 -0
  219. package/src/shaders/hillshade.fragment.glsl.g.ts +2 -0
  220. package/src/shaders/hillshade.vertex.glsl +11 -0
  221. package/src/shaders/hillshade.vertex.glsl.g.ts +2 -0
  222. package/src/shaders/hillshade_prepare.fragment.glsl +77 -0
  223. package/src/shaders/hillshade_prepare.fragment.glsl.g.ts +2 -0
  224. package/src/shaders/hillshade_prepare.vertex.glsl +15 -0
  225. package/src/shaders/hillshade_prepare.vertex.glsl.g.ts +2 -0
  226. package/src/shaders/line.fragment.glsl +30 -0
  227. package/src/shaders/line.fragment.glsl.g.ts +2 -0
  228. package/src/shaders/line.vertex.glsl +89 -0
  229. package/src/shaders/line.vertex.glsl.g.ts +2 -0
  230. package/src/shaders/line_gradient.fragment.glsl +34 -0
  231. package/src/shaders/line_gradient.fragment.glsl.g.ts +2 -0
  232. package/src/shaders/line_gradient.vertex.glsl +92 -0
  233. package/src/shaders/line_gradient.vertex.glsl.g.ts +2 -0
  234. package/src/shaders/line_pattern.fragment.glsl +77 -0
  235. package/src/shaders/line_pattern.fragment.glsl.g.ts +2 -0
  236. package/src/shaders/line_pattern.vertex.glsl +103 -0
  237. package/src/shaders/line_pattern.vertex.glsl.g.ts +2 -0
  238. package/src/shaders/line_sdf.fragment.glsl +45 -0
  239. package/src/shaders/line_sdf.fragment.glsl.g.ts +2 -0
  240. package/src/shaders/line_sdf.vertex.glsl +101 -0
  241. package/src/shaders/line_sdf.vertex.glsl.g.ts +2 -0
  242. package/src/shaders/raster.fragment.glsl +53 -0
  243. package/src/shaders/raster.fragment.glsl.g.ts +2 -0
  244. package/src/shaders/raster.vertex.glsl +21 -0
  245. package/src/shaders/raster.vertex.glsl.g.ts +2 -0
  246. package/src/shaders/shaders.ts +197 -0
  247. package/src/shaders/sky.fragment.glsl +17 -0
  248. package/src/shaders/sky.fragment.glsl.g.ts +2 -0
  249. package/src/shaders/sky.vertex.glsl +5 -0
  250. package/src/shaders/sky.vertex.glsl.g.ts +2 -0
  251. package/src/shaders/symbol_icon.fragment.glsl +17 -0
  252. package/src/shaders/symbol_icon.fragment.glsl.g.ts +2 -0
  253. package/src/shaders/symbol_icon.vertex.glsl +117 -0
  254. package/src/shaders/symbol_icon.vertex.glsl.g.ts +2 -0
  255. package/src/shaders/symbol_sdf.fragment.glsl +58 -0
  256. package/src/shaders/symbol_sdf.fragment.glsl.g.ts +2 -0
  257. package/src/shaders/symbol_sdf.vertex.glsl +142 -0
  258. package/src/shaders/symbol_sdf.vertex.glsl.g.ts +2 -0
  259. package/src/shaders/symbol_text_and_icon.fragment.glsl +68 -0
  260. package/src/shaders/symbol_text_and_icon.fragment.glsl.g.ts +2 -0
  261. package/src/shaders/symbol_text_and_icon.vertex.glsl +140 -0
  262. package/src/shaders/symbol_text_and_icon.vertex.glsl.g.ts +2 -0
  263. package/src/shaders/terrain.fragment.glsl +32 -0
  264. package/src/shaders/terrain.fragment.glsl.g.ts +2 -0
  265. package/src/shaders/terrain.vertex.glsl +17 -0
  266. package/src/shaders/terrain.vertex.glsl.g.ts +2 -0
  267. package/src/shaders/terrain_coords.fragment.glsl +11 -0
  268. package/src/shaders/terrain_coords.fragment.glsl.g.ts +2 -0
  269. package/src/shaders/terrain_coords.vertex.glsl +13 -0
  270. package/src/shaders/terrain_coords.vertex.glsl.g.ts +2 -0
  271. package/src/shaders/terrain_depth.fragment.glsl +15 -0
  272. package/src/shaders/terrain_depth.fragment.glsl.g.ts +2 -0
  273. package/src/shaders/terrain_depth.vertex.glsl +13 -0
  274. package/src/shaders/terrain_depth.vertex.glsl.g.ts +2 -0
  275. package/src/source/canvas_source.test.ts +210 -0
  276. package/src/source/canvas_source.ts +227 -0
  277. package/src/source/geojson_source.test.ts +492 -0
  278. package/src/source/geojson_source.ts +431 -0
  279. package/src/source/geojson_source_diff.test.ts +364 -0
  280. package/src/source/geojson_source_diff.ts +172 -0
  281. package/src/source/geojson_worker_source.test.ts +399 -0
  282. package/src/source/geojson_worker_source.ts +303 -0
  283. package/src/source/geojson_wrapper.test.ts +32 -0
  284. package/src/source/geojson_wrapper.ts +81 -0
  285. package/src/source/image_source.test.ts +235 -0
  286. package/src/source/image_source.ts +338 -0
  287. package/src/source/load_tilejson.ts +47 -0
  288. package/src/source/pixels_to_tile_units.ts +25 -0
  289. package/src/source/protocol_crud.ts +48 -0
  290. package/src/source/query_features.test.ts +31 -0
  291. package/src/source/query_features.ts +252 -0
  292. package/src/source/raster_dem_tile_source.test.ts +158 -0
  293. package/src/source/raster_dem_tile_source.ts +166 -0
  294. package/src/source/raster_dem_tile_worker_source.test.ts +36 -0
  295. package/src/source/raster_dem_tile_worker_source.ts +38 -0
  296. package/src/source/raster_tile_source.test.ts +206 -0
  297. package/src/source/raster_tile_source.ts +227 -0
  298. package/src/source/rtl_text_plugin_main_thread.test.ts +170 -0
  299. package/src/source/rtl_text_plugin_main_thread.ts +89 -0
  300. package/src/source/rtl_text_plugin_status.ts +33 -0
  301. package/src/source/rtl_text_plugin_worker.ts +49 -0
  302. package/src/source/source.test.ts +41 -0
  303. package/src/source/source.ts +186 -0
  304. package/src/source/source_cache.test.ts +2069 -0
  305. package/src/source/source_cache.ts +1102 -0
  306. package/src/source/source_state.ts +157 -0
  307. package/src/source/terrain_source_cache.test.ts +105 -0
  308. package/src/source/terrain_source_cache.ts +204 -0
  309. package/src/source/tile.test.ts +290 -0
  310. package/src/source/tile.ts +478 -0
  311. package/src/source/tile_bounds.ts +34 -0
  312. package/src/source/tile_cache.test.ts +130 -0
  313. package/src/source/tile_cache.ts +208 -0
  314. package/src/source/tile_id.test.ts +112 -0
  315. package/src/source/tile_id.ts +221 -0
  316. package/src/source/vector_tile_source.test.ts +401 -0
  317. package/src/source/vector_tile_source.ts +283 -0
  318. package/src/source/vector_tile_worker_source.test.ts +396 -0
  319. package/src/source/vector_tile_worker_source.ts +199 -0
  320. package/src/source/video_source.test.ts +124 -0
  321. package/src/source/video_source.ts +204 -0
  322. package/src/source/worker.test.ts +233 -0
  323. package/src/source/worker.ts +301 -0
  324. package/src/source/worker_source.ts +117 -0
  325. package/src/source/worker_tile.test.ts +226 -0
  326. package/src/source/worker_tile.ts +208 -0
  327. package/src/style/create_style_layer.ts +39 -0
  328. package/src/style/evaluation_parameters.ts +62 -0
  329. package/src/style/format_section_override.test.ts +62 -0
  330. package/src/style/format_section_override.ts +50 -0
  331. package/src/style/light.test.ts +86 -0
  332. package/src/style/light.ts +135 -0
  333. package/src/style/load_glyph_range.test.ts +40 -0
  334. package/src/style/load_glyph_range.ts +32 -0
  335. package/src/style/load_sprite.test.ts +227 -0
  336. package/src/style/load_sprite.ts +71 -0
  337. package/src/style/parse_glyph_pbf.ts +42 -0
  338. package/src/style/pauseable_placement.ts +138 -0
  339. package/src/style/properties.ts +726 -0
  340. package/src/style/query_utils.test.ts +107 -0
  341. package/src/style/query_utils.ts +70 -0
  342. package/src/style/sky.ts +127 -0
  343. package/src/style/style.test.ts +2654 -0
  344. package/src/style/style.ts +1814 -0
  345. package/src/style/style_glyph.ts +25 -0
  346. package/src/style/style_image.ts +188 -0
  347. package/src/style/style_layer/background_style_layer.ts +17 -0
  348. package/src/style/style_layer/background_style_layer_properties.g.ts +40 -0
  349. package/src/style/style_layer/circle_style_layer.ts +98 -0
  350. package/src/style/style_layer/circle_style_layer_properties.g.ts +76 -0
  351. package/src/style/style_layer/custom_style_layer.ts +233 -0
  352. package/src/style/style_layer/fill_extrusion_style_layer.ts +224 -0
  353. package/src/style/style_layer/fill_extrusion_style_layer_properties.g.ts +55 -0
  354. package/src/style/style_layer/fill_style_layer.test.ts +37 -0
  355. package/src/style/style_layer/fill_style_layer.ts +65 -0
  356. package/src/style/style_layer/fill_style_layer_properties.g.ts +64 -0
  357. package/src/style/style_layer/heatmap_style_layer.ts +74 -0
  358. package/src/style/style_layer/heatmap_style_layer_properties.g.ts +46 -0
  359. package/src/style/style_layer/hillshade_style_layer.ts +21 -0
  360. package/src/style/style_layer/hillshade_style_layer_properties.g.ts +49 -0
  361. package/src/style/style_layer/line_style_layer.test.ts +50 -0
  362. package/src/style/style_layer/line_style_layer.ts +131 -0
  363. package/src/style/style_layer/line_style_layer_properties.g.ts +88 -0
  364. package/src/style/style_layer/overlap_mode.test.ts +57 -0
  365. package/src/style/style_layer/overlap_mode.ts +25 -0
  366. package/src/style/style_layer/raster_style_layer.ts +17 -0
  367. package/src/style/style_layer/raster_style_layer_properties.g.ts +55 -0
  368. package/src/style/style_layer/symbol_style_layer.ts +195 -0
  369. package/src/style/style_layer/symbol_style_layer_properties.g.ts +218 -0
  370. package/src/style/style_layer/typed_style_layer.ts +9 -0
  371. package/src/style/style_layer/variable_text_anchor.test.ts +117 -0
  372. package/src/style/style_layer/variable_text_anchor.ts +163 -0
  373. package/src/style/style_layer.test.ts +372 -0
  374. package/src/style/style_layer.ts +287 -0
  375. package/src/style/style_layer_index.test.ts +99 -0
  376. package/src/style/style_layer_index.ts +78 -0
  377. package/src/style/validate_style.ts +53 -0
  378. package/src/style/zoom_history.ts +40 -0
  379. package/src/symbol/anchor.test.ts +14 -0
  380. package/src/symbol/anchor.ts +22 -0
  381. package/src/symbol/check_max_angle.test.ts +54 -0
  382. package/src/symbol/check_max_angle.ts +76 -0
  383. package/src/symbol/clip_line.test.ts +154 -0
  384. package/src/symbol/clip_line.ts +66 -0
  385. package/src/symbol/collision_feature.test.ts +98 -0
  386. package/src/symbol/collision_feature.ts +114 -0
  387. package/src/symbol/collision_index.test.ts +19 -0
  388. package/src/symbol/collision_index.ts +618 -0
  389. package/src/symbol/cross_tile_symbol_index.test.ts +260 -0
  390. package/src/symbol/cross_tile_symbol_index.ts +367 -0
  391. package/src/symbol/get_anchors.test.ts +113 -0
  392. package/src/symbol/get_anchors.ts +167 -0
  393. package/src/symbol/grid_index.test.ts +75 -0
  394. package/src/symbol/grid_index.ts +414 -0
  395. package/src/symbol/merge_lines.test.ts +30 -0
  396. package/src/symbol/merge_lines.ts +80 -0
  397. package/src/symbol/one_em.ts +3 -0
  398. package/src/symbol/opacity_state.ts +23 -0
  399. package/src/symbol/path_interpolator.test.ts +134 -0
  400. package/src/symbol/path_interpolator.ts +55 -0
  401. package/src/symbol/placement.ts +1371 -0
  402. package/src/symbol/projection.test.ts +171 -0
  403. package/src/symbol/projection.ts +833 -0
  404. package/src/symbol/quads.test.ts +157 -0
  405. package/src/symbol/quads.ts +349 -0
  406. package/src/symbol/shaping.test.ts +360 -0
  407. package/src/symbol/shaping.ts +911 -0
  408. package/src/symbol/symbol_layout.ts +739 -0
  409. package/src/symbol/symbol_size.ts +129 -0
  410. package/src/symbol/symbol_style_layer.test.ts +103 -0
  411. package/src/symbol/transform_text.ts +27 -0
  412. package/src/ui/anchor.ts +27 -0
  413. package/src/ui/camera.test.ts +2301 -0
  414. package/src/ui/camera.ts +1520 -0
  415. package/src/ui/control/attribution_control.test.ts +543 -0
  416. package/src/ui/control/attribution_control.ts +209 -0
  417. package/src/ui/control/control.ts +67 -0
  418. package/src/ui/control/fullscreen_control.test.ts +114 -0
  419. package/src/ui/control/fullscreen_control.ts +189 -0
  420. package/src/ui/control/geolocate_control.test.ts +619 -0
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  422. package/src/ui/control/logo_control.test.ts +88 -0
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  424. package/src/ui/control/navigation_control.test.ts +238 -0
  425. package/src/ui/control/navigation_control.ts +294 -0
  426. package/src/ui/control/scale_control.test.ts +52 -0
  427. package/src/ui/control/scale_control.ts +152 -0
  428. package/src/ui/control/terrain_control.test.ts +58 -0
  429. package/src/ui/control/terrain_control.ts +74 -0
  430. package/src/ui/default_locale.ts +25 -0
  431. package/src/ui/events.ts +758 -0
  432. package/src/ui/handler/box_zoom.test.ts +163 -0
  433. package/src/ui/handler/box_zoom.ts +171 -0
  434. package/src/ui/handler/click_zoom.ts +55 -0
  435. package/src/ui/handler/cooperative_gestures.test.ts +338 -0
  436. package/src/ui/handler/cooperative_gestures.ts +111 -0
  437. package/src/ui/handler/dblclick_zoom.test.ts +151 -0
  438. package/src/ui/handler/drag_handler.ts +174 -0
  439. package/src/ui/handler/drag_move_state_manager.ts +115 -0
  440. package/src/ui/handler/drag_pan.test.ts +487 -0
  441. package/src/ui/handler/drag_rotate.test.ts +859 -0
  442. package/src/ui/handler/handler_util.ts +10 -0
  443. package/src/ui/handler/keyboard.test.ts +235 -0
  444. package/src/ui/handler/keyboard.ts +212 -0
  445. package/src/ui/handler/map_event.test.ts +158 -0
  446. package/src/ui/handler/map_event.ts +161 -0
  447. package/src/ui/handler/mouse.ts +92 -0
  448. package/src/ui/handler/mouse_handler_interface.test.ts +111 -0
  449. package/src/ui/handler/mouse_rotate.test.ts +62 -0
  450. package/src/ui/handler/one_finger_touch_drag.ts +45 -0
  451. package/src/ui/handler/one_finger_touch_drag_handler_interface.test.ts +77 -0
  452. package/src/ui/handler/scroll_zoom.test.ts +382 -0
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  454. package/src/ui/handler/shim/dblclick_zoom.ts +64 -0
  455. package/src/ui/handler/shim/drag_pan.ts +104 -0
  456. package/src/ui/handler/shim/drag_rotate.ts +76 -0
  457. package/src/ui/handler/shim/two_fingers_touch.ts +112 -0
  458. package/src/ui/handler/tap_drag_zoom.test.ts +113 -0
  459. package/src/ui/handler/tap_drag_zoom.ts +112 -0
  460. package/src/ui/handler/tap_recognizer.ts +138 -0
  461. package/src/ui/handler/tap_zoom.ts +98 -0
  462. package/src/ui/handler/touch_pan.ts +115 -0
  463. package/src/ui/handler/transform-provider.ts +44 -0
  464. package/src/ui/handler/two_fingers_touch.test.ts +283 -0
  465. package/src/ui/handler/two_fingers_touch.ts +336 -0
  466. package/src/ui/handler_inertia.ts +157 -0
  467. package/src/ui/handler_manager.ts +637 -0
  468. package/src/ui/hash.test.ts +404 -0
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  470. package/src/ui/map.ts +3393 -0
  471. package/src/ui/map_tests/map_animation.test.ts +61 -0
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  473. package/src/ui/map_tests/map_bounds.test.ts +123 -0
  474. package/src/ui/map_tests/map_calculate_camera_options.test.ts +113 -0
  475. package/src/ui/map_tests/map_canvas.test.ts +59 -0
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  478. package/src/ui/map_tests/map_events.test.ts +1001 -0
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  480. package/src/ui/map_tests/map_images.test.ts +175 -0
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  482. package/src/ui/map_tests/map_is_rotating.test.ts +62 -0
  483. package/src/ui/map_tests/map_is_zooming.test.ts +86 -0
  484. package/src/ui/map_tests/map_layer.test.ts +457 -0
  485. package/src/ui/map_tests/map_options.test.ts +64 -0
  486. package/src/ui/map_tests/map_pitch.test.ts +90 -0
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  488. package/src/ui/map_tests/map_query_rendered_features.test.ts +93 -0
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@@ -0,0 +1,148 @@
1
+ #ifdef GL_ES
2
+ precision highp float;
3
+ #else
4
+
5
+ #if !defined(lowp)
6
+ #define lowp
7
+ #endif
8
+
9
+ #if !defined(mediump)
10
+ #define mediump
11
+ #endif
12
+
13
+ #if !defined(highp)
14
+ #define highp
15
+ #endif
16
+
17
+ #endif
18
+
19
+ // Unpack a pair of values that have been packed into a single float.
20
+ // The packed values are assumed to be 8-bit unsigned integers, and are
21
+ // packed like so:
22
+ // packedValue = floor(input[0]) * 256 + input[1],
23
+ vec2 unpack_float(const float packedValue) {
24
+ int packedIntValue = int(packedValue);
25
+ int v0 = packedIntValue / 256;
26
+ return vec2(v0, packedIntValue - v0 * 256);
27
+ }
28
+
29
+ vec2 unpack_opacity(const float packedOpacity) {
30
+ int intOpacity = int(packedOpacity) / 2;
31
+ return vec2(float(intOpacity) / 127.0, mod(packedOpacity, 2.0));
32
+ }
33
+
34
+ // To minimize the number of ins needed, we encode a 4-component
35
+ // color into a pair of floats (i.e. a vec2) as follows:
36
+ // [ floor(color.r * 255) * 256 + color.g * 255,
37
+ // floor(color.b * 255) * 256 + color.g * 255 ]
38
+ vec4 decode_color(const vec2 encodedColor) {
39
+ return vec4(
40
+ unpack_float(encodedColor[0]) / 255.0,
41
+ unpack_float(encodedColor[1]) / 255.0
42
+ );
43
+ }
44
+
45
+ // Unpack a pair of paint values and interpolate between them.
46
+ float unpack_mix_vec2(const vec2 packedValue, const float t) {
47
+ return mix(packedValue[0], packedValue[1], t);
48
+ }
49
+
50
+ // Unpack a pair of paint values and interpolate between them.
51
+ vec4 unpack_mix_color(const vec4 packedColors, const float t) {
52
+ vec4 minColor = decode_color(vec2(packedColors[0], packedColors[1]));
53
+ vec4 maxColor = decode_color(vec2(packedColors[2], packedColors[3]));
54
+ return mix(minColor, maxColor, t);
55
+ }
56
+
57
+ // The offset depends on how many pixels are between the world origin and the edge of the tile:
58
+ // vec2 offset = mod(pixel_coord, size)
59
+ //
60
+ // At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
61
+ // The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
62
+ //
63
+ // The pixel_coord is passed in as two 16 bit values:
64
+ // pixel_coord_upper = floor(pixel_coord / 2^16)
65
+ // pixel_coord_lower = mod(pixel_coord, 2^16)
66
+ //
67
+ // The offset is calculated in a series of steps that should preserve this precision:
68
+ vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
69
+ const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
70
+
71
+ vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
72
+ return (tile_units_to_pixels * pos + offset) / pattern_size;
73
+ }
74
+
75
+ // logic for terrain 3d
76
+
77
+ #ifdef TERRAIN3D
78
+ uniform sampler2D u_terrain;
79
+ uniform float u_terrain_dim;
80
+ uniform mat4 u_terrain_matrix;
81
+ uniform vec4 u_terrain_unpack;
82
+ uniform float u_terrain_exaggeration;
83
+ uniform highp sampler2D u_depth;
84
+ #endif
85
+
86
+ // methods for pack/unpack depth value to texture rgba
87
+ // https://stackoverflow.com/questions/34963366/encode-floating-point-data-in-a-rgba-texture
88
+ const highp vec4 bitSh = vec4(256. * 256. * 256., 256. * 256., 256., 1.);
89
+ const highp vec4 bitShifts = vec4(1.) / bitSh;
90
+
91
+ highp float unpack(highp vec4 color) {
92
+ return dot(color , bitShifts);
93
+ }
94
+
95
+ // calculate the opacity behind terrain, returns a value between 0 and 1.
96
+ highp float depthOpacity(vec3 frag) {
97
+ #ifdef TERRAIN3D
98
+ // create the delta between frag.z + terrain.z.
99
+ highp float d = unpack(texture(u_depth, frag.xy * 0.5 + 0.5)) + 0.0001 - frag.z;
100
+ // visibility range is between 0 and 0.002. 0 is visible, 0.002 is fully invisible.
101
+ return 1.0 - max(0.0, min(1.0, -d * 500.0));
102
+ #else
103
+ return 1.0;
104
+ #endif
105
+ }
106
+
107
+ // calculate the visibility of a coordinate in terrain and return an opacity value.
108
+ // if a coordinate is behind the terrain reduce its opacity
109
+ float calculate_visibility(vec4 pos) {
110
+ #ifdef TERRAIN3D
111
+ vec3 frag = pos.xyz / pos.w;
112
+ // check if coordinate is fully visible
113
+ highp float d = depthOpacity(frag);
114
+ if (d > 0.95) return 1.0;
115
+ // if not, go some pixel above and check it this point is visible
116
+ return (d + depthOpacity(frag + vec3(0.0, 0.01, 0.0))) / 2.0;
117
+ #else
118
+ return 1.0;
119
+ #endif
120
+ }
121
+
122
+ // grab an elevation value from a raster-dem texture
123
+ float ele(vec2 pos) {
124
+ #ifdef TERRAIN3D
125
+ vec4 rgb = (texture(u_terrain, pos) * 255.0) * u_terrain_unpack;
126
+ return rgb.r + rgb.g + rgb.b - u_terrain_unpack.a;
127
+ #else
128
+ return 0.0;
129
+ #endif
130
+ }
131
+
132
+ // calculate the elevation with linear interpolation for a coordinate
133
+ float get_elevation(vec2 pos) {
134
+ #ifdef TERRAIN3D
135
+ vec2 coord = (u_terrain_matrix * vec4(pos, 0.0, 1.0)).xy * u_terrain_dim + 1.0;
136
+ vec2 f = fract(coord);
137
+ vec2 c = (floor(coord) + 0.5) / (u_terrain_dim + 2.0); // get the pixel center
138
+ float d = 1.0 / (u_terrain_dim + 2.0);
139
+ float tl = ele(c);
140
+ float tr = ele(c + vec2(d, 0.0));
141
+ float bl = ele(c + vec2(0.0, d));
142
+ float br = ele(c + vec2(d, d));
143
+ float elevation = mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);
144
+ return elevation * u_terrain_exaggeration;
145
+ #else
146
+ return 0.0;
147
+ #endif
148
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '#ifdef GL_ES\nprecision highp float;\n#else\n#if !defined(lowp)\n#define lowp\n#endif\n#if !defined(mediump)\n#define mediump\n#endif\n#if !defined(highp)\n#define highp\n#endif\n#endif\nvec2 unpack_float(const float packedValue) {int packedIntValue=int(packedValue);int v0=packedIntValue/256;return vec2(v0,packedIntValue-v0*256);}vec2 unpack_opacity(const float packedOpacity) {int intOpacity=int(packedOpacity)/2;return vec2(float(intOpacity)/127.0,mod(packedOpacity,2.0));}vec4 decode_color(const vec2 encodedColor) {return vec4(unpack_float(encodedColor[0])/255.0,unpack_float(encodedColor[1])/255.0\n);}float unpack_mix_vec2(const vec2 packedValue,const float t) {return mix(packedValue[0],packedValue[1],t);}vec4 unpack_mix_color(const vec4 packedColors,const float t) {vec4 minColor=decode_color(vec2(packedColors[0],packedColors[1]));vec4 maxColor=decode_color(vec2(packedColors[2],packedColors[3]));return mix(minColor,maxColor,t);}vec2 get_pattern_pos(const vec2 pixel_coord_upper,const vec2 pixel_coord_lower,const vec2 pattern_size,const float tile_units_to_pixels,const vec2 pos) {vec2 offset=mod(mod(mod(pixel_coord_upper,pattern_size)*256.0,pattern_size)*256.0+pixel_coord_lower,pattern_size);return (tile_units_to_pixels*pos+offset)/pattern_size;}\n#ifdef TERRAIN3D\nuniform sampler2D u_terrain;uniform float u_terrain_dim;uniform mat4 u_terrain_matrix;uniform vec4 u_terrain_unpack;uniform float u_terrain_exaggeration;uniform highp sampler2D u_depth;\n#endif\nconst highp vec4 bitSh=vec4(256.*256.*256.,256.*256.,256.,1.);const highp vec4 bitShifts=vec4(1.)/bitSh;highp float unpack(highp vec4 color) {return dot(color,bitShifts);}highp float depthOpacity(vec3 frag) {\n#ifdef TERRAIN3D\nhighp float d=unpack(texture2D(u_depth,frag.xy*0.5+0.5))+0.0001-frag.z;return 1.0-max(0.0,min(1.0,-d*500.0));\n#else\nreturn 1.0;\n#endif\n}float calculate_visibility(vec4 pos) {\n#ifdef TERRAIN3D\nvec3 frag=pos.xyz/pos.w;highp float d=depthOpacity(frag);if (d > 0.95) return 1.0;return (d+depthOpacity(frag+vec3(0.0,0.01,0.0)))/2.0;\n#else\nreturn 1.0;\n#endif\n}float ele(vec2 pos) {\n#ifdef TERRAIN3D\nvec4 rgb=(texture2D(u_terrain,pos)*255.0)*u_terrain_unpack;return rgb.r+rgb.g+rgb.b-u_terrain_unpack.a;\n#else\nreturn 0.0;\n#endif\n}float get_elevation(vec2 pos) {\n#ifdef TERRAIN3D\nvec2 coord=(u_terrain_matrix*vec4(pos,0.0,1.0)).xy*u_terrain_dim+1.0;vec2 f=fract(coord);vec2 c=(floor(coord)+0.5)/(u_terrain_dim+2.0);float d=1.0/(u_terrain_dim+2.0);float tl=ele(c);float tr=ele(c+vec2(d,0.0));float bl=ele(c+vec2(0.0,d));float br=ele(c+vec2(d,d));float elevation=mix(mix(tl,tr,f.x),mix(bl,br,f.x),f.y);return elevation*u_terrain_exaggeration;\n#else\nreturn 0.0;\n#endif\n}';
@@ -0,0 +1,10 @@
1
+ uniform vec4 u_color;
2
+ uniform float u_opacity;
3
+
4
+ void main() {
5
+ fragColor = u_color * u_opacity;
6
+
7
+ #ifdef OVERDRAW_INSPECTOR
8
+ fragColor = vec4(1.0);
9
+ #endif
10
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform vec4 u_color;uniform float u_opacity;void main() {gl_FragColor=u_color*u_opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,7 @@
1
+ in vec2 a_pos;
2
+
3
+ uniform mat4 u_matrix;
4
+
5
+ void main() {
6
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
7
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);}';
@@ -0,0 +1,28 @@
1
+ uniform vec2 u_pattern_tl_a;
2
+ uniform vec2 u_pattern_br_a;
3
+ uniform vec2 u_pattern_tl_b;
4
+ uniform vec2 u_pattern_br_b;
5
+ uniform vec2 u_texsize;
6
+ uniform float u_mix;
7
+ uniform float u_opacity;
8
+
9
+ uniform sampler2D u_image;
10
+
11
+ in vec2 v_pos_a;
12
+ in vec2 v_pos_b;
13
+
14
+ void main() {
15
+ vec2 imagecoord = mod(v_pos_a, 1.0);
16
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
17
+ vec4 color1 = texture(u_image, pos);
18
+
19
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
20
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
21
+ vec4 color2 = texture(u_image, pos2);
22
+
23
+ fragColor = mix(color1, color2, u_mix) * u_opacity;
24
+
25
+ #ifdef OVERDRAW_INSPECTOR
26
+ fragColor = vec4(1.0);
27
+ #endif
28
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform vec2 u_pattern_tl_a;uniform vec2 u_pattern_br_a;uniform vec2 u_pattern_tl_b;uniform vec2 u_pattern_br_b;uniform vec2 u_texsize;uniform float u_mix;uniform float u_opacity;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;void main() {vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(u_pattern_tl_a/u_texsize,u_pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(u_pattern_tl_b/u_texsize,u_pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);gl_FragColor=mix(color1,color2,u_mix)*u_opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,19 @@
1
+ uniform mat4 u_matrix;
2
+ uniform vec2 u_pattern_size_a;
3
+ uniform vec2 u_pattern_size_b;
4
+ uniform vec2 u_pixel_coord_upper;
5
+ uniform vec2 u_pixel_coord_lower;
6
+ uniform float u_scale_a;
7
+ uniform float u_scale_b;
8
+ uniform float u_tile_units_to_pixels;
9
+
10
+ in vec2 a_pos;
11
+ out vec2 v_pos_a;
12
+ out vec2 v_pos_b;
13
+
14
+ void main() {
15
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
16
+
17
+ v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
18
+ v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, a_pos);
19
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform mat4 u_matrix;uniform vec2 u_pattern_size_a;uniform vec2 u_pattern_size_b;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_scale_a;uniform float u_scale_b;uniform float u_tile_units_to_pixels;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_a*u_pattern_size_a,u_tile_units_to_pixels,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_b*u_pattern_size_b,u_tile_units_to_pixels,a_pos);}';
@@ -0,0 +1,34 @@
1
+ in vec3 v_data;
2
+ in float v_visibility;
3
+
4
+ #pragma mapbox: define highp vec4 color
5
+ #pragma mapbox: define mediump float radius
6
+ #pragma mapbox: define lowp float blur
7
+ #pragma mapbox: define lowp float opacity
8
+ #pragma mapbox: define highp vec4 stroke_color
9
+ #pragma mapbox: define mediump float stroke_width
10
+ #pragma mapbox: define lowp float stroke_opacity
11
+
12
+ void main() {
13
+ #pragma mapbox: initialize highp vec4 color
14
+ #pragma mapbox: initialize mediump float radius
15
+ #pragma mapbox: initialize lowp float blur
16
+ #pragma mapbox: initialize lowp float opacity
17
+ #pragma mapbox: initialize highp vec4 stroke_color
18
+ #pragma mapbox: initialize mediump float stroke_width
19
+ #pragma mapbox: initialize lowp float stroke_opacity
20
+
21
+ vec2 extrude = v_data.xy;
22
+ float extrude_length = length(extrude);
23
+ float antialiased_blur = v_data.z;
24
+
25
+ float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
26
+
27
+ float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(antialiased_blur, 0.0, extrude_length - radius / (radius + stroke_width));
28
+
29
+ fragColor = v_visibility * opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);
30
+
31
+ #ifdef OVERDRAW_INSPECTOR
32
+ fragColor = vec4(1.0);
33
+ #endif
34
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'varying vec3 v_data;varying float v_visibility;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define mediump float radius\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define highp vec4 stroke_color\n#pragma mapbox: define mediump float stroke_width\n#pragma mapbox: define lowp float stroke_opacity\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize mediump float radius\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize highp vec4 stroke_color\n#pragma mapbox: initialize mediump float stroke_width\n#pragma mapbox: initialize lowp float stroke_opacity\nvec2 extrude=v_data.xy;float extrude_length=length(extrude);float antialiased_blur=v_data.z;float opacity_t=smoothstep(0.0,antialiased_blur,extrude_length-1.0);float color_t=stroke_width < 0.01 ? 0.0 : smoothstep(antialiased_blur,0.0,extrude_length-radius/(radius+stroke_width));gl_FragColor=v_visibility*opacity_t*mix(color*opacity,stroke_color*stroke_opacity,color_t);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,68 @@
1
+ uniform mat4 u_matrix;
2
+ uniform bool u_scale_with_map;
3
+ uniform bool u_pitch_with_map;
4
+ uniform vec2 u_extrude_scale;
5
+ uniform lowp float u_device_pixel_ratio;
6
+ uniform highp float u_camera_to_center_distance;
7
+
8
+ in vec2 a_pos;
9
+
10
+ out vec3 v_data;
11
+ out float v_visibility;
12
+
13
+ #pragma mapbox: define highp vec4 color
14
+ #pragma mapbox: define mediump float radius
15
+ #pragma mapbox: define lowp float blur
16
+ #pragma mapbox: define lowp float opacity
17
+ #pragma mapbox: define highp vec4 stroke_color
18
+ #pragma mapbox: define mediump float stroke_width
19
+ #pragma mapbox: define lowp float stroke_opacity
20
+
21
+ void main(void) {
22
+ #pragma mapbox: initialize highp vec4 color
23
+ #pragma mapbox: initialize mediump float radius
24
+ #pragma mapbox: initialize lowp float blur
25
+ #pragma mapbox: initialize lowp float opacity
26
+ #pragma mapbox: initialize highp vec4 stroke_color
27
+ #pragma mapbox: initialize mediump float stroke_width
28
+ #pragma mapbox: initialize lowp float stroke_opacity
29
+
30
+ // decode the extrusion vector that we snuck into the a_pos vector
31
+ vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
32
+
33
+ // multiply a_pos by 0.5, since we had it * 2 in order to sneak
34
+ // in extrusion data
35
+ vec2 circle_center = floor(a_pos * 0.5);
36
+ float ele = get_elevation(circle_center);
37
+ v_visibility = calculate_visibility(u_matrix * vec4(circle_center, ele, 1.0));
38
+
39
+ if (u_pitch_with_map) {
40
+ vec2 corner_position = circle_center;
41
+ if (u_scale_with_map) {
42
+ corner_position += extrude * (radius + stroke_width) * u_extrude_scale;
43
+ } else {
44
+ // Pitching the circle with the map effectively scales it with the map
45
+ // To counteract the effect for pitch-scale: viewport, we rescale the
46
+ // whole circle based on the pitch scaling effect at its central point
47
+ vec4 projected_center = u_matrix * vec4(circle_center, 0, 1);
48
+ corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
49
+ }
50
+
51
+ gl_Position = u_matrix * vec4(corner_position, ele, 1);
52
+ } else {
53
+ gl_Position = u_matrix * vec4(circle_center, ele, 1);
54
+
55
+ if (u_scale_with_map) {
56
+ gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance;
57
+ } else {
58
+ gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
59
+ }
60
+ }
61
+
62
+ // This is a minimum blur distance that serves as a faux-antialiasing for
63
+ // the circle. since blur is a ratio of the circle's size and the intent is
64
+ // to keep the blur at roughly 1px, the two are inversely related.
65
+ float antialiasblur = -max(1.0 / u_device_pixel_ratio / (radius + stroke_width), blur);
66
+
67
+ v_data = vec3(extrude.x, extrude.y, antialiasblur);
68
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform mat4 u_matrix;uniform bool u_scale_with_map;uniform bool u_pitch_with_map;uniform vec2 u_extrude_scale;uniform lowp float u_device_pixel_ratio;uniform highp float u_camera_to_center_distance;attribute vec2 a_pos;varying vec3 v_data;varying float v_visibility;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define mediump float radius\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define highp vec4 stroke_color\n#pragma mapbox: define mediump float stroke_width\n#pragma mapbox: define lowp float stroke_opacity\nvoid main(void) {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize mediump float radius\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize highp vec4 stroke_color\n#pragma mapbox: initialize mediump float stroke_width\n#pragma mapbox: initialize lowp float stroke_opacity\nvec2 extrude=vec2(mod(a_pos,2.0)*2.0-1.0);vec2 circle_center=floor(a_pos*0.5);float ele=get_elevation(circle_center);v_visibility=calculate_visibility(u_matrix*vec4(circle_center,ele,1.0));if (u_pitch_with_map) {vec2 corner_position=circle_center;if (u_scale_with_map) {corner_position+=extrude*(radius+stroke_width)*u_extrude_scale;} else {vec4 projected_center=u_matrix*vec4(circle_center,0,1);corner_position+=extrude*(radius+stroke_width)*u_extrude_scale*(projected_center.w/u_camera_to_center_distance);}gl_Position=u_matrix*vec4(corner_position,ele,1);} else {gl_Position=u_matrix*vec4(circle_center,ele,1);if (u_scale_with_map) {gl_Position.xy+=extrude*(radius+stroke_width)*u_extrude_scale*u_camera_to_center_distance;} else {gl_Position.xy+=extrude*(radius+stroke_width)*u_extrude_scale*gl_Position.w;}}float antialiasblur=-max(1.0/u_device_pixel_ratio/(radius+stroke_width),blur);v_data=vec3(extrude.x,extrude.y,antialiasblur);}';
@@ -0,0 +1,3 @@
1
+ void main() {
2
+ fragColor = vec4(1.0);
3
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'void main() {gl_FragColor=vec4(1.0);}';
@@ -0,0 +1,7 @@
1
+ in vec2 a_pos;
2
+
3
+ uniform mat4 u_matrix;
4
+
5
+ void main() {
6
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
7
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);}';
@@ -0,0 +1,20 @@
1
+ in float v_placed;
2
+ in float v_notUsed;
3
+
4
+ void main() {
5
+
6
+ float alpha = 0.5;
7
+
8
+ // Red = collision, hide label
9
+ fragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
10
+
11
+ // Blue = no collision, label is showing
12
+ if (v_placed > 0.5) {
13
+ fragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
14
+ }
15
+
16
+ if (v_notUsed > 0.5) {
17
+ // This box not used, fade it out
18
+ fragColor *= .1;
19
+ }
20
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'varying float v_placed;varying float v_notUsed;void main() {float alpha=0.5;gl_FragColor=vec4(1.0,0.0,0.0,1.0)*alpha;if (v_placed > 0.5) {gl_FragColor=vec4(0.0,0.0,1.0,0.5)*alpha;}if (v_notUsed > 0.5) {gl_FragColor*=.1;}}';
@@ -0,0 +1,27 @@
1
+ in vec2 a_anchor_pos;
2
+ in vec2 a_placed;
3
+ in vec2 a_box_real;
4
+
5
+ uniform mat4 u_matrix;
6
+ uniform vec2 u_pixel_extrude_scale;
7
+
8
+ out float v_placed;
9
+ out float v_notUsed;
10
+
11
+ vec4 projectTileWithElevation(vec2 posInTile, float elevation) {
12
+ return u_matrix * vec4(posInTile, elevation, 1.0);
13
+ }
14
+
15
+ void main() {
16
+ gl_Position = projectTileWithElevation(a_anchor_pos, get_elevation(a_anchor_pos));
17
+ gl_Position.xy = ((a_box_real + 0.5) * u_pixel_extrude_scale * 2.0 - 1.0) * vec2(1.0, -1.0) * gl_Position.w;
18
+ if (gl_Position.z / gl_Position.w < 1.1) {
19
+ // Globe projection would set Z beyond visible range if the anchor point gets hidden behind the planet's horizon.
20
+ // We force Z to a visible value, even for anchors that are slightly behind the horizon.
21
+ // Anchors that are too far beyond the horizon are still hidden.
22
+ gl_Position.z = 0.5;
23
+ }
24
+
25
+ v_placed = a_placed.x;
26
+ v_notUsed = a_placed.y;
27
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_anchor_pos;attribute vec2 a_placed;attribute vec2 a_box_real;uniform mat4 u_matrix;uniform vec2 u_pixel_extrude_scale;varying float v_placed;varying float v_notUsed;vec4 projectTileWithElevation(vec2 posInTile,float elevation) {return u_matrix*vec4(posInTile,elevation,1.0);}void main() {gl_Position=projectTileWithElevation(a_anchor_pos,get_elevation(a_anchor_pos));gl_Position.xy=((a_box_real+0.5)*u_pixel_extrude_scale*2.0-1.0)*vec2(1.0,-1.0)*gl_Position.w;if (gl_Position.z/gl_Position.w < 1.1) {gl_Position.z=0.5;}v_placed=a_placed.x;v_notUsed=a_placed.y;}';
@@ -0,0 +1,17 @@
1
+ in float v_radius;
2
+ in vec2 v_extrude;
3
+ in float v_perspective_ratio;
4
+ in float v_collision;
5
+
6
+ void main() {
7
+ float alpha = 0.5 * min(v_perspective_ratio, 1.0);
8
+ float stroke_radius = 0.9 * max(v_perspective_ratio, 1.0);
9
+
10
+ float distance_to_center = length(v_extrude);
11
+ float distance_to_edge = abs(distance_to_center - v_radius);
12
+ float opacity_t = smoothstep(-stroke_radius, 0.0, -distance_to_edge);
13
+
14
+ vec4 color = mix(vec4(0.0, 0.0, 1.0, 0.5), vec4(1.0, 0.0, 0.0, 1.0), v_collision);
15
+
16
+ fragColor = color * alpha * opacity_t;
17
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;void main() {float alpha=0.5*min(v_perspective_ratio,1.0);float stroke_radius=0.9*max(v_perspective_ratio,1.0);float distance_to_center=length(v_extrude);float distance_to_edge=abs(distance_to_center-v_radius);float opacity_t=smoothstep(-stroke_radius,0.0,-distance_to_edge);vec4 color=mix(vec4(0.0,0.0,1.0,0.5),vec4(1.0,0.0,0.0,1.0),v_collision);gl_FragColor=color*alpha*opacity_t;}';
@@ -0,0 +1,59 @@
1
+ in vec2 a_pos;
2
+ in float a_radius;
3
+ in vec2 a_flags;
4
+
5
+ uniform mat4 u_matrix;
6
+ uniform mat4 u_inv_matrix;
7
+ uniform vec2 u_viewport_size;
8
+ uniform float u_camera_to_center_distance;
9
+
10
+ out float v_radius;
11
+ out vec2 v_extrude;
12
+ out float v_perspective_ratio;
13
+ out float v_collision;
14
+
15
+ vec3 toTilePosition(vec2 screenPos) {
16
+ // Shoot a ray towards the ground to reconstruct the depth-value
17
+ vec4 rayStart = u_inv_matrix * vec4(screenPos, -1.0, 1.0);
18
+ vec4 rayEnd = u_inv_matrix * vec4(screenPos, 1.0, 1.0);
19
+
20
+ rayStart.xyz /= rayStart.w;
21
+ rayEnd.xyz /= rayEnd.w;
22
+
23
+ highp float t = (0.0 - rayStart.z) / (rayEnd.z - rayStart.z);
24
+ return mix(rayStart.xyz, rayEnd.xyz, t);
25
+ }
26
+
27
+ void main() {
28
+ vec2 quadCenterPos = a_pos;
29
+ float radius = a_radius;
30
+ float collision = a_flags.x;
31
+ float vertexIdx = a_flags.y;
32
+
33
+ vec2 quadVertexOffset = vec2(
34
+ mix(-1.0, 1.0, float(vertexIdx >= 2.0)),
35
+ mix(-1.0, 1.0, float(vertexIdx >= 1.0 && vertexIdx <= 2.0)));
36
+
37
+ vec2 quadVertexExtent = quadVertexOffset * radius;
38
+
39
+ // Screen position of the quad might have been computed with different camera parameters.
40
+ // Transform the point to a proper position on the current viewport
41
+ vec3 tilePos = toTilePosition(quadCenterPos);
42
+ vec4 clipPos = u_matrix * vec4(tilePos, 1.0);
43
+
44
+ highp float camera_to_anchor_distance = clipPos.w;
45
+ highp float collision_perspective_ratio = clamp(
46
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
47
+ 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
48
+ 4.0);
49
+
50
+ // Apply small padding for the anti-aliasing effect to fit the quad
51
+ // Note that v_radius and v_extrude are in screen coordinates already
52
+ float padding_factor = 1.2;
53
+ v_radius = radius;
54
+ v_extrude = quadVertexExtent * padding_factor;
55
+ v_perspective_ratio = collision_perspective_ratio;
56
+ v_collision = collision;
57
+
58
+ gl_Position = vec4(clipPos.xyz / clipPos.w, 1.0) + vec4(quadVertexExtent * padding_factor / u_viewport_size * 2.0, 0.0, 0.0);
59
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;attribute float a_radius;attribute vec2 a_flags;uniform mat4 u_matrix;uniform mat4 u_inv_matrix;uniform vec2 u_viewport_size;uniform float u_camera_to_center_distance;varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;vec3 toTilePosition(vec2 screenPos) {vec4 rayStart=u_inv_matrix*vec4(screenPos,-1.0,1.0);vec4 rayEnd =u_inv_matrix*vec4(screenPos, 1.0,1.0);rayStart.xyz/=rayStart.w;rayEnd.xyz /=rayEnd.w;highp float t=(0.0-rayStart.z)/(rayEnd.z-rayStart.z);return mix(rayStart.xyz,rayEnd.xyz,t);}void main() {vec2 quadCenterPos=a_pos;float radius=a_radius;float collision=a_flags.x;float vertexIdx=a_flags.y;vec2 quadVertexOffset=vec2(mix(-1.0,1.0,float(vertexIdx >=2.0)),mix(-1.0,1.0,float(vertexIdx >=1.0 && vertexIdx <=2.0)));vec2 quadVertexExtent=quadVertexOffset*radius;vec3 tilePos=toTilePosition(quadCenterPos);vec4 clipPos=u_matrix*vec4(tilePos,1.0);highp float camera_to_anchor_distance=clipPos.w;highp float collision_perspective_ratio=clamp(0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);float padding_factor=1.2;v_radius=radius;v_extrude=quadVertexExtent*padding_factor;v_perspective_ratio=collision_perspective_ratio;v_collision=collision;gl_Position=vec4(clipPos.xyz/clipPos.w,1.0)+vec4(quadVertexExtent*padding_factor/u_viewport_size*2.0,0.0,0.0);}';
@@ -0,0 +1,9 @@
1
+ uniform highp vec4 u_color;
2
+ uniform sampler2D u_overlay;
3
+
4
+ in vec2 v_uv;
5
+
6
+ void main() {
7
+ vec4 overlay_color = texture(u_overlay, v_uv);
8
+ fragColor = mix(u_color, overlay_color, overlay_color.a);
9
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform highp vec4 u_color;uniform sampler2D u_overlay;varying vec2 v_uv;void main() {vec4 overlay_color=texture2D(u_overlay,v_uv);gl_FragColor=mix(u_color,overlay_color,overlay_color.a);}';
@@ -0,0 +1,12 @@
1
+ in vec2 a_pos;
2
+ out vec2 v_uv;
3
+
4
+ uniform mat4 u_matrix;
5
+ uniform float u_overlay_scale;
6
+
7
+ void main() {
8
+ // This vertex shader expects a EXTENT x EXTENT quad,
9
+ // The UV co-ordinates for the overlay texture can be calculated using that knowledge
10
+ v_uv = a_pos / 8192.0;
11
+ gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, get_elevation(a_pos), 1);
12
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;varying vec2 v_uv;uniform mat4 u_matrix;uniform float u_overlay_scale;void main() {v_uv=a_pos/8192.0;gl_Position=u_matrix*vec4(a_pos*u_overlay_scale,get_elevation(a_pos),1);}';
@@ -0,0 +1,11 @@
1
+ import {packUint8ToFloat} from './encode_attribute';
2
+
3
+ test('packUint8ToFloat', () => {
4
+ expect(packUint8ToFloat(0, 0)).toBe(0);
5
+ expect(packUint8ToFloat(255, 255)).toBe(65535);
6
+ expect(packUint8ToFloat(123, 45)).toBe(31533);
7
+
8
+ expect(packUint8ToFloat(-1, -1)).toBe(0);
9
+ expect(packUint8ToFloat(256, 256)).toBe(65535);
10
+
11
+ });
@@ -0,0 +1,13 @@
1
+ import {clamp} from '../util/util';
2
+
3
+ /**
4
+ * Packs two numbers, interpreted as 8-bit unsigned integers, into a single
5
+ * float. Unpack them in the shader using the `unpack_float()` function,
6
+ * defined in _prelude.vertex.glsl
7
+ */
8
+ export function packUint8ToFloat(a: number, b: number) {
9
+ // coerce a and b to 8-bit ints
10
+ a = clamp(Math.floor(a), 0, 255);
11
+ b = clamp(Math.floor(b), 0, 255);
12
+ return 256 * a + b;
13
+ }
@@ -0,0 +1,13 @@
1
+ #pragma mapbox: define highp vec4 color
2
+ #pragma mapbox: define lowp float opacity
3
+
4
+ void main() {
5
+ #pragma mapbox: initialize highp vec4 color
6
+ #pragma mapbox: initialize lowp float opacity
7
+
8
+ fragColor = color * opacity;
9
+
10
+ #ifdef OVERDRAW_INSPECTOR
11
+ fragColor = vec4(1.0);
12
+ #endif
13
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float opacity\ngl_FragColor=color*opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,13 @@
1
+ in vec2 a_pos;
2
+
3
+ uniform mat4 u_matrix;
4
+
5
+ #pragma mapbox: define highp vec4 color
6
+ #pragma mapbox: define lowp float opacity
7
+
8
+ void main() {
9
+ #pragma mapbox: initialize highp vec4 color
10
+ #pragma mapbox: initialize lowp float opacity
11
+
12
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
13
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;uniform mat4 u_matrix;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float opacity\ngl_Position=u_matrix*vec4(a_pos,0,1);}';
@@ -0,0 +1,9 @@
1
+ in vec4 v_color;
2
+
3
+ void main() {
4
+ fragColor = v_color;
5
+
6
+ #ifdef OVERDRAW_INSPECTOR
7
+ fragColor = vec4(1.0);
8
+ #endif
9
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'varying vec4 v_color;void main() {gl_FragColor=v_color;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';