@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
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  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
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  381. package/src/symbol/check_max_angle.test.ts +54 -0
  382. package/src/symbol/check_max_angle.ts +76 -0
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  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
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  398. package/src/symbol/opacity_state.ts +23 -0
  399. package/src/symbol/path_interpolator.test.ts +134 -0
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  401. package/src/symbol/placement.ts +1371 -0
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  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
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  432. package/src/ui/handler/box_zoom.test.ts +163 -0
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  440. package/src/ui/handler/drag_pan.test.ts +487 -0
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  451. package/src/ui/handler/one_finger_touch_drag_handler_interface.test.ts +77 -0
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  552. package/src/util/transferable_grid_index.test.ts +56 -0
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  554. package/src/util/util.test.ts +414 -0
  555. package/src/util/util.ts +724 -0
  556. package/src/util/vectortile_to_geojson.ts +72 -0
  557. package/src/util/verticalize_punctuation.ts +110 -0
  558. package/src/util/web_worker.ts +16 -0
  559. package/src/util/web_worker_transfer.test.ts +153 -0
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  562. package/src/util/worker_pool.test.ts +43 -0
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  564. package/src/util/world_bounds.test.ts +59 -0
  565. package/src/util/world_bounds.ts +46 -0
@@ -0,0 +1,52 @@
1
+ uniform sampler2D u_image;
2
+ in vec2 v_pos;
3
+
4
+ uniform vec2 u_latrange;
5
+ uniform vec2 u_light;
6
+ uniform vec4 u_shadow;
7
+ uniform vec4 u_highlight;
8
+ uniform vec4 u_accent;
9
+
10
+ #define PI 3.141592653589793
11
+
12
+ void main() {
13
+ vec4 pixel = texture(u_image, v_pos);
14
+
15
+ vec2 deriv = ((pixel.rg * 2.0) - 1.0);
16
+
17
+ // We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude
18
+ // to account for mercator projection distortion. see #4807 for details
19
+ float scaleFactor = cos(radians((u_latrange[0] - u_latrange[1]) * (1.0 - v_pos.y) + u_latrange[1]));
20
+ // We also multiply the slope by an arbitrary z-factor of 1.25
21
+ float slope = atan(1.25 * length(deriv) / scaleFactor);
22
+ float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);
23
+
24
+ float intensity = u_light.x;
25
+ // We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal
26
+ // position property to account for 0deg corresponding to north/the top of the viewport in the style spec
27
+ // and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.
28
+ float azimuth = u_light.y + PI;
29
+
30
+ // We scale the slope exponentially based on intensity, using a calculation similar to
31
+ // the exponential interpolation function in the style spec:
32
+ // src/style-spec/expression/definitions/interpolate.js#L217-L228
33
+ // so that higher intensity values create more opaque hillshading.
34
+ float base = 1.875 - intensity * 1.75;
35
+ float maxValue = 0.5 * PI;
36
+ float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;
37
+
38
+ // The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine
39
+ // so that the accent color's rate of change eases in while the shade color's eases out.
40
+ float accent = cos(scaledSlope);
41
+ // We multiply both the accent and shade color by a clamped intensity value
42
+ // so that intensities >= 0.5 do not additionally affect the color values
43
+ // while intensity values < 0.5 make the overall color more transparent.
44
+ vec4 accent_color = (1.0 - accent) * u_accent * clamp(intensity * 2.0, 0.0, 1.0);
45
+ float shade = abs(mod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);
46
+ vec4 shade_color = mix(u_shadow, u_highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);
47
+ fragColor = accent_color * (1.0 - shade_color.a) + shade_color;
48
+
49
+ #ifdef OVERDRAW_INSPECTOR
50
+ fragColor = vec4(1.0);
51
+ #endif
52
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform sampler2D u_image;varying vec2 v_pos;uniform vec2 u_latrange;uniform vec2 u_light;uniform vec4 u_shadow;uniform vec4 u_highlight;uniform vec4 u_accent;\n#define PI 3.141592653589793\nvoid main() {vec4 pixel=texture2D(u_image,v_pos);vec2 deriv=((pixel.rg*2.0)-1.0);float scaleFactor=cos(radians((u_latrange[0]-u_latrange[1])*(1.0-v_pos.y)+u_latrange[1]));float slope=atan(1.25*length(deriv)/scaleFactor);float aspect=deriv.x !=0.0 ? atan(deriv.y,-deriv.x) : PI/2.0*(deriv.y > 0.0 ? 1.0 :-1.0);float intensity=u_light.x;float azimuth=u_light.y+PI;float base=1.875-intensity*1.75;float maxValue=0.5*PI;float scaledSlope=intensity !=0.5 ? ((pow(base,slope)-1.0)/(pow(base,maxValue)-1.0))*maxValue : slope;float accent=cos(scaledSlope);vec4 accent_color=(1.0-accent)*u_accent*clamp(intensity*2.0,0.0,1.0);float shade=abs(mod((aspect+azimuth)/PI+0.5,2.0)-1.0);vec4 shade_color=mix(u_shadow,u_highlight,shade)*sin(scaledSlope)*clamp(intensity*2.0,0.0,1.0);gl_FragColor=accent_color*(1.0-shade_color.a)+shade_color;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,11 @@
1
+ uniform mat4 u_matrix;
2
+
3
+ in vec2 a_pos;
4
+ in vec2 a_texture_pos;
5
+
6
+ out vec2 v_pos;
7
+
8
+ void main() {
9
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
10
+ v_pos = a_texture_pos / 8192.0;
11
+ }
@@ -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;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos=a_texture_pos/8192.0;}';
@@ -0,0 +1,77 @@
1
+ #ifdef GL_ES
2
+ precision highp float;
3
+ #endif
4
+
5
+ uniform sampler2D u_image;
6
+ in vec2 v_pos;
7
+
8
+
9
+ uniform vec2 u_dimension;
10
+ uniform float u_zoom;
11
+ uniform vec4 u_unpack;
12
+
13
+ float getElevation(vec2 coord, float bias) {
14
+ // Convert encoded elevation value to meters
15
+ vec4 data = texture(u_image, coord) * 255.0;
16
+ data.a = -1.0;
17
+ return dot(data, u_unpack) / 4.0;
18
+ }
19
+
20
+ void main() {
21
+ vec2 epsilon = 1.0 / u_dimension;
22
+
23
+ // queried pixels:
24
+ // +-----------+
25
+ // | | | |
26
+ // | a | b | c |
27
+ // | | | |
28
+ // +-----------+
29
+ // | | | |
30
+ // | d | e | f |
31
+ // | | | |
32
+ // +-----------+
33
+ // | | | |
34
+ // | g | h | i |
35
+ // | | | |
36
+ // +-----------+
37
+
38
+ float a = getElevation(v_pos + vec2(-epsilon.x, -epsilon.y), 0.0);
39
+ float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0);
40
+ float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0);
41
+ float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0);
42
+ float e = getElevation(v_pos, 0.0);
43
+ float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0);
44
+ float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0);
45
+ float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0);
46
+ float i = getElevation(v_pos + vec2(epsilon.x, epsilon.y), 0.0);
47
+
48
+ // Here we divide the x and y slopes by 8 * pixel size
49
+ // where pixel size (aka meters/pixel) is:
50
+ // circumference of the world / (pixels per tile * number of tiles)
51
+ // which is equivalent to: 8 * 40075016.6855785 / (512 * pow(2, u_zoom))
52
+ // which can be reduced to: pow(2, 19.25619978527 - u_zoom).
53
+ // We want to vertically exaggerate the hillshading because otherwise
54
+ // it is barely noticeable at low zooms. To do this, we multiply this by
55
+ // a scale factor that is a function of zooms below 15, which is an arbitrary
56
+ // that corresponds to the max zoom level of Mapbox terrain-RGB tiles.
57
+ // See nickidlugash's awesome breakdown for more info:
58
+ // https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
59
+
60
+ float exaggerationFactor = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
61
+ float exaggeration = u_zoom < 15.0 ? (u_zoom - 15.0) * exaggerationFactor : 0.0;
62
+
63
+ vec2 deriv = vec2(
64
+ (c + f + f + i) - (a + d + d + g),
65
+ (g + h + h + i) - (a + b + b + c)
66
+ ) / pow(2.0, exaggeration + (19.2562 - u_zoom));
67
+
68
+ fragColor = clamp(vec4(
69
+ deriv.x / 2.0 + 0.5,
70
+ deriv.y / 2.0 + 0.5,
71
+ 1.0,
72
+ 1.0), 0.0, 1.0);
73
+
74
+ #ifdef OVERDRAW_INSPECTOR
75
+ fragColor = vec4(1.0);
76
+ #endif
77
+ }
@@ -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#endif\nuniform sampler2D u_image;varying vec2 v_pos;uniform vec2 u_dimension;uniform float u_zoom;uniform vec4 u_unpack;float getElevation(vec2 coord,float bias) {vec4 data=texture2D(u_image,coord)*255.0;data.a=-1.0;return dot(data,u_unpack)/4.0;}void main() {vec2 epsilon=1.0/u_dimension;float a=getElevation(v_pos+vec2(-epsilon.x,-epsilon.y),0.0);float b=getElevation(v_pos+vec2(0,-epsilon.y),0.0);float c=getElevation(v_pos+vec2(epsilon.x,-epsilon.y),0.0);float d=getElevation(v_pos+vec2(-epsilon.x,0),0.0);float e=getElevation(v_pos,0.0);float f=getElevation(v_pos+vec2(epsilon.x,0),0.0);float g=getElevation(v_pos+vec2(-epsilon.x,epsilon.y),0.0);float h=getElevation(v_pos+vec2(0,epsilon.y),0.0);float i=getElevation(v_pos+vec2(epsilon.x,epsilon.y),0.0);float exaggerationFactor=u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;float exaggeration=u_zoom < 15.0 ? (u_zoom-15.0)*exaggerationFactor : 0.0;vec2 deriv=vec2((c+f+f+i)-(a+d+d+g),(g+h+h+i)-(a+b+b+c))/pow(2.0,exaggeration+(19.2562-u_zoom));gl_FragColor=clamp(vec4(deriv.x/2.0+0.5,deriv.y/2.0+0.5,1.0,1.0),0.0,1.0);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,15 @@
1
+ uniform mat4 u_matrix;
2
+ uniform vec2 u_dimension;
3
+
4
+ in vec2 a_pos;
5
+ in vec2 a_texture_pos;
6
+
7
+ out vec2 v_pos;
8
+
9
+ void main() {
10
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
11
+
12
+ highp vec2 epsilon = 1.0 / u_dimension;
13
+ float scale = (u_dimension.x - 2.0) / u_dimension.x;
14
+ v_pos = (a_texture_pos / 8192.0) * scale + epsilon;
15
+ }
@@ -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_dimension;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);highp vec2 epsilon=1.0/u_dimension;float scale=(u_dimension.x-2.0)/u_dimension.x;v_pos=(a_texture_pos/8192.0)*scale+epsilon;}';
@@ -0,0 +1,30 @@
1
+ uniform lowp float u_device_pixel_ratio;
2
+
3
+ in vec2 v_width2;
4
+ in vec2 v_normal;
5
+ in float v_gamma_scale;
6
+
7
+ #pragma mapbox: define highp vec4 color
8
+ #pragma mapbox: define lowp float blur
9
+ #pragma mapbox: define lowp float opacity
10
+
11
+ void main() {
12
+ #pragma mapbox: initialize highp vec4 color
13
+ #pragma mapbox: initialize lowp float blur
14
+ #pragma mapbox: initialize lowp float opacity
15
+
16
+ // Calculate the distance of the pixel from the line in pixels.
17
+ float dist = length(v_normal) * v_width2.s;
18
+
19
+ // Calculate the antialiasing fade factor. This is either when fading in
20
+ // the line in case of an offset line (v_width2.t) or when fading out
21
+ // (v_width2.s)
22
+ float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
23
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
24
+
25
+ fragColor = color * (alpha * opacity);
26
+
27
+ #ifdef OVERDRAW_INSPECTOR
28
+ fragColor = vec4(1.0);
29
+ #endif
30
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform lowp float u_device_pixel_ratio;varying vec2 v_width2;varying vec2 v_normal;varying float v_gamma_scale;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\nfloat dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);gl_FragColor=color*(alpha*opacity);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,89 @@
1
+ // floor(127 / 2) == 63.0
2
+ // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
3
+ // stored in a byte (-128..127). we scale regular normals up to length 63, but
4
+ // there are also "special" normals that have a bigger length (of up to 126 in
5
+ // this case).
6
+ // #define scale 63.0
7
+ #define scale 0.015873016
8
+
9
+ in vec2 a_pos_normal;
10
+ in vec4 a_data;
11
+
12
+ uniform mat4 u_matrix;
13
+ uniform mediump float u_ratio;
14
+ uniform vec2 u_units_to_pixels;
15
+ uniform lowp float u_device_pixel_ratio;
16
+
17
+ out vec2 v_normal;
18
+ out vec2 v_width2;
19
+ out float v_gamma_scale;
20
+ out highp float v_linesofar;
21
+
22
+ #pragma mapbox: define highp vec4 color
23
+ #pragma mapbox: define lowp float blur
24
+ #pragma mapbox: define lowp float opacity
25
+ #pragma mapbox: define mediump float gapwidth
26
+ #pragma mapbox: define lowp float offset
27
+ #pragma mapbox: define mediump float width
28
+
29
+ void main() {
30
+ #pragma mapbox: initialize highp vec4 color
31
+ #pragma mapbox: initialize lowp float blur
32
+ #pragma mapbox: initialize lowp float opacity
33
+ #pragma mapbox: initialize mediump float gapwidth
34
+ #pragma mapbox: initialize lowp float offset
35
+ #pragma mapbox: initialize mediump float width
36
+
37
+ // the distance over which the line edge fades out.
38
+ // Retina devices need a smaller distance to avoid aliasing.
39
+ float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
40
+
41
+ vec2 a_extrude = a_data.xy - 128.0;
42
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
43
+
44
+ v_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * 2.0;
45
+
46
+ vec2 pos = floor(a_pos_normal * 0.5);
47
+
48
+ // x is 1 if it's a round cap, 0 otherwise
49
+ // y is 1 if the normal points up, and -1 if it points down
50
+ // We store these in the least significant bit of a_pos_normal
51
+ mediump vec2 normal = a_pos_normal - 2.0 * pos;
52
+ normal.y = normal.y * 2.0 - 1.0;
53
+ v_normal = normal;
54
+
55
+ // these transformations used to be applied in the JS and native code bases.
56
+ // moved them into the shader for clarity and simplicity.
57
+ gapwidth = gapwidth / 2.0;
58
+ float halfwidth = width / 2.0;
59
+ offset = -1.0 * offset;
60
+
61
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
62
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
63
+
64
+ // Scale the extrusion vector down to a normal and then up by the line width
65
+ // of this vertex.
66
+ mediump vec2 dist = outset * a_extrude * scale;
67
+
68
+ // Calculate the offset when drawing a line that is to the side of the actual line.
69
+ // We do this by creating a vector that points towards the extrude, but rotate
70
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
71
+ // extrude vector points in another direction.
72
+ mediump float u = 0.5 * a_direction;
73
+ mediump float t = 1.0 - abs(u);
74
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
75
+
76
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
77
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
78
+
79
+ // calculate how much the perspective view squishes or stretches the extrude
80
+ #ifdef TERRAIN3D
81
+ v_gamma_scale = 1.0; // not needed, because this is done automatically via the mesh
82
+ #else
83
+ float extrude_length_without_perspective = length(dist);
84
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
85
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
86
+ #endif
87
+
88
+ v_width2 = vec2(outset, inset);
89
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '\n#define scale 0.015873016\nattribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform vec2 u_units_to_pixels;uniform lowp float u_device_pixel_ratio;varying vec2 v_normal;varying vec2 v_width2;varying float v_gamma_scale;varying highp float v_linesofar;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float width\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump float gapwidth\n#pragma mapbox: initialize lowp float offset\n#pragma mapbox: initialize mediump float width\nfloat ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;v_linesofar=(floor(a_data.z/4.0)+a_data.w*64.0)*2.0;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nv_width2=vec2(outset,inset);}';
@@ -0,0 +1,34 @@
1
+ uniform lowp float u_device_pixel_ratio;
2
+ uniform sampler2D u_image;
3
+
4
+ in vec2 v_width2;
5
+ in vec2 v_normal;
6
+ in float v_gamma_scale;
7
+ in highp vec2 v_uv;
8
+
9
+ #pragma mapbox: define lowp float blur
10
+ #pragma mapbox: define lowp float opacity
11
+
12
+ void main() {
13
+ #pragma mapbox: initialize lowp float blur
14
+ #pragma mapbox: initialize lowp float opacity
15
+
16
+ // Calculate the distance of the pixel from the line in pixels.
17
+ float dist = length(v_normal) * v_width2.s;
18
+
19
+ // Calculate the antialiasing fade factor. This is either when fading in
20
+ // the line in case of an offset line (v_width2.t) or when fading out
21
+ // (v_width2.s)
22
+ float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
23
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
24
+
25
+ // For gradient lines, v_lineprogress is the ratio along the
26
+ // entire line, the gradient ramp is stored in a texture.
27
+ vec4 color = texture(u_image, v_uv);
28
+
29
+ fragColor = color * (alpha * opacity);
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 'uniform lowp float u_device_pixel_ratio;uniform sampler2D u_image;varying vec2 v_width2;varying vec2 v_normal;varying float v_gamma_scale;varying highp vec2 v_uv;\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\nfloat dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);vec4 color=texture2D(u_image,v_uv);gl_FragColor=color*(alpha*opacity);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,92 @@
1
+ // floor(127 / 2) == 63.0
2
+ // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
3
+ // stored in a byte (-128..127). we scale regular normals up to length 63, but
4
+ // there are also "special" normals that have a bigger length (of up to 126 in
5
+ // this case).
6
+ // #define scale 63.0
7
+ #define scale 0.015873016
8
+
9
+ in vec2 a_pos_normal;
10
+ in vec4 a_data;
11
+ in float a_uv_x;
12
+ in float a_split_index;
13
+
14
+ uniform mat4 u_matrix;
15
+ uniform mediump float u_ratio;
16
+ uniform lowp float u_device_pixel_ratio;
17
+ uniform vec2 u_units_to_pixels;
18
+ uniform float u_image_height;
19
+
20
+ out vec2 v_normal;
21
+ out vec2 v_width2;
22
+ out float v_gamma_scale;
23
+ out highp vec2 v_uv;
24
+
25
+ #pragma mapbox: define lowp float blur
26
+ #pragma mapbox: define lowp float opacity
27
+ #pragma mapbox: define mediump float gapwidth
28
+ #pragma mapbox: define lowp float offset
29
+ #pragma mapbox: define mediump float width
30
+
31
+ void main() {
32
+ #pragma mapbox: initialize lowp float blur
33
+ #pragma mapbox: initialize lowp float opacity
34
+ #pragma mapbox: initialize mediump float gapwidth
35
+ #pragma mapbox: initialize lowp float offset
36
+ #pragma mapbox: initialize mediump float width
37
+
38
+ // the distance over which the line edge fades out.
39
+ // Retina devices need a smaller distance to avoid aliasing.
40
+ float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
41
+
42
+ vec2 a_extrude = a_data.xy - 128.0;
43
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
44
+
45
+ highp float texel_height = 1.0 / u_image_height;
46
+ highp float half_texel_height = 0.5 * texel_height;
47
+ v_uv = vec2(a_uv_x, a_split_index * texel_height - half_texel_height);
48
+
49
+ vec2 pos = floor(a_pos_normal * 0.5);
50
+
51
+ // x is 1 if it's a round cap, 0 otherwise
52
+ // y is 1 if the normal points up, and -1 if it points down
53
+ // We store these in the least significant bit of a_pos_normal
54
+ mediump vec2 normal = a_pos_normal - 2.0 * pos;
55
+ normal.y = normal.y * 2.0 - 1.0;
56
+ v_normal = normal;
57
+
58
+ // these transformations used to be applied in the JS and native code bases.
59
+ // moved them into the shader for clarity and simplicity.
60
+ gapwidth = gapwidth / 2.0;
61
+ float halfwidth = width / 2.0;
62
+ offset = -1.0 * offset;
63
+
64
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
65
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
66
+
67
+ // Scale the extrusion vector down to a normal and then up by the line width
68
+ // of this vertex.
69
+ mediump vec2 dist = outset * a_extrude * scale;
70
+
71
+ // Calculate the offset when drawing a line that is to the side of the actual line.
72
+ // We do this by creating a vector that points towards the extrude, but rotate
73
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
74
+ // extrude vector points in another direction.
75
+ mediump float u = 0.5 * a_direction;
76
+ mediump float t = 1.0 - abs(u);
77
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
78
+
79
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
80
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
81
+
82
+ // calculate how much the perspective view squishes or stretches the extrude
83
+ #ifdef TERRAIN3D
84
+ v_gamma_scale = 1.0; // not needed, because this is done automatically via the mesh
85
+ #else
86
+ float extrude_length_without_perspective = length(dist);
87
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
88
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
89
+ #endif
90
+
91
+ v_width2 = vec2(outset, inset);
92
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '\n#define scale 0.015873016\nattribute vec2 a_pos_normal;attribute vec4 a_data;attribute float a_uv_x;attribute float a_split_index;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_units_to_pixels;uniform float u_image_height;varying vec2 v_normal;varying vec2 v_width2;varying float v_gamma_scale;varying highp vec2 v_uv;\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float width\nvoid main() {\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump float gapwidth\n#pragma mapbox: initialize lowp float offset\n#pragma mapbox: initialize mediump float width\nfloat ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;highp float texel_height=1.0/u_image_height;highp float half_texel_height=0.5*texel_height;v_uv=vec2(a_uv_x,a_split_index*texel_height-half_texel_height);vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nv_width2=vec2(outset,inset);}';
@@ -0,0 +1,77 @@
1
+ #ifdef GL_ES
2
+ precision highp float;
3
+ #endif
4
+ uniform lowp float u_device_pixel_ratio;
5
+ uniform vec2 u_texsize;
6
+ uniform float u_fade;
7
+ uniform mediump vec3 u_scale;
8
+
9
+ uniform sampler2D u_image;
10
+
11
+ in vec2 v_normal;
12
+ in vec2 v_width2;
13
+ in float v_linesofar;
14
+ in float v_gamma_scale;
15
+ in float v_width;
16
+
17
+ #pragma mapbox: define lowp vec4 pattern_from
18
+ #pragma mapbox: define lowp vec4 pattern_to
19
+ #pragma mapbox: define lowp float pixel_ratio_from
20
+ #pragma mapbox: define lowp float pixel_ratio_to
21
+ #pragma mapbox: define lowp float blur
22
+ #pragma mapbox: define lowp float opacity
23
+
24
+ void main() {
25
+ #pragma mapbox: initialize mediump vec4 pattern_from
26
+ #pragma mapbox: initialize mediump vec4 pattern_to
27
+ #pragma mapbox: initialize lowp float pixel_ratio_from
28
+ #pragma mapbox: initialize lowp float pixel_ratio_to
29
+
30
+ #pragma mapbox: initialize lowp float blur
31
+ #pragma mapbox: initialize lowp float opacity
32
+
33
+ vec2 pattern_tl_a = pattern_from.xy;
34
+ vec2 pattern_br_a = pattern_from.zw;
35
+ vec2 pattern_tl_b = pattern_to.xy;
36
+ vec2 pattern_br_b = pattern_to.zw;
37
+
38
+ float tileZoomRatio = u_scale.x;
39
+ float fromScale = u_scale.y;
40
+ float toScale = u_scale.z;
41
+
42
+ vec2 display_size_a = (pattern_br_a - pattern_tl_a) / pixel_ratio_from;
43
+ vec2 display_size_b = (pattern_br_b - pattern_tl_b) / pixel_ratio_to;
44
+
45
+ vec2 pattern_size_a = vec2(display_size_a.x * fromScale / tileZoomRatio, display_size_a.y);
46
+ vec2 pattern_size_b = vec2(display_size_b.x * toScale / tileZoomRatio, display_size_b.y);
47
+
48
+ float aspect_a = display_size_a.y / v_width;
49
+ float aspect_b = display_size_b.y / v_width;
50
+
51
+ // Calculate the distance of the pixel from the line in pixels.
52
+ float dist = length(v_normal) * v_width2.s;
53
+
54
+ // Calculate the antialiasing fade factor. This is either when fading in
55
+ // the line in case of an offset line (v_width2.t) or when fading out
56
+ // (v_width2.s)
57
+ float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
58
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
59
+
60
+ float x_a = mod(v_linesofar / pattern_size_a.x * aspect_a, 1.0);
61
+ float x_b = mod(v_linesofar / pattern_size_b.x * aspect_b, 1.0);
62
+
63
+ float y = 0.5 * v_normal.y + 0.5;
64
+
65
+ vec2 texel_size = 1.0 / u_texsize;
66
+
67
+ vec2 pos_a = mix(pattern_tl_a * texel_size - texel_size, pattern_br_a * texel_size + texel_size, vec2(x_a, y));
68
+ vec2 pos_b = mix(pattern_tl_b * texel_size - texel_size, pattern_br_b * texel_size + texel_size, vec2(x_b, y));
69
+
70
+ vec4 color = mix(texture(u_image, pos_a), texture(u_image, pos_b), u_fade);
71
+
72
+ fragColor = color * alpha * opacity;
73
+
74
+ #ifdef OVERDRAW_INSPECTOR
75
+ fragColor = vec4(1.0);
76
+ #endif
77
+ }
@@ -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#endif\nuniform lowp float u_device_pixel_ratio;uniform vec2 u_texsize;uniform float u_fade;uniform mediump vec3 u_scale;uniform sampler2D u_image;varying vec2 v_normal;varying vec2 v_width2;varying float v_linesofar;varying float v_gamma_scale;varying float v_width;\n#pragma mapbox: define lowp vec4 pattern_from\n#pragma mapbox: define lowp vec4 pattern_to\n#pragma mapbox: define lowp float pixel_ratio_from\n#pragma mapbox: define lowp float pixel_ratio_to\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize mediump vec4 pattern_from\n#pragma mapbox: initialize mediump vec4 pattern_to\n#pragma mapbox: initialize lowp float pixel_ratio_from\n#pragma mapbox: initialize lowp float pixel_ratio_to\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\nvec2 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;vec2 pattern_size_a=vec2(display_size_a.x*fromScale/tileZoomRatio,display_size_a.y);vec2 pattern_size_b=vec2(display_size_b.x*toScale/tileZoomRatio,display_size_b.y);float aspect_a=display_size_a.y/v_width;float aspect_b=display_size_b.y/v_width;float dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);float x_a=mod(v_linesofar/pattern_size_a.x*aspect_a,1.0);float x_b=mod(v_linesofar/pattern_size_b.x*aspect_b,1.0);float y=0.5*v_normal.y+0.5;vec2 texel_size=1.0/u_texsize;vec2 pos_a=mix(pattern_tl_a*texel_size-texel_size,pattern_br_a*texel_size+texel_size,vec2(x_a,y));vec2 pos_b=mix(pattern_tl_b*texel_size-texel_size,pattern_br_b*texel_size+texel_size,vec2(x_b,y));vec4 color=mix(texture2D(u_image,pos_a),texture2D(u_image,pos_b),u_fade);gl_FragColor=color*alpha*opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,103 @@
1
+ // floor(127 / 2) == 63.0
2
+ // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
3
+ // stored in a byte (-128..127). we scale regular normals up to length 63, but
4
+ // there are also "special" normals that have a bigger length (of up to 126 in
5
+ // this case).
6
+ // #define scale 63.0
7
+ #define scale 0.015873016
8
+
9
+ // We scale the distance before adding it to the buffers so that we can store
10
+ // long distances for long segments. Use this value to unscale the distance.
11
+ #define LINE_DISTANCE_SCALE 2.0
12
+
13
+ in vec2 a_pos_normal;
14
+ in vec4 a_data;
15
+
16
+ uniform mat4 u_matrix;
17
+ uniform vec2 u_units_to_pixels;
18
+ uniform mediump float u_ratio;
19
+ uniform lowp float u_device_pixel_ratio;
20
+
21
+ out vec2 v_normal;
22
+ out vec2 v_width2;
23
+ out float v_linesofar;
24
+ out float v_gamma_scale;
25
+ out float v_width;
26
+
27
+ #pragma mapbox: define lowp float blur
28
+ #pragma mapbox: define lowp float opacity
29
+ #pragma mapbox: define lowp float offset
30
+ #pragma mapbox: define mediump float gapwidth
31
+ #pragma mapbox: define mediump float width
32
+ #pragma mapbox: define lowp float floorwidth
33
+ #pragma mapbox: define lowp vec4 pattern_from
34
+ #pragma mapbox: define lowp vec4 pattern_to
35
+ #pragma mapbox: define lowp float pixel_ratio_from
36
+ #pragma mapbox: define lowp float pixel_ratio_to
37
+
38
+ void main() {
39
+ #pragma mapbox: initialize lowp float blur
40
+ #pragma mapbox: initialize lowp float opacity
41
+ #pragma mapbox: initialize lowp float offset
42
+ #pragma mapbox: initialize mediump float gapwidth
43
+ #pragma mapbox: initialize mediump float width
44
+ #pragma mapbox: initialize lowp float floorwidth
45
+ #pragma mapbox: initialize mediump vec4 pattern_from
46
+ #pragma mapbox: initialize mediump vec4 pattern_to
47
+ #pragma mapbox: initialize lowp float pixel_ratio_from
48
+ #pragma mapbox: initialize lowp float pixel_ratio_to
49
+
50
+ // the distance over which the line edge fades out.
51
+ // Retina devices need a smaller distance to avoid aliasing.
52
+ float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
53
+
54
+ vec2 a_extrude = a_data.xy - 128.0;
55
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
56
+ float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
57
+ // float tileRatio = u_scale.x;
58
+ vec2 pos = floor(a_pos_normal * 0.5);
59
+
60
+ // x is 1 if it's a round cap, 0 otherwise
61
+ // y is 1 if the normal points up, and -1 if it points down
62
+ // We store these in the least significant bit of a_pos_normal
63
+ mediump vec2 normal = a_pos_normal - 2.0 * pos;
64
+ normal.y = normal.y * 2.0 - 1.0;
65
+ v_normal = normal;
66
+
67
+ // these transformations used to be applied in the JS and native code bases.
68
+ // moved them into the shader for clarity and simplicity.
69
+ gapwidth = gapwidth / 2.0;
70
+ float halfwidth = width / 2.0;
71
+ offset = -1.0 * offset;
72
+
73
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
74
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
75
+
76
+ // Scale the extrusion vector down to a normal and then up by the line width
77
+ // of this vertex.
78
+ mediump vec2 dist = outset * a_extrude * scale;
79
+
80
+ // Calculate the offset when drawing a line that is to the side of the actual line.
81
+ // We do this by creating a vector that points towards the extrude, but rotate
82
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
83
+ // extrude vector points in another direction.
84
+ mediump float u = 0.5 * a_direction;
85
+ mediump float t = 1.0 - abs(u);
86
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
87
+
88
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
89
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
90
+
91
+ // calculate how much the perspective view squishes or stretches the extrude
92
+ #ifdef TERRAIN3D
93
+ v_gamma_scale = 1.0; // not needed, because this is done automatically via the mesh
94
+ #else
95
+ float extrude_length_without_perspective = length(dist);
96
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
97
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
98
+ #endif
99
+
100
+ v_linesofar = a_linesofar;
101
+ v_width2 = vec2(outset, inset);
102
+ v_width = floorwidth;
103
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '\n#define scale 0.015873016\n#define LINE_DISTANCE_SCALE 2.0\nattribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform vec2 u_units_to_pixels;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;varying vec2 v_normal;varying vec2 v_width2;varying float v_linesofar;varying float v_gamma_scale;varying float v_width;\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define mediump float width\n#pragma mapbox: define lowp float floorwidth\n#pragma mapbox: define lowp vec4 pattern_from\n#pragma mapbox: define lowp vec4 pattern_to\n#pragma mapbox: define lowp float pixel_ratio_from\n#pragma mapbox: define lowp float pixel_ratio_to\nvoid main() {\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize lowp float offset\n#pragma mapbox: initialize mediump float gapwidth\n#pragma mapbox: initialize mediump float width\n#pragma mapbox: initialize lowp float floorwidth\n#pragma mapbox: initialize mediump vec4 pattern_from\n#pragma mapbox: initialize mediump vec4 pattern_to\n#pragma mapbox: initialize lowp float pixel_ratio_from\n#pragma mapbox: initialize lowp float pixel_ratio_to\nfloat ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;float a_linesofar=(floor(a_data.z/4.0)+a_data.w*64.0)*LINE_DISTANCE_SCALE;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nv_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;}';