maplibre-gl 2.1.0 → 2.1.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (308) hide show
  1. package/build/{banner.js → banner.ts} +1 -1
  2. package/build/generate-query-test-fixtures.ts +123 -0
  3. package/build/generate-shaders.ts +35 -0
  4. package/build/generate-struct-arrays.ts +7 -7
  5. package/build/generate-style-code.ts +8 -8
  6. package/build/generate-style-spec.ts +5 -4
  7. package/build/generate-typings.ts +16 -0
  8. package/build/readme.md +8 -18
  9. package/build/release-notes.js +9 -13
  10. package/build/{rollup_plugin_minify_style_spec.js → rollup_plugin_minify_style_spec.ts} +4 -3
  11. package/build/{rollup_plugins.js → rollup_plugins.ts} +12 -26
  12. package/dist/maplibre-gl-dev.js +54885 -0
  13. package/dist/maplibre-gl.css +1 -1
  14. package/dist/maplibre-gl.d.ts +1537 -1011
  15. package/dist/maplibre-gl.js +3 -3
  16. package/dist/maplibre-gl.js.map +1 -1
  17. package/package.json +83 -107
  18. package/postinstall.js +5 -0
  19. package/src/css/maplibre-gl.css +28 -28
  20. package/src/data/{array_types.ts → array_types.g.ts} +0 -0
  21. package/src/data/bucket/circle_bucket.ts +1 -1
  22. package/src/data/bucket/fill_bucket.test.ts +1 -1
  23. package/src/data/bucket/fill_bucket.ts +4 -4
  24. package/src/data/bucket/fill_extrusion_bucket.ts +1 -1
  25. package/src/data/bucket/line_bucket.test.ts +1 -1
  26. package/src/data/bucket/line_bucket.ts +6 -6
  27. package/src/data/bucket/symbol_bucket.test.ts +16 -16
  28. package/src/data/bucket/symbol_bucket.ts +53 -53
  29. package/src/data/bucket.ts +43 -43
  30. package/src/data/dem_data.ts +12 -12
  31. package/src/data/evaluation_feature.ts +10 -10
  32. package/src/data/feature_index.ts +37 -37
  33. package/src/data/feature_position_map.ts +5 -5
  34. package/src/data/index_array_type.ts +1 -1
  35. package/src/data/load_geometry.test.ts +1 -1
  36. package/src/data/program_configuration.ts +46 -46
  37. package/src/data/segment.ts +14 -14
  38. package/src/geo/edge_insets.ts +2 -2
  39. package/src/geo/lng_lat.ts +4 -4
  40. package/src/geo/lng_lat_bounds.ts +35 -35
  41. package/src/geo/mercator_coordinate.ts +5 -5
  42. package/src/geo/transform.test.ts +1 -1
  43. package/src/geo/transform.ts +14 -14
  44. package/src/gl/context.ts +3 -3
  45. package/src/gl/types.ts +19 -19
  46. package/src/gl/value.ts +6 -6
  47. package/src/gl/vertex_buffer.test.ts +1 -1
  48. package/src/index.ts +24 -9
  49. package/src/render/draw_circle.ts +8 -8
  50. package/src/render/draw_collision_debug.ts +5 -5
  51. package/src/render/draw_line.ts +4 -4
  52. package/src/render/draw_symbol.ts +21 -21
  53. package/src/render/glyph_atlas.ts +12 -12
  54. package/src/render/glyph_manager.test.ts +10 -21
  55. package/src/render/glyph_manager.ts +33 -32
  56. package/src/render/image_manager.ts +4 -4
  57. package/src/render/painter.ts +11 -11
  58. package/src/render/program/background_program.ts +29 -29
  59. package/src/render/program/circle_program.ts +10 -10
  60. package/src/render/program/clipping_mask_program.ts +1 -1
  61. package/src/render/program/collision_program.ts +9 -9
  62. package/src/render/program/debug_program.ts +4 -4
  63. package/src/render/program/fill_extrusion_program.ts +31 -31
  64. package/src/render/program/fill_program.ts +29 -29
  65. package/src/render/program/heatmap_program.ts +12 -12
  66. package/src/render/program/hillshade_program.ts +12 -12
  67. package/src/render/program/line_program.ts +38 -38
  68. package/src/render/program/pattern.ts +28 -28
  69. package/src/render/program/raster_program.ts +21 -21
  70. package/src/render/program/symbol_program.ts +96 -96
  71. package/src/render/program.ts +25 -25
  72. package/src/render/texture.ts +9 -9
  73. package/src/render/uniform_binding.ts +1 -1
  74. package/src/render/vertex_array_object.ts +13 -13
  75. package/src/shaders/_prelude.fragment.glsl.g.ts +2 -0
  76. package/src/shaders/_prelude.vertex.glsl.g.ts +2 -0
  77. package/src/shaders/background.fragment.glsl.g.ts +2 -0
  78. package/src/shaders/background.vertex.glsl.g.ts +2 -0
  79. package/src/shaders/background_pattern.fragment.glsl.g.ts +2 -0
  80. package/src/shaders/background_pattern.vertex.glsl.g.ts +2 -0
  81. package/src/shaders/circle.fragment.glsl.g.ts +2 -0
  82. package/src/shaders/circle.vertex.glsl.g.ts +2 -0
  83. package/src/shaders/clipping_mask.fragment.glsl.g.ts +2 -0
  84. package/src/shaders/clipping_mask.vertex.glsl.g.ts +2 -0
  85. package/src/shaders/collision_box.fragment.glsl.g.ts +2 -0
  86. package/src/shaders/collision_box.vertex.glsl.g.ts +2 -0
  87. package/src/shaders/collision_circle.fragment.glsl.g.ts +2 -0
  88. package/src/shaders/collision_circle.vertex.glsl.g.ts +2 -0
  89. package/src/shaders/debug.fragment.glsl.g.ts +2 -0
  90. package/src/shaders/debug.vertex.glsl.g.ts +2 -0
  91. package/src/shaders/fill.fragment.glsl.g.ts +2 -0
  92. package/src/shaders/fill.vertex.glsl.g.ts +2 -0
  93. package/src/shaders/fill_extrusion.fragment.glsl.g.ts +2 -0
  94. package/src/shaders/fill_extrusion.vertex.glsl.g.ts +2 -0
  95. package/src/shaders/fill_extrusion_pattern.fragment.glsl.g.ts +2 -0
  96. package/src/shaders/fill_extrusion_pattern.vertex.glsl.g.ts +2 -0
  97. package/src/shaders/fill_outline.fragment.glsl.g.ts +2 -0
  98. package/src/shaders/fill_outline.vertex.glsl.g.ts +2 -0
  99. package/src/shaders/fill_outline_pattern.fragment.glsl.g.ts +2 -0
  100. package/src/shaders/fill_outline_pattern.vertex.glsl.g.ts +2 -0
  101. package/src/shaders/fill_pattern.fragment.glsl.g.ts +2 -0
  102. package/src/shaders/fill_pattern.vertex.glsl.g.ts +2 -0
  103. package/src/shaders/heatmap.fragment.glsl.g.ts +2 -0
  104. package/src/shaders/heatmap.vertex.glsl.g.ts +2 -0
  105. package/src/shaders/heatmap_texture.fragment.glsl.g.ts +2 -0
  106. package/src/shaders/heatmap_texture.vertex.glsl.g.ts +2 -0
  107. package/src/shaders/hillshade.fragment.glsl.g.ts +2 -0
  108. package/src/shaders/hillshade.vertex.glsl.g.ts +2 -0
  109. package/src/shaders/hillshade_prepare.fragment.glsl.g.ts +2 -0
  110. package/src/shaders/hillshade_prepare.vertex.glsl.g.ts +2 -0
  111. package/src/shaders/line.fragment.glsl.g.ts +2 -0
  112. package/src/shaders/line.vertex.glsl.g.ts +2 -0
  113. package/src/shaders/line_gradient.fragment.glsl.g.ts +2 -0
  114. package/src/shaders/line_gradient.vertex.glsl.g.ts +2 -0
  115. package/src/shaders/line_pattern.fragment.glsl.g.ts +2 -0
  116. package/src/shaders/line_pattern.vertex.glsl.g.ts +2 -0
  117. package/src/shaders/line_sdf.fragment.glsl.g.ts +2 -0
  118. package/src/shaders/line_sdf.vertex.glsl.g.ts +2 -0
  119. package/src/shaders/raster.fragment.glsl.g.ts +2 -0
  120. package/src/shaders/raster.vertex.glsl.g.ts +2 -0
  121. package/src/shaders/shaders.ts +52 -55
  122. package/src/shaders/symbol_icon.fragment.glsl.g.ts +2 -0
  123. package/src/shaders/symbol_icon.vertex.glsl.g.ts +2 -0
  124. package/src/shaders/symbol_sdf.fragment.glsl.g.ts +2 -0
  125. package/src/shaders/symbol_sdf.vertex.glsl.g.ts +2 -0
  126. package/src/shaders/symbol_text_and_icon.fragment.glsl.g.ts +2 -0
  127. package/src/shaders/symbol_text_and_icon.vertex.glsl.g.ts +2 -0
  128. package/src/source/canvas_source.test.ts +11 -12
  129. package/src/source/canvas_source.ts +4 -4
  130. package/src/source/geojson_worker_source.ts +23 -23
  131. package/src/source/geojson_wrapper.ts +8 -8
  132. package/src/source/image_source.test.ts +2 -2
  133. package/src/source/image_source.ts +6 -6
  134. package/src/source/pixels_to_tile_units.ts +6 -6
  135. package/src/source/query_features.ts +20 -20
  136. package/src/source/raster_dem_tile_source.test.ts +2 -2
  137. package/src/source/raster_tile_source.test.ts +2 -2
  138. package/src/source/rtl_text_plugin.ts +10 -10
  139. package/src/source/source.ts +29 -29
  140. package/src/source/source_cache.test.ts +32 -0
  141. package/src/source/source_cache.ts +7 -5
  142. package/src/source/source_state.ts +1 -1
  143. package/src/source/tile.test.ts +3 -3
  144. package/src/source/tile.ts +15 -15
  145. package/src/source/tile_cache.test.ts +6 -4
  146. package/src/source/tile_cache.ts +6 -6
  147. package/src/source/tile_id.test.ts +0 -1
  148. package/src/source/vector_tile_source.test.ts +16 -5
  149. package/src/source/vector_tile_source.ts +2 -3
  150. package/src/source/vector_tile_worker_source.test.ts +4 -4
  151. package/src/source/vector_tile_worker_source.ts +5 -5
  152. package/src/source/worker.test.ts +1 -1
  153. package/src/source/worker.ts +22 -22
  154. package/src/source/worker_source.ts +56 -56
  155. package/src/source/worker_tile.ts +4 -4
  156. package/src/style/evaluation_parameters.ts +3 -3
  157. package/src/style/format_section_override.test.ts +1 -1
  158. package/src/style/light.ts +10 -10
  159. package/src/style/load_glyph_range.test.ts +3 -5
  160. package/src/style/load_glyph_range.ts +6 -6
  161. package/src/style/load_sprite.ts +4 -4
  162. package/src/style/pauseable_placement.ts +1 -1
  163. package/src/style/properties.ts +69 -69
  164. package/src/style/query_utils.ts +7 -7
  165. package/src/style/style.test.ts +22 -15
  166. package/src/style/style.ts +29 -29
  167. package/src/style/style_glyph.ts +8 -8
  168. package/src/style/style_image.ts +58 -58
  169. package/src/style/style_layer/background_style_layer.ts +2 -2
  170. package/src/style/style_layer/{background_style_layer_properties.ts → background_style_layer_properties.g.ts} +0 -0
  171. package/src/style/style_layer/circle_style_layer.ts +10 -10
  172. package/src/style/style_layer/{circle_style_layer_properties.ts → circle_style_layer_properties.g.ts} +0 -0
  173. package/src/style/style_layer/custom_style_layer.ts +17 -17
  174. package/src/style/style_layer/fill_extrusion_style_layer.ts +10 -10
  175. package/src/style/style_layer/{fill_extrusion_style_layer_properties.ts → fill_extrusion_style_layer_properties.g.ts} +0 -0
  176. package/src/style/style_layer/fill_style_layer.ts +9 -9
  177. package/src/style/style_layer/{fill_style_layer_properties.ts → fill_style_layer_properties.g.ts} +0 -0
  178. package/src/style/style_layer/heatmap_style_layer.ts +2 -2
  179. package/src/style/style_layer/{heatmap_style_layer_properties.ts → heatmap_style_layer_properties.g.ts} +0 -0
  180. package/src/style/style_layer/hillshade_style_layer.ts +2 -2
  181. package/src/style/style_layer/{hillshade_style_layer_properties.ts → hillshade_style_layer_properties.g.ts} +0 -0
  182. package/src/style/style_layer/line_style_layer.ts +9 -9
  183. package/src/style/style_layer/{line_style_layer_properties.ts → line_style_layer_properties.g.ts} +0 -0
  184. package/src/style/style_layer/raster_style_layer.ts +2 -2
  185. package/src/style/style_layer/{raster_style_layer_properties.ts → raster_style_layer_properties.g.ts} +0 -0
  186. package/src/style/style_layer/symbol_style_layer.ts +7 -7
  187. package/src/style/style_layer/{symbol_style_layer_properties.ts → symbol_style_layer_properties.g.ts} +0 -0
  188. package/src/style/style_layer.ts +10 -10
  189. package/src/style/style_layer_index.ts +3 -3
  190. package/src/style/validate_style.ts +15 -15
  191. package/src/style-spec/error/validation_error.ts +1 -1
  192. package/src/style-spec/expression/compound_expression.ts +3 -3
  193. package/src/style-spec/expression/definitions/format.ts +11 -11
  194. package/src/style-spec/expression/definitions/interpolate.ts +5 -5
  195. package/src/style-spec/expression/definitions/match.ts +2 -2
  196. package/src/style-spec/expression/definitions/number_format.ts +11 -11
  197. package/src/style-spec/expression/expression.ts +8 -8
  198. package/src/style-spec/expression/index.ts +97 -97
  199. package/src/style-spec/expression/parsing_context.ts +11 -11
  200. package/src/style-spec/expression/types/collator.ts +9 -9
  201. package/src/style-spec/expression/types/resolved_image.ts +2 -2
  202. package/src/style-spec/expression/types.ts +14 -14
  203. package/src/style-spec/expression/values.ts +1 -1
  204. package/src/style-spec/feature_filter/index.ts +66 -66
  205. package/src/style-spec/function/convert.ts +3 -3
  206. package/src/style-spec/style-spec.ts +44 -44
  207. package/src/style-spec/util/color_spaces.ts +8 -8
  208. package/src/style-spec/util/result.ts +4 -4
  209. package/src/style-spec/validate/validate_filter.ts +58 -58
  210. package/src/style-spec/validate/validate_source.ts +63 -63
  211. package/src/style-spec/visit.ts +11 -11
  212. package/src/symbol/collision_feature.test.ts +1 -1
  213. package/src/symbol/collision_feature.ts +10 -10
  214. package/src/symbol/collision_index.ts +26 -26
  215. package/src/symbol/cross_tile_symbol_index.ts +17 -17
  216. package/src/symbol/get_anchors.ts +16 -16
  217. package/src/symbol/grid_index.ts +7 -7
  218. package/src/symbol/placement.ts +72 -72
  219. package/src/symbol/projection.ts +30 -30
  220. package/src/symbol/quads.ts +30 -30
  221. package/src/symbol/shaping.ts +160 -160
  222. package/src/symbol/symbol_layout.ts +119 -119
  223. package/src/symbol/symbol_size.ts +29 -29
  224. package/src/symbol/symbol_style_layer.test.ts +1 -1
  225. package/src/types/cancelable.ts +1 -1
  226. package/src/types/tilejson.ts +13 -13
  227. package/src/ui/anchor.ts +1 -1
  228. package/src/ui/camera.test.ts +9 -9
  229. package/src/ui/camera.ts +18 -18
  230. package/src/ui/control/attribution_control.test.ts +51 -16
  231. package/src/ui/control/attribution_control.ts +35 -16
  232. package/src/ui/control/control.ts +40 -40
  233. package/src/ui/control/fullscreen_control.ts +1 -1
  234. package/src/ui/control/geolocate_control.test.ts +1 -1
  235. package/src/ui/control/geolocate_control.ts +102 -102
  236. package/src/ui/control/logo_control.test.ts +5 -4
  237. package/src/ui/control/navigation_control.ts +3 -3
  238. package/src/ui/control/scale_control.test.ts +2 -2
  239. package/src/ui/control/scale_control.ts +5 -5
  240. package/src/ui/events.ts +289 -200
  241. package/src/ui/handler/box_zoom.test.ts +1 -1
  242. package/src/ui/handler/box_zoom.ts +1 -1
  243. package/src/ui/handler/dblclick_zoom.test.ts +1 -1
  244. package/src/ui/handler/drag_pan.test.ts +1 -1
  245. package/src/ui/handler/drag_rotate.test.ts +1 -1
  246. package/src/ui/handler/keyboard.test.ts +1 -1
  247. package/src/ui/handler/keyboard.ts +51 -51
  248. package/src/ui/handler/map_event.test.ts +1 -1
  249. package/src/ui/handler/map_event.ts +1 -1
  250. package/src/ui/handler/mouse.ts +1 -1
  251. package/src/ui/handler/mouse_rotate.test.ts +1 -1
  252. package/src/ui/handler/scroll_zoom.test.ts +3 -2
  253. package/src/ui/handler/scroll_zoom.ts +9 -9
  254. package/src/ui/handler/shim/drag_pan.ts +4 -4
  255. package/src/ui/handler/shim/drag_rotate.ts +1 -1
  256. package/src/ui/handler/shim/touch_zoom_rotate.ts +1 -1
  257. package/src/ui/handler/tap_recognizer.ts +4 -4
  258. package/src/ui/handler/touch_pan.ts +2 -2
  259. package/src/ui/handler/touch_zoom_rotate.test.ts +1 -1
  260. package/src/ui/handler/touch_zoom_rotate.ts +1 -1
  261. package/src/ui/handler_inertia.ts +6 -6
  262. package/src/ui/handler_manager.ts +44 -44
  263. package/src/ui/map/isMoving.test.ts +1 -1
  264. package/src/ui/map/isRotating.test.ts +1 -1
  265. package/src/ui/map/isZooming.test.ts +1 -1
  266. package/src/ui/map.test.ts +26 -14
  267. package/src/ui/map.ts +107 -102
  268. package/src/ui/map_events.test.ts +1 -1
  269. package/src/ui/marker.test.ts +12 -12
  270. package/src/ui/marker.ts +37 -37
  271. package/src/ui/popup.test.ts +7 -7
  272. package/src/ui/popup.ts +9 -9
  273. package/src/util/actor.test.ts +41 -10
  274. package/src/util/actor.ts +8 -8
  275. package/src/util/ajax.test.ts +29 -21
  276. package/src/util/ajax.ts +51 -30
  277. package/src/util/browser.ts +1 -1
  278. package/src/util/classify_rings.test.ts +1 -1
  279. package/src/util/color_ramp.ts +5 -5
  280. package/src/util/config.ts +2 -2
  281. package/src/util/dispatcher.ts +1 -1
  282. package/src/util/dom.ts +2 -2
  283. package/src/util/evented.ts +1 -1
  284. package/src/util/find_pole_of_inaccessibility.ts +3 -3
  285. package/src/util/image.ts +5 -5
  286. package/src/util/performance.ts +7 -7
  287. package/src/util/request_manager.ts +4 -4
  288. package/src/util/resolve_tokens.ts +4 -4
  289. package/src/util/struct_array.test.ts +1 -1
  290. package/src/util/struct_array.ts +15 -15
  291. package/src/util/task_queue.ts +3 -3
  292. package/src/util/tile_request_cache.ts +3 -3
  293. package/src/util/transferable_grid_index.ts +4 -4
  294. package/src/util/util.ts +8 -8
  295. package/src/util/web_worker.ts +4 -68
  296. package/src/util/web_worker_transfer.test.ts +3 -0
  297. package/src/util/web_worker_transfer.ts +21 -17
  298. package/src/util/worker_pool.ts +1 -1
  299. package/build/.eslintrc +0 -21
  300. package/build/glsl_to_js.js +0 -12
  301. package/build/post-ts-build.js +0 -43
  302. package/build/release-notes.md.ejs +0 -8
  303. package/build/test/build-tape.js +0 -17
  304. package/build/web_worker_replacement.js +0 -5
  305. package/dist/package.json +0 -1
  306. package/src/style-spec/validate_spec.test.ts +0 -29
  307. package/src/symbol/shaping.test.ts +0 -392
  308. package/src/types/glsl.d.ts +0 -4
@@ -7,68 +7,68 @@ import type {UniformValues, UniformLocations} from '../uniform_binding';
7
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  import {mat4} from 'gl-matrix';
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  export type SymbolIconUniformsType = {
10
- 'u_is_size_zoom_constant': Uniform1i;
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- 'u_is_size_feature_constant': Uniform1i;
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- 'u_size_t': Uniform1f;
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- 'u_size': Uniform1f;
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- 'u_camera_to_center_distance': Uniform1f;
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- 'u_pitch': Uniform1f;
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- 'u_rotate_symbol': Uniform1i;
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- 'u_aspect_ratio': Uniform1f;
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- 'u_fade_change': Uniform1f;
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- 'u_matrix': UniformMatrix4f;
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- 'u_label_plane_matrix': UniformMatrix4f;
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- 'u_coord_matrix': UniformMatrix4f;
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- 'u_is_text': Uniform1i;
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- 'u_pitch_with_map': Uniform1i;
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- 'u_texsize': Uniform2f;
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- 'u_texture': Uniform1i;
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+ 'u_is_size_zoom_constant': Uniform1i;
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+ 'u_is_size_feature_constant': Uniform1i;
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+ 'u_size_t': Uniform1f;
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+ 'u_size': Uniform1f;
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+ 'u_camera_to_center_distance': Uniform1f;
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+ 'u_pitch': Uniform1f;
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+ 'u_rotate_symbol': Uniform1i;
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+ 'u_aspect_ratio': Uniform1f;
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+ 'u_fade_change': Uniform1f;
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+ 'u_matrix': UniformMatrix4f;
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+ 'u_label_plane_matrix': UniformMatrix4f;
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+ 'u_coord_matrix': UniformMatrix4f;
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+ 'u_is_text': Uniform1i;
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+ 'u_pitch_with_map': Uniform1i;
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+ 'u_texsize': Uniform2f;
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+ 'u_texture': Uniform1i;
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  };
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  export type SymbolSDFUniformsType = {
29
- 'u_is_size_zoom_constant': Uniform1i;
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- 'u_is_size_feature_constant': Uniform1i;
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- 'u_size_t': Uniform1f;
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- 'u_size': Uniform1f;
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- 'u_camera_to_center_distance': Uniform1f;
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- 'u_pitch': Uniform1f;
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- 'u_rotate_symbol': Uniform1i;
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- 'u_aspect_ratio': Uniform1f;
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- 'u_fade_change': Uniform1f;
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- 'u_matrix': UniformMatrix4f;
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- 'u_label_plane_matrix': UniformMatrix4f;
40
- 'u_coord_matrix': UniformMatrix4f;
41
- 'u_is_text': Uniform1i;
42
- 'u_pitch_with_map': Uniform1i;
43
- 'u_texsize': Uniform2f;
44
- 'u_texture': Uniform1i;
45
- 'u_gamma_scale': Uniform1f;
46
- 'u_device_pixel_ratio': Uniform1f;
47
- 'u_is_halo': Uniform1i;
29
+ 'u_is_size_zoom_constant': Uniform1i;
30
+ 'u_is_size_feature_constant': Uniform1i;
31
+ 'u_size_t': Uniform1f;
32
+ 'u_size': Uniform1f;
33
+ 'u_camera_to_center_distance': Uniform1f;
34
+ 'u_pitch': Uniform1f;
35
+ 'u_rotate_symbol': Uniform1i;
36
+ 'u_aspect_ratio': Uniform1f;
37
+ 'u_fade_change': Uniform1f;
38
+ 'u_matrix': UniformMatrix4f;
39
+ 'u_label_plane_matrix': UniformMatrix4f;
40
+ 'u_coord_matrix': UniformMatrix4f;
41
+ 'u_is_text': Uniform1i;
42
+ 'u_pitch_with_map': Uniform1i;
43
+ 'u_texsize': Uniform2f;
44
+ 'u_texture': Uniform1i;
45
+ 'u_gamma_scale': Uniform1f;
46
+ 'u_device_pixel_ratio': Uniform1f;
47
+ 'u_is_halo': Uniform1i;
48
48
  };
49
49
 
50
50
  export type symbolTextAndIconUniformsType = {
51
- 'u_is_size_zoom_constant': Uniform1i;
52
- 'u_is_size_feature_constant': Uniform1i;
53
- 'u_size_t': Uniform1f;
54
- 'u_size': Uniform1f;
55
- 'u_camera_to_center_distance': Uniform1f;
56
- 'u_pitch': Uniform1f;
57
- 'u_rotate_symbol': Uniform1i;
58
- 'u_aspect_ratio': Uniform1f;
59
- 'u_fade_change': Uniform1f;
60
- 'u_matrix': UniformMatrix4f;
61
- 'u_label_plane_matrix': UniformMatrix4f;
62
- 'u_coord_matrix': UniformMatrix4f;
63
- 'u_is_text': Uniform1i;
64
- 'u_pitch_with_map': Uniform1i;
65
- 'u_texsize': Uniform2f;
66
- 'u_texsize_icon': Uniform2f;
67
- 'u_texture': Uniform1i;
68
- 'u_texture_icon': Uniform1i;
69
- 'u_gamma_scale': Uniform1f;
70
- 'u_device_pixel_ratio': Uniform1f;
71
- 'u_is_halo': Uniform1i;
51
+ 'u_is_size_zoom_constant': Uniform1i;
52
+ 'u_is_size_feature_constant': Uniform1i;
53
+ 'u_size_t': Uniform1f;
54
+ 'u_size': Uniform1f;
55
+ 'u_camera_to_center_distance': Uniform1f;
56
+ 'u_pitch': Uniform1f;
57
+ 'u_rotate_symbol': Uniform1i;
58
+ 'u_aspect_ratio': Uniform1f;
59
+ 'u_fade_change': Uniform1f;
60
+ 'u_matrix': UniformMatrix4f;
61
+ 'u_label_plane_matrix': UniformMatrix4f;
62
+ 'u_coord_matrix': UniformMatrix4f;
63
+ 'u_is_text': Uniform1i;
64
+ 'u_pitch_with_map': Uniform1i;
65
+ 'u_texsize': Uniform2f;
66
+ 'u_texsize_icon': Uniform2f;
67
+ 'u_texture': Uniform1i;
68
+ 'u_texture_icon': Uniform1i;
69
+ 'u_gamma_scale': Uniform1f;
70
+ 'u_device_pixel_ratio': Uniform1f;
71
+ 'u_is_halo': Uniform1i;
72
72
  };
73
73
 
74
74
  const symbolIconUniforms = (context: Context, locations: UniformLocations): SymbolIconUniformsType => ({
@@ -137,19 +137,19 @@ const symbolTextAndIconUniforms = (context: Context, locations: UniformLocations
137
137
  });
138
138
 
139
139
  const symbolIconUniformValues = (
140
- functionType: string,
141
- size: {
142
- uSizeT: number;
143
- uSize: number;
144
- },
145
- rotateInShader: boolean,
146
- pitchWithMap: boolean,
147
- painter: Painter,
148
- matrix: mat4,
149
- labelPlaneMatrix: mat4,
150
- glCoordMatrix: mat4,
151
- isText: boolean,
152
- texSize: [number, number]
140
+ functionType: string,
141
+ size: {
142
+ uSizeT: number;
143
+ uSize: number;
144
+ },
145
+ rotateInShader: boolean,
146
+ pitchWithMap: boolean,
147
+ painter: Painter,
148
+ matrix: mat4,
149
+ labelPlaneMatrix: mat4,
150
+ glCoordMatrix: mat4,
151
+ isText: boolean,
152
+ texSize: [number, number]
153
153
  ): UniformValues<SymbolIconUniformsType> => {
154
154
  const transform = painter.transform;
155
155
 
@@ -174,20 +174,20 @@ const symbolIconUniformValues = (
174
174
  };
175
175
 
176
176
  const symbolSDFUniformValues = (
177
- functionType: string,
178
- size: {
179
- uSizeT: number;
180
- uSize: number;
181
- },
182
- rotateInShader: boolean,
183
- pitchWithMap: boolean,
184
- painter: Painter,
185
- matrix: mat4,
186
- labelPlaneMatrix: mat4,
187
- glCoordMatrix: mat4,
188
- isText: boolean,
189
- texSize: [number, number],
190
- isHalo: boolean
177
+ functionType: string,
178
+ size: {
179
+ uSizeT: number;
180
+ uSize: number;
181
+ },
182
+ rotateInShader: boolean,
183
+ pitchWithMap: boolean,
184
+ painter: Painter,
185
+ matrix: mat4,
186
+ labelPlaneMatrix: mat4,
187
+ glCoordMatrix: mat4,
188
+ isText: boolean,
189
+ texSize: [number, number],
190
+ isHalo: boolean
191
191
  ): UniformValues<SymbolSDFUniformsType> => {
192
192
  const transform = painter.transform;
193
193
 
@@ -201,19 +201,19 @@ const symbolSDFUniformValues = (
201
201
  };
202
202
 
203
203
  const symbolTextAndIconUniformValues = (
204
- functionType: string,
205
- size: {
206
- uSizeT: number;
207
- uSize: number;
208
- },
209
- rotateInShader: boolean,
210
- pitchWithMap: boolean,
211
- painter: Painter,
212
- matrix: mat4,
213
- labelPlaneMatrix: mat4,
214
- glCoordMatrix: mat4,
215
- texSizeSDF: [number, number],
216
- texSizeIcon: [number, number]
204
+ functionType: string,
205
+ size: {
206
+ uSizeT: number;
207
+ uSize: number;
208
+ },
209
+ rotateInShader: boolean,
210
+ pitchWithMap: boolean,
211
+ painter: Painter,
212
+ matrix: mat4,
213
+ labelPlaneMatrix: mat4,
214
+ glCoordMatrix: mat4,
215
+ texSizeSDF: [number, number],
216
+ texSizeIcon: [number, number]
217
217
  ): UniformValues<SymbolIconUniformsType> => {
218
218
  return extend(symbolSDFUniformValues(functionType, size,
219
219
  rotateInShader, pitchWithMap, painter, matrix, labelPlaneMatrix,
@@ -35,16 +35,16 @@ class Program<Us extends UniformBindings> {
35
35
  failedToCreate: boolean;
36
36
 
37
37
  constructor(context: Context,
38
- name: string,
39
- source: {
40
- fragmentSource: string;
41
- vertexSource: string;
42
- staticAttributes: Array<string>;
43
- staticUniforms: Array<string>;
44
- },
45
- configuration: ProgramConfiguration,
46
- fixedUniforms: (b: Context, a: UniformLocations) => Us,
47
- showOverdrawInspector: boolean) {
38
+ name: string,
39
+ source: {
40
+ fragmentSource: string;
41
+ vertexSource: string;
42
+ staticAttributes: Array<string>;
43
+ staticUniforms: Array<string>;
44
+ },
45
+ configuration: ProgramConfiguration,
46
+ fixedUniforms: (b: Context, a: UniformLocations) => Us,
47
+ showOverdrawInspector: boolean) {
48
48
  const gl = context.gl;
49
49
  this.program = gl.createProgram();
50
50
 
@@ -121,21 +121,21 @@ class Program<Us extends UniformBindings> {
121
121
  }
122
122
 
123
123
  draw(context: Context,
124
- drawMode: DrawMode,
125
- depthMode: Readonly<DepthMode>,
126
- stencilMode: Readonly<StencilMode>,
127
- colorMode: Readonly<ColorMode>,
128
- cullFaceMode: Readonly<CullFaceMode>,
129
- uniformValues: UniformValues<Us>,
130
- layerID: string,
131
- layoutVertexBuffer: VertexBuffer,
132
- indexBuffer: IndexBuffer,
133
- segments: SegmentVector,
134
- currentProperties?: any,
135
- zoom?: number | null,
136
- configuration?: ProgramConfiguration | null,
137
- dynamicLayoutBuffer?: VertexBuffer | null,
138
- dynamicLayoutBuffer2?: VertexBuffer | null) {
124
+ drawMode: DrawMode,
125
+ depthMode: Readonly<DepthMode>,
126
+ stencilMode: Readonly<StencilMode>,
127
+ colorMode: Readonly<ColorMode>,
128
+ cullFaceMode: Readonly<CullFaceMode>,
129
+ uniformValues: UniformValues<Us>,
130
+ layerID: string,
131
+ layoutVertexBuffer: VertexBuffer,
132
+ indexBuffer: IndexBuffer,
133
+ segments: SegmentVector,
134
+ currentProperties?: any,
135
+ zoom?: number | null,
136
+ configuration?: ProgramConfiguration | null,
137
+ dynamicLayoutBuffer?: VertexBuffer | null,
138
+ dynamicLayoutBuffer2?: VertexBuffer | null) {
139
139
 
140
140
  const gl = context.gl;
141
141
 
@@ -7,9 +7,9 @@ export type TextureFilter = WebGLRenderingContext['LINEAR'] | WebGLRenderingCont
7
7
  export type TextureWrap = WebGLRenderingContext['REPEAT'] | WebGLRenderingContext['CLAMP_TO_EDGE'] | WebGLRenderingContext['MIRRORED_REPEAT'];
8
8
 
9
9
  type EmptyImage = {
10
- width: number;
11
- height: number;
12
- data: null;
10
+ width: number;
11
+ height: number;
12
+ data: null;
13
13
  };
14
14
 
15
15
  type DataTextureImage = RGBAImage | AlphaImage | EmptyImage;
@@ -25,8 +25,8 @@ class Texture {
25
25
  useMipmap: boolean;
26
26
 
27
27
  constructor(context: Context, image: TextureImage, format: TextureFormat, options?: {
28
- premultiply?: boolean;
29
- useMipmap?: boolean;
28
+ premultiply?: boolean;
29
+ useMipmap?: boolean;
30
30
  } | null) {
31
31
  this.context = context;
32
32
  this.format = format;
@@ -35,11 +35,11 @@ class Texture {
35
35
  }
36
36
 
37
37
  update(image: TextureImage, options?: {
38
- premultiply?: boolean;
39
- useMipmap?: boolean;
38
+ premultiply?: boolean;
39
+ useMipmap?: boolean;
40
40
  } | null, position?: {
41
- x: number;
42
- y: number;
41
+ x: number;
42
+ y: number;
43
43
  }) {
44
44
  const {width, height} = image;
45
45
  const resize = (!this.size || this.size[0] !== width || this.size[1] !== height) && !position;
@@ -4,7 +4,7 @@ import type Context from '../gl/context';
4
4
  import {mat4, vec2, vec3, vec4} from 'gl-matrix';
5
5
 
6
6
  type $ObjMap<T extends {}, F extends (v: any) => any> = {
7
- [K in keyof T]: F extends (v: T[K]) => infer R ? R : never;
7
+ [K in keyof T]: F extends (v: T[K]) => infer R ? R : never;
8
8
  };
9
9
 
10
10
  export type UniformValues<Us extends any> = $ObjMap<Us, <V>(u: Uniform<V>) => V>;
@@ -27,13 +27,13 @@ class VertexArrayObject {
27
27
  }
28
28
 
29
29
  bind(context: Context,
30
- program: Program<any>,
31
- layoutVertexBuffer: VertexBuffer,
32
- paintVertexBuffers: Array<VertexBuffer>,
33
- indexBuffer?: IndexBuffer | null,
34
- vertexOffset?: number | null,
35
- dynamicVertexBuffer?: VertexBuffer | null,
36
- dynamicVertexBuffer2?: VertexBuffer | null) {
30
+ program: Program<any>,
31
+ layoutVertexBuffer: VertexBuffer,
32
+ paintVertexBuffers: Array<VertexBuffer>,
33
+ indexBuffer?: IndexBuffer | null,
34
+ vertexOffset?: number | null,
35
+ dynamicVertexBuffer?: VertexBuffer | null,
36
+ dynamicVertexBuffer2?: VertexBuffer | null) {
37
37
 
38
38
  this.context = context;
39
39
 
@@ -76,12 +76,12 @@ class VertexArrayObject {
76
76
  }
77
77
 
78
78
  freshBind(program: Program<any>,
79
- layoutVertexBuffer: VertexBuffer,
80
- paintVertexBuffers: Array<VertexBuffer>,
81
- indexBuffer?: IndexBuffer | null,
82
- vertexOffset?: number | null,
83
- dynamicVertexBuffer?: VertexBuffer | null,
84
- dynamicVertexBuffer2?: VertexBuffer | null) {
79
+ layoutVertexBuffer: VertexBuffer,
80
+ paintVertexBuffers: Array<VertexBuffer>,
81
+ indexBuffer?: IndexBuffer | null,
82
+ vertexOffset?: number | null,
83
+ dynamicVertexBuffer?: VertexBuffer | null,
84
+ dynamicVertexBuffer2?: VertexBuffer | null) {
85
85
  let numPrevAttributes;
86
86
  const numNextAttributes = program.numAttributes;
87
87
 
@@ -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 mediump 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';
@@ -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;}';
@@ -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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'varying vec3 v_data;\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);lowp float antialiasblur=v_data.z;float antialiased_blur=-max(blur,antialiasblur);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=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 +1,2 @@
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;\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);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,0,1);} else {gl_Position=u_matrix*vec4(circle_center,0,1);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;}}lowp float antialiasblur=1.0/u_device_pixel_ratio/(radius+stroke_width);v_data=vec3(extrude.x,extrude.y,antialiasblur);}';
@@ -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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;attribute vec2 a_anchor_pos;attribute vec2 a_extrude;attribute vec2 a_placed;attribute vec2 a_shift;uniform mat4 u_matrix;uniform vec2 u_extrude_scale;uniform float u_camera_to_center_distance;varying float v_placed;varying float v_notUsed;void main() {vec4 projectedPoint=u_matrix*vec4(a_anchor_pos,0,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float collision_perspective_ratio=clamp(0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);gl_Position=u_matrix*vec4(a_pos,0.0,1.0);gl_Position.xy+=(a_extrude+a_shift)*u_extrude_scale*gl_Position.w*collision_perspective_ratio;v_placed=a_placed.x;v_notUsed=a_placed.y;}';
@@ -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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
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,0,1);}';
@@ -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 +1,2 @@
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 +1,2 @@
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}';
@@ -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 vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp float u_lightintensity;uniform float u_vertical_gradient;uniform lowp float u_opacity;attribute vec2 a_pos;attribute vec4 a_normal_ed;varying vec4 v_color;\n#pragma mapbox: define highp float base\n#pragma mapbox: define highp float height\n#pragma mapbox: define highp vec4 color\nvoid main() {\n#pragma mapbox: initialize highp float base\n#pragma mapbox: initialize highp float height\n#pragma mapbox: initialize highp vec4 color\nvec3 normal=a_normal_ed.xyz;base=max(0.0,base);height=max(0.0,height);float t=mod(normal.x,2.0);gl_Position=u_matrix*vec4(a_pos,t > 0.0 ? height : base,1);float colorvalue=color.r*0.2126+color.g*0.7152+color.b*0.0722;v_color=vec4(0.0,0.0,0.0,1.0);vec4 ambientlight=vec4(0.03,0.03,0.03,1.0);color+=ambientlight;float directional=clamp(dot(normal/16384.0,u_lightpos),0.0,1.0);directional=mix((1.0-u_lightintensity),max((1.0-colorvalue+u_lightintensity),1.0),directional);if (normal.y !=0.0) {directional*=((1.0-u_vertical_gradient)+(u_vertical_gradient*clamp((t+base)*pow(height/150.0,0.5),mix(0.7,0.98,1.0-u_lightintensity),1.0)));}v_color.r+=clamp(color.r*directional*u_lightcolor.r,mix(0.0,0.3,1.0-u_lightcolor.r),1.0);v_color.g+=clamp(color.g*directional*u_lightcolor.g,mix(0.0,0.3,1.0-u_lightcolor.g),1.0);v_color.b+=clamp(color.b*directional*u_lightcolor.b,mix(0.0,0.3,1.0-u_lightcolor.b),1.0);v_color*=u_opacity;}';
@@ -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_texsize;uniform float u_fade;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\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 base\n#pragma mapbox: initialize lowp float height\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\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;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);vec4 mixedColor=mix(color1,color2,u_fade);gl_FragColor=mixedColor*v_lighting;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -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_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_height_factor;uniform vec3 u_scale;uniform float u_vertical_gradient;uniform lowp float u_opacity;uniform vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp float u_lightintensity;attribute vec2 a_pos;attribute vec4 a_normal_ed;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\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 base\n#pragma mapbox: initialize lowp float height\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\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 tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec3 normal=a_normal_ed.xyz;float edgedistance=a_normal_ed.w;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;base=max(0.0,base);height=max(0.0,height);float t=mod(normal.x,2.0);float z=t > 0.0 ? height : base;gl_Position=u_matrix*vec4(a_pos,z,1);vec2 pos=normal.x==1.0 && normal.y==0.0 && normal.z==16384.0\n? a_pos\n: vec2(edgedistance,z*u_height_factor);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,pos);v_lighting=vec4(0.0,0.0,0.0,1.0);float directional=clamp(dot(normal/16383.0,u_lightpos),0.0,1.0);directional=mix((1.0-u_lightintensity),max((0.5+u_lightintensity),1.0),directional);if (normal.y !=0.0) {directional*=((1.0-u_vertical_gradient)+(u_vertical_gradient*clamp((t+base)*pow(height/150.0,0.5),mix(0.7,0.98,1.0-u_lightintensity),1.0)));}v_lighting.rgb+=clamp(directional*u_lightcolor,mix(vec3(0.0),vec3(0.3),1.0-u_lightcolor),vec3(1.0));v_lighting*=u_opacity;}';
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'varying vec2 v_pos;\n#pragma mapbox: define highp vec4 outline_color\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize highp vec4 outline_color\n#pragma mapbox: initialize lowp float opacity\nfloat dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);gl_FragColor=outline_color*(alpha*opacity);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -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;uniform vec2 u_world;varying vec2 v_pos;\n#pragma mapbox: define highp vec4 outline_color\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize highp vec4 outline_color\n#pragma mapbox: initialize lowp float opacity\ngl_Position=u_matrix*vec4(a_pos,0,1);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;}';
@@ -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_texsize;uniform sampler2D u_image;uniform float u_fade;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec2 v_pos;\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp vec4 pattern_from\n#pragma mapbox: define lowp vec4 pattern_to\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump vec4 pattern_from\n#pragma mapbox: initialize mediump vec4 pattern_to\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;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);float dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);gl_FragColor=mix(color1,color2,u_fade)*alpha*opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -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_world;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec2 v_pos;\n#pragma mapbox: define lowp float opacity\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 opacity\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\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 tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;gl_Position=u_matrix*vec4(a_pos,0,1);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;v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,a_pos);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;}';
@@ -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 vec2 u_texsize;uniform float u_fade;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp vec4 pattern_from\n#pragma mapbox: define lowp vec4 pattern_to\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump vec4 pattern_from\n#pragma mapbox: initialize mediump vec4 pattern_to\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;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);gl_FragColor=mix(color1,color2,u_fade)*opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -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_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;\n#pragma mapbox: define lowp float opacity\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 opacity\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\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;gl_Position=u_matrix*vec4(a_pos,0,1);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileZoomRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileZoomRatio,a_pos);}';
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform highp float u_intensity;varying vec2 v_extrude;\n#pragma mapbox: define highp float weight\n#define GAUSS_COEF 0.3989422804014327\nvoid main() {\n#pragma mapbox: initialize highp float weight\nfloat d=-0.5*3.0*3.0*dot(v_extrude,v_extrude);float val=weight*u_intensity*GAUSS_COEF*exp(d);gl_FragColor=vec4(val,1.0,1.0,1.0);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -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 float u_extrude_scale;uniform float u_opacity;uniform float u_intensity;attribute vec2 a_pos;varying vec2 v_extrude;\n#pragma mapbox: define highp float weight\n#pragma mapbox: define mediump float radius\nconst highp float ZERO=1.0/255.0/16.0;\n#define GAUSS_COEF 0.3989422804014327\nvoid main(void) {\n#pragma mapbox: initialize highp float weight\n#pragma mapbox: initialize mediump float radius\nvec2 unscaled_extrude=vec2(mod(a_pos,2.0)*2.0-1.0);float S=sqrt(-2.0*log(ZERO/weight/u_intensity/GAUSS_COEF))/3.0;v_extrude=S*unscaled_extrude;vec2 extrude=v_extrude*radius*u_extrude_scale;vec4 pos=vec4(floor(a_pos*0.5)+extrude,0,1);gl_Position=u_matrix*pos;}';
@@ -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;uniform sampler2D u_color_ramp;uniform float u_opacity;varying vec2 v_pos;void main() {float t=texture2D(u_image,v_pos).r;vec4 color=texture2D(u_color_ramp,vec2(t,0.5));gl_FragColor=color*u_opacity;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(0.0);\n#endif\n}';
@@ -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_world;attribute vec2 a_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos*u_world,0,1);v_pos.x=a_pos.x;v_pos.y=1.0-a_pos.y;}';
@@ -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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
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 +1,2 @@
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;float 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;v_width2=vec2(outset,inset);}';
@@ -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 +1,2 @@
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;float 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;v_width2=vec2(outset,inset);}';