maplibre-gl 2.1.1 → 2.1.2

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 (305) 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} +11 -26
  12. package/dist/maplibre-gl-dev.js +522 -226
  13. package/dist/maplibre-gl.css +1 -1
  14. package/dist/maplibre-gl.d.ts +1536 -1010
  15. package/dist/maplibre-gl.js +3 -3
  16. package/dist/maplibre-gl.js.map +1 -1
  17. package/package.json +40 -61
  18. package/src/data/{array_types.ts → array_types.g.ts} +0 -0
  19. package/src/data/bucket/circle_bucket.ts +1 -1
  20. package/src/data/bucket/fill_bucket.test.ts +1 -1
  21. package/src/data/bucket/fill_bucket.ts +4 -4
  22. package/src/data/bucket/fill_extrusion_bucket.ts +1 -1
  23. package/src/data/bucket/line_bucket.test.ts +1 -1
  24. package/src/data/bucket/line_bucket.ts +6 -6
  25. package/src/data/bucket/symbol_bucket.test.ts +16 -16
  26. package/src/data/bucket/symbol_bucket.ts +53 -53
  27. package/src/data/bucket.ts +43 -43
  28. package/src/data/dem_data.ts +12 -12
  29. package/src/data/evaluation_feature.ts +10 -10
  30. package/src/data/feature_index.ts +37 -37
  31. package/src/data/feature_position_map.ts +5 -5
  32. package/src/data/index_array_type.ts +1 -1
  33. package/src/data/load_geometry.test.ts +1 -1
  34. package/src/data/program_configuration.ts +46 -46
  35. package/src/data/segment.ts +14 -14
  36. package/src/geo/edge_insets.ts +2 -2
  37. package/src/geo/lng_lat.ts +4 -4
  38. package/src/geo/lng_lat_bounds.ts +35 -35
  39. package/src/geo/mercator_coordinate.ts +5 -5
  40. package/src/geo/transform.test.ts +1 -1
  41. package/src/geo/transform.ts +14 -14
  42. package/src/gl/context.ts +3 -3
  43. package/src/gl/types.ts +19 -19
  44. package/src/gl/value.ts +6 -6
  45. package/src/gl/vertex_buffer.test.ts +1 -1
  46. package/src/index.ts +24 -9
  47. package/src/render/draw_circle.ts +8 -8
  48. package/src/render/draw_collision_debug.ts +5 -5
  49. package/src/render/draw_line.ts +4 -4
  50. package/src/render/draw_symbol.ts +21 -21
  51. package/src/render/glyph_atlas.ts +12 -12
  52. package/src/render/glyph_manager.test.ts +10 -21
  53. package/src/render/glyph_manager.ts +33 -32
  54. package/src/render/image_manager.ts +4 -4
  55. package/src/render/painter.ts +11 -11
  56. package/src/render/program/background_program.ts +29 -29
  57. package/src/render/program/circle_program.ts +10 -10
  58. package/src/render/program/clipping_mask_program.ts +1 -1
  59. package/src/render/program/collision_program.ts +9 -9
  60. package/src/render/program/debug_program.ts +4 -4
  61. package/src/render/program/fill_extrusion_program.ts +31 -31
  62. package/src/render/program/fill_program.ts +29 -29
  63. package/src/render/program/heatmap_program.ts +12 -12
  64. package/src/render/program/hillshade_program.ts +12 -12
  65. package/src/render/program/line_program.ts +38 -38
  66. package/src/render/program/pattern.ts +28 -28
  67. package/src/render/program/raster_program.ts +21 -21
  68. package/src/render/program/symbol_program.ts +96 -96
  69. package/src/render/program.ts +25 -25
  70. package/src/render/texture.ts +9 -9
  71. package/src/render/uniform_binding.ts +1 -1
  72. package/src/render/vertex_array_object.ts +13 -13
  73. package/src/shaders/_prelude.fragment.glsl.g.ts +2 -0
  74. package/src/shaders/_prelude.vertex.glsl.g.ts +2 -0
  75. package/src/shaders/background.fragment.glsl.g.ts +2 -0
  76. package/src/shaders/background.vertex.glsl.g.ts +2 -0
  77. package/src/shaders/background_pattern.fragment.glsl.g.ts +2 -0
  78. package/src/shaders/background_pattern.vertex.glsl.g.ts +2 -0
  79. package/src/shaders/circle.fragment.glsl.g.ts +2 -0
  80. package/src/shaders/circle.vertex.glsl.g.ts +2 -0
  81. package/src/shaders/clipping_mask.fragment.glsl.g.ts +2 -0
  82. package/src/shaders/clipping_mask.vertex.glsl.g.ts +2 -0
  83. package/src/shaders/collision_box.fragment.glsl.g.ts +2 -0
  84. package/src/shaders/collision_box.vertex.glsl.g.ts +2 -0
  85. package/src/shaders/collision_circle.fragment.glsl.g.ts +2 -0
  86. package/src/shaders/collision_circle.vertex.glsl.g.ts +2 -0
  87. package/src/shaders/debug.fragment.glsl.g.ts +2 -0
  88. package/src/shaders/debug.vertex.glsl.g.ts +2 -0
  89. package/src/shaders/fill.fragment.glsl.g.ts +2 -0
  90. package/src/shaders/fill.vertex.glsl.g.ts +2 -0
  91. package/src/shaders/fill_extrusion.fragment.glsl.g.ts +2 -0
  92. package/src/shaders/fill_extrusion.vertex.glsl.g.ts +2 -0
  93. package/src/shaders/fill_extrusion_pattern.fragment.glsl.g.ts +2 -0
  94. package/src/shaders/fill_extrusion_pattern.vertex.glsl.g.ts +2 -0
  95. package/src/shaders/fill_outline.fragment.glsl.g.ts +2 -0
  96. package/src/shaders/fill_outline.vertex.glsl.g.ts +2 -0
  97. package/src/shaders/fill_outline_pattern.fragment.glsl.g.ts +2 -0
  98. package/src/shaders/fill_outline_pattern.vertex.glsl.g.ts +2 -0
  99. package/src/shaders/fill_pattern.fragment.glsl.g.ts +2 -0
  100. package/src/shaders/fill_pattern.vertex.glsl.g.ts +2 -0
  101. package/src/shaders/heatmap.fragment.glsl.g.ts +2 -0
  102. package/src/shaders/heatmap.vertex.glsl.g.ts +2 -0
  103. package/src/shaders/heatmap_texture.fragment.glsl.g.ts +2 -0
  104. package/src/shaders/heatmap_texture.vertex.glsl.g.ts +2 -0
  105. package/src/shaders/hillshade.fragment.glsl.g.ts +2 -0
  106. package/src/shaders/hillshade.vertex.glsl.g.ts +2 -0
  107. package/src/shaders/hillshade_prepare.fragment.glsl.g.ts +2 -0
  108. package/src/shaders/hillshade_prepare.vertex.glsl.g.ts +2 -0
  109. package/src/shaders/line.fragment.glsl.g.ts +2 -0
  110. package/src/shaders/line.vertex.glsl.g.ts +2 -0
  111. package/src/shaders/line_gradient.fragment.glsl.g.ts +2 -0
  112. package/src/shaders/line_gradient.vertex.glsl.g.ts +2 -0
  113. package/src/shaders/line_pattern.fragment.glsl.g.ts +2 -0
  114. package/src/shaders/line_pattern.vertex.glsl.g.ts +2 -0
  115. package/src/shaders/line_sdf.fragment.glsl.g.ts +2 -0
  116. package/src/shaders/line_sdf.vertex.glsl.g.ts +2 -0
  117. package/src/shaders/raster.fragment.glsl.g.ts +2 -0
  118. package/src/shaders/raster.vertex.glsl.g.ts +2 -0
  119. package/src/shaders/shaders.ts +52 -55
  120. package/src/shaders/symbol_icon.fragment.glsl.g.ts +2 -0
  121. package/src/shaders/symbol_icon.vertex.glsl.g.ts +2 -0
  122. package/src/shaders/symbol_sdf.fragment.glsl.g.ts +2 -0
  123. package/src/shaders/symbol_sdf.vertex.glsl.g.ts +2 -0
  124. package/src/shaders/symbol_text_and_icon.fragment.glsl.g.ts +2 -0
  125. package/src/shaders/symbol_text_and_icon.vertex.glsl.g.ts +2 -0
  126. package/src/source/canvas_source.test.ts +11 -12
  127. package/src/source/canvas_source.ts +4 -4
  128. package/src/source/geojson_worker_source.ts +23 -23
  129. package/src/source/geojson_wrapper.ts +8 -8
  130. package/src/source/image_source.test.ts +2 -2
  131. package/src/source/image_source.ts +6 -6
  132. package/src/source/pixels_to_tile_units.ts +6 -6
  133. package/src/source/query_features.ts +20 -20
  134. package/src/source/raster_dem_tile_source.test.ts +2 -2
  135. package/src/source/raster_tile_source.test.ts +2 -2
  136. package/src/source/rtl_text_plugin.ts +10 -10
  137. package/src/source/source.ts +29 -29
  138. package/src/source/source_cache.test.ts +32 -0
  139. package/src/source/source_cache.ts +7 -5
  140. package/src/source/source_state.ts +1 -1
  141. package/src/source/tile.test.ts +3 -3
  142. package/src/source/tile.ts +15 -15
  143. package/src/source/tile_cache.ts +6 -6
  144. package/src/source/tile_id.test.ts +0 -1
  145. package/src/source/vector_tile_source.test.ts +3 -3
  146. package/src/source/vector_tile_source.ts +1 -1
  147. package/src/source/vector_tile_worker_source.test.ts +4 -4
  148. package/src/source/vector_tile_worker_source.ts +5 -5
  149. package/src/source/worker.test.ts +1 -1
  150. package/src/source/worker.ts +22 -22
  151. package/src/source/worker_source.ts +56 -56
  152. package/src/source/worker_tile.ts +4 -4
  153. package/src/style/evaluation_parameters.ts +3 -3
  154. package/src/style/format_section_override.test.ts +1 -1
  155. package/src/style/light.ts +10 -10
  156. package/src/style/load_glyph_range.test.ts +3 -3
  157. package/src/style/load_glyph_range.ts +6 -6
  158. package/src/style/load_sprite.ts +4 -4
  159. package/src/style/pauseable_placement.ts +1 -1
  160. package/src/style/properties.ts +69 -69
  161. package/src/style/query_utils.ts +7 -7
  162. package/src/style/style.test.ts +2 -2
  163. package/src/style/style.ts +29 -29
  164. package/src/style/style_glyph.ts +8 -8
  165. package/src/style/style_image.ts +58 -58
  166. package/src/style/style_layer/background_style_layer.ts +2 -2
  167. package/src/style/style_layer/{background_style_layer_properties.ts → background_style_layer_properties.g.ts} +0 -0
  168. package/src/style/style_layer/circle_style_layer.ts +10 -10
  169. package/src/style/style_layer/{circle_style_layer_properties.ts → circle_style_layer_properties.g.ts} +0 -0
  170. package/src/style/style_layer/custom_style_layer.ts +17 -17
  171. package/src/style/style_layer/fill_extrusion_style_layer.ts +10 -10
  172. package/src/style/style_layer/{fill_extrusion_style_layer_properties.ts → fill_extrusion_style_layer_properties.g.ts} +0 -0
  173. package/src/style/style_layer/fill_style_layer.ts +9 -9
  174. package/src/style/style_layer/{fill_style_layer_properties.ts → fill_style_layer_properties.g.ts} +0 -0
  175. package/src/style/style_layer/heatmap_style_layer.ts +2 -2
  176. package/src/style/style_layer/{heatmap_style_layer_properties.ts → heatmap_style_layer_properties.g.ts} +0 -0
  177. package/src/style/style_layer/hillshade_style_layer.ts +2 -2
  178. package/src/style/style_layer/{hillshade_style_layer_properties.ts → hillshade_style_layer_properties.g.ts} +0 -0
  179. package/src/style/style_layer/line_style_layer.ts +9 -9
  180. package/src/style/style_layer/{line_style_layer_properties.ts → line_style_layer_properties.g.ts} +0 -0
  181. package/src/style/style_layer/raster_style_layer.ts +2 -2
  182. package/src/style/style_layer/{raster_style_layer_properties.ts → raster_style_layer_properties.g.ts} +0 -0
  183. package/src/style/style_layer/symbol_style_layer.ts +7 -7
  184. package/src/style/style_layer/{symbol_style_layer_properties.ts → symbol_style_layer_properties.g.ts} +0 -0
  185. package/src/style/style_layer.ts +10 -10
  186. package/src/style/style_layer_index.ts +3 -3
  187. package/src/style/validate_style.ts +15 -15
  188. package/src/style-spec/error/validation_error.ts +1 -1
  189. package/src/style-spec/expression/compound_expression.ts +3 -3
  190. package/src/style-spec/expression/definitions/format.ts +11 -11
  191. package/src/style-spec/expression/definitions/interpolate.ts +5 -5
  192. package/src/style-spec/expression/definitions/match.ts +2 -2
  193. package/src/style-spec/expression/definitions/number_format.ts +11 -11
  194. package/src/style-spec/expression/expression.ts +8 -8
  195. package/src/style-spec/expression/index.ts +97 -97
  196. package/src/style-spec/expression/parsing_context.ts +11 -11
  197. package/src/style-spec/expression/types/collator.ts +9 -9
  198. package/src/style-spec/expression/types/resolved_image.ts +2 -2
  199. package/src/style-spec/expression/types.ts +14 -14
  200. package/src/style-spec/expression/values.ts +1 -1
  201. package/src/style-spec/feature_filter/index.ts +66 -66
  202. package/src/style-spec/function/convert.ts +3 -3
  203. package/src/style-spec/style-spec.ts +44 -44
  204. package/src/style-spec/util/color_spaces.ts +8 -8
  205. package/src/style-spec/util/result.ts +4 -4
  206. package/src/style-spec/validate/validate_filter.ts +58 -58
  207. package/src/style-spec/validate/validate_source.ts +63 -63
  208. package/src/style-spec/visit.ts +11 -11
  209. package/src/symbol/collision_feature.test.ts +1 -1
  210. package/src/symbol/collision_feature.ts +10 -10
  211. package/src/symbol/collision_index.ts +26 -26
  212. package/src/symbol/cross_tile_symbol_index.ts +17 -17
  213. package/src/symbol/get_anchors.ts +16 -16
  214. package/src/symbol/grid_index.ts +7 -7
  215. package/src/symbol/placement.ts +72 -72
  216. package/src/symbol/projection.ts +30 -30
  217. package/src/symbol/quads.ts +30 -30
  218. package/src/symbol/shaping.ts +160 -160
  219. package/src/symbol/symbol_layout.ts +119 -119
  220. package/src/symbol/symbol_size.ts +29 -29
  221. package/src/symbol/symbol_style_layer.test.ts +1 -1
  222. package/src/types/cancelable.ts +1 -1
  223. package/src/types/tilejson.ts +13 -13
  224. package/src/ui/anchor.ts +1 -1
  225. package/src/ui/camera.test.ts +5 -5
  226. package/src/ui/camera.ts +18 -18
  227. package/src/ui/control/attribution_control.test.ts +51 -16
  228. package/src/ui/control/attribution_control.ts +35 -16
  229. package/src/ui/control/control.ts +40 -40
  230. package/src/ui/control/fullscreen_control.ts +1 -1
  231. package/src/ui/control/geolocate_control.test.ts +1 -1
  232. package/src/ui/control/geolocate_control.ts +102 -102
  233. package/src/ui/control/logo_control.test.ts +4 -4
  234. package/src/ui/control/navigation_control.ts +3 -3
  235. package/src/ui/control/scale_control.test.ts +2 -2
  236. package/src/ui/control/scale_control.ts +5 -5
  237. package/src/ui/events.ts +289 -200
  238. package/src/ui/handler/box_zoom.test.ts +1 -1
  239. package/src/ui/handler/box_zoom.ts +1 -1
  240. package/src/ui/handler/dblclick_zoom.test.ts +1 -1
  241. package/src/ui/handler/drag_pan.test.ts +1 -1
  242. package/src/ui/handler/drag_rotate.test.ts +1 -1
  243. package/src/ui/handler/keyboard.test.ts +1 -1
  244. package/src/ui/handler/keyboard.ts +51 -51
  245. package/src/ui/handler/map_event.test.ts +1 -1
  246. package/src/ui/handler/map_event.ts +1 -1
  247. package/src/ui/handler/mouse.ts +1 -1
  248. package/src/ui/handler/mouse_rotate.test.ts +1 -1
  249. package/src/ui/handler/scroll_zoom.test.ts +1 -1
  250. package/src/ui/handler/scroll_zoom.ts +9 -9
  251. package/src/ui/handler/shim/drag_pan.ts +4 -4
  252. package/src/ui/handler/shim/drag_rotate.ts +1 -1
  253. package/src/ui/handler/shim/touch_zoom_rotate.ts +1 -1
  254. package/src/ui/handler/tap_recognizer.ts +4 -4
  255. package/src/ui/handler/touch_pan.ts +2 -2
  256. package/src/ui/handler/touch_zoom_rotate.test.ts +1 -1
  257. package/src/ui/handler/touch_zoom_rotate.ts +1 -1
  258. package/src/ui/handler_inertia.ts +6 -6
  259. package/src/ui/handler_manager.ts +44 -44
  260. package/src/ui/map/isMoving.test.ts +1 -1
  261. package/src/ui/map/isRotating.test.ts +1 -1
  262. package/src/ui/map/isZooming.test.ts +1 -1
  263. package/src/ui/map.test.ts +10 -4
  264. package/src/ui/map.ts +106 -101
  265. package/src/ui/map_events.test.ts +1 -1
  266. package/src/ui/marker.test.ts +12 -12
  267. package/src/ui/marker.ts +37 -37
  268. package/src/ui/popup.test.ts +7 -7
  269. package/src/ui/popup.ts +9 -9
  270. package/src/util/actor.test.ts +41 -10
  271. package/src/util/actor.ts +8 -8
  272. package/src/util/ajax.test.ts +29 -21
  273. package/src/util/ajax.ts +51 -30
  274. package/src/util/browser.ts +1 -1
  275. package/src/util/classify_rings.test.ts +1 -1
  276. package/src/util/color_ramp.ts +5 -5
  277. package/src/util/config.ts +2 -2
  278. package/src/util/dispatcher.ts +1 -1
  279. package/src/util/dom.ts +2 -2
  280. package/src/util/evented.ts +1 -1
  281. package/src/util/find_pole_of_inaccessibility.ts +3 -3
  282. package/src/util/image.ts +5 -5
  283. package/src/util/performance.ts +7 -7
  284. package/src/util/request_manager.ts +4 -4
  285. package/src/util/resolve_tokens.ts +4 -4
  286. package/src/util/struct_array.test.ts +1 -1
  287. package/src/util/struct_array.ts +15 -15
  288. package/src/util/task_queue.ts +3 -3
  289. package/src/util/tile_request_cache.ts +3 -3
  290. package/src/util/transferable_grid_index.ts +4 -4
  291. package/src/util/util.ts +8 -8
  292. package/src/util/web_worker.ts +4 -68
  293. package/src/util/web_worker_transfer.test.ts +3 -0
  294. package/src/util/web_worker_transfer.ts +21 -17
  295. package/src/util/worker_pool.ts +1 -1
  296. package/build/.eslintrc +0 -21
  297. package/build/glsl_to_js.js +0 -12
  298. package/build/post-ts-build.js +0 -43
  299. package/build/release-notes.md.ejs +0 -8
  300. package/build/test/build-tape.js +0 -17
  301. package/build/web_worker_replacement.js +0 -5
  302. package/dist/package.json +0 -1
  303. package/src/style-spec/validate_spec.test.ts +0 -29
  304. package/src/symbol/shaping.test.ts +0 -392
  305. package/src/types/glsl.d.ts +0 -4
@@ -0,0 +1,2 @@
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+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
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+ 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 @@
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+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
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+ export default 'void main() {gl_FragColor=vec4(1.0);}';
@@ -0,0 +1,2 @@
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+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
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+ 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 @@
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+ // 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);}';
@@ -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 +1,2 @@
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;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_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;}';
@@ -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;uniform float u_sdfgamma;uniform float u_mix;varying vec2 v_normal;varying vec2 v_width2;varying vec2 v_tex_a;varying vec2 v_tex_b;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\n#pragma mapbox: define mediump float width\n#pragma mapbox: define lowp float floorwidth\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 width\n#pragma mapbox: initialize lowp float floorwidth\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);float sdfdist_a=texture2D(u_image,v_tex_a).a;float sdfdist_b=texture2D(u_image,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);alpha*=smoothstep(0.5-u_sdfgamma/floorwidth,0.5+u_sdfgamma/floorwidth,sdfdist);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\n#define LINE_DISTANCE_SCALE 2.0\nattribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_patternscale_a;uniform float u_tex_y_a;uniform vec2 u_patternscale_b;uniform float u_tex_y_b;uniform vec2 u_units_to_pixels;varying vec2 v_normal;varying vec2 v_width2;varying vec2 v_tex_a;varying vec2 v_tex_b;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\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float width\n#pragma mapbox: define lowp float floorwidth\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\n#pragma mapbox: initialize lowp float floorwidth\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;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_tex_a=vec2(a_linesofar*u_patternscale_a.x/floorwidth,normal.y*u_patternscale_a.y+u_tex_y_a);v_tex_b=vec2(a_linesofar*u_patternscale_b.x/floorwidth,normal.y*u_patternscale_b.y+u_tex_y_b);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 float u_fade_t;uniform float u_opacity;uniform sampler2D u_image0;uniform sampler2D u_image1;varying vec2 v_pos0;varying vec2 v_pos1;uniform float u_brightness_low;uniform float u_brightness_high;uniform float u_saturation_factor;uniform float u_contrast_factor;uniform vec3 u_spin_weights;void main() {vec4 color0=texture2D(u_image0,v_pos0);vec4 color1=texture2D(u_image1,v_pos1);if (color0.a > 0.0) {color0.rgb=color0.rgb/color0.a;}if (color1.a > 0.0) {color1.rgb=color1.rgb/color1.a;}vec4 color=mix(color0,color1,u_fade_t);color.a*=u_opacity;vec3 rgb=color.rgb;rgb=vec3(dot(rgb,u_spin_weights.xyz),dot(rgb,u_spin_weights.zxy),dot(rgb,u_spin_weights.yzx));float average=(color.r+color.g+color.b)/3.0;rgb+=(average-rgb)*u_saturation_factor;rgb=(rgb-0.5)*u_contrast_factor+0.5;vec3 u_high_vec=vec3(u_brightness_low,u_brightness_low,u_brightness_low);vec3 u_low_vec=vec3(u_brightness_high,u_brightness_high,u_brightness_high);gl_FragColor=vec4(mix(u_high_vec,u_low_vec,rgb)*color.a,color.a);\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_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos0;varying vec2 v_pos1;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos0=(((a_texture_pos/8192.0)-0.5)/u_buffer_scale )+0.5;v_pos1=(v_pos0*u_scale_parent)+u_tl_parent;}';
@@ -1,58 +1,55 @@
1
-
2
- // Disable Flow annotations here because Flow doesn't support importing GLSL files
3
-
4
- import preludeFrag from './_prelude.fragment.glsl';
5
- import preludeVert from './_prelude.vertex.glsl';
6
- import backgroundFrag from './background.fragment.glsl';
7
- import backgroundVert from './background.vertex.glsl';
8
- import backgroundPatternFrag from './background_pattern.fragment.glsl';
9
- import backgroundPatternVert from './background_pattern.vertex.glsl';
10
- import circleFrag from './circle.fragment.glsl';
11
- import circleVert from './circle.vertex.glsl';
12
- import clippingMaskFrag from './clipping_mask.fragment.glsl';
13
- import clippingMaskVert from './clipping_mask.vertex.glsl';
14
- import heatmapFrag from './heatmap.fragment.glsl';
15
- import heatmapVert from './heatmap.vertex.glsl';
16
- import heatmapTextureFrag from './heatmap_texture.fragment.glsl';
17
- import heatmapTextureVert from './heatmap_texture.vertex.glsl';
18
- import collisionBoxFrag from './collision_box.fragment.glsl';
19
- import collisionBoxVert from './collision_box.vertex.glsl';
20
- import collisionCircleFrag from './collision_circle.fragment.glsl';
21
- import collisionCircleVert from './collision_circle.vertex.glsl';
22
- import debugFrag from './debug.fragment.glsl';
23
- import debugVert from './debug.vertex.glsl';
24
- import fillFrag from './fill.fragment.glsl';
25
- import fillVert from './fill.vertex.glsl';
26
- import fillOutlineFrag from './fill_outline.fragment.glsl';
27
- import fillOutlineVert from './fill_outline.vertex.glsl';
28
- import fillOutlinePatternFrag from './fill_outline_pattern.fragment.glsl';
29
- import fillOutlinePatternVert from './fill_outline_pattern.vertex.glsl';
30
- import fillPatternFrag from './fill_pattern.fragment.glsl';
31
- import fillPatternVert from './fill_pattern.vertex.glsl';
32
- import fillExtrusionFrag from './fill_extrusion.fragment.glsl';
33
- import fillExtrusionVert from './fill_extrusion.vertex.glsl';
34
- import fillExtrusionPatternFrag from './fill_extrusion_pattern.fragment.glsl';
35
- import fillExtrusionPatternVert from './fill_extrusion_pattern.vertex.glsl';
36
- import hillshadePrepareFrag from './hillshade_prepare.fragment.glsl';
37
- import hillshadePrepareVert from './hillshade_prepare.vertex.glsl';
38
- import hillshadeFrag from './hillshade.fragment.glsl';
39
- import hillshadeVert from './hillshade.vertex.glsl';
40
- import lineFrag from './line.fragment.glsl';
41
- import lineVert from './line.vertex.glsl';
42
- import lineGradientFrag from './line_gradient.fragment.glsl';
43
- import lineGradientVert from './line_gradient.vertex.glsl';
44
- import linePatternFrag from './line_pattern.fragment.glsl';
45
- import linePatternVert from './line_pattern.vertex.glsl';
46
- import lineSDFFrag from './line_sdf.fragment.glsl';
47
- import lineSDFVert from './line_sdf.vertex.glsl';
48
- import rasterFrag from './raster.fragment.glsl';
49
- import rasterVert from './raster.vertex.glsl';
50
- import symbolIconFrag from './symbol_icon.fragment.glsl';
51
- import symbolIconVert from './symbol_icon.vertex.glsl';
52
- import symbolSDFFrag from './symbol_sdf.fragment.glsl';
53
- import symbolSDFVert from './symbol_sdf.vertex.glsl';
54
- import symbolTextAndIconFrag from './symbol_text_and_icon.fragment.glsl';
55
- import symbolTextAndIconVert from './symbol_text_and_icon.vertex.glsl';
1
+ import preludeFrag from './_prelude.fragment.glsl.g';
2
+ import preludeVert from './_prelude.vertex.glsl.g';
3
+ import backgroundFrag from './background.fragment.glsl.g';
4
+ import backgroundVert from './background.vertex.glsl.g';
5
+ import backgroundPatternFrag from './background_pattern.fragment.glsl.g';
6
+ import backgroundPatternVert from './background_pattern.vertex.glsl.g';
7
+ import circleFrag from './circle.fragment.glsl.g';
8
+ import circleVert from './circle.vertex.glsl.g';
9
+ import clippingMaskFrag from './clipping_mask.fragment.glsl.g';
10
+ import clippingMaskVert from './clipping_mask.vertex.glsl.g';
11
+ import heatmapFrag from './heatmap.fragment.glsl.g';
12
+ import heatmapVert from './heatmap.vertex.glsl.g';
13
+ import heatmapTextureFrag from './heatmap_texture.fragment.glsl.g';
14
+ import heatmapTextureVert from './heatmap_texture.vertex.glsl.g';
15
+ import collisionBoxFrag from './collision_box.fragment.glsl.g';
16
+ import collisionBoxVert from './collision_box.vertex.glsl.g';
17
+ import collisionCircleFrag from './collision_circle.fragment.glsl.g';
18
+ import collisionCircleVert from './collision_circle.vertex.glsl.g';
19
+ import debugFrag from './debug.fragment.glsl.g';
20
+ import debugVert from './debug.vertex.glsl.g';
21
+ import fillFrag from './fill.fragment.glsl.g';
22
+ import fillVert from './fill.vertex.glsl.g';
23
+ import fillOutlineFrag from './fill_outline.fragment.glsl.g';
24
+ import fillOutlineVert from './fill_outline.vertex.glsl.g';
25
+ import fillOutlinePatternFrag from './fill_outline_pattern.fragment.glsl.g';
26
+ import fillOutlinePatternVert from './fill_outline_pattern.vertex.glsl.g';
27
+ import fillPatternFrag from './fill_pattern.fragment.glsl.g';
28
+ import fillPatternVert from './fill_pattern.vertex.glsl.g';
29
+ import fillExtrusionFrag from './fill_extrusion.fragment.glsl.g';
30
+ import fillExtrusionVert from './fill_extrusion.vertex.glsl.g';
31
+ import fillExtrusionPatternFrag from './fill_extrusion_pattern.fragment.glsl.g';
32
+ import fillExtrusionPatternVert from './fill_extrusion_pattern.vertex.glsl.g';
33
+ import hillshadePrepareFrag from './hillshade_prepare.fragment.glsl.g';
34
+ import hillshadePrepareVert from './hillshade_prepare.vertex.glsl.g';
35
+ import hillshadeFrag from './hillshade.fragment.glsl.g';
36
+ import hillshadeVert from './hillshade.vertex.glsl.g';
37
+ import lineFrag from './line.fragment.glsl.g';
38
+ import lineVert from './line.vertex.glsl.g';
39
+ import lineGradientFrag from './line_gradient.fragment.glsl.g';
40
+ import lineGradientVert from './line_gradient.vertex.glsl.g';
41
+ import linePatternFrag from './line_pattern.fragment.glsl.g';
42
+ import linePatternVert from './line_pattern.vertex.glsl.g';
43
+ import lineSDFFrag from './line_sdf.fragment.glsl.g';
44
+ import lineSDFVert from './line_sdf.vertex.glsl.g';
45
+ import rasterFrag from './raster.fragment.glsl.g';
46
+ import rasterVert from './raster.vertex.glsl.g';
47
+ import symbolIconFrag from './symbol_icon.fragment.glsl.g';
48
+ import symbolIconVert from './symbol_icon.vertex.glsl.g';
49
+ import symbolSDFFrag from './symbol_sdf.fragment.glsl.g';
50
+ import symbolSDFVert from './symbol_sdf.vertex.glsl.g';
51
+ import symbolTextAndIconFrag from './symbol_text_and_icon.fragment.glsl.g';
52
+ import symbolTextAndIconVert from './symbol_text_and_icon.vertex.glsl.g';
56
53
 
57
54
  export default {
58
55
  prelude: compile(preludeFrag, preludeVert),
@@ -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_texture;varying vec2 v_tex;varying float v_fade_opacity;\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\nlowp float alpha=opacity*v_fade_opacity;gl_FragColor=texture2D(u_texture,v_tex)*alpha;\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 'const float PI=3.141592653589793;attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec4 a_pixeloffset;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform highp float u_camera_to_center_distance;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform float u_fade_change;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform vec2 u_texsize;varying vec2 v_tex;varying float v_fade_opacity;\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;vec2 a_minFontScale=a_pixeloffset.zw/256.0;highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec4 projectedPoint=u_matrix*vec4(a_pos,0,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?\ncamera_to_anchor_distance/u_camera_to_center_distance :\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=u_matrix*vec4(a_pos+vec2(1,0),0,1);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy,0.0,1.0);gl_Position=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset/16.0),0.0,1.0);v_tex=a_tex/u_texsize;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;v_fade_opacity=max(0.0,min(1.0,fade_opacity[0]+fade_change));}';
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '#define SDF_PX 8.0\nuniform bool u_is_halo;uniform sampler2D u_texture;uniform highp float u_gamma_scale;uniform lowp float u_device_pixel_ratio;uniform bool u_is_text;varying vec2 v_data0;varying vec3 v_data1;\n#pragma mapbox: define highp vec4 fill_color\n#pragma mapbox: define highp vec4 halo_color\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp float halo_width\n#pragma mapbox: define lowp float halo_blur\nvoid main() {\n#pragma mapbox: initialize highp vec4 fill_color\n#pragma mapbox: initialize highp vec4 halo_color\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize lowp float halo_width\n#pragma mapbox: initialize lowp float halo_blur\nfloat EDGE_GAMMA=0.105/u_device_pixel_ratio;vec2 tex=v_data0.xy;float gamma_scale=v_data1.x;float size=v_data1.y;float fade_opacity=v_data1[2];float fontScale=u_is_text ? size/24.0 : size;lowp vec4 color=fill_color;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float buff=(256.0-64.0)/256.0;if (u_is_halo) {color=halo_color;gamma=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);buff=(6.0-halo_width/fontScale)/SDF_PX;}lowp float dist=texture2D(u_texture,tex).a;highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(buff-gamma_scaled,buff+gamma_scaled,dist);gl_FragColor=color*(alpha*opacity*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 'const float PI=3.141592653589793;attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec4 a_pixeloffset;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;varying vec2 v_data0;varying vec3 v_data1;\n#pragma mapbox: define highp vec4 fill_color\n#pragma mapbox: define highp vec4 halo_color\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp float halo_width\n#pragma mapbox: define lowp float halo_blur\nvoid main() {\n#pragma mapbox: initialize highp vec4 fill_color\n#pragma mapbox: initialize highp vec4 halo_color\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize lowp float halo_width\n#pragma mapbox: initialize lowp float halo_blur\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec4 projectedPoint=u_matrix*vec4(a_pos,0,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?\ncamera_to_anchor_distance/u_camera_to_center_distance :\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=u_matrix*vec4(a_pos+vec2(1,0),0,1);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy,0.0,1.0);gl_Position=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*fontScale+a_pxoffset),0.0,1.0);float gamma_scale=gl_Position.w;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(1.0,fade_opacity[0]+fade_change));v_data0=a_tex/u_texsize;v_data1=vec3(gamma_scale,size,interpolated_fade_opacity);}';
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '#define SDF_PX 8.0\n#define SDF 1.0\n#define ICON 0.0\nuniform bool u_is_halo;uniform sampler2D u_texture;uniform sampler2D u_texture_icon;uniform highp float u_gamma_scale;uniform lowp float u_device_pixel_ratio;varying vec4 v_data0;varying vec4 v_data1;\n#pragma mapbox: define highp vec4 fill_color\n#pragma mapbox: define highp vec4 halo_color\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp float halo_width\n#pragma mapbox: define lowp float halo_blur\nvoid main() {\n#pragma mapbox: initialize highp vec4 fill_color\n#pragma mapbox: initialize highp vec4 halo_color\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize lowp float halo_width\n#pragma mapbox: initialize lowp float halo_blur\nfloat fade_opacity=v_data1[2];if (v_data1.w==ICON) {vec2 tex_icon=v_data0.zw;lowp float alpha=opacity*fade_opacity;gl_FragColor=texture2D(u_texture_icon,tex_icon)*alpha;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\nreturn;}vec2 tex=v_data0.xy;float EDGE_GAMMA=0.105/u_device_pixel_ratio;float gamma_scale=v_data1.x;float size=v_data1.y;float fontScale=size/24.0;lowp vec4 color=fill_color;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float buff=(256.0-64.0)/256.0;if (u_is_halo) {color=halo_color;gamma=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);buff=(6.0-halo_width/fontScale)/SDF_PX;}lowp float dist=texture2D(u_texture,tex).a;highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(buff-gamma_scaled,buff+gamma_scaled,dist);gl_FragColor=color*(alpha*opacity*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 'const float PI=3.141592653589793;attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_texsize_icon;varying vec4 v_data0;varying vec4 v_data1;\n#pragma mapbox: define highp vec4 fill_color\n#pragma mapbox: define highp vec4 halo_color\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp float halo_width\n#pragma mapbox: define lowp float halo_blur\nvoid main() {\n#pragma mapbox: initialize highp vec4 fill_color\n#pragma mapbox: initialize highp vec4 halo_color\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize lowp float halo_width\n#pragma mapbox: initialize lowp float halo_blur\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);float is_sdf=a_size[0]-2.0*a_size_min;highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec4 projectedPoint=u_matrix*vec4(a_pos,0,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?\ncamera_to_anchor_distance/u_camera_to_center_distance :\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=size/24.0;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=u_matrix*vec4(a_pos+vec2(1,0),0,1);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy,0.0,1.0);gl_Position=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*fontScale),0.0,1.0);float gamma_scale=gl_Position.w;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(1.0,fade_opacity[0]+fade_change));v_data0.xy=a_tex/u_texsize;v_data0.zw=a_tex/u_texsize_icon;v_data1=vec4(gamma_scale,size,interpolated_fade_opacity,is_sdf);}';
@@ -2,7 +2,6 @@ import CanvasSource from '../source/canvas_source';
2
2
  import Transform from '../geo/transform';
3
3
  import {Event, Evented} from '../util/evented';
4
4
  import {extend} from '../util/util';
5
- import {stub as sinonStub} from 'sinon';
6
5
 
7
6
  import type Dispatcher from '../util/dispatcher';
8
7
 
@@ -62,27 +61,27 @@ describe('CanvasSource', () => {
62
61
  });
63
62
 
64
63
  test('self-validates', () => {
65
- const stub = sinonStub(console, 'error');
64
+ const stub = jest.spyOn(console, 'error');
66
65
  createSource({coordinates: []});
67
- expect(stub.called).toBeTruthy();
68
- stub.resetHistory();
66
+ expect(stub).toHaveBeenCalled();
67
+ stub.mockReset();
69
68
 
70
69
  createSource({coordinates: 'asdf'});
71
- expect(stub.called).toBeTruthy();
72
- stub.resetHistory();
70
+ expect(stub).toHaveBeenCalled();
71
+ stub.mockReset();
73
72
 
74
73
  createSource({animate: 8});
75
- expect(stub.called).toBeTruthy();
76
- stub.resetHistory();
74
+ expect(stub).toHaveBeenCalled();
75
+ stub.mockReset();
77
76
 
78
77
  createSource({canvas: {}});
79
- expect(stub.called).toBeTruthy();
80
- stub.resetHistory();
78
+ expect(stub).toHaveBeenCalled();
79
+ stub.mockReset();
81
80
 
82
81
  const canvasEl = window.document.createElement('canvas');
83
82
  createSource({canvas: canvasEl});
84
- expect(stub.called).toBeFalsy();
85
- stub.resetHistory();
83
+ expect(stub).not.toHaveBeenCalled();
84
+ stub.mockReset();
86
85
 
87
86
  });
88
87
 
@@ -11,10 +11,10 @@ import type Dispatcher from '../util/dispatcher';
11
11
  import type {Evented} from '../util/evented';
12
12
 
13
13
  export type CanvasSourceSpecification = {
14
- 'type': 'canvas';
15
- 'coordinates': [[number, number], [number, number], [number, number], [number, number]];
16
- 'animate'?: boolean;
17
- 'canvas': string | HTMLCanvasElement;
14
+ 'type': 'canvas';
15
+ 'coordinates': [[number, number], [number, number], [number, number], [number, number]];
16
+ 'animate'?: boolean;
17
+ 'canvas': string | HTMLCanvasElement;
18
18
  };
19
19
 
20
20
  /**
@@ -23,24 +23,24 @@ import type {RequestParameters, ResponseCallback} from '../util/ajax';
23
23
  import type {Callback} from '../types/callback';
24
24
 
25
25
  export type LoadGeoJSONParameters = {
26
- request?: RequestParameters;
27
- data?: string;
28
- source: string;
29
- cluster: boolean;
30
- superclusterOptions?: any;
31
- geojsonVtOptions?: any;
32
- clusterProperties?: any;
33
- filter?: Array<unknown>;
26
+ request?: RequestParameters;
27
+ data?: string;
28
+ source: string;
29
+ cluster: boolean;
30
+ superclusterOptions?: any;
31
+ geojsonVtOptions?: any;
32
+ clusterProperties?: any;
33
+ filter?: Array<unknown>;
34
34
  };
35
35
 
36
36
  export type LoadGeoJSON = (params: LoadGeoJSONParameters, callback: ResponseCallback<any>) => void;
37
37
 
38
38
  export interface GeoJSONIndex {
39
- getTile(z: number, x: number, y: number): any;
40
- // supercluster methods
41
- getClusterExpansionZoom(clusterId: number): number;
42
- getChildren(clusterId: number): Array<GeoJSON.Feature>;
43
- getLeaves(clusterId: number, limit: number, offset: number): Array<GeoJSON.Feature>;
39
+ getTile(z: number, x: number, y: number): any;
40
+ // supercluster methods
41
+ getClusterExpansionZoom(clusterId: number): number;
42
+ getChildren(clusterId: number): Array<GeoJSON.Feature>;
43
+ getLeaves(clusterId: number, limit: number, offset: number): Array<GeoJSON.Feature>;
44
44
  }
45
45
 
46
46
  function loadGeoJSONTile(params: WorkerTileParameters, callback: LoadVectorDataCallback): (() => void) | void {
@@ -89,8 +89,8 @@ export type SourceState = // Source empty or data loaded
89
89
  class GeoJSONWorkerSource extends VectorTileWorkerSource {
90
90
  _state: SourceState;
91
91
  _pendingCallback: Callback<{
92
- resourceTiming?: {[_: string]: Array<PerformanceResourceTiming>};
93
- abandoned?: boolean;
92
+ resourceTiming?: {[_: string]: Array<PerformanceResourceTiming>};
93
+ abandoned?: boolean;
94
94
  }>;
95
95
  _pendingLoadDataParams: LoadGeoJSONParameters;
96
96
  _geoJSONIndex: GeoJSONIndex;
@@ -126,8 +126,8 @@ class GeoJSONWorkerSource extends VectorTileWorkerSource {
126
126
  * @private
127
127
  */
128
128
  loadData(params: LoadGeoJSONParameters, callback: Callback<{
129
- resourceTiming?: {[_: string]: Array<PerformanceResourceTiming>};
130
- abandoned?: boolean;
129
+ resourceTiming?: {[_: string]: Array<PerformanceResourceTiming>};
130
+ abandoned?: boolean;
131
131
  }>) {
132
132
  if (this._pendingCallback) {
133
133
  // Tell the foreground the previous call has been abandoned
@@ -285,7 +285,7 @@ class GeoJSONWorkerSource extends VectorTileWorkerSource {
285
285
  }
286
286
 
287
287
  removeSource(params: {
288
- source: string;
288
+ source: string;
289
289
  }, callback: WorkerTileCallback) {
290
290
  if (this._pendingCallback) {
291
291
  // Don't leak callbacks
@@ -295,7 +295,7 @@ class GeoJSONWorkerSource extends VectorTileWorkerSource {
295
295
  }
296
296
 
297
297
  getClusterExpansionZoom(params: {
298
- clusterId: number;
298
+ clusterId: number;
299
299
  }, callback: Callback<number>) {
300
300
  try {
301
301
  callback(null, this._geoJSONIndex.getClusterExpansionZoom(params.clusterId));
@@ -305,7 +305,7 @@ class GeoJSONWorkerSource extends VectorTileWorkerSource {
305
305
  }
306
306
 
307
307
  getClusterChildren(params: {
308
- clusterId: number;
308
+ clusterId: number;
309
309
  }, callback: Callback<Array<GeoJSON.Feature>>) {
310
310
  try {
311
311
  callback(null, this._geoJSONIndex.getChildren(params.clusterId));
@@ -315,9 +315,9 @@ class GeoJSONWorkerSource extends VectorTileWorkerSource {
315
315
  }
316
316
 
317
317
  getClusterLeaves(params: {
318
- clusterId: number;
319
- limit: number;
320
- offset: number;
318
+ clusterId: number;
319
+ limit: number;
320
+ offset: number;
321
321
  }, callback: Callback<Array<GeoJSON.Feature>>) {
322
322
  try {
323
323
  callback(null, this._geoJSONIndex.getLeaves(params.clusterId, params.limit, params.offset));
@@ -8,15 +8,15 @@ import EXTENT from '../data/extent';
8
8
  // The feature type used by geojson-vt and supercluster. Should be extracted to
9
9
  // global type and used in module definitions for those two modules.
10
10
  export type Feature = {
11
- type: 1;
12
- id: any;
13
- tags: {[_: string]: string | number | boolean};
14
- geometry: Array<[number, number]>;
11
+ type: 1;
12
+ id: any;
13
+ tags: {[_: string]: string | number | boolean};
14
+ geometry: Array<[number, number]>;
15
15
  } | {
16
- type: 2 | 3;
17
- id: any;
18
- tags: {[_: string]: string | number | boolean};
19
- geometry: Array<Array<[number, number]>>;
16
+ type: 2 | 3;
17
+ id: any;
18
+ tags: {[_: string]: string | number | boolean};
19
+ geometry: Array<Array<[number, number]>>;
20
20
  };
21
21
 
22
22
  class FeatureWrapper implements VectorTileFeature {