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| precision highp float; | |
| // Unpack a pair of values that have been packed into a single float. | |
| // The packed values are assumed to be 8-bit unsigned integers, and are | |
| // packed like so: | |
| // packedValue = floor(input[0]) * 256 + input[1], | |
| vec2 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)); | |
| } | |
| // To minimize the number of attributes needed, we encode a 4-component | |
| // color into a pair of floats (i.e. a vec2) as follows: | |
| // [ floor(color.r * 255) * 256 + color.g * 255, | |
| // floor(color.b * 255) * 256 + color.g * 255 ] | |
| vec4 decode_color(const vec2 encodedColor) { | |
| return vec4( | |
| unpack_float(encodedColor[0]) / 255.0, | |
| unpack_float(encodedColor[1]) / 255.0 | |
| ); | |
| } | |
| // Unpack a pair of paint values and interpolate between them. | |
| float unpack_mix_vec2(const vec2 packedValue, const float t) { | |
| return mix(packedValue[0], packedValue[1], t); | |
| } | |
| // Unpack a pair of paint values and interpolate between them. | |
| 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); | |
| } | |
| // The offset depends on how many pixels are between the world origin and the edge of the tile: | |
| // vec2 offset = mod(pixel_coord, size) | |
| // | |
| // At high zoom levels there are a ton of pixels between the world origin and the edge of the tile. | |
| // The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that. | |
| // | |
| // The pixel_coord is passed in as two 16 bit values: | |
| // pixel_coord_upper = floor(pixel_coord / 2^16) | |
| // pixel_coord_lower = mod(pixel_coord, 2^16) | |
| // | |
| // The offset is calculated in a series of steps that should preserve this precision: | |
| 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; | |
| } | |