uniform vec3 u_lightcolor; uniform lowp vec3 u_lightpos; uniform lowp vec3 u_lightpos_globe; uniform lowp float u_lightintensity; uniform float u_vertical_gradient; uniform lowp float u_opacity; uniform vec2 u_fill_translate; in vec2 a_pos; in vec4 a_normal_ed; #ifdef TERRAIN3D in vec2 a_centroid; #endif out vec4 v_color; #pragma mapbox: define highp float base #pragma mapbox: define highp float height #pragma mapbox: define highp vec4 color void main() { #pragma mapbox: initialize highp float base #pragma mapbox: initialize highp float height #pragma mapbox: initialize highp vec4 color vec3 normal = a_normal_ed.xyz; #ifdef TERRAIN3D // Raise the "ceiling" of elements by the elevation of the centroid, in meters. float height_terrain3d_offset = get_elevation(a_centroid); // To avoid having buildings "hang above a slope", create a "basement" // by lowering the "floor" of ground-level (and below) elements. // This is in addition to the elevation of the centroid, in meters. float base_terrain3d_offset = height_terrain3d_offset - (base > 0.0 ? 0.0 : 10.0); #else float height_terrain3d_offset = 0.0; float base_terrain3d_offset = 0.0; #endif // Sub-terranian "floors and ceilings" are clamped to ground-level. // 3D Terrain offsets, if applicable, are applied on the result. base = max(0.0, base) + base_terrain3d_offset; height = max(0.0, height) + height_terrain3d_offset; float t = mod(normal.x, 2.0); float elevation = t > 0.0 ? height : base; vec2 posInTile = a_pos + u_fill_translate; #ifdef GLOBE vec3 spherePos = projectToSphere(posInTile, a_pos); gl_Position = interpolateProjectionFor3D(posInTile, spherePos, elevation); #else gl_Position = u_projection_matrix * vec4(posInTile, elevation, 1.0); #endif // Relative luminance (how dark/bright is the surface color?) 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); // Add slight ambient lighting so no extrusions are totally black vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0); color += ambientlight; // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray vec3 normalForLighting = normal / 16384.0; float directional = clamp(dot(normalForLighting, u_lightpos), 0.0, 1.0); #ifdef GLOBE mat3 rotMatrix = globeGetRotationMatrix(spherePos); normalForLighting = rotMatrix * normalForLighting; // Interpolate dot product result instead of normals and light direction directional = mix(directional, clamp(dot(normalForLighting, u_lightpos_globe), 0.0, 1.0), u_projection_transition); #endif // Adjust directional so that // the range of values for highlight/shading is narrower // with lower light intensity // and with lighter/brighter surface colors directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); // Add gradient along z axis of side surfaces if (normal.y != 0.0) { // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient, // and otherwise calculates the gradient based on base + height 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))); } // Assign final color based on surface + ambient light color, diffuse light directional, and light color // with lower bounds adjusted to hue of light // so that shading is tinted with the complementary (opposite) color to the light color 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; }