in vec4 a_pos_offset; in vec4 a_data; in vec3 a_projected_pos; in float a_fade_opacity; // contents of a_size vary based on the type of property value // used for {text,icon}-size. // For constants, a_size is disabled. // For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature. // For composite functions: // [ text-size(lowerZoomStop, feature), // text-size(upperZoomStop, feature) ] uniform bool u_is_size_zoom_constant; uniform bool u_is_size_feature_constant; uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function uniform highp float u_size; // used when size is both zoom and feature constant 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; uniform bool u_is_along_line; uniform bool u_is_variable_anchor; uniform vec2 u_translation; uniform float u_pitched_scale; out vec4 v_data0; out vec4 v_data1; vec4 projectTileWithElevation(vec2 posInTile, float elevation) { return u_matrix * vec4(posInTile, elevation, 1.0); } #pragma mapbox: define highp vec4 fill_color #pragma mapbox: define highp vec4 halo_color #pragma mapbox: define lowp float opacity #pragma mapbox: define lowp float halo_width #pragma mapbox: define lowp float halo_blur void main() { #pragma mapbox: initialize highp vec4 fill_color #pragma mapbox: initialize highp vec4 halo_color #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize lowp float halo_width #pragma mapbox: initialize lowp float halo_blur vec2 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; float ele = get_elevation(a_pos); 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; } vec2 translated_a_pos = a_pos + u_translation; vec4 projectedPoint = projectTileWithElevation(translated_a_pos, ele); highp float camera_to_anchor_distance = projectedPoint.w; // If the label is pitched with the map, layout is done in pitched space, // which makes labels in the distance smaller relative to viewport space. // We counteract part of that effect by multiplying by the perspective ratio. // If the label isn't pitched with the map, we do layout in viewport space, // which makes labels in the distance larger relative to the features around // them. We counteract part of that effect by dividing by the perspective ratio. highp float distance_ratio = u_pitch_with_map ? camera_to_anchor_distance / u_camera_to_center_distance : u_camera_to_center_distance / camera_to_anchor_distance; highp float perspective_ratio = clamp( 0.5 + 0.5 * distance_ratio, 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles 4.0); size *= perspective_ratio; float fontScale = size / 24.0; highp float symbol_rotation = 0.0; if (u_rotate_symbol) { // See comments in symbol_sdf.vertex vec4 offsetProjectedPoint = projectTileWithElevation(translated_a_pos + vec2(1, 0), ele); 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; if (u_is_along_line || u_is_variable_anchor) { projected_pos = vec4(a_projected_pos.xy, ele, 1.0); } else if (u_pitch_with_map) { projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy + u_translation, ele, 1.0); } else { projected_pos = u_label_plane_matrix * projectTileWithElevation(a_projected_pos.xy + u_translation, ele); } float z = float(u_pitch_with_map) * projected_pos.z / projected_pos.w; float projectionScaling = 1.0; vec4 finalPos = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale) * projectionScaling, z, 1.0); if(u_pitch_with_map) { finalPos = projectTileWithElevation(finalPos.xy, finalPos.z); } float gamma_scale = finalPos.w; gl_Position = finalPos; vec2 fade_opacity = unpack_opacity(a_fade_opacity); float visibility = calculate_visibility(projectedPoint); float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change; float interpolated_fade_opacity = max(0.0, min(visibility, 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); }