// Disable Flow annotations here because Flow doesn't support importing GLSL files import preludeFrag from './_prelude.fragment.glsl.g'; import preludeVert from './_prelude.vertex.glsl.g'; import backgroundFrag from './background.fragment.glsl.g'; import backgroundVert from './background.vertex.glsl.g'; import backgroundPatternFrag from './background_pattern.fragment.glsl.g'; import backgroundPatternVert from './background_pattern.vertex.glsl.g'; import circleFrag from './circle.fragment.glsl.g'; import circleVert from './circle.vertex.glsl.g'; import clippingMaskFrag from './clipping_mask.fragment.glsl.g'; import clippingMaskVert from './clipping_mask.vertex.glsl.g'; import heatmapFrag from './heatmap.fragment.glsl.g'; import heatmapVert from './heatmap.vertex.glsl.g'; import heatmapTextureFrag from './heatmap_texture.fragment.glsl.g'; import heatmapTextureVert from './heatmap_texture.vertex.glsl.g'; import collisionBoxFrag from './collision_box.fragment.glsl.g'; import collisionBoxVert from './collision_box.vertex.glsl.g'; import collisionCircleFrag from './collision_circle.fragment.glsl.g'; import collisionCircleVert from './collision_circle.vertex.glsl.g'; import debugFrag from './debug.fragment.glsl.g'; import debugVert from './debug.vertex.glsl.g'; import fillFrag from './fill.fragment.glsl.g'; import fillVert from './fill.vertex.glsl.g'; import fillOutlineFrag from './fill_outline.fragment.glsl.g'; import fillOutlineVert from './fill_outline.vertex.glsl.g'; import fillOutlinePatternFrag from './fill_outline_pattern.fragment.glsl.g'; import fillOutlinePatternVert from './fill_outline_pattern.vertex.glsl.g'; import fillPatternFrag from './fill_pattern.fragment.glsl.g'; import fillPatternVert from './fill_pattern.vertex.glsl.g'; import fillExtrusionFrag from './fill_extrusion.fragment.glsl.g'; import fillExtrusionVert from './fill_extrusion.vertex.glsl.g'; import fillExtrusionPatternFrag from './fill_extrusion_pattern.fragment.glsl.g'; import fillExtrusionPatternVert from './fill_extrusion_pattern.vertex.glsl.g'; import hillshadePrepareFrag from './hillshade_prepare.fragment.glsl.g'; import hillshadePrepareVert from './hillshade_prepare.vertex.glsl.g'; import hillshadeFrag from './hillshade.fragment.glsl.g'; import hillshadeVert from './hillshade.vertex.glsl.g'; import lineFrag from './line.fragment.glsl.g'; import lineVert from './line.vertex.glsl.g'; import lineGradientFrag from './line_gradient.fragment.glsl.g'; import lineGradientVert from './line_gradient.vertex.glsl.g'; import linePatternFrag from './line_pattern.fragment.glsl.g'; import linePatternVert from './line_pattern.vertex.glsl.g'; import lineSDFFrag from './line_sdf.fragment.glsl.g'; import lineSDFVert from './line_sdf.vertex.glsl.g'; import rasterFrag from './raster.fragment.glsl.g'; import rasterVert from './raster.vertex.glsl.g'; import symbolIconFrag from './symbol_icon.fragment.glsl.g'; import symbolIconVert from './symbol_icon.vertex.glsl.g'; import symbolSDFFrag from './symbol_sdf.fragment.glsl.g'; import symbolSDFVert from './symbol_sdf.vertex.glsl.g'; import symbolTextAndIconFrag from './symbol_text_and_icon.fragment.glsl.g'; import symbolTextAndIconVert from './symbol_text_and_icon.vertex.glsl.g'; import terrainDepthFrag from './terrain_depth.fragment.glsl.g'; import terrainCoordsFrag from './terrain_coords.fragment.glsl.g'; import terrainFrag from './terrain.fragment.glsl.g'; import terrainDepthVert from './terrain_depth.vertex.glsl.g'; import terrainCoordsVert from './terrain_coords.vertex.glsl.g'; import terrainVert from './terrain.vertex.glsl.g'; import skyFrag from './sky.fragment.glsl.g'; import skyVert from './sky.vertex.glsl.g'; export const shaders = { prelude: compile(preludeFrag, preludeVert), background: compile(backgroundFrag, backgroundVert), backgroundPattern: compile(backgroundPatternFrag, backgroundPatternVert), circle: compile(circleFrag, circleVert), clippingMask: compile(clippingMaskFrag, clippingMaskVert), heatmap: compile(heatmapFrag, heatmapVert), heatmapTexture: compile(heatmapTextureFrag, heatmapTextureVert), collisionBox: compile(collisionBoxFrag, collisionBoxVert), collisionCircle: compile(collisionCircleFrag, collisionCircleVert), debug: compile(debugFrag, debugVert), fill: compile(fillFrag, fillVert), fillOutline: compile(fillOutlineFrag, fillOutlineVert), fillOutlinePattern: compile(fillOutlinePatternFrag, fillOutlinePatternVert), fillPattern: compile(fillPatternFrag, fillPatternVert), fillExtrusion: compile(fillExtrusionFrag, fillExtrusionVert), fillExtrusionPattern: compile(fillExtrusionPatternFrag, fillExtrusionPatternVert), hillshadePrepare: compile(hillshadePrepareFrag, hillshadePrepareVert), hillshade: compile(hillshadeFrag, hillshadeVert), line: compile(lineFrag, lineVert), lineGradient: compile(lineGradientFrag, lineGradientVert), linePattern: compile(linePatternFrag, linePatternVert), lineSDF: compile(lineSDFFrag, lineSDFVert), raster: compile(rasterFrag, rasterVert), symbolIcon: compile(symbolIconFrag, symbolIconVert), symbolSDF: compile(symbolSDFFrag, symbolSDFVert), symbolTextAndIcon: compile(symbolTextAndIconFrag, symbolTextAndIconVert), terrain: compile(terrainFrag, terrainVert), terrainDepth: compile(terrainDepthFrag, terrainDepthVert), terrainCoords: compile(terrainCoordsFrag, terrainCoordsVert), sky: compile(skyFrag, skyVert)}; // Expand #pragmas to #ifdefs. function compile(fragmentSource, vertexSource) { const re = /#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g; const staticAttributes = vertexSource.match(/attribute ([\w]+) ([\w]+)/g); const fragmentUniforms = fragmentSource.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g); const vertexUniforms = vertexSource.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g); const staticUniforms = vertexUniforms ? vertexUniforms.concat(fragmentUniforms) : fragmentUniforms; const fragmentPragmas = {}; fragmentSource = fragmentSource.replace(re, (match, operation, precision, type, name) => { fragmentPragmas[name] = true; if (operation === 'define') { return ` #ifndef HAS_UNIFORM_u_${name} varying ${precision} ${type} ${name}; #else uniform ${precision} ${type} u_${name}; #endif `; } else /* if (operation === 'initialize') */ { return ` #ifdef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = u_${name}; #endif `; } }); vertexSource = vertexSource.replace(re, (match, operation, precision, type, name) => { const attrType = type === 'float' ? 'vec2' : 'vec4'; const unpackType = name.match(/color/) ? 'color' : attrType; if (fragmentPragmas[name]) { if (operation === 'define') { return ` #ifndef HAS_UNIFORM_u_${name} uniform lowp float u_${name}_t; attribute ${precision} ${attrType} a_${name}; varying ${precision} ${type} ${name}; #else uniform ${precision} ${type} u_${name}; #endif `; } else /* if (operation === 'initialize') */ { if (unpackType === 'vec4') { // vec4 attributes are only used for cross-faded properties, and are not packed return ` #ifndef HAS_UNIFORM_u_${name} ${name} = a_${name}; #else ${precision} ${type} ${name} = u_${name}; #endif `; } else { return ` #ifndef HAS_UNIFORM_u_${name} ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t); #else ${precision} ${type} ${name} = u_${name}; #endif `; } } } else { if (operation === 'define') { return ` #ifndef HAS_UNIFORM_u_${name} uniform lowp float u_${name}_t; attribute ${precision} ${attrType} a_${name}; #else uniform ${precision} ${type} u_${name}; #endif `; } else /* if (operation === 'initialize') */ { if (unpackType === 'vec4') { // vec4 attributes are only used for cross-faded properties, and are not packed return ` #ifndef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = a_${name}; #else ${precision} ${type} ${name} = u_${name}; #endif `; } else /* */ { return ` #ifndef HAS_UNIFORM_u_${name} ${precision} ${type} ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t); #else ${precision} ${type} ${name} = u_${name}; #endif `; } } } }); return {fragmentSource, vertexSource, staticAttributes, staticUniforms}; }