Upgrades maplibre-gl to v6.10.0 and modernizes script loading

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nine committed 2026-09-19 21:00:32 +02:00
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commit 177b70631b
7 files changed
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/**
* MapLibre GL JS
* @license 3-Clause BSD. Full text of license: https://github.com/maplibre/maplibre-gl-js/blob/v6.10.0/LICENSE.txt
*/
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//# sourceMappingURL=maplibre-gl-shared.mjs.map
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/**
* MapLibre GL JS
* @license 3-Clause BSD. Full text of license: https://github.com/maplibre/maplibre-gl-js/blob/v6.10.0/LICENSE.txt
*/
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-59
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@@ -1,59 +0,0 @@
/**
* MapLibre GL JS
* @license 3-Clause BSD. Full text of license: https://github.com/maplibre/maplibre-gl-js/blob/v5.4.0/LICENSE.txt
*/
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.maplibregl = factory());
})(this, (function () { 'use strict';
/* eslint-disable */
var maplibregl = {};
var modules = {};
function define(moduleName, _dependencies, moduleFactory) {
modules[moduleName] = moduleFactory;
// to get the list of modules see generated dist/maplibre-gl-dev.js file (look for `define(` calls)
if (moduleName !== 'index') {
return;
}
// we assume that when an index module is initializing then other modules are loaded already
var workerBundleString = 'var sharedModule = {}; (' + modules.shared + ')(sharedModule); (' + modules.worker + ')(sharedModule);'
var sharedModule = {};
// the order of arguments of a module factory depends on rollup (it decides who is whose dependency)
// to check the correct order, see dist/maplibre-gl-dev.js file (look for `define(` calls)
// we assume that for our 3 chunks it will generate 3 modules and their order is predefined like the following
modules.shared(sharedModule);
modules.index(maplibregl, sharedModule);
if (typeof window !== 'undefined') {
maplibregl.setWorkerUrl(window.URL.createObjectURL(new Blob([workerBundleString], { type: 'text/javascript' })));
}
return maplibregl;
};
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_,S=b;function A(t,e,r){var n=e[0],i=e[1],s=e[2],a=e[3];return t[0]=r[0]*n+r[4]*i+r[8]*s+r[12]*a,t[1]=r[1]*n+r[5]*i+r[9]*s+r[13]*a,t[2]=r[2]*n+r[6]*i+r[10]*s+r[14]*a,t[3]=r[3]*n+r[7]*i+r[11]*s+r[15]*a,t}function k()Line truncated
define("worker",["./shared"],(function(e){"use strict";class t{constructor(e){this.keyCache={},e&&this.replace(e);}replace(e){this._layerConfigs={},this._layers={},this.update(e,[]);}update(t,o){for(const o of t){this._layerConfigs[o.id]=o;const t=this._layers[o.id]=e.bA(o);t._featureFilter=e.a7(t.filter),this.keyCache[o.id]&&delete this.keyCache[o.id];}for(const e of o)delete this.keyCache[e],delete this._layerConfigs[e],delete this._layers[e];this.familiesBySource={};const i=e.cr(Object.values(this._layerConfigs),this.keyCache);for(const e of i){const t=e.map((e=>this._layers[e.id])),o=t[0];if("none"===o.visibility)continue;const i=o.source||"";let r=this.familiesBySource[i];r||(r=this.familiesBySource[i]={});const s=o.sourceLayer||"_geojsonTileLayer";let n=r[s];n||(n=r[s]=[]),n.push(t);}}}class o{constructor(t){const o={},i=[];for(const e in t){const r=t[e],s=o[e]={};for(const e in r){const t=r[+e];if(!t||0===t.bitmap.width||0===t.bitmap.height)continue;const o={x:0,y:0,w:t.bitmap.width+2,h:t.bitmap.height+2};i.push(o),s[e]={rect:o,metrics:t.metrics};}}const{w:r,h:s}=e.p(i),n=new e.q({width:r||1,height:s||1});for(const i in t){const r=t[i];for(const t in r){const s=r[+t];if(!s||0===s.bitmap.width||0===s.bitmap.height)continue;const a=o[i][t].rect;e.q.copy(s.bitmap,n,{x:0,y:0},{x:a.x+1,y:a.y+1},s.bitmap);}}this.image=n,this.positions=o;}}e.cs("GlyphAtlas",o);class i{constructor(t){this.tileID=new e.Y(t.tileID.overscaledZ,t.tileID.wrap,t.tileID.canonical.z,t.tileID.canonical.x,t.tileID.canonical.y),this.uid=t.uid,this.zoom=t.zoom,this.pixelRatio=t.pixelRatio,this.tileSize=t.tileSize,this.source=t.source,this.overscaling=this.tileID.overscaleFactor(),this.showCollisionBoxes=t.showCollisionBoxes,this.collectResourceTiming=!!t.collectResourceTiming,this.returnDependencies=!!t.returnDependencies,this.promoteId=t.promoteId,this.inFlightDependencies=[];}parse(t,i,s,n,a){return e._(this,void 0,void 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DOMParser).parseFromString(e,"text/html").body||document.createElement("body"),i=t.querySelectorAll("script");for(const e of i)e.remove();return n.clean(t),t.innerHTML}static isPossiblyDangerous(e,t){const i=t.replace(/\s+/g,"").toLowerCase();return !(!["src","href","xlink:href"].includes(e)||!i.includes("javascript:")&&!i.includes("data:"))||!!e.startsWith("on")||void 0}static clean(e){const t=e.children;for(const e of t)n.removeAttributes(e),n.clean(e);}static removeAttributes(e){for(const{name:t,value:i}of e.attributes)n.isPossiblyDangerous(t,i)&&e.removeAttribute(t);}}n.docStyle="undefined"!=typeof window&&window.document&&window.document.documentElement.style,n.selectProp=n.testProp(["userSelect","MozUserSelect","WebkitUserSelect","msUserSelect"]),n.transformProp=n.testProp(["transform","WebkitTransform"]);const l={supported:!1,testSupport:function(e){!u&&h&&(d?_(e):c=e);}};let c,h,u=!1,d=!1;function _(e){const t=e.createTexture();e.bindTexture(e.TEXTURE_2D,t);try{if(e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,h),e.isContextLost())return;l.supported=!0;}catch(e){}e.deleteTexture(t),u=!0;}var p;"undefined"!=typeof document&&(h=document.createElement("img"),h.onload=()=>{c&&_(c),c=null,d=!0;},h.onerror=()=>{u=!0,c=null;},h.src="data:image/webp;base64,UklGRh4AAABXRUJQVlA4TBEAAAAvAQAAAAfQ//73v/+BiOh/AAA="),function(e){let i,r,o,a;e.resetRequestQueue=()=>{i=[],r=0,o=0,a={};},e.addThrottleControl=e=>{const t=o++;return a[t]=e,t},e.removeThrottleControl=e=>{delete a[e],n();},e.getImage=(e,r,o=!0)=>new Promise(((a,s)=>{l.supported&&(e.headers||(e.headers={}),e.headers.accept="image/webp,*/*"),t.e(e,{type:"image"}),i.push({abortController:r,requestParameters:e,supportImageRefresh:o,state:"queued",onError:e=>{s(e);},onSuccess:e=>{a(e);}}),n();}));const s=e=>t._(this,void 0,void 0,(function*(){e.state="running";const{requestParameters:i,supportImageRefresh:o,onError:a,onSuccess:s,abortController:l}=e,h=!1===o&&!t.i(self)&&!t.g(i.url)&&(!i.headers||Object.keys(i.headers).reduce(((e,t)=>e&&"accept"===t),!0));r++;const u=h?c(i,l):t.m(i,l);try{const i=yield u;delete e.abortController,e.state="completed",i.data instanceof HTMLImageElement||t.b(i.data)?s(Line truncated
//
// Our custom intro provides a specialized "define()" function, called by the
// AMD modules below, that sets up the worker blob URL and then executes the
// main module, storing its exported value as 'maplibregl'
var maplibregl$1 = maplibregl;
return maplibregl$1;
}));
//# sourceMappingURL=maplibre-gl.js.map
+819
View File
@@ -0,0 +1,819 @@
/**
* MapLibre GL JS
* @license 3-Clause BSD. Full text of license: https://github.com/maplibre/maplibre-gl-js/blob/v6.10.0/LICENSE.txt
*/
import{$ as e,$n as t,$r as n,$t as r,A as i,Ai as a,An as o,Ar as s,At as c,B as l,Bn as u,Br as d,Bt as f,C as p,Ci as m,Cn as h,Cr as g,Ct as _,Di as v,Dn as y,Dr as b,Dt as x,E as S,Ei as C,En as w,Er as T,Et as E,F as D,Fi as O,Fn as k,Fr as A,Ft as j,Gn as M,Gr as ee,Gt as te,Hn as ne,Hr as re,Ht as ie,I as ae,Ii as oe,In as se,Ir as ce,It as le,J as ue,Jn as de,Jr as fe,Jt as pe,K as me,Kn as he,Kr as ge,Kt as _e,L as ve,Li as N,Ln as ye,Lr as P,Lt as be,M as xe,Mi as Se,Mn as Ce,Mr as we,Mt as F,Ni as Te,Nn as Ee,Nr as I,Nt as L,O as De,Oi as Oe,On as ke,Or as Ae,Ot as je,P as Me,Pi as Ne,Pr as Pe,Pt as Fe,Q as Ie,Qn as Le,Qr as Re,Qt as ze,R as Be,Rn as Ve,Rr as He,Rt as Ue,S as We,Si as Ge,Sn as Ke,Sr as qe,St as Je,T as Ye,Ti as Xe,Tn as Ze,Tr as Qe,Tt as $e,U as et,Un as tt,Ur as nt,Ut as rt,V as it,Vn as at,Vr as ot,Vt as st,W as ct,Wn as lt,Wr as ut,Wt as dt,X as ft,Xn as pt,Xr as mt,Xt as ht,Y as gt,Yn as _t,Yr as vt,Yt as yt,Z as bt,Zn as xt,Zr as St,Zt as Ct,_ as wt,_i as Tt,_n as Et,_r as Dt,_t as Ot,a as kt,ai as At,an as jt,ar as Mt,at as Nt,b as Pt,bi as Ft,bn as It,br as Lt,ci as Rt,cn as zt,cr as Bt,ct as Vt,d as Ht,di as Ut,dn as Wt,dr as Gt,ei as Kt,en as qt,er as R,et as Jt,f as Yt,fi as Xt,fn as z,fr as Zt,ft as Qt,g as $t,gi as en,gn as B,gr as tn,gt as nn,h as rn,hi as an,hn as on,hr as sn,ht as cn,ii as ln,in as un,ir as dn,it as fn,ji as pn,jn as mn,jr as hn,jt as V,k as gn,ki as _n,kn as vn,kr as yn,kt as bn,li as xn,lr as Sn,lt as H,m as Cn,mi as wn,mn as Tn,mr as En,mt as Dn,n as On,ni as kn,nr as An,nt as U,oi as jn,on as Mn,ot as Nn,p as Pn,pi as Fn,pn as In,pr as Ln,pt as Rn,q as zn,qn as Bn,qr as Vn,qt as Hn,ri as Un,rn as Wn,rr as Gn,rt as Kn,s as qn,si as Jn,sn as Yn,sr as Xn,st as Zn,ti as Qn,tn as $n,tr as er,tt as tr,u as nr,ui as rr,un as ir,ur as ar,ut as or,v as sr,vi as cr,vn as lr,vr as ur,vt as dr,w as fr,wi as pr,wn as mr,wr as hr,wt as gr,x as _r,xi as vr,xn as yr,xr as br,xt as xr,y as Sr,yi as Cr,yn as wr,yr as Tr,yt as Er,zn as Dr,zr as Or,zt as kr}from"./maplibre-gl-shared.mjs";var Ar=`6.10.0`;function jr(){var e=new Ne(4);return Ne!=Float32Array&&(e[1]=0,e[2]=0),e[0]=1,e[3]=1,e}function Mr(e,t){var n=t[0],r=t[1],i=t[2],a=t[3],o=n*a-i*r;return o?(o=1/o,e[0]=a*o,e[1]=-r*o,e[2]=-i*o,e[3]=n*o,e):null}function Nr(e){return e[0]*e[3]-e[2]*e[1]}function Pr(e,t,n){var r=t[0],i=t[1],a=t[2],o=t[3],s=Math.sin(n),c=Math.cos(n);return e[0]=r*c+a*s,e[1]=i*c+o*s,e[2]=r*-s+a*c,e[3]=i*-s+o*c,e}let Fr,Ir,Lr;const Rr={frame(e,t,n,r){let i=r||window,a=i.requestAnimationFrame(e=>{o(),t(e)}),{unsubscribe:o}=yn(e.signal,`abort`,()=>{o(),i.cancelAnimationFrame(a),n(new mn(e.signal.reason))},!1)},frameAsync(e,t){return new Promise((n,r)=>{this.frame(e,n,r,t)})},getImageData(e,t=0){return this.getImageCanvasContext(e).getImageData(-t,-t,e.width+2*t,e.height+2*t)},getImageCanvasContext(e){let t;if(oe()&&!O())t=new OffscreenCanvas(e.width,e.height).getContext(`2d`,{willReadFrequently:!0});else{let n=window.document.createElement(`canvas`);n.width=e.width,n.height=e.height,t=n.getContext(`2d`,{willReadFrequently:!0})}if(!t)throw Error(`failed to create canvas 2d context`);return t.drawImage(e,0,0,e.width,e.height),t},resolveURL(e){return Fr||=document.createElement(`a`),Fr.href=e,Fr.href},get hardwareConcurrency(){return typeof navigator<`u`&&navigator.hardwareConcurrency||4},get prefersReducedMotion(){return Lr===void 0?matchMedia?(Ir??=matchMedia(`(prefers-reduced-motion: reduce)`),Ir.matches):!1:Lr},set prefersReducedMotion(e){Lr=e}},zr=new class{constructor(){this._frozenAt=null}getCurrentTime(){return this._frozenAt===null?performance.now():this._frozenAt}setNow(e){this._frozenAt=e}restoreNow(){this._frozenAt=null}isFrozen(){return this._frozenAt!==null}};function W(){return zr.getCurrentTime()}function Br(e){zr.setNow(e)}function Vr(){zr.restoreNow()}function Hr(){return zr.isFrozen()}var G=class e{static{this.docStyle=typeof window<`u`&&window.document?.documentElement.style}static{this.selectProp=!e.docStyle||`userSelect`in e.docStyle?`userSelect`:`webkitUserSelect`}static create(e,t,n){let r=window.document.createElement(e);return t!==void 0&&(r.className=t),n&&n.appendChild(r),r}static createNS(e,t){return window.document.createElementNS(e,t)}static disableDrag(){e.docStyle&&e.selectProp&&(e.userSelect=e.docStyle[e.selectProp],e.docStyle[e.selectProp]=`none`)}static enableDrag(){e.docStyle&&e.selectProp&&(e.docStyle[e.selectProp]=e.userSelect)}static suppressClickInternal(t){t.preventDefault(),t.stopPropagation(),window.removeEventListener(`click`,e.suppressClickInternal,!0)}static suppressClick(){window.addEventListener(`click`,e.suppressClickInternal,!0),window.setTimeout(()=>{window.removeEventListener(`click`,e.suppressClickInternal,!0)},0)}static getScale(e){let t=e.getBoundingClientRect();return{x:t.width/e.offsetWidth||1,y:t.height/e.offsetHeight||1,boundingClientRect:t}}static getPoint(e,t,n){let r=t.boundingClientRect;return new N((n.clientX-r.left)/t.x-e.clienLine truncated
precision mediump float;
#else
#if !defined(lowp)
#define lowp
#endif
#if !defined(mediump)
#define mediump
#endif
#if !defined(highp)
#define highp
#endif
#endif
out highp vec4 fragColor;layout(std140) uniform ProjectionUBO {highp mat4 u_projection_matrix;highp mat4 u_projection_fallback_matrix;highp vec4 u_projection_tile_mercator_coords;highp vec4 u_projection_clipping_plane;highp float u_projection_transition;highp int u_projection_clip_antimeridian;};layout(std140) uniform FrameUBO {highp vec2 u_units_to_pixels;highp vec2 u_world_size;highp float u_camera_to_center_distance;highp float u_symbol_fade_change;highp float u_aspect_ratio;highp float u_device_pixel_ratio;highp vec2 u_viewport_size;highp vec2 u_pixel_extrude_scale;highp float u_pitch;};`,Zs=`#ifdef GL_ES
precision highp float;
#else
#if !defined(lowp)
#define lowp
#endif
#if !defined(mediump)
#define mediump
#endif
#if !defined(highp)
#define highp
#endif
#endif
vec2 unpack_float(const float packedValue) {int packedIntValue=int(packedValue);int v0=packedIntValue/256;return vec2(v0,packedIntValue-v0*256);}vec2 unpack_opacity(const uint packedOpacity) {return vec2(float(packedOpacity >> 1u)/127.0,float(packedOpacity & 1u));}vec4 decode_color(const vec2 encodedColor) {return vec4(unpack_float(encodedColor[0])/255.0,unpack_float(encodedColor[1])/255.0
);}float unpack_mix_vec2(const vec2 packedValue,const float t) {return mix(packedValue[0],packedValue[1],t);}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);}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;}mat3 rotationMatrixFromAxisAngle(vec3 u,float angle) {float c=cos(angle);float s=sin(angle);float c2=1.0-c;return mat3(u.x*u.x*c2+ c,u.x*u.y*c2-u.z*s,u.x*u.z*c2+u.y*s,u.y*u.x*c2+u.z*s,u.y*u.y*c2+ c,u.y*u.z*c2-u.x*s,u.z*u.x*c2-u.y*s,u.z*u.y*c2+u.x*s,u.z*u.z*c2+ c
);}
#ifdef TERRAIN3D
uniform sampler2D u_terrain;uniform highp sampler2D u_depth;layout(std140) uniform TerrainUBO {highp mat4 u_terrain_matrix;highp vec4 u_terrain_unpack;highp float u_terrain_dim;highp float u_terrain_exaggeration;};
#endif
const highp vec4 bitSh=vec4(256.*256.*256.,256.*256.,256.,1.);const highp vec4 bitShifts=vec4(1.)/bitSh;highp float unpack(highp vec4 color) {return dot(color,bitShifts);}highp float depthOpacity(vec3 frag) {
#ifdef TERRAIN3D
highp float d=unpack(texture(u_depth,frag.xy*0.5+0.5))+0.0001-frag.z;return 1.0-max(0.0,min(1.0,-d*500.0));
#else
return 1.0;
#endif
}float calculate_visibility(vec4 pos) {
#ifdef TERRAIN3D
vec3 frag=pos.xyz/pos.w;highp float d=depthOpacity(frag);if (d > 0.95) return 1.0;return (d+depthOpacity(frag+vec3(0.0,0.01,0.0)))/2.0;
#else
return 1.0;
#endif
}float ele(ivec2 pos) {
#ifdef TERRAIN3D
vec4 rgb=(texelFetch(u_terrain,pos,0)*255.0)*u_terrain_unpack;return rgb.r+rgb.g+rgb.b-u_terrain_unpack.a;
#else
return 0.0;
#endif
}float get_elevation(vec2 pos) {
#ifdef TERRAIN3D
#ifdef GLOBE
if ((pos.y <-32767.5) || (pos.y > 32766.5)) {return 0.0;}
#endif
vec2 coord=(u_terrain_matrix*vec4(pos,0.0,1.0)).xy*u_terrain_dim+1.5;vec2 f=fract(coord);ivec2 c=ivec2(floor(coord));ivec2 hi=textureSize(u_terrain,0)-1;float tl=ele(clamp(c,ivec2(0),hi));float tr=ele(clamp(c+ivec2(1,0),ivec2(0),hi));float bl=ele(clamp(c+ivec2(0,1),ivec2(0),hi));float br=ele(clamp(c+ivec2(1,1),ivec2(0),hi));float elevation=mix(mix(tl,tr,f.x),mix(bl,br,f.x),f.y);return elevation*u_terrain_exaggeration;
#else
return 0.0;
#endif
}const float PI=3.141592653589793;
#define PROJECTION_UBO
layout(std140) uniform ProjectionUBO {highp mat4 u_projection_matrix;highp mat4 u_projection_fallback_matrix;highp vec4 u_projection_tile_mercator_coords;highp vec4 u_projection_clipping_plane;highp float u_projection_transition;highp int u_projection_clip_antimeridian;};layout(std140) uniform FrameUBO {highp vec2 u_units_to_pixels;highp vec2 u_world_size;highp float u_camera_to_center_distance;highp float u_symbol_fade_change;highp float u_aspect_ratio;highp float u_device_pixel_ratio;highp vec2 u_viewport_size;highp vec2 u_pixel_extrude_scale;highp float u_pitch;};`,Qs=`uniform vec4 u_color;uniform float u_opacity;void main() {fragColor=u_color*u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,$s=`layout(location=0) in vec2 a_pos;void main() {gl_Position=projectTile(a_pos);}`,ec=`uniform vec2 u_pattern_tl_a;uniform vec2 u_pattern_br_a;uniform vec2 u_pattern_tl_b;uniform vec2 u_pattern_br_b;uniform vec2 u_texsize;uniform float u_mix;uniform float u_opacity;uniform sampler2D u_image;in vec2 v_pos_a;in vec2 v_pos_b;void main() {vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(u_pattern_tl_a/u_texsize,u_pattern_br_a/u_texsize,imagecoord);vec4 color1=texture(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(u_pattern_tl_b/u_texsize,u_pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture(u_image,pos2);fragColor=mix(color1,color2,u_mix)*u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,tc=`uniform vec2 u_pattern_size_a;uniform vec2 u_pattern_size_b;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_scale_a;uniform float u_scale_b;uniform float u_tile_units_to_pixels;layout(location=0) in vec2 a_pos;out vec2 v_pos_a;out vec2 v_pos_b;void main() {gl_Position=projectTile(a_pos);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_a*u_pattern_size_a,u_tile_units_to_pixels,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_b*u_pattern_size_b,u_tile_units_to_pixels,a_pos);}`,nc=`in vec3 v_data;flat in float v_visibility;
#pragma maplibre: define highp vec4 color
#pragma maplibre: define mediump float radius
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define highp vec4 stroke_color
#pragma maplibre: define mediump float stroke_width
#pragma maplibre: define lowp float stroke_opacity
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize mediump float radius
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize highp vec4 stroke_color
#pragma maplibre: initialize mediump float stroke_width
#pragma maplibre: initialize lowp float stroke_opacity
vec2 extrude=v_data.xy;float extrude_length=length(extrude);float antialiased_blur=v_data.z;float opacity_t=smoothstep(0.0,antialiased_blur,extrude_length-1.0);float color_t=stroke_width < 0.01 ? 0.0 : smoothstep(antialiased_blur,0.0,extrude_length-radius/(radius+stroke_width));fragColor=v_visibility*opacity_t*mix(color*opacity,stroke_color*stroke_opacity,color_t);const float epsilon=0.5/255.0;if (fragColor.r < epsilon && fragColor.g < epsilon && fragColor.b < epsilon && fragColor.a < epsilon) {discard;}
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,rc=`uniform bool u_scale_with_map;uniform bool u_pitch_with_map;uniform vec2 u_extrude_scale;uniform highp float u_globe_extrude_scale;uniform vec2 u_translate;layout(location=0) in ivec2 a_pos;out vec3 v_data;flat out float v_visibility;
#pragma maplibre: define highp vec4 color
#pragma maplibre: define mediump float radius
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define highp vec4 stroke_color
#pragma maplibre: define mediump float stroke_width
#pragma maplibre: define lowp float stroke_opacity
void main(void) {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize mediump float radius
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize highp vec4 stroke_color
#pragma maplibre: initialize mediump float stroke_width
#pragma maplibre: initialize lowp float stroke_opacity
ivec2 pos_raw=a_pos+32768;vec2 extrude=vec2(pos_raw & 7)/7.0*2.0-1.0;vec2 circle_center=vec2(pos_raw >> 3)+u_translate;float ele=get_elevation(circle_center);v_visibility=calculate_visibility(projectTileWithElevation(circle_center,ele));if (u_pitch_with_map) {
#ifdef GLOBE
vec3 center_vector=projectToSphere(circle_center);
#endif
float angle_scale=u_globe_extrude_scale;vec2 corner_position=circle_center;if (u_scale_with_map) {angle_scale*=(radius+stroke_width);corner_position+=extrude*u_extrude_scale*(radius+stroke_width);} else {
#ifdef GLOBE
vec4 projected_center=interpolateProjection(circle_center,center_vector,ele);
#else
vec4 projected_center=projectTileWithElevation(circle_center,ele);
#endif
corner_position+=extrude*u_extrude_scale*(radius+stroke_width)*(projected_center.w/u_camera_to_center_distance);angle_scale*=(radius+stroke_width)*(projected_center.w/u_camera_to_center_distance);}
#ifdef GLOBE
vec2 angles=extrude*angle_scale;vec3 corner_vector=globeRotateVector(center_vector,angles);gl_Position=interpolateProjection(corner_position,corner_vector,ele);
#else
gl_Position=projectTileWithElevation(corner_position,ele);
#endif
} else {gl_Position=projectTileWithElevation(circle_center,ele);if (gl_Position.z/gl_Position.w > 1.0) {gl_Position.xy=vec2(10000.0);}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;}}float antialiasblur=-max(1.0/u_device_pixel_ratio/(radius+stroke_width),blur);v_data=vec3(extrude.x,extrude.y,antialiasblur);}`,ic=`void main() {fragColor=vec4(1.0);}`;const ac={prelude:Y(Xs,Zs),projectionMercator:Y(`
void clipAntimeridian() {}`,`float projectLineThickness(float tileY) {return 1.0;}float projectCircleRadius(float tileY) {return 1.0;}vec4 projectTile(vec2 p) {vec4 result=u_projection_matrix*vec4(p,0.0,1.0);return result;}vec4 projectTile(vec2 p,vec2 rawPos) {vec4 result=u_projection_matrix*vec4(p,0.0,1.0);if (rawPos.y <-32767.5 || rawPos.y > 32766.5) {result.z=-10000000.0;}return result;}vec4 projectTileWithElevation(vec2 posInTile,float elevation) {return u_projection_matrix*vec4(posInTile,elevation,1.0);}vec4 projectTileFor3D(vec2 posInTile,float elevation) {return projectTileWithElevation(posInTile,elevation);}`),projectionGlobe:Y(`in highp float v_projection_tile_x;void clipAntimeridian() {if (u_projection_clip_antimeridian !=0 && (v_projection_tile_x < 0.0 || v_projection_tile_x >=8192.0)) {discard;}}`,`#define GLOBE_RADIUS 6371008.8
#ifndef PROJECTION_UBO
uniform highp vec4 u_projection_tile_mercator_coords;uniform highp vec4 u_projection_clipping_plane;uniform highp float u_projection_transition;uniform mat4 u_projection_fallback_matrix;
#endif
out highp float v_projection_tile_x;vec3 globeRotateVector(vec3 vec,vec2 angles) {vec3 axisRight=vec3(vec.z,0.0,-vec.x);vec3 axisUp=cross(axisRight,vec);axisRight=normalize(axisRight);axisUp=normalize(axisUp);vec2 t=tan(angles);return normalize(vec+axisRight*t.x+axisUp*t.y);}mat3 globeGetRotationMatrix(vec3 spherePos) {vec3 axisRight=vec3(spherePos.z,0.0,-spherePos.x);vec3 axisDown=cross(axisRight,spherePos);axisRight=normalize(axisRight);axisDown=normalize(axisDown);return mat3(axisRight,axisDown,spherePos
);}float circumferenceRatioAtTileY(float tileY) {float mercator_pos_y=u_projection_tile_mercator_coords.y+u_projection_tile_mercator_coords.w*tileY;float t=exp(PI-(mercator_pos_y*PI*2.0));return (2.0*t)/(t*t+1.0);}float projectLineThickness(float tileY) {float thickness=1.0/circumferenceRatioAtTileY(tileY);if (u_projection_transition < 0.999) {return mix(1.0,thickness,u_projection_transition);} else {return thickness;}}vec3 projectToSphere(vec2 translatedPos,vec2 rawPos) {vec2 mercator_pos=u_projection_tile_mercator_coords.xy+u_projection_tile_mercator_coords.zw*translatedPos;float spherical_x=mercator_pos.x*PI*2.0+PI;float t=exp(PI-(mercator_pos.y*PI*2.0));float t2=t*t;float denom=t2+1.0;float sin_sy=(t2-1.0)/denom;float cos_sy=(2.0*t)/denom;vec3 pos=vec3(sin(spherical_x)*cos_sy,sin_sy,cos(spherical_x)*cos_sy
);if (rawPos.y <-32767.5) {pos=vec3(0.0,1.0,0.0);}if (rawPos.y > 32766.5) {pos=vec3(0.0,-1.0,0.0);}return pos;}vec3 projectToSphere(vec2 posInTile) {return projectToSphere(posInTile,vec2(0.0,0.0));}float globeComputeClippingZ(vec3 spherePos) {return (1.0-(dot(spherePos,u_projection_clipping_plane.xyz)+u_projection_clipping_plane.w));}vec4 interpolateProjection(vec2 posInTile,vec3 spherePos,float elevation) {v_projection_tile_x=posInTile.x;vec3 elevatedPos=spherePos*(1.0+elevation/GLOBE_RADIUS);vec4 globePosition=u_projection_matrix*vec4(elevatedPos,1.0);globePosition.z=globeComputeClippingZ(elevatedPos)*globePosition.w;if (u_projection_transition > 0.999) {return globePosition;}vec4 flatPosition=u_projection_fallback_matrix*vec4(posInTile,elevation,1.0);const float z_globeness_threshold=0.2;vec4 result=globePosition;result.z=mix(0.0,globePosition.z,clamp((u_projection_transition-z_globeness_threshold)/(1.0-z_globeness_threshold),0.0,1.0));result.xyw=mix(flatPosition.xyw,globePosition.xyw,u_projection_transition);if ((posInTile.y <-32767.5) || (posInTile.y > 32766.5)) {result=globePosition;const float poles_hidden_anim_percentage=0.02;result.z=mix(globePosition.z,100.0,pow(max((1.0-u_projection_transition)/poles_hidden_anim_percentage,0.0),8.0));}return result;}vec4 interpolateProjectionFor3D(vec2 posInTile,vec3 spherePos,float elevation) {v_projection_tile_x=posInTile.x;vec3 elevatedPos=spherePos*(1.0+elevation/GLOBE_RADIUS);vec4 globePosition=u_projection_matrix*vec4(elevatedPos,1.0);if (u_projection_transition > 0.999) {return globePosition;}vec4 fallbackPosition=u_projection_fallback_matrix*vec4(posInTile,elevation,1.0);return mix(fallbackPosition,globePosition,u_projection_transition);}vec4 projectTile(vec2 posInTile) {return interpolateProjection(posInTile,projectToSphere(posInTile),0.0);}vec4 projectTile(vec2 posInTile,vec2 rawPos) {return interpolateProjection(posInTile,projectToSphere(posInTile,rawPos),0.0);}vec4 projectTileWithElevation(vec2 posInTile,float elevation) {return interpolateProjection(posInTile,projectToSphere(posInTile),elevation);}vec4 projectTileFor3D(vec2 posInTile,float elevation) {vec3 spherePos=projectToSphere(posInTile,posInTile);return interpolateProjectionFor3D(posInTile,spherePos,elevation);}`),background:Y(Qs,$s),backgroundPattern:Y(ec,tc),circle:Y(nc,rc),clippingMask:Y(ic,`layout(location=0) in vec2 a_pos;void main() {gl_Position=projectTile(a_pos);}`),heatmap:Y(`uniform highp float u_intensity;in vec2 v_extrude;
#pragma maplibre: define highp float weight
#define GAUSS_COEF 0.3989422804014327
void main() {
#pragma maplibre: initialize highp float weight
float d=-0.5*3.0*3.0*dot(v_extrude,v_extrude);float val=weight*u_intensity*GAUSS_COEF*exp(d);fragColor=vec4(val,1.0,1.0,1.0);
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform float u_extrude_scale;uniform float u_opacity;uniform float u_intensity;uniform highp float u_globe_extrude_scale;layout(location=0) in ivec2 a_pos;out vec2 v_extrude;
#pragma maplibre: define highp float weight
#pragma maplibre: define mediump float radius
const highp float ZERO=1.0/255.0/16.0;
#define GAUSS_COEF 0.3989422804014327
void main(void) {
#pragma maplibre: initialize highp float weight
#pragma maplibre: initialize mediump float radius
ivec2 pos_raw=a_pos+32768;vec2 unscaled_extrude=vec2(pos_raw & 7)/7.0*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;vec2 circle_center=vec2(pos_raw >> 3);
#ifdef GLOBE
vec2 angles=v_extrude*radius*u_globe_extrude_scale;vec3 center_vector=projectToSphere(circle_center);vec3 corner_vector=globeRotateVector(center_vector,angles);gl_Position=interpolateProjection(circle_center+extrude,corner_vector,0.0);
#else
gl_Position=projectTileFor3D(circle_center+extrude,get_elevation(circle_center));
#endif
}`),heatmapTexture:Y(`uniform sampler2D u_image;uniform sampler2D u_color_ramp;uniform float u_opacity;in vec2 v_pos;void main() {float t=texture(u_image,v_pos).r;vec4 color=texture(u_color_ramp,vec2(t,0.5));fragColor=color*u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(0.0);
#endif
}`,`uniform mat4 u_matrix;layout(location=0) in vec2 a_pos;out vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos*u_world_size,0,1);v_pos.x=a_pos.x;v_pos.y=1.0-a_pos.y;}`),collisionBox:Y(`flat in float v_placed;flat in float v_notUsed;void main() {float alpha=0.5;fragColor=vec4(1.0,0.0,0.0,1.0)*alpha;if (v_placed > 0.5) {fragColor=vec4(0.0,0.0,1.0,0.5)*alpha;}if (v_notUsed > 0.5) {fragColor*=.1;}}`,`layout(location=0) in vec2 a_anchor_pos;layout(location=1) in vec2 a_placed;layout(location=2) in vec2 a_box_real;flat out float v_placed;flat out float v_notUsed;void main() {gl_Position=projectTileWithElevation(a_anchor_pos,get_elevation(a_anchor_pos));gl_Position.xy=((a_box_real+0.5)*u_pixel_extrude_scale*2.0-1.0)*vec2(1.0,-1.0)*gl_Position.w;if (gl_Position.z/gl_Position.w < 1.1) {gl_Position.z=0.5;}v_placed=a_placed.x;v_notUsed=a_placed.y;}`),collisionCircle:Y(`flat in float v_radius;in vec2 v_extrude;flat in float v_collision;void main() {float alpha=0.5;float stroke_radius=0.9;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);fragColor=color*alpha*opacity_t;}`,`layout(location=0) in vec2 a_pos;layout(location=1) in float a_radius;layout(location=2) in vec2 a_flags;flat out float v_radius;out vec2 v_extrude;flat out float v_collision;void main() {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;float padding_factor=1.2;v_radius=radius;v_extrude=quadVertexExtent*padding_factor;v_collision=collision;gl_Position=vec4((a_pos/u_viewport_size*2.0-1.0)*vec2(1.0,-1.0),0.0,1.0)+vec4(quadVertexExtent*padding_factor/u_viewport_size*2.0,0.0,0.0);}`),colorRelief:Y(`#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D u_image;uniform vec4 u_unpack;uniform sampler2D u_elevation_stops;uniform sampler2D u_color_stops;uniform int u_color_ramp_size;uniform float u_opacity;in vec2 v_pos;float getElevation(vec2 coord) {vec4 data=texture(u_image,coord)*255.0;data.a=-1.0;return dot(data,u_unpack);}float getElevationStop(int stop) {vec4 data=texelFetch(u_elevation_stops,ivec2(stop,0),0)*255.0;data.a=-1.0;return dot(data,u_unpack);}void main() {float el=getElevation(v_pos);int r=(u_color_ramp_size-1);int l=0;float el_l=getElevationStop(l);float el_r=getElevationStop(r);while(r-l > 1){int m=(r+l)/2;float el_m=getElevationStop(m);if(el < el_m){r=m;el_r=el_m;}else
{l=m;el_l=el_m;}}float x=(float(l)+(el-el_l)/(el_r-el_l)+0.5)/float(u_color_ramp_size);fragColor=u_opacity*texture(u_color_stops,vec2(x,0));
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform vec2 u_dimension;layout(location=0) in vec2 a_pos;out vec2 v_pos;void main() {gl_Position=projectTile(a_pos,a_pos);highp vec2 epsilon=2.0/u_dimension;float scale=(u_dimension.x-4.0)/u_dimension.x;v_pos=(a_pos/8192.0)*scale+epsilon;if (a_pos.y <-32767.5) {v_pos.y=0.0;}if (a_pos.y > 32766.5) {v_pos.y=1.0;}}`),debug:Y(`uniform highp vec4 u_color;uniform sampler2D u_overlay;in vec2 v_uv;void main() {vec4 overlay_color=texture(u_overlay,v_uv);fragColor=mix(u_color,overlay_color,overlay_color.a);}`,`layout(location=0) in vec2 a_pos;out vec2 v_uv;uniform float u_overlay_scale;void main() {v_uv=a_pos/8192.0;gl_Position=projectTileWithElevation(a_pos*u_overlay_scale,get_elevation(a_pos));}`),depth:Y(ic,`layout(location=0) in vec2 a_pos;void main() {
#ifdef GLOBE
gl_Position=projectTileFor3D(a_pos,0.0);
#else
gl_Position=u_projection_matrix*vec4(a_pos,0.0,1.0);
#endif
}`),fill:Y(`#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize lowp float opacity
fragColor=color*opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform vec2 u_fill_translate;layout(location=0) in vec2 a_pos;
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize lowp float opacity
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}gl_Position=projectTile(a_pos+u_fill_translate,a_pos);}`),fillOutline:Y(`in vec2 v_pos;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define highp vec4 outline_color
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize highp vec4 outline_color
#pragma maplibre: initialize lowp float opacity
float dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);fragColor=outline_color*(alpha*opacity);
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform vec2 u_fill_translate;layout(location=0) in vec2 a_pos;out vec2 v_pos;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define highp vec4 outline_color
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize highp vec4 outline_color
#pragma maplibre: initialize lowp float opacity
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}gl_Position=projectTile(a_pos+u_fill_translate,a_pos);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world_size;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
}`),fillOutlinePattern:Y(`uniform vec2 u_texsize;uniform sampler2D u_image;uniform float u_fade;uniform bool u_sdf_pattern;in vec2 v_pos_a;in vec2 v_pos_b;in vec2 v_pos;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define lowp float opacity
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
void main() {
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
vec2 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=texture(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=texture(u_image,pos2);float dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);if (u_sdf_pattern) {highp float sdf_edge=(256.0-64.0)/256.0;highp float sdf_gamma_a=max(fwidth(color1.a)*0.5,1.0/255.0/16.0);highp float sdf_gamma_b=max(fwidth(color2.a)*0.5,1.0/255.0/16.0);float sdf_alpha_a=smoothstep(sdf_edge-sdf_gamma_a,sdf_edge+sdf_gamma_a,color1.a);float sdf_alpha_b=smoothstep(sdf_edge-sdf_gamma_b,sdf_edge+sdf_gamma_b,color2.a);fragColor=mix(color*sdf_alpha_a,color*sdf_alpha_b,u_fade)*alpha*opacity;} else {fragColor=mix(color1,color2,u_fade)*alpha*opacity;}
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;uniform vec2 u_fill_translate;layout(location=0) in vec2 a_pos;out vec2 v_pos_a;out vec2 v_pos_b;out vec2 v_pos;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define lowp float opacity
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
#pragma maplibre: define lowp float pixel_ratio_from
#pragma maplibre: define lowp float pixel_ratio_to
void main() {
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
#pragma maplibre: initialize lowp float pixel_ratio_from
#pragma maplibre: initialize lowp float pixel_ratio_to
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}vec2 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=projectTile(a_pos+u_fill_translate,a_pos);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_size;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
}`),fillPattern:Y(`#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_texsize;uniform float u_fade;uniform bool u_sdf_pattern;uniform sampler2D u_image;in vec2 v_pos_a;in vec2 v_pos_b;
#pragma maplibre: define lowp float opacity
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
void main() {
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
vec2 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=texture(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=texture(u_image,pos2);if (u_sdf_pattern) {highp float sdf_edge=(256.0-64.0)/256.0;highp float sdf_gamma_a=max(fwidth(color1.a)*0.5,1.0/255.0/16.0);highp float sdf_gamma_b=max(fwidth(color2.a)*0.5,1.0/255.0/16.0);float sdf_alpha_a=smoothstep(sdf_edge-sdf_gamma_a,sdf_edge+sdf_gamma_a,color1.a);float sdf_alpha_b=smoothstep(sdf_edge-sdf_gamma_b,sdf_edge+sdf_gamma_b,color2.a);fragColor=mix(color*sdf_alpha_a,color*sdf_alpha_b,u_fade)*opacity;} else {fragColor=mix(color1,color2,u_fade)*opacity;}
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;uniform vec2 u_fill_translate;layout(location=0) in vec2 a_pos;out vec2 v_pos_a;out vec2 v_pos_b;
#pragma maplibre: define lowp float opacity
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
#pragma maplibre: define lowp float pixel_ratio_from
#pragma maplibre: define lowp float pixel_ratio_to
void main() {
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
#pragma maplibre: initialize lowp float pixel_ratio_from
#pragma maplibre: initialize lowp float pixel_ratio_to
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}vec2 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=projectTile(a_pos+u_fill_translate,a_pos);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);}`),fillExtrusion:Y(`in vec4 v_color;void main() {fragColor=v_color;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`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;layout(location=0) in vec2 a_pos;layout(location=1) in ivec4 a_normal_ed;
#ifdef TERRAIN3D
layout(location=2) in vec2 a_centroid;
#endif
out vec4 v_color;
#pragma maplibre: define highp float base
#pragma maplibre: define highp float height
#pragma maplibre: define highp vec4 color
void main() {
#pragma maplibre: initialize highp float base
#pragma maplibre: initialize highp float height
#pragma maplibre: initialize highp vec4 color
vec3 normal=vec3(a_normal_ed.xyz);float gradient_base=max(0.0,base);float gradient_height=max(0.0,height);
#ifdef TERRAIN3D
float height_terrain3d_offset=get_elevation(a_centroid);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
base=max(0.0,base)+base_terrain3d_offset;height=max(0.0,height)+height_terrain3d_offset;float t=float(a_normal_ed.x & 1);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
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;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;directional=mix(directional,clamp(dot(normalForLighting,u_lightpos_globe),0.0,1.0),u_projection_transition);
#endif
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+gradient_base)*pow(gradient_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;}`),fillExtrusionPattern:Y(`uniform vec2 u_texsize;uniform float u_fade;uniform sampler2D u_image;in vec2 v_pos_a;in vec2 v_pos_b;in vec4 v_lighting;
#pragma maplibre: define lowp float base
#pragma maplibre: define lowp float height
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
#pragma maplibre: define lowp float pixel_ratio_from
#pragma maplibre: define lowp float pixel_ratio_to
void main() {
#pragma maplibre: initialize lowp float base
#pragma maplibre: initialize lowp float height
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
#pragma maplibre: initialize lowp float pixel_ratio_from
#pragma maplibre: initialize lowp float pixel_ratio_to
vec2 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=texture(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=texture(u_image,pos2);vec4 mixedColor=mix(color1,color2,u_fade);fragColor=mixedColor*v_lighting;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`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 vec2 u_fill_translate;uniform vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp vec3 u_lightpos_globe;uniform lowp float u_lightintensity;layout(location=0) in vec2 a_pos;layout(location=1) in ivec4 a_normal_ed;
#ifdef TERRAIN3D
layout(location=2) in vec2 a_centroid;
#endif
#ifdef GLOBE
out vec3 v_sphere_pos;
#endif
out vec2 v_pos_a;out vec2 v_pos_b;out vec4 v_lighting;
#pragma maplibre: define lowp float base
#pragma maplibre: define lowp float height
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
#pragma maplibre: define lowp float pixel_ratio_from
#pragma maplibre: define lowp float pixel_ratio_to
void main() {
#pragma maplibre: initialize lowp float base
#pragma maplibre: initialize lowp float height
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
#pragma maplibre: initialize lowp float pixel_ratio_from
#pragma maplibre: initialize lowp float pixel_ratio_to
vec2 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=vec3(a_normal_ed.xyz);float edgedistance=float(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;float gradient_base=max(0.0,base);float gradient_height=max(0.0,height);
#ifdef TERRAIN3D
float height_terrain3d_offset=get_elevation(a_centroid);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
base=max(0.0,base)+base_terrain3d_offset;height=max(0.0,height)+height_terrain3d_offset;float t=float(a_normal_ed.x & 1);float elevation=t > 0.0 ? height : base;vec2 posInTile=a_pos+u_fill_translate;
#ifdef GLOBE
vec3 spherePos=projectToSphere(posInTile,a_pos);vec3 elevatedPos=spherePos*(1.0+elevation/GLOBE_RADIUS);v_sphere_pos=elevatedPos;gl_Position=interpolateProjectionFor3D(posInTile,spherePos,elevation);
#else
gl_Position=u_projection_matrix*vec4(posInTile,elevation,1.0);
#endif
vec2 pos=a_normal_ed.x==1 && a_normal_ed.y==0 && a_normal_ed.z==16384
? a_pos
: vec2(edgedistance,elevation*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+gradient_base)*pow(gradient_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;}`),hillshadePrepare:Y(`#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D u_image;in vec2 v_pos;uniform vec2 u_dimension;uniform float u_zoom;uniform vec4 u_unpack;float getElevation(ivec2 texel) {vec4 data=texelFetch(u_image,texel,0)*255.0;data.a=-1.0;return dot(data,u_unpack);}void main() {ivec2 pos=ivec2(gl_FragCoord.xy)+ivec2(1);float tileSize=u_dimension.x-4.0;float a=getElevation(pos+ivec2(-1,-1));float b=getElevation(pos+ivec2(0,-1));float c=getElevation(pos+ivec2(1,-1));float d=getElevation(pos+ivec2(-1,0));float e=getElevation(pos);float f=getElevation(pos+ivec2(1,0));float g=getElevation(pos+ivec2(-1,1));float h=getElevation(pos+ivec2(0,1));float i=getElevation(pos+ivec2(1,1));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))*tileSize/pow(2.0,exaggeration+(28.2562-u_zoom));fragColor=clamp(vec4(deriv.x/8.0+0.5,deriv.y/8.0+0.5,1.0,1.0),0.0,1.0);
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform vec2 u_dimension;layout(location=0) in vec2 a_pos;layout(location=1) in vec2 a_texture_pos;out 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;}`),hillshade:Y(`uniform sampler2D u_image;in highp vec2 v_pos;uniform vec2 u_latrange;uniform float u_exaggeration;uniform vec4 u_accent;uniform int u_method;uniform float u_altitudes[NUM_ILLUMINATION_SOURCES];uniform float u_azimuths[NUM_ILLUMINATION_SOURCES];uniform vec4 u_shadows[NUM_ILLUMINATION_SOURCES];uniform vec4 u_highlights[NUM_ILLUMINATION_SOURCES];
#define PI 3.141592653589793
#define STANDARD 0
#define COMBINED 1
#define IGOR 2
#define MULTIDIRECTIONAL 3
#define BASIC 4
float get_aspect(vec2 deriv){return deriv.x !=0.0 ? atan(deriv.y,-deriv.x) : PI/2.0*(deriv.y > 0.0 ? 1.0 :-1.0);}void igor_hillshade(vec2 deriv){deriv=deriv*u_exaggeration*2.0;float aspect=get_aspect(deriv);float azimuth=u_azimuths[0]+PI;float slope_stength=atan(length(deriv))*2.0/PI;float aspect_strength=1.0-abs(mod((aspect+azimuth)/PI+0.5,2.0)-1.0);float shadow_strength=slope_stength*aspect_strength;float highlight_strength=slope_stength*(1.0-aspect_strength);fragColor=u_shadows[0]*shadow_strength+u_highlights[0]*highlight_strength;}void standard_hillshade(vec2 deriv){float azimuth=u_azimuths[0]+PI;float slope=atan(0.625*length(deriv));float aspect=get_aspect(deriv);float intensity=u_exaggeration;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_shadows[0],u_highlights[0],shade)*sin(scaledSlope)*clamp(intensity*2.0,0.0,1.0);fragColor=accent_color*(1.0-shade_color.a)+shade_color;}void basic_hillshade(vec2 deriv){deriv=deriv*u_exaggeration*2.0;float azimuth=u_azimuths[0]+PI;float cos_az=cos(azimuth);float sin_az=sin(azimuth);float cos_alt=cos(u_altitudes[0]);float sin_alt=sin(u_altitudes[0]);float cang=(sin_alt-(deriv.y*cos_az*cos_alt-deriv.x*sin_az*cos_alt))/sqrt(1.0+dot(deriv,deriv));float shade=clamp(cang,0.0,1.0);if(shade > 0.5){fragColor=u_highlights[0]*(2.0*shade-1.0);}else
{fragColor=u_shadows[0]*(1.0-2.0*shade);}}void multidirectional_hillshade(vec2 deriv){deriv=deriv*u_exaggeration*2.0;fragColor=vec4(0,0,0,0);for(int i=0; i < NUM_ILLUMINATION_SOURCES; i++){float cos_alt=cos(u_altitudes[i]);float sin_alt=sin(u_altitudes[i]);float cos_az=-cos(u_azimuths[i]);float sin_az=-sin(u_azimuths[i]);float cang=(sin_alt-(deriv.y*cos_az*cos_alt-deriv.x*sin_az*cos_alt))/sqrt(1.0+dot(deriv,deriv));float shade=clamp(cang,0.0,1.0);if(shade > 0.5){fragColor+=u_highlights[i]*(2.0*shade-1.0)/float(NUM_ILLUMINATION_SOURCES);}else
{fragColor+=u_shadows[i]*(1.0-2.0*shade)/float(NUM_ILLUMINATION_SOURCES);}}}void combined_hillshade(vec2 deriv){deriv=deriv*u_exaggeration*2.0;float azimuth=u_azimuths[0]+PI;float cos_az=cos(azimuth);float sin_az=sin(azimuth);float cos_alt=cos(u_altitudes[0]);float sin_alt=sin(u_altitudes[0]);float cang=acos((sin_alt-(deriv.y*cos_az*cos_alt-deriv.x*sin_az*cos_alt))/sqrt(1.0+dot(deriv,deriv)));cang=clamp(cang,0.0,PI/2.0);float shade=cang*atan(length(deriv))*4.0/PI/PI;float highlight=(PI/2.0-cang)*atan(length(deriv))*4.0/PI/PI;fragColor=u_shadows[0]*shade+u_highlights[0]*highlight;}void main() {highp vec2 size=vec2(textureSize(u_image,0));highp vec2 texturePos=(v_pos*(size-2.0)+1.0)/size;vec4 pixel=texture(u_image,texturePos);float scaleFactor=cos(radians((u_latrange[0]-u_latrange[1])*(1.0-v_pos.y)+u_latrange[1]));vec2 deriv=((pixel.rg*8.0)-4.0)/scaleFactor;if (u_method==BASIC) {basic_hillshade(deriv);} else if (u_method==COMBINED) {combined_hillshade(deriv);} else if (u_method==IGOR) {igor_hillshade(deriv);} else if (u_method==MULTIDIRECTIONAL) {multidirectional_hillshade(deriv);} else if (u_method==STANDARD) {standard_hillshade(deriv);} else {standard_hillshade(deriv);}
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;layout(location=0) in vec2 a_pos;out vec2 v_pos;void main() {gl_Position=projectTile(a_pos,a_pos);v_pos=a_pos/8192.0;if (a_pos.y <-32767.5) {v_pos.y=0.0;}if (a_pos.y > 32766.5) {v_pos.y=1.0;}}`),line:Y(`flat in vec2 v_width2;in vec2 v_normal;in float v_gamma_scale;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
clipAntimeridian();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);fragColor=color*(alpha*opacity);
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
layout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;uniform vec2 u_translation;uniform mediump float u_ratio;out vec2 v_normal;flat out vec2 v_width2;out float v_gamma_scale;out highp float v_linesofar;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define mediump float gapwidth
#pragma maplibre: define lowp float offset
#pragma maplibre: define mediump float width
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize mediump float gapwidth
#pragma maplibre: initialize lowp float offset
#pragma maplibre: initialize mediump float width
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);v_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*2.0;vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
v_width2=vec2(outset,inset);}`),lineGradient:Y(`uniform sampler2D u_image;flat in vec2 v_width2;in vec2 v_normal;in float v_gamma_scale;in highp vec2 v_uv;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
clipAntimeridian();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);vec4 color=texture(u_image,v_uv);fragColor=color*(alpha*opacity);
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
layout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;layout(location=2) in float a_uv_x;layout(location=3) in float a_split_index;uniform vec2 u_translation;uniform mediump float u_ratio;uniform float u_image_height;out vec2 v_normal;flat out vec2 v_width2;out float v_gamma_scale;out highp vec2 v_uv;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define mediump float gapwidth
#pragma maplibre: define lowp float offset
#pragma maplibre: define mediump float width
void main() {
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize mediump float gapwidth
#pragma maplibre: initialize lowp float offset
#pragma maplibre: initialize mediump float width
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);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=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
v_width2=vec2(outset,inset);}`),linePattern:Y(`#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_texsize;uniform float u_fade;uniform mediump vec3 u_scale;uniform sampler2D u_image;in vec2 v_normal;flat in vec2 v_width2;in float v_linesofar;in float v_gamma_scale;flat in float v_width;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
#pragma maplibre: define lowp float pixel_ratio_from
#pragma maplibre: define lowp float pixel_ratio_to
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
#pragma maplibre: initialize lowp float pixel_ratio_from
#pragma maplibre: initialize lowp float pixel_ratio_to
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
clipAntimeridian();vec2 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(texture(u_image,pos_a),texture(u_image,pos_b),u_fade);fragColor=color*alpha*opacity;
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
#define LINE_DISTANCE_SCALE 2.0
layout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;uniform vec2 u_translation;uniform mediump float u_ratio;out vec2 v_normal;flat out vec2 v_width2;out float v_linesofar;out float v_gamma_scale;flat out float v_width;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define lowp float offset
#pragma maplibre: define mediump float gapwidth
#pragma maplibre: define mediump float width
#pragma maplibre: define lowp float floorwidth
#pragma maplibre: define lowp vec4 pattern_from
#pragma maplibre: define lowp vec4 pattern_to
#pragma maplibre: define lowp float pixel_ratio_from
#pragma maplibre: define lowp float pixel_ratio_to
void main() {
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize lowp float offset
#pragma maplibre: initialize mediump float gapwidth
#pragma maplibre: initialize mediump float width
#pragma maplibre: initialize lowp float floorwidth
#pragma maplibre: initialize mediump vec4 pattern_from
#pragma maplibre: initialize mediump vec4 pattern_to
#pragma maplibre: initialize lowp float pixel_ratio_from
#pragma maplibre: initialize lowp float pixel_ratio_to
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);float a_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*LINE_DISTANCE_SCALE;vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
v_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;}`),lineSDF:Y(`uniform lowp float u_lineatlas_width;uniform sampler2D u_image;uniform float u_mix;in vec2 v_normal;flat in vec2 v_width2;in vec2 v_tex_a;in vec2 v_tex_b;in float v_gamma_scale;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define mediump float width
#pragma maplibre: define lowp float floorwidth
#pragma maplibre: define mediump vec4 dasharray_from
#pragma maplibre: define mediump vec4 dasharray_to
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize mediump float width
#pragma maplibre: initialize lowp float floorwidth
#pragma maplibre: initialize mediump vec4 dasharray_from
#pragma maplibre: initialize mediump vec4 dasharray_to
clipAntimeridian();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 sdfdist_a=texture(u_image,v_tex_a).a;float sdfdist_b=texture(u_image,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);float sdfgamma=(u_lineatlas_width/256.0/u_device_pixel_ratio)/min(dasharray_from.w,dasharray_to.w);alpha*=smoothstep(0.5-sdfgamma/floorwidth,0.5+sdfgamma/floorwidth,sdfdist);fragColor=color*(alpha*opacity);
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
#define LINE_DISTANCE_SCALE 2.0
layout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;uniform vec2 u_translation;uniform mediump float u_ratio;uniform float u_tileratio;uniform float u_crossfade_from;uniform float u_crossfade_to;uniform float u_lineatlas_height;out vec2 v_normal;flat out vec2 v_width2;out vec2 v_tex_a;out vec2 v_tex_b;out float v_gamma_scale;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define highp vec4 color
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define mediump float gapwidth
#pragma maplibre: define lowp float offset
#pragma maplibre: define mediump float width
#pragma maplibre: define lowp float floorwidth
#pragma maplibre: define mediump vec4 dasharray_from
#pragma maplibre: define mediump vec4 dasharray_to
void main() {
#pragma maplibre: initialize highp vec4 color
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize mediump float gapwidth
#pragma maplibre: initialize lowp float offset
#pragma maplibre: initialize mediump float width
#pragma maplibre: initialize lowp float floorwidth
#pragma maplibre: initialize mediump vec4 dasharray_from
#pragma maplibre: initialize mediump vec4 dasharray_to
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);float a_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*LINE_DISTANCE_SCALE;vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
float u_patternscale_a_x=u_tileratio/dasharray_from.w/u_crossfade_from;float u_patternscale_a_y=-dasharray_from.z/2.0/u_lineatlas_height;float u_patternscale_b_x=u_tileratio/dasharray_to.w/u_crossfade_to;float u_patternscale_b_y=-dasharray_to.z/2.0/u_lineatlas_height;v_tex_a=vec2(a_linesofar*u_patternscale_a_x/floorwidth,normal.y*u_patternscale_a_y+(float(dasharray_from.y)+0.5)/u_lineatlas_height);v_tex_b=vec2(a_linesofar*u_patternscale_b_x/floorwidth,normal.y*u_patternscale_b_y+(float(dasharray_to.y)+0.5)/u_lineatlas_height);v_width2=vec2(outset,inset);}`),lineGradientSDF:Y(`uniform sampler2D u_image;uniform sampler2D u_image_dash;uniform float u_mix;uniform lowp float u_lineatlas_width;in vec2 v_normal;flat in vec2 v_width2;in vec2 v_tex_a;in vec2 v_tex_b;in float v_gamma_scale;in highp vec2 v_uv;
#ifdef GLOBE
in float v_depth;
#endif
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define mediump float width
#pragma maplibre: define lowp float floorwidth
#pragma maplibre: define mediump vec4 dasharray_from
#pragma maplibre: define mediump vec4 dasharray_to
void main() {
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize mediump float width
#pragma maplibre: initialize lowp float floorwidth
#pragma maplibre: initialize mediump vec4 dasharray_from
#pragma maplibre: initialize mediump vec4 dasharray_to
clipAntimeridian();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);vec4 color=texture(u_image,v_uv);float sdfdist_a=texture(u_image_dash,v_tex_a).a;float sdfdist_b=texture(u_image_dash,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);float sdfgamma=(u_lineatlas_width/256.0)/min(dasharray_from.w,dasharray_to.w);float dash_alpha=smoothstep(0.5-sdfgamma/floorwidth,0.5+sdfgamma/floorwidth,sdfdist);fragColor=color*(alpha*dash_alpha*opacity);
#ifdef GLOBE
if (v_depth > 1.0) {discard;}
#endif
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
#define LINE_DISTANCE_SCALE 2.0
layout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;layout(location=2) in float a_uv_x;layout(location=3) in float a_split_index;uniform vec2 u_translation;uniform mediump float u_ratio;uniform float u_image_height;uniform float u_tileratio;uniform float u_crossfade_from;uniform float u_crossfade_to;uniform float u_lineatlas_height;out vec2 v_normal;flat out vec2 v_width2;out float v_gamma_scale;out highp vec2 v_uv;out vec2 v_tex_a;out vec2 v_tex_b;
#ifdef GLOBE
out float v_depth;
#endif
#pragma maplibre: define lowp float blur
#pragma maplibre: define lowp float opacity
#pragma maplibre: define mediump float gapwidth
#pragma maplibre: define lowp float offset
#pragma maplibre: define mediump float width
#pragma maplibre: define lowp float floorwidth
#pragma maplibre: define mediump vec4 dasharray_from
#pragma maplibre: define mediump vec4 dasharray_to
void main() {
#pragma maplibre: initialize lowp float blur
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize mediump float gapwidth
#pragma maplibre: initialize lowp float offset
#pragma maplibre: initialize mediump float width
#pragma maplibre: initialize lowp float floorwidth
#pragma maplibre: initialize mediump vec4 dasharray_from
#pragma maplibre: initialize mediump vec4 dasharray_to
if (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);float a_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*LINE_DISTANCE_SCALE;float texel_height=1.0/u_image_height;float half_texel_height=0.5*texel_height;v_uv=vec2(a_uv_x,a_split_index*texel_height-half_texel_height);vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;
#ifdef GLOBE
v_depth=gl_Position.z/gl_Position.w;
#endif
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
float u_patternscale_a_x=u_tileratio/dasharray_from.w/u_crossfade_from;float u_patternscale_a_y=-dasharray_from.z/2.0/u_lineatlas_height;float u_patternscale_b_x=u_tileratio/dasharray_to.w/u_crossfade_to;float u_patternscale_b_y=-dasharray_to.z/2.0/u_lineatlas_height;v_tex_a=vec2(a_linesofar*u_patternscale_a_x/floorwidth,normal.y*u_patternscale_a_y+(float(dasharray_from.y)+0.5)/u_lineatlas_height);v_tex_b=vec2(a_linesofar*u_patternscale_b_x/floorwidth,normal.y*u_patternscale_b_y+(float(dasharray_to.y)+0.5)/u_lineatlas_height);v_width2=vec2(outset,inset);}`),layerOpacity:Y(`uniform sampler2D u_image;uniform float u_opacity;in vec2 v_pos;void main() {fragColor=texture(u_image,v_pos)*u_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(0.0);
#endif
}`,`layout(location=0) in vec2 a_pos;out vec2 v_pos;void main() {gl_Position=vec4(a_pos.x*2.0-1.0,1.0-a_pos.y*2.0,0.0,1.0);v_pos.x=a_pos.x;v_pos.y=1.0-a_pos.y;}`),raster:Y(`uniform float u_fade_t;uniform float u_opacity;uniform sampler2D u_image0;uniform sampler2D u_image1;in vec3 v_pos0;in vec3 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=texture(u_image0,v_pos0.xy/v_pos0.z);vec4 color1=texture(u_image1,v_pos1.xy/v_pos1.z);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);fragColor=vec4(mix(u_high_vec,u_low_vec,rgb)*color.a,color.a);
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;uniform vec3 u_image_warp;uniform vec4 u_coords_top;uniform vec4 u_coords_bottom;layout(location=0) in vec2 a_pos;out vec3 v_pos0;out vec3 v_pos1;void main() {vec2 fractionalPos=a_pos/8192.0;vec2 topLeft=u_coords_top.xy;vec2 topRight=u_coords_top.zw;vec2 bottomLeft=u_coords_bottom.xy;vec2 bottomRight=u_coords_bottom.zw;vec2 bilinearPos=mix(mix(topLeft,topRight,fractionalPos.x),mix(bottomLeft,bottomRight,fractionalPos.x),fractionalPos.y);float denominator=dot(u_image_warp.xy,fractionalPos)+1.0;vec2 acrossTop=topRight-topLeft+u_image_warp.x*topRight;vec2 downLeft=bottomLeft-topLeft+u_image_warp.y*bottomLeft;vec2 projectivePos=(acrossTop*fractionalPos.x+downLeft*fractionalPos.y+topLeft)/denominator;vec2 position=mix(projectivePos,bilinearPos,u_image_warp.z);gl_Position=projectTile(position,position);vec2 texturePos=((fractionalPos-0.5)/u_buffer_scale)+0.5;
#ifdef GLOBE
if (a_pos.y <-32767.5) {texturePos.y=0.0;}if (a_pos.y > 32766.5) {texturePos.y=1.0;}
#endif
float perspectiveRatio=mix(1.0/denominator,1.0,u_image_warp.z);v_pos0=vec3(texturePos*perspectiveRatio,perspectiveRatio);vec2 parentPos=(texturePos*u_scale_parent)+u_tl_parent;v_pos1=vec3(parentPos*perspectiveRatio,perspectiveRatio);}`),symbolIcon:Y(`uniform sampler2D u_texture;in vec2 v_tex;flat in float v_total_opacity;void main() {fragColor=texture(u_texture,v_tex)*v_total_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`layout(location=0) in vec4 a_pos_offset;layout(location=1) in uvec4 a_data;layout(location=2) in vec4 a_pixeloffset;layout(location=3) in vec3 a_projected_pos;layout(location=4) in uint a_fade_opacity;layout(location=5) in float a_height_offset;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 bool u_rotate_symbol;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;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform vec2 u_translation;uniform float u_pitched_scale;uniform bool u_is_offset;uniform bool u_height_anchor_ground;out vec2 v_tex;flat out float v_total_opacity;
#pragma maplibre: define lowp float opacity
void main() {
#pragma maplibre: initialize lowp float opacity
vec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=vec2(a_data.xy);vec2 a_size=vec2(a_data.zw);float a_size_min=float(a_data.z >> 1u);vec2 a_pxoffset=a_pixeloffset.xy;vec2 a_minFontScale=a_pixeloffset.zw/256.0;float ele=a_height_offset+(u_height_anchor_ground ? get_elevation(a_pos) : 0.0);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;}vec2 translated_a_pos=a_pos+u_translation;vec4 projectedPoint=projectTileWithElevation(translated_a_pos,ele);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_symbol_fade_change :-u_symbol_fade_change;float visibility=calculate_visibility(projectedPoint);v_total_opacity=opacity*max(0.0,min(visibility,fade_opacity[0]+fade_change));if (v_total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}highp float camera_to_anchor_distance=projectedPoint.w;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,0.0,4.0);if (!u_is_offset) {size*=perspective_ratio;}float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {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;
#ifdef GLOBE
if(u_pitch_with_map) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}
#endif
vec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset/16.0)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}gl_Position=finalPos;v_tex=a_tex/u_texsize;}`),symbolSDF:Y(`#define SDF_PX 8.0
uniform bool u_is_halo;uniform bool u_is_plain;uniform sampler2D u_texture;uniform highp float u_gamma_scale;uniform bool u_is_text;in vec2 v_data0;in vec3 v_data1;
#pragma maplibre: define highp vec4 fill_color
#pragma maplibre: define highp vec4 halo_color
#pragma maplibre: define lowp float halo_width
#pragma maplibre: define lowp float halo_blur
void main() {
#pragma maplibre: initialize highp vec4 fill_color
#pragma maplibre: initialize highp vec4 halo_color
#pragma maplibre: initialize lowp float halo_width
#pragma maplibre: initialize lowp float halo_blur
float 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 total_opacity=v_data1[2];float fontScale=u_is_text ? size/24.0 : size;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float inner_edge=(256.0-64.0)/256.0;lowp float dist=texture(u_texture,tex).a;lowp vec4 color_alpha_out_text,color_alpha_out_halo;if (u_is_plain){highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(inner_edge-gamma_scaled,inner_edge+gamma_scaled,dist);color_alpha_out_text=total_opacity*alpha*fill_color;}if (u_is_halo) {float gamma_halo=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);float inner_edge_halo=inner_edge+gamma_halo*gamma_scale;highp float gamma_scaled_halo=gamma_halo*gamma_scale;highp float alpha_halo=smoothstep(inner_edge_halo-gamma_scaled_halo,inner_edge_halo+gamma_scaled_halo,dist);highp float halo_edge=(6.0-halo_width/fontScale)/SDF_PX;alpha_halo= min(smoothstep(halo_edge-gamma_scaled_halo,halo_edge+gamma_scaled_halo,dist),1.0-alpha_halo);color_alpha_out_halo=total_opacity*alpha_halo*halo_color;}if (u_is_plain && u_is_halo) {fragColor=color_alpha_out_text+(1.-color_alpha_out_text.a)*color_alpha_out_halo;} else if (u_is_halo){fragColor=color_alpha_out_halo;} else {fragColor=color_alpha_out_text;}
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`layout(location=0) in vec4 a_pos_offset;layout(location=1) in uvec4 a_data;layout(location=2) in vec4 a_pixeloffset;layout(location=3) in vec3 a_projected_pos;layout(location=4) in uint a_fade_opacity;layout(location=5) in float a_height_offset;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_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform bool u_rotate_symbol;uniform vec2 u_texsize;uniform vec2 u_translation;uniform float u_pitched_scale;uniform bool u_is_offset;uniform bool u_height_anchor_ground;out vec2 v_data0;out vec3 v_data1;
#pragma maplibre: define highp vec4 fill_color
#pragma maplibre: define highp vec4 halo_color
#pragma maplibre: define lowp float opacity
#pragma maplibre: define lowp float halo_width
#pragma maplibre: define lowp float halo_blur
void main() {
#pragma maplibre: initialize highp vec4 fill_color
#pragma maplibre: initialize highp vec4 halo_color
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize lowp float halo_width
#pragma maplibre: initialize lowp float halo_blur
vec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=vec2(a_data.xy);vec2 a_size=vec2(a_data.zw);float a_size_min=float(a_data.z >> 1u);vec2 a_pxoffset=a_pixeloffset.xy/16.0;vec2 a_minFontScale=a_pixeloffset.zw/256.0;float ele=a_height_offset+(u_height_anchor_ground ? get_elevation(a_pos) : 0.0);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;}vec2 translated_a_pos=a_pos+u_translation;vec4 projectedPoint=projectTileWithElevation(translated_a_pos,ele);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_symbol_fade_change :-u_symbol_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));float total_opacity=opacity*interpolated_fade_opacity;if (total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}highp float camera_to_anchor_distance=projectedPoint.w;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,0.0,4.0);if (!u_is_offset) {size*=perspective_ratio;}float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {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;
#ifdef GLOBE
if(u_pitch_with_map) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}
#endif
vec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}float gamma_scale=finalPos.w;gl_Position=finalPos;v_data0=a_tex/u_texsize;v_data1=vec3(gamma_scale,size,total_opacity);}`),symbolTextAndIcon:Y(`#define SDF_PX 8.0
#define SDF 1.0
#define ICON 0.0
uniform bool u_is_halo;uniform bool u_is_text;uniform sampler2D u_texture;uniform sampler2D u_texture_icon;uniform highp float u_gamma_scale;in vec4 v_data0;in vec3 v_data1;flat in float v_is_sdf;
#pragma maplibre: define highp vec4 fill_color
#pragma maplibre: define highp vec4 halo_color
#pragma maplibre: define lowp float halo_width
#pragma maplibre: define lowp float halo_blur
void main() {
#pragma maplibre: initialize highp vec4 fill_color
#pragma maplibre: initialize highp vec4 halo_color
#pragma maplibre: initialize lowp float halo_width
#pragma maplibre: initialize lowp float halo_blur
float total_opacity=v_data1[2];if (v_is_sdf==ICON) {vec2 tex_icon=v_data0.zw;fragColor=texture(u_texture_icon,tex_icon)*total_opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
return;}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;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float buff=(256.0-64.0)/256.0;lowp float dist=texture(u_texture,tex).a;lowp vec4 color_alpha_out,color_alpha_out_halo;if (u_is_text) {highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(buff-gamma_scaled,buff+gamma_scaled,dist);color_alpha_out=fill_color*(alpha*total_opacity);}if (u_is_halo) {highp float gamma_halo=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);lowp float buff_halo=(6.0-halo_width/fontScale)/SDF_PX;highp float gamma_scaled_halo=gamma_halo*gamma_scale;highp float alpha_halo=smoothstep(buff_halo-gamma_scaled_halo,buff_halo+gamma_scaled_halo,dist);color_alpha_out_halo=halo_color*(alpha_halo*total_opacity);}if (u_is_text && u_is_halo) {fragColor=color_alpha_out+(1.-color_alpha_out.a)*color_alpha_out_halo;} else if (u_is_halo) {fragColor=color_alpha_out_halo;} else {fragColor=color_alpha_out;}
#ifdef OVERDRAW_INSPECTOR
fragColor=vec4(1.0);
#endif
}`,`layout(location=0) in vec4 a_pos_offset;layout(location=1) in uvec4 a_data;layout(location=2) in vec3 a_projected_pos;layout(location=3) in uint a_fade_opacity;layout(location=4) in float a_height_offset;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_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform bool u_rotate_symbol;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;uniform bool u_is_offset;uniform bool u_height_anchor_ground;out vec4 v_data0;out vec3 v_data1;flat out float v_is_sdf;
#pragma maplibre: define highp vec4 fill_color
#pragma maplibre: define highp vec4 halo_color
#pragma maplibre: define lowp float opacity
#pragma maplibre: define lowp float halo_width
#pragma maplibre: define lowp float halo_blur
void main() {
#pragma maplibre: initialize highp vec4 fill_color
#pragma maplibre: initialize highp vec4 halo_color
#pragma maplibre: initialize lowp float opacity
#pragma maplibre: initialize lowp float halo_width
#pragma maplibre: initialize lowp float halo_blur
vec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=vec2(a_data.xy);vec2 a_size=vec2(a_data.zw);float a_size_min=float(a_data.z >> 1u);float is_sdf=float(a_data.z & 1u);float ele=a_height_offset+(u_height_anchor_ground ? get_elevation(a_pos) : 0.0);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;}vec2 translated_a_pos=a_pos+u_translation;vec4 projectedPoint=projectTileWithElevation(translated_a_pos,ele);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_symbol_fade_change :-u_symbol_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));float total_opacity=opacity*interpolated_fade_opacity;if (total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}highp float camera_to_anchor_distance=projectedPoint.w;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,0.0,4.0);if (!u_is_offset) {size*=perspective_ratio;}float fontScale=size/24.0;highp float symbol_rotation=0.0;if (u_rotate_symbol) {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;
#ifdef GLOBE
if(u_pitch_with_map && !u_is_along_line) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}
#endif
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;v_data0.xy=a_tex/u_texsize;v_data0.zw=a_tex/u_texsize_icon;v_data1=vec3(gamma_scale,size,total_opacity);v_is_sdf=is_sdf;}`),terrain:Y(`uniform sampler2D u_texture;uniform vec4 u_fog_color;uniform vec4 u_horizon_color;uniform float u_fog_ground_blend;uniform float u_fog_ground_blend_opacity;uniform float u_horizon_fog_blend;uniform bool u_is_globe_mode;in vec2 v_texture_pos;in float v_fog_depth;const float gamma=2.2;vec4 gammaToLinear(vec4 color) {return pow(color,vec4(gamma));}vec4 linearToGamma(vec4 color) {return pow(color,vec4(1.0/gamma));}void main() {vec4 surface_color=texture(u_texture,vec2(v_texture_pos.x,1.0-v_texture_pos.y));if (!u_is_globe_mode && u_fog_ground_blend_opacity > 0.0 && v_fog_depth > u_fog_ground_blend) {vec4 surface_color_linear=gammaToLinear(surface_color);float blend_color=smoothstep(0.0,1.0,max((v_fog_depth-u_horizon_fog_blend)/(1.0-u_horizon_fog_blend),0.0));vec4 fog_horizon_color_linear=mix(gammaToLinear(u_fog_color),gammaToLinear(u_horizon_color),blend_color);float factor_fog=max(v_fog_depth-u_fog_ground_blend,0.0)/(1.0-u_fog_ground_blend);fragColor=linearToGamma(mix(surface_color_linear,fog_horizon_color_linear,pow(factor_fog,2.0)*u_fog_ground_blend_opacity));} else {fragColor=surface_color;}}`,`layout(location=0) in vec3 a_pos3d;uniform mat4 u_fog_matrix;uniform float u_ele_delta;out vec2 v_texture_pos;out float v_fog_depth;void main() {float ele=get_elevation(a_pos3d.xy);float ele_delta=a_pos3d.z==1.0 ? u_ele_delta : 0.0;v_texture_pos=a_pos3d.xy/8192.0;gl_Position=projectTileFor3D(a_pos3d.xy,ele-ele_delta);vec4 pos=u_fog_matrix*vec4(a_pos3d.xy,ele,1.0);v_fog_depth=pos.z/pos.w*0.5+0.5;}`),terrainDepth:Y(`in float v_depth;const highp vec4 bitSh=vec4(256.*256.*256.,256.*256.,256.,1.);const highp vec4 bitMsk=vec4(0.,vec3(1./256.0));highp vec4 pack(highp float value) {highp vec4 comp=fract(value*bitSh);comp-=comp.xxyz*bitMsk;return comp;}void main() {fragColor=pack(v_depth);}`,`layout(location=0) in vec3 a_pos3d;uniform float u_ele_delta;out float v_depth;void main() {float ele=get_elevation(a_pos3d.xy);float ele_delta=a_pos3d.z==1.0 ? u_ele_delta : 0.0;gl_Position=projectTileFor3D(a_pos3d.xy,ele-ele_delta);v_depth=gl_Position.z/gl_Position.w;}`),atmosphere:Y(`#ifdef GL_ES
precision highp float;
#endif
in vec3 view_direction;uniform vec3 u_sun_pos;uniform vec3 u_globe_position;uniform float u_globe_radius;uniform float u_atmosphere_blend;/**Shader use from https:*Made some change to adapt to MapLibre Globe geometry*/const float PI=3.141592653589793;const int iSteps=5;const int jSteps=3;/*radius of the planet*/const float EARTH_RADIUS=6371e3;/*radius of the atmosphere*/const float ATMOS_RADIUS=6471e3;vec2 rsi(vec3 r0,vec3 rd,float sr) {float a=dot(rd,rd);float b=2.0*dot(rd,r0);float c=dot(r0,r0)-(sr*sr);float d=(b*b)-4.0*a*c;if (d < 0.0) return vec2(1e5,-1e5);return vec2((-b-sqrt(d))/(2.0*a),(-b+sqrt(d))/(2.0*a));}vec4 atmosphere(vec3 r,vec3 r0,vec3 pSun,float iSun,float rPlanet,float rAtmos,vec3 kRlh,float kMie,float shRlh,float shMie,float g) {pSun=normalize(pSun);r=normalize(r);vec2 p=rsi(r0,r,rAtmos);if (p.x > p.y) {return vec4(0.0,0.0,0.0,1.0);}if (p.x < 0.0) {p.x=0.0;}vec3 pos=r0+r*p.x;vec2 p2=rsi(r0,r,rPlanet);if (p2.x <=p2.y && p2.x > 0.0) {p.y=min(p.y,p2.x);}float iStepSize=(p.y-p.x)/float(iSteps);float iTime=p.x+iStepSize*0.5;vec3 totalRlh=vec3(0,0,0);vec3 totalMie=vec3(0,0,0);float iOdRlh=0.0;float iOdMie=0.0;float mu=dot(r,pSun);float mumu=mu*mu;float gg=g*g;float pRlh=3.0/(16.0*PI)*(1.0+mumu);float pMie=3.0/(8.0*PI)*((1.0-gg)*(mumu+1.0))/(pow(1.0+gg-2.0*mu*g,1.5)*(2.0+gg));for (int i=0; i < iSteps; i++) {vec3 iPos=r0+r*iTime;float iHeight=length(iPos)-rPlanet;float odStepRlh=exp(-iHeight/shRlh)*iStepSize;float odStepMie=exp(-iHeight/shMie)*iStepSize;iOdRlh+=odStepRlh;iOdMie+=odStepMie;float jStepSize=rsi(iPos,pSun,rAtmos).y/float(jSteps);float jTime=jStepSize*0.5;float jOdRlh=0.0;float jOdMie=0.0;for (int j=0; j < jSteps; j++) {vec3 jPos=iPos+pSun*jTime;float jHeight=length(jPos)-rPlanet;jOdRlh+=exp(-jHeight/shRlh)*jStepSize;jOdMie+=exp(-jHeight/shMie)*jStepSize;jTime+=jStepSize;}vec3 attn=exp(-(kMie*(iOdMie+jOdMie)+kRlh*(iOdRlh+jOdRlh)));totalRlh+=odStepRlh*attn;totalMie+=odStepMie*attn;iTime+=iStepSize;}float opacity=exp(-(length(kRlh)*length(totalRlh)+kMie*length(totalMie)));vec3 color=iSun*(pRlh*kRlh*totalRlh+pMie*kMie*totalMie);return vec4(color,opacity);}void main() {vec3 scale_camera_pos=-u_globe_position*EARTH_RADIUS/u_globe_radius;vec4 color=atmosphere(normalize(view_direction),scale_camera_pos,u_sun_pos,22.0,EARTH_RADIUS,ATMOS_RADIUS,vec3(5.5e-6,13.0e-6,22.4e-6),21e-6,8e3,1.2e3,0.758
);color.rgb=1.0-exp(-1.0*color.rgb);color=pow(color,vec4(1.0/2.2));fragColor=vec4(color.rgb,1.0-color.a)*u_atmosphere_blend;}`,`layout(location=0) in vec2 a_pos;uniform mat4 u_inv_proj_matrix;out vec3 view_direction;void main() {view_direction=(u_inv_proj_matrix*vec4(a_pos,0.0,1.0)).xyz;gl_Position=vec4(a_pos,0.0,1.0);}`),sky:Y(`uniform vec4 u_sky_color;uniform vec4 u_horizon_color;uniform vec2 u_horizon;uniform vec2 u_horizon_normal;uniform float u_sky_horizon_blend;uniform float u_sky_blend;uniform vec3 u_globe_position;uniform float u_globe_radius;uniform float u_atmosphere_blend;in vec3 v_view_direction;const float ATMOSPHERE_HEIGHT_TO_GLOBE_RADIUS=100000.0/6371000.0;void main() {float x=gl_FragCoord.x;float y=gl_FragCoord.y;float blend=(y-u_horizon.y)*u_horizon_normal.y+(x-u_horizon.x)*u_horizon_normal.x;float opacity=1.0;if (u_sky_blend > 0.0) {vec3 ray=normalize(v_view_direction);float globe_distance=length(u_globe_position);float angle_to_globe_center=acos(clamp(dot(ray,u_globe_position)/globe_distance,-1.0,1.0));float horizon_angle=asin(min(u_globe_radius/globe_distance,1.0));blend=mix(blend,((angle_to_globe_center-horizon_angle)*u_camera_to_center_distance+1.0)*u_device_pixel_ratio,u_sky_blend);float closest_approach=max(dot(ray,u_globe_position),0.0);float lowest_altitude=sqrt(max(globe_distance*globe_distance-closest_approach*closest_approach,0.0))-u_globe_radius;float atmosphere_height=u_globe_radius*ATMOSPHERE_HEIGHT_TO_GLOBE_RADIUS;float inside_atmosphere=1.0-smoothstep(atmosphere_height,10.0*atmosphere_height,globe_distance-u_globe_radius);float through_atmosphere=1.0-smoothstep(0.0,atmosphere_height,lowest_altitude);opacity=inside_atmosphere*through_atmosphere*(1.0-u_atmosphere_blend);}if (blend > 0.0) {if (blend < u_sky_horizon_blend) {fragColor=mix(u_sky_color,u_horizon_color,pow(1.0-blend/u_sky_horizon_blend,2.0));} else {fragColor=u_sky_color;}}fragColor*=mix(1.0,opacity,u_sky_blend);}`,`layout(location=0) in vec2 a_pos;uniform mat4 u_inv_proj_matrix;out vec3 v_view_direction;void main() {v_view_direction=(u_inv_proj_matrix*vec4(a_pos,0.0,1.0)).xyz;gl_Position=vec4(a_pos,1.0,1.0);}`)};function Y(e,t){let n=/#pragma maplibre: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g,r=t.match(/in ([\w]+) ([\w]+)/g),i=e.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g),a=t.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g),o=a?a.concat(i):i,s=r?r.length:0,c={};return e=e.replace(n,(e,t,n,r,i)=>(c[i]=!0,t===`define`?`
#ifndef HAS_UNIFORM_u_${i}
in ${n} ${r} ${i};
#else
uniform ${n} ${r} u_${i};
#endif
`:`
#ifdef HAS_UNIFORM_u_${i}
${n} ${r} ${i} = u_${i};
#endif
`)),t=t.replace(n,(e,t,n,r,i)=>{let a=r===`float`?`vec2`:`vec4`,o=i.match(/color/)?`color`:a;return c[i]?t===`define`?`
#ifndef HAS_UNIFORM_u_${i}
uniform lowp float u_${i}_t;
layout(location = ${s++}) in ${n} ${a} a_${i};
out ${n} ${r} ${i};
#else
uniform ${n} ${r} u_${i};
#endif
`:o===`vec4`?`
#ifndef HAS_UNIFORM_u_${i}
${i} = a_${i};
#else
${n} ${r} ${i} = u_${i};
#endif
`:`
#ifndef HAS_UNIFORM_u_${i}
${i} = unpack_mix_${o}(a_${i}, u_${i}_t);
#else
${n} ${r} ${i} = u_${i};
#endif
`:t===`define`?`
#ifndef HAS_UNIFORM_u_${i}
uniform lowp float u_${i}_t;
layout(location = ${s++}) in ${n} ${a} a_${i};
#else
uniform ${n} ${r} u_${i};
#endif
`:o===`vec4`?`
#ifndef HAS_UNIFORM_u_${i}
${n} ${r} ${i} = a_${i};
#else
${n} ${r} ${i} = u_${i};
#endif
`:`
#ifndef HAS_UNIFORM_u_${i}
${n} ${r} ${i} = unpack_mix_${o}(a_${i}, u_${i}_t);
#else
${n} ${r} ${i} = u_${i};
#endif
`}),{fragmentSource:e,vertexSource:t,staticAttributes:r,staticUniforms:o}}const oc=`#define PROJECTION_MERCATOR`,sc=`mercator`;var cc=class{constructor(){this._cachedMesh=null}get name(){return`mercator`}get useSubdivision(){return!1}get shaderVariantName(){return sc}get shaderDefine(){return oc}get shaderPreludeCode(){return ac.projectionMercator}get vertexShaderPreludeCode(){return ac.projectionMercator.vertexSource}get subdivisionGranularity(){return dr.noSubdivision}get useGlobeControls(){return!1}get transitionState(){return 0}destroy(){}getMeshFromTileID(e,t,n,r,i){if(this._cachedMesh)return this._cachedMesh;let a=new te;a.emplaceBack(0,0),a.emplaceBack(P,0),a.emplaceBack(0,P),a.emplaceBack(P,P);let o=e.createVertexBuffer(a,Ga.members),s=f.simpleSegment(0,0,4,2),c=new pe;c.emplaceBack(1,0,2),c.emplaceBack(1,2,3);let l=e.createIndexBuffer(c);return this._cachedMesh=new Wa(o,l,s),this._cachedMesh}recalculate(){}hasTransition(){return!1}},lc=class e{constructor(e=0,t=0,n=0,r=0){if(isNaN(e)||e<0||isNaN(t)||t<0||isNaN(n)||n<0||isNaN(r)||r<0)throw Error(`Invalid value for edge-insets, top, bottom, left and right must all be numbers`);this.top=e,this.bottom=t,this.left=n,this.right=r}interpolate(e,t,n){return t.top!=null&&e.top!=null&&(this.top=ir.number(e.top,t.top,n)),t.bottom!=null&&e.bottom!=null&&(this.bottom=ir.number(e.bottom,t.bottom,n)),t.left!=null&&e.left!=null&&(this.left=ir.number(e.left,t.left,n)),t.right!=null&&e.right!=null&&(this.right=ir.number(e.right,t.right,n)),this}getCenter(e,t){let n=u((this.left+e-this.right)/2,0,e),r=u((this.top+t-this.bottom)/2,0,t);return new N(n,r)}equals(e){return this.top===e.top&&this.bottom===e.bottom&&this.left===e.left&&this.right===e.right}clone(){return new e(this.top,this.bottom,this.left,this.right)}toJSON(){return{top:this.top,bottom:this.bottom,left:this.left,right:this.right}}};function uc(e,t){if(!e.renderWorldCopies||e.lngRange)return;let n=t.lng-e.center.lng;t.lng+=n>180?-360:n<-180?360:0}function dc(e){return Math.max(0,Math.floor(e))}var fc=class{constructor(e,t){this.applyConstrain=(e,t)=>this._constrainOverride===null?this._callbacks.defaultConstrain(e,t):this._constrainOverride(e,t),this._callbacks=e,this._tileSize=512,this._renderWorldCopies=t?.renderWorldCopies===void 0||!!t?.renderWorldCopies,this._minZoom=t?.minZoom||0,this._maxZoom=t?.maxZoom||22,this._minPitch=t?.minPitch===void 0||t?.minPitch===null?0:t?.minPitch,this._maxPitch=t?.maxPitch===void 0||t?.maxPitch===null?60:t?.maxPitch,this._constrainOverride=t?.constrainOverride??null,this.setMaxBounds(),this._width=0,this._height=0,this._center=new H(0,0),this._elevation=0,this._zoom=0,this._tileZoom=dc(this._zoom),this._scale=A(this._zoom),this._bearingInRadians=0,this._fovInRadians=.6435011087932844,this._pitchInRadians=0,this._rollInRadians=0,this._unmodified=!0,this._edgeInsets=new lc,this._minElevationForCurrentTile=0,this._autoCalculateNearFarZ=!0}apply(e,t){this._constrainOverride=e.constrainOverride,this._latRange=e.latRange,this._lngRange=e.lngRange,this._width=e.width,this._height=e.height,this._center=e.center,this._elevation=e.elevation,this._minElevationForCurrentTile=e.minElevationForCurrentTile,this._zoom=e.zoom,this._tileZoom=dc(this._zoom),this._scale=A(this._zoom),this._bearingInRadians=e.bearingInRadians,this._fovInRadians=e.fovInRadians,this._pitchInRadians=e.pitchInRadians,this._rollInRadians=e.rollInRadians,this._unmodified=e.unmodified,this._edgeInsets=new lc(e.padding.top,e.padding.bottom,e.padding.left,e.padding.right),this._minZoom=e.minZoom,this._maxZoom=e.maxZoom,this._minPitch=e.minPitch,this._maxPitch=e.maxPitch,this._renderWorldCopies=e.renderWorldCopies,this._cameraToCenterDistance=e.cameraToCenterDistance,this._nearZ=e.nearZ,this._farZ=e.farZ,this._autoCalculateNearFarZ=e.autoCalculateNearFarZ,t&&this.constrainInternal(),this._calcMatrices()}get pixelsToClipSpaceMatrix(){return this._pixelsToClipSpaceMatrix}get clipSpaceToPixelsMatrix(){return this._clipSpaceToPixelsMatrix}get minElevationForCurrentTile(){return this._minElevationForCurrentTile}setMinElevationForCurrentTile(e){this._minElevationForCurrentTile=e}get tileSize(){return this._tileSize}get tileZoom(){return this._tileZoom}get scale(){return this._scale}get width(){return this._width}get height(){return this._height}get bearingInRadians(){return this._bearingInRadians}get lngRange(){return this._lngRange}get latRange(){return this._latRange}get pixelsToGLUnits(){return this._pixelsToGLUnits}get minZoom(){return this._minZoom}setMinZoom(e){if(this._minZoom===e)return;this._minZoom=e;let t=this._unmodified;this.setZoom(this.applyConstrain(this._center,this.zoom).zoom),this._unmodified=t}get maxZoom(){return this._maxZoom}setMaxZoom(e){if(this._maxZoom===e)return;this._maxZoom=e;let t=this._unmodified;this.setZoom(this.applyConstrain(this._center,this.zoom).zoom),this._unmodified=t}get minPitch(){return this._minPitch}setMinPitch(e){if(this._minPitch===e)return;this._minPitch=e;let t=this._unmod Line truncated
`),b=v.concat(ac.prelude.vertexSource,o.vertexSource,t.vertexSource).join(`
`),x=l.createShader(l.FRAGMENT_SHADER);if(l.isContextLost()){this.failedToCreate=!0;return}l.shaderSource(x,y),l.compileShader(x),l.attachShader(this.program,x);let S=l.createShader(l.VERTEX_SHADER);if(l.isContextLost()){this.failedToCreate=!0;return}l.shaderSource(S,b),l.compileShader(S),l.attachShader(this.program,S),this.attributes={};let C={};if(this.numAttributes=f.length,l.linkProgram(this.program),!l.getProgramParameter(this.program,l.LINK_STATUS)){if(l.isContextLost()){this.failedToCreate=!0;return}throw l.getShaderParameter(x,l.COMPILE_STATUS)?l.getShaderParameter(S,l.COMPILE_STATUS)?Error(`Program failed to link: ${l.getProgramInfoLog(this.program)}`):Error(`Could not compile vertex shader: ${l.getShaderInfoLog(S)}`):Error(`Could not compile fragment shader: ${l.getShaderInfoLog(x)}`)}Ml(l,this.program);let w=Gl(l,this.program);for(let e of f){if(!e)continue;let t=l.getAttribLocation(this.program,e);t>=0&&(this.attributes[e]={location:t,isInteger:w.has(e)})}l.deleteShader(S),l.deleteShader(x);for(let e of _)if(e&&!C[e]){let t=l.getUniformLocation(this.program,e);t&&(C[e]=t)}this.fixedUniforms=r(e,C),this.terrainUniforms=El(e,C),this.binderUniforms=n?n.getUniforms(e,C):[]}draw(e,t,n,r,i,a,o,s,c,l,u,d,f,p,m,h,g,_,v){let y=e.gl;if(this.failedToCreate)return;if(e.program.set(this.program),e.projectionUniformBuffer.bind(),e.terrainUniformBuffer.bind(),e.frameUniformBuffer.bind(),e.setDepthMode(n),e.setStencilMode(r),e.setColorMode(i),e.setCullFace(a),s){e.activeTexture.set(y.TEXTURE2),y.bindTexture(y.TEXTURE_2D,s.depthTexture),e.activeTexture.set(y.TEXTURE3),y.bindTexture(y.TEXTURE_2D,s.texture);for(let e in this.terrainUniforms)this.terrainUniforms[e].set(s[e]);Ul(e.terrainUniformBuffer,s)}if(c&&zl(e.projectionUniformBuffer,c),o)for(let e in this.fixedUniforms)this.fixedUniforms[e].set(o[e]);h&&h.setUniforms(e,this.binderUniforms,p,{zoom:m});let b=0;switch(t){case y.LINES:b=2;break;case y.TRIANGLES:b=3;break;case y.LINE_STRIP:b=1}for(let n of f.get())n.vaos||={},n.vaos[l]||=new Tl,n.vaos[l].bind(e,this,u,h?h.getPaintVertexBuffers():[],d,n.vertexOffset,g,_,v),y.drawElements(t,n.primitiveLength*b,y.UNSIGNED_SHORT,n.primitiveOffset*b*2)}};function ql(e,t,n){let r=1/ce(n,1,t.transform.tileZoom),i=2**n.tileID.overscaledZ,a=n.tileSize*2**t.transform.tileZoom/i,o=a*(n.tileID.canonical.x+n.tileID.wrap*i),s=a*n.tileID.canonical.y;return{u_image:0,u_texsize:n.imageAtlasTexture.size,u_scale:[r,e.fromScale,e.toScale],u_fade:e.t,u_pixel_coord_upper:[o>>16,s>>16],u_pixel_coord_lower:[o&65535,s&65535]}}function Jl(e,t,n,r){let i=n.patternAtlas.getPattern(e.from.toString()),a=n.patternAtlas.getPattern(e.to.toString()),{width:o,height:s}=n.patternAtlas.getPixelSize(),c=2**r.tileID.overscaledZ,l=r.tileSize*2**n.transform.tileZoom/c,u=l*(r.tileID.canonical.x+r.tileID.wrap*c),d=l*r.tileID.canonical.y;return{u_image:0,u_pattern_tl_a:i.tl,u_pattern_br_a:i.br,u_pattern_tl_b:a.tl,u_pattern_br_b:a.br,u_texsize:[o,s],u_mix:t.t,u_pattern_size_a:i.displaySize,u_pattern_size_b:a.displaySize,u_scale_a:t.fromScale,u_scale_b:t.toScale,u_tile_units_to_pixels:1/ce(r,1,n.transform.tileZoom),u_pixel_coord_upper:[u>>16,d>>16],u_pixel_coord_lower:[u&65535,d&65535]}}const Yl=(e,t)=>({u_lightpos:new Fe(e,t.u_lightpos),u_lightpos_globe:new Fe(e,t.u_lightpos_globe),u_lightintensity:new V(e,t.u_lightintensity),u_lightcolor:new Fe(e,t.u_lightcolor),u_vertical_gradient:new V(e,t.u_vertical_gradient),u_opacity:new V(e,t.u_opacity),u_fill_translate:new L(e,t.u_fill_translate)}),Xl=(e,t)=>({u_lightpos:new Fe(e,t.u_lightpos),u_lightpos_globe:new Fe(e,t.u_lightpos_globe),u_lightintensity:new V(e,t.u_lightintensity),u_lightcolor:new Fe(e,t.u_lightcolor),u_vertical_gradient:new V(e,t.u_vertical_gradient),u_height_factor:new V(e,t.u_height_factor),u_opacity:new V(e,t.u_opacity),u_fill_translate:new L(e,t.u_fill_translate),u_image:new F(e,t.u_image),u_texsize:new L(e,t.u_texsize),u_pixel_coord_upper:new L(e,t.u_pixel_coord_upper),u_pixel_coord_lower:new L(e,t.u_pixel_coord_lower),u_scale:new Fe(e,t.u_scale),u_fade:new V(e,t.u_fade)}),Zl=(e,t,n,r)=>{let i=e.style.light,a=i.getCartesianPosition(),o=Se();i.properties.get(`anchor`)===`viewport`&&Te(o,e.transform.bearingInRadians),Xt(a,a,o);let s=e.transform.transformLightDirection(a),c=i.properties.get(`color`);return{u_lightpos:a,u_lightpos_globe:s,u_lightintensity:i.properties.get(`intensity`),u_lightcolor:[c.r,c.g,c.b],u_vertical_gradient:+t,u_opacity:n,u_fill_translate:r}},Ql=(e,t,n,r,i,a,o)=>R(Zl(e,t,n,r),ql(a,e,o),{u_height_factor:-(2**i.overscaledZ)/o.tileSize/8}),$l=(e,t)=>({u_fill_translate:new L(e,t.u_fill_translate)}),eu=(e,t)=>({u_image:new F(e,t.u_image),u_texsize:new L(e,t.u_texsize),u_pixel_coord_upper:new L(e,t.u_pixel_coord_upper),u_pixel_coord_lower:new L(e,t.u_pixel_coord_lower),u_scale:new Fe(e,t.u_scale),u_fade:new V(e,t.u_fade),u_sdf_pattern:new F(e,t.u_sdf_pattern),u_fill_translate:new L(e,t.u_fill_translate)}),tu=(e,t)=>({u_fill_translate:new L(e,t.u_fill_translate)}),nu=(e,t)=>({u_i Line truncated
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