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( function ( ) { "use strict" ; function sd ( d ) { return d && d . _ _esModule && Object . prototype . hasOwnProperty . call ( d , "default" ) ? d . default : d } var Bo = { exports : { } } , od = Bo . exports , xu ; function ld ( ) { return xu || ( xu = 1 , ( function ( d , S ) { ( function ( M , L ) { d . exports = L ( ) } ) ( od , ( function ( ) { var M , L , R ; function ee ( l , ue ) { if ( ! M ) M = ue ; else if ( ! L ) L = ue ; else { var X = "var sharedChunk = {}; (" + M + ")(sharedChunk); (" + L + ")(sharedChunk);" , Fe = { } ; M ( Fe ) , R = ue ( Fe ) , typeof window < "u" && ( R . workerUrl = window . URL . createObjectURL ( new Blob ( [ X ] , { type : "text/javascript" } ) ) ) } } ee ( [ "exports" ] , ( function ( l ) { function ue ( i , e , r , a ) { return new ( r || ( r = Promise ) ) ( ( function ( o , p ) { function f ( v ) { try { y ( a . next ( v ) ) } catch ( w ) { p ( w ) } } function m ( v ) { try { y ( a . throw ( v ) ) } catch ( w ) { p ( w ) } } function y ( v ) { var w ; v . done ? o ( v . value ) : ( w = v . value , w instanceof r ? w : new r ( ( function ( A ) { A ( w ) } ) ) ) . then ( f , m ) } y ( ( a = a . apply ( i , e || [ ] ) ) . next ( ) ) } ) ) } function X ( i ) { return i && i . _ _esModule && Object . prototype . hasOwnProperty . call ( i , "default" ) ? i . default : i } typeof SuppressedError == "function" && SuppressedError ; var Fe = be ; function be ( i , e ) { this . x = i , this . y = e } be . prototype = { clone : function ( ) { return new be ( this . x , this . y ) } , add : function ( i ) { return this . clone ( ) . _add ( i ) } , sub : function ( i ) { return this . clone ( ) . _sub ( i ) } , multByPoint : function ( i ) { return this . clone ( ) . _multByPoint ( i ) } , divByPoint : function ( i ) { return this . clone ( ) . _divByPoint ( i ) } , mult : function ( i ) { return this . clone ( ) . _mult ( i ) } , div : function ( i ) { return this . clone ( ) . _div ( i ) } , rotate : function ( i ) { return this . clone ( ) . _rotate ( i ) } , rotateAround : function ( i , e ) { return this . clone ( ) . _rotateAround ( i , e ) } , matMult : function ( i ) { return this . clone ( ) . _matMult ( i ) } , unit : function ( ) { return this . clone ( ) . _unit ( ) } , perp : function ( ) { return this . clone ( ) . _perp ( ) } , round : function ( ) { return this . clone ( ) . _round ( ) } , mag : function ( ) { return Math . sqrt ( this . x * this . x + this . y * this . y ) } , equals : function ( i ) { return this . x === i . x && this . y === i . y } , dist : function ( i ) { return Math . sqrt ( this . distSqr ( i ) ) } , distSqr : function ( i ) { var e = i . x - this . x , r = i . y - this . y ; return e * e + r * r } , angle : function ( ) { return Math . atan2 ( this . y , this . x ) } , angleTo : function ( i ) { return Math . atan2 ( this . y - i . y , this . x - i . x ) } , angleWith : function ( i ) { return this . angleWithSep ( i . x , i . y ) } , angleWithSep : function ( i , e ) { return Math . atan2 ( this . x * e - this . y * i , this . x * i + this . y * e ) } , _matMult : function ( i ) { var e = i [ 2 ] * this . x + i [ 3 ] * this . y ; return this . x = i [ 0 ] * this . x + i [ 1 ] * this . y , this . y = e , this } , _add : function ( i ) { return this . x += i . x , this . y += i . y , this } , _sub : function ( i ) { return this . x -= i . x , this . y -= i . y , this } , _mult : function ( i ) { return this . x *= i , this . y *= i , this } , _div : function ( i ) { return this . x /= i , this . y /= i , this } , _multByPoint : function ( i ) { return this . x *= i . x , this . y *= i . y , this } , _divByPoint : function ( i ) { return this . x /= i . x , this . y /= i . y , this } , _unit : function ( ) { return this . _div ( this . mag ( ) ) , this } , _perp : function ( ) { var i = this . y ; return this . y = this . x , this . x = - i , this } , _rotate : function ( i ) { var e = Math . cos ( i ) , r = Math . sin ( i ) , a = r * this . x + e * this . y ; return this . x = e * this . x - r * this . y , this . y = a , this } , _rotateAround : function ( i , e ) { var r = Math . cos ( i ) , a = Math . sin ( i ) , o = e . y + a * ( this . x - e . x ) + r * ( this . y - e . y ) ; return this . x = e . x + r * ( this . x - e . x ) - a * ( this . y - e . y ) , this . y = o , this } , _round : function ( ) { return this . x = Math . round ( this . x ) , this . y = Math . round ( this . y ) , this } } , be . convert = function ( i ) { return i instanceof be ? i : Array . isArray ( i ) ? new be ( i [ 0 ] , i [ 1 ] ) : i } ; var ye = X ( Fe ) , we = Re ; function Re ( i , e , r , a ) { this . cx = 3 * i , this . bx = 3 * ( r - i ) - this . cx , this . ax = 1 - this . cx - this . bx , this . cy = 3 * e , this . by = 3 * ( a - e ) - this . cy , this . ay = 1 - this . cy - this . by , this . p1x = i , this . p1y = e , this . p2x = r , this . p2y = a } Re . prototype = { sampleCurveX : function ( i ) { return ( ( this . ax * i + this . bx ) * i + this . cx ) * i } , sampleCurveY : function ( i ) { return ( ( this . ay * i + this . by ) * i + this . cy ) * i } , sampleCurveDerivativeX : function ( i ) { return ( 3 * this . ax * i + 2 * this . bx ) * i + this . cx } , solveCurveX : function ( i , e ) { if ( e === void 0 && ( e = 1e-6 ) , i < 0 ) return 0 ; if ( i > 1 ) return 1 ; for ( var r = i , a = 0 ; a < 8 ; a ++ ) { var o = this . sampleCurveX ( r ) - i ; if ( Math . abs ( o ) < e ) return r ; var p = this . sampleCurveDerivativeX ( r ) ; if ( Math . abs ( p ) < 1e-6 ) break ; r -= o / p } var f = 0 , m = 1 ; for ( r = i , a = 0 ; a < 20 && ( o = this . sampleCurveX ( r ) , ! ( Math . abs ( o - i ) < e ) ) ; a ++ ) i > o ? f = r : m = r , r = . 5 * ( m - f ) + f ; return r } , solve : function ( i , e ) { return this . sampleCurveY ( this . solveCurveX ( i , e ) ) } } ; var We = X ( we ) ; let nt , st ; function tt ( ) { return nt == null && ( nt = type
Use an identity property function instead : \ ` { "type": "identity", "property": ${ JSON . stringify ( A [ 1 ] ) } } \` . ` ) ] ; const k = [ ] ; return i . layerType === "symbol" && ( m === "text-field" && o && ! o . glyphs && k . push ( new Ie ( r , f , 'use of "text-field" requires a style "glyphs" property' ) ) , m === "text-font" && Bt ( bn ( f ) ) && $t ( f . type ) === "identity" && k . push ( new Ie ( r , f , '"text-font" does not support identity functions' ) ) ) , k . concat ( a ( { key : i . key , value : f , valueSpec : w , style : o , styleSpec : p , expressionContext : "property" , propertyType : e , propertyKey : m } ) ) } function hl ( i ) { return ul ( i , "paint" ) } function pl ( i ) { return ul ( i , "layout" ) } function dl ( i ) { let e = [ ] ; const r = i . value , a = i . key , o = i . style , p = i . styleSpec ; r . type || r . ref || e . push ( new Ie ( a , r , 'either "type" or "ref" is required' ) ) ; let f = $t ( r . type ) ; const m = $t ( r . ref ) ; if ( r . id ) { const y = $t ( r . id ) ; for ( let v = 0 ; v < i . arrayIndex ; v ++ ) { const w = o . layers [ v ] ; $t ( w . id ) === y && e . push ( new Ie ( a , r . id , ` duplicate layer id " ${ r . id } ", previously used at line ${ w . id . _ _line _ _ } ` ) ) } } if ( "ref" in r ) { let y ; [ "type" , "source" , "source-layer" , "filter" , "layout" ] . forEach ( ( v => { v in r && e . push ( new Ie ( a , r [ v ] , ` " ${ v } " is prohibited for ref layers ` ) ) } ) ) , o . layers . forEach ( ( v => { $t ( v . id ) === m && ( y = v ) } ) ) , y ? y . ref ? e . push ( new Ie ( a , r . ref , "ref cannot reference another ref layer" ) ) : f = $t ( y . type ) : e . push ( new Ie ( a , r . ref , ` ref layer " ${ m } " not found ` ) ) } else if ( f !== "background" ) if ( r . source ) { const y = o . sources && o . sources [ r . source ] , v = y && $t ( y . type ) ; y ? v === "vector" && f === "raster" ? e . push ( new Ie ( a , r . source , ` layer " ${ r . id } " requires a raster source ` ) ) : v !== "raster-dem" && f === "hillshade" ? e . push ( new Ie ( a , r . source , ` layer " ${ r . id } " requires a raster-dem source ` ) ) : v === "raster" && f !== "raster" ? e . push ( new Ie ( a , r . source , ` layer " ${ r . id } " requires a vector source ` ) ) : v !== "vector" || r [ "source-layer" ] ? v === "raster-dem" && f !== "hillshade" ? e . push ( new Ie ( a , r . source , "raster-dem source can only be used with layer type 'hillshade'." ) ) : f !== "line" || ! r . paint || ! r . paint [ "line-gradient" ] || v === "geojson" && y . lineMetrics || e . push ( new Ie ( a , r , ` layer " ${ r . id } " specifies a line-gradient, which requires a GeoJSON source with \` lineMetrics \` enabled. ` ) ) : e . push ( new Ie ( a , r , ` layer " ${ r . id } " must specify a "source-layer" ` ) ) : e . push ( new Ie ( a , r . source , ` source " ${ r . source } " not found ` ) ) } else e . push ( new Ie ( a , r , 'missing required property "source"' ) ) ; return e = e . concat ( zi ( { key : a , value : r , valueSpec : p . layer , style : i . style , styleSpec : i . styleSpec , validateSpec : i . validateSpec , objectElementValidators : { "*" : ( ) => [ ] , type : ( ) => i . validateSpec ( { key : ` ${ a } .type ` , value : r . type , valueSpec : p . layer . type , style : i . style , styleSpec : i . styleSpec , validateSpec : i . validateSpec , object : r , objectKey : "type" } ) , filter : Xn , layout : y => zi ( { layer : r , key : y . key , value : y . value , style : y . style , styleSpec : y . styleSpec , validateSpec : y . validateSpec , objectElementValidators : { "*" : v => pl ( vr ( { layerType : f } , v ) ) } } ) , paint : y => zi ( { layer : r , key : y . key , value : y . value , style : y . style , styleSpec : y . styleSpec , validateSpec : y . validateSpec , objectElementValidators : { "*" : v => hl ( vr ( { layerType : f } , v ) ) } } ) } } ) ) , e } function wr ( i ) { const e = i . value , r = i . key , a = _t ( e ) ; return a !== "string" ? [ new Ie ( r , e , ` string expected, ${ a } found ` ) ] : [ ] } const ba = { promoteId : function ( { key : i , value : e } ) { if ( _t ( e ) === "string" ) return wr ( { key : i , value : e } ) ; { const r = [ ] ; for ( const a in e ) r . push ( ... wr ( { key : ` ${ i } . ${ a } ` , value : e [ a ] } ) ) ; return r } } } ; function Zi ( i ) { const e = i . value , r = i . key , a = i . styleSpec , o = i . style , p = i . validateSpec ; if ( ! e . type ) return [ new Ie ( r , e , '"type" is required' ) ] ; const f = $t ( e . type ) ; let m ; switch ( f ) { case "vector" : case "raster" : return m = zi ( { key : r , value : e , valueSpec : a [ ` source_ ${ f . replace ( "-" , "_" ) } ` ] , style : i . style , styleSpec : a , objectElementValidators : ba , validateSpec : p } ) , m ; case "raster-dem" : return m = ( function ( y ) { var v ; const w = ( v = y . sourceName ) !== null && v !== void 0 ? v : "" , A = y . value , k = y . styleSpec , z = k . source _raster _dem , D = y . style ; let O = [ ] ; const q = _t ( A ) ; if ( A === void 0 ) return O ; if ( q !== "object" ) return O . push ( new Ie ( "source_raster_dem" , A , ` object expected, ${ q } found ` ) ) , O ; const H = $t ( A . encoding ) === "custom" , re = [ "redFactor" , "greenFactor" , "blueFactor" , "baseShift" ] , Y = y . value . encoding ? ` " ${ y . value . encoding } " ` : "Default" ; for ( const ae in A ) ! H && re . includes ( ae ) ? O . push ( new Ie ( ae , A [ ae ] , ` In " ${ w } ": " ${ ae } " is only valid when "encoding" is se
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precision mediump float ;
# else
# if ! defined ( lowp )
# define lowp
# endif
# if ! defined ( mediump )
# define mediump
# endif
# if ! defined ( highp )
# define highp
# endif
# endif
` , ` # 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 float packedOpacity ) { int intOpacity = int ( packedOpacity ) / 2 ; return vec2 ( float ( intOpacity ) / 127.0 , mod ( packedOpacity , 2.0 ) ) ; } 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 ; }
# ifdef TERRAIN3D
uniform sampler2D u _terrain ; uniform float u _terrain _dim ; uniform mat4 u _terrain _matrix ; uniform vec4 u _terrain _unpack ; uniform float u _terrain _exaggeration ; uniform highp sampler2D u _depth ;
# 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 ( texture2D ( 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 ( vec2 pos ) {
# ifdef TERRAIN3D
vec4 rgb = ( texture2D ( u _terrain , pos ) * 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
vec2 coord = ( u _terrain _matrix * vec4 ( pos , 0.0 , 1.0 ) ) . xy * u _terrain _dim + 1.0 ; vec2 f = fract ( coord ) ; vec2 c = ( floor ( coord ) + 0.5 ) / ( u _terrain _dim + 2.0 ) ; float d = 1.0 / ( u _terrain _dim + 2.0 ) ; float tl = ele ( c ) ; float tr = ele ( c + vec2 ( d , 0.0 ) ) ; float bl = ele ( c + vec2 ( 0.0 , d ) ) ; float br = ele ( c + vec2 ( d , d ) ) ; 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
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} ` ),background:gt( ` uniform vec4 u _color ; uniform float u _opacity ; void main ( ) { gl _FragColor = u _color * u _opacity ;
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# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
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} ` ,"attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);}"),backgroundPattern:gt( ` 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 ; varying vec2 v _pos _a ; varying 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 = texture2D ( 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 = texture2D ( u _image , pos2 ) ; gl _FragColor = mix ( color1 , color2 , u _mix ) * u _opacity ;
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# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
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} ` ,"uniform mat4 u_matrix;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;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);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);}"),circle:gt( ` varying vec3 v _data ; varying float v _visibility ;
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# pragma mapbox : define highp vec4 color
# pragma mapbox : define mediump float radius
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define highp vec4 stroke _color
# pragma mapbox : define mediump float stroke _width
# pragma mapbox : define lowp float stroke _opacity
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize mediump float radius
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize highp vec4 stroke _color
# pragma mapbox : initialize mediump float stroke _width
# pragma mapbox : initialize lowp float stroke _opacity
vec2 extrude = v _data . xy ; float extrude _length = length ( extrude ) ; lowp float antialiasblur = v _data . z ; float antialiased _blur = - max ( blur , antialiasblur ) ; 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 ) ) ; gl _FragColor = v _visibility * opacity _t * mix ( color * opacity , stroke _color * stroke _opacity , color _t ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` uniform mat4 u _matrix ; uniform bool u _scale _with _map ; uniform bool u _pitch _with _map ; uniform vec2 u _extrude _scale ; uniform lowp float u _device _pixel _ratio ; uniform highp float u _camera _to _center _distance ; attribute vec2 a _pos ; varying vec3 v _data ; varying float v _visibility ;
# pragma mapbox : define highp vec4 color
# pragma mapbox : define mediump float radius
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define highp vec4 stroke _color
# pragma mapbox : define mediump float stroke _width
# pragma mapbox : define lowp float stroke _opacity
void main ( void ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize mediump float radius
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize highp vec4 stroke _color
# pragma mapbox : initialize mediump float stroke _width
# pragma mapbox : initialize lowp float stroke _opacity
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vec2 extrude = vec2 ( mod ( a _pos , 2.0 ) * 2.0 - 1.0 ) ; vec2 circle _center = floor ( a _pos * 0.5 ) ; float ele = get _elevation ( circle _center ) ; v _visibility = calculate _visibility ( u _matrix * vec4 ( circle _center , ele , 1.0 ) ) ; if ( u _pitch _with _map ) { vec2 corner _position = circle _center ; if ( u _scale _with _map ) { corner _position += extrude * ( radius + stroke _width ) * u _extrude _scale ; } else { vec4 projected _center = u _matrix * vec4 ( circle _center , 0 , 1 ) ; corner _position += extrude * ( radius + stroke _width ) * u _extrude _scale * ( projected _center . w / u _camera _to _center _distance ) ; } gl _Position = u _matrix * vec4 ( corner _position , ele , 1 ) ; } else { gl _Position = u _matrix * vec4 ( circle _center , ele , 1 ) ; 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 ; } } lowp float antialiasblur = 1.0 / u _device _pixel _ratio / ( radius + stroke _width ) ; v _data = vec3 ( extrude . x , extrude . y , antialiasblur ) ; } ` ),clippingMask:gt("void main() {gl_FragColor=vec4(1.0);}","attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);}"),heatmap:gt( ` uniform highp float u _intensity ; varying vec2 v _extrude ;
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# pragma mapbox : define highp float weight
# define GAUSS _COEF 0.3989422804014327
void main ( ) {
# pragma mapbox : 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 ) ; gl _FragColor = vec4 ( val , 1.0 , 1.0 , 1.0 ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` uniform mat4 u _matrix ; uniform float u _extrude _scale ; uniform float u _opacity ; uniform float u _intensity ; attribute vec2 a _pos ; varying vec2 v _extrude ;
# pragma mapbox : define highp float weight
# pragma mapbox : define mediump float radius
const highp float ZERO = 1.0 / 255.0 / 16.0 ;
# define GAUSS _COEF 0.3989422804014327
void main ( void ) {
# pragma mapbox : initialize highp float weight
# pragma mapbox : initialize mediump float radius
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vec2 unscaled _extrude = vec2 ( mod ( a _pos , 2.0 ) * 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 ; vec4 pos = vec4 ( floor ( a _pos * 0.5 ) + extrude , 0 , 1 ) ; gl _Position = u _matrix * pos ; } ` ),heatmapTexture:gt( ` uniform sampler2D u _image ; uniform sampler2D u _color _ramp ; uniform float u _opacity ; varying vec2 v _pos ; void main ( ) { float t = texture2D ( u _image , v _pos ) . r ; vec4 color = texture2D ( u _color _ramp , vec2 ( t , 0.5 ) ) ; gl _FragColor = color * u _opacity ;
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# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 0.0 ) ;
# endif
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} ` ,"uniform mat4 u_matrix;uniform vec2 u_world;attribute vec2 a_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos*u_world,0,1);v_pos.x=a_pos.x;v_pos.y=1.0-a_pos.y;}"),collisionBox:gt("varying float v_placed;varying float v_notUsed;void main() {float alpha=0.5;gl_FragColor=vec4(1.0,0.0,0.0,1.0)*alpha;if (v_placed > 0.5) {gl_FragColor=vec4(0.0,0.0,1.0,0.5)*alpha;}if (v_notUsed > 0.5) {gl_FragColor*=.1;}}","attribute vec2 a_pos;attribute vec2 a_anchor_pos;attribute vec2 a_extrude;attribute vec2 a_placed;attribute vec2 a_shift;uniform mat4 u_matrix;uniform vec2 u_extrude_scale;uniform float u_camera_to_center_distance;varying float v_placed;varying float v_notUsed;void main() {vec4 projectedPoint=u_matrix*vec4(a_anchor_pos,0,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float collision_perspective_ratio=clamp(0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);gl_Position=u_matrix*vec4(a_pos,get_elevation(a_pos),1.0);gl_Position.xy+=(a_extrude+a_shift)*u_extrude_scale*gl_Position.w*collision_perspective_ratio;v_placed=a_placed.x;v_notUsed=a_placed.y;}"),collisionCircle:gt("varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;void main() {float alpha=0.5*min(v_perspective_ratio,1.0);float stroke_radius=0.9*max(v_perspective_ratio,1.0);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);gl_FragColor=color*alpha*opacity_t;}","attribute vec2 a_pos;attribute float a_radius;attribute vec2 a_flags;uniform mat4 u_matrix;uniform mat4 u_inv_matrix;uniform vec2 u_viewport_size;uniform float u_camera_to_center_distance;varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;vec3 toTilePosition(vec2 screenPos) {vec4 rayStart=u_inv_matrix*vec4(screenPos,-1.0,1.0);vec4 rayEnd =u_inv_matrix*vec4(screenPos, 1.0,1.0);rayStart.xyz/=rayStart.w;rayEnd.xyz /=rayEnd.w;highp float t=(0.0-rayStart.z)/(rayEnd.z-rayStart.z);return mix(rayStart.xyz,rayEnd.xyz,t);}void main() {vec2 quadCenterPos=a_pos;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;vec3 tilePos=toTilePosition(quadCenterPos);vec4 clipPos=u_matrix*vec4(tilePos,1.0);highp float camera_to_anchor_distance=clipPos.w;highp float collision_perspective_ratio=clamp(0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);float padding_factor=1.2;v_radius=radius;v_extrude=quadVertexExtent*padding_factor;v_perspective_ratio=collision_perspective_ratio;v_collision=collision;gl_Position=vec4(clipPos.xyz/clipPos.w,1.0)+vec4(quadVertexExtent*padding_factor/u_viewport_size*2.0,0.0,0.0);}"),debug:gt("uniform highp vec4 u_color;uniform sampler2D u_overlay;varying vec2 v_uv;void main() {vec4 overlay_color=texture2D(u_overlay,v_uv);gl_FragColor=mix(u_color,overlay_color,overlay_color.a);}","attribute vec2 a_pos;varying vec2 v_uv;uniform mat4 u_matrix;uniform float u_overlay_scale;void main() {v_uv=a_pos/8192.0;gl_Position=u_matrix*vec4(a_pos*u_overlay_scale,get_elevation(a_pos),1);}"),fill:gt( ` # pragma mapbox : define highp vec4 color
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# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize lowp float opacity
gl _FragColor = color * opacity ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` attribute vec2 a _pos ; uniform mat4 u _matrix ;
# pragma mapbox : define highp vec4 color
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize lowp float opacity
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gl _Position = u _matrix * vec4 ( a _pos , 0 , 1 ) ; } ` ),fillOutline:gt( ` varying vec2 v _pos ;
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# pragma mapbox : define highp vec4 outline _color
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize highp vec4 outline _color
# pragma mapbox : initialize lowp float opacity
float dist = length ( v _pos - gl _FragCoord . xy ) ; float alpha = 1.0 - smoothstep ( 0.0 , 1.0 , dist ) ; gl _FragColor = outline _color * ( alpha * opacity ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` attribute vec2 a _pos ; uniform mat4 u _matrix ; uniform vec2 u _world ; varying vec2 v _pos ;
# pragma mapbox : define highp vec4 outline _color
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize highp vec4 outline _color
# pragma mapbox : initialize lowp float opacity
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gl _Position = u _matrix * vec4 ( a _pos , 0 , 1 ) ; v _pos = ( gl _Position . xy / gl _Position . w + 1.0 ) / 2.0 * u _world ; } ` ),fillOutlinePattern:gt( ` uniform vec2 u _texsize ; uniform sampler2D u _image ; uniform float u _fade ; varying vec2 v _pos _a ; varying vec2 v _pos _b ; varying vec2 v _pos ;
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# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
void main ( ) {
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : 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 = texture2D ( 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 = texture2D ( u _image , pos2 ) ; float dist = length ( v _pos - gl _FragCoord . xy ) ; float alpha = 1.0 - smoothstep ( 0.0 , 1.0 , dist ) ; gl _FragColor = mix ( color1 , color2 , u _fade ) * alpha * opacity ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` uniform mat4 u _matrix ; uniform vec2 u _world ; uniform vec2 u _pixel _coord _upper ; uniform vec2 u _pixel _coord _lower ; uniform vec3 u _scale ; attribute vec2 a _pos ; varying vec2 v _pos _a ; varying vec2 v _pos _b ; varying vec2 v _pos ;
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
# pragma mapbox : define lowp float pixel _ratio _from
# pragma mapbox : define lowp float pixel _ratio _to
void main ( ) {
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : initialize mediump vec4 pattern _to
# pragma mapbox : initialize lowp float pixel _ratio _from
# pragma mapbox : initialize lowp float pixel _ratio _to
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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 = u _matrix * vec4 ( a _pos , 0 , 1 ) ; 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 ; } ` ),fillPattern:gt( ` # ifdef GL _ES
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precision highp float ;
# endif
uniform vec2 u _texsize ; uniform float u _fade ; uniform sampler2D u _image ; varying vec2 v _pos _a ; varying vec2 v _pos _b ;
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
void main ( ) {
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : 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 = texture2D ( 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 = texture2D ( u _image , pos2 ) ; gl _FragColor = mix ( color1 , color2 , u _fade ) * opacity ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` uniform mat4 u _matrix ; uniform vec2 u _pixel _coord _upper ; uniform vec2 u _pixel _coord _lower ; uniform vec3 u _scale ; attribute vec2 a _pos ; varying vec2 v _pos _a ; varying vec2 v _pos _b ;
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
# pragma mapbox : define lowp float pixel _ratio _from
# pragma mapbox : define lowp float pixel _ratio _to
void main ( ) {
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : initialize mediump vec4 pattern _to
# pragma mapbox : initialize lowp float pixel _ratio _from
# pragma mapbox : initialize lowp float pixel _ratio _to
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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 = u _matrix * vec4 ( a _pos , 0 , 1 ) ; 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:gt( ` varying vec4 v _color ; void main ( ) { gl _FragColor = v _color ;
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# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` uniform mat4 u _matrix ; uniform vec3 u _lightcolor ; uniform lowp vec3 u _lightpos ; uniform lowp float u _lightintensity ; uniform float u _vertical _gradient ; uniform lowp float u _opacity ; attribute vec2 a _pos ; attribute vec4 a _normal _ed ;
# ifdef TERRAIN3D
attribute vec2 a _centroid ;
# endif
varying vec4 v _color ;
# pragma mapbox : define highp float base
# pragma mapbox : define highp float height
# pragma mapbox : define highp vec4 color
void main ( ) {
# pragma mapbox : initialize highp float base
# pragma mapbox : initialize highp float height
# pragma mapbox : initialize highp vec4 color
vec3 normal = a _normal _ed . xyz ;
# ifdef TERRAIN3D
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
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base = max ( 0.0 , base ) + base _terrain3d _offset ; height = max ( 0.0 , height ) + height _terrain3d _offset ; float t = mod ( normal . x , 2.0 ) ; gl _Position = u _matrix * vec4 ( a _pos , t > 0.0 ? height : base , 1 ) ; 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 ; float directional = clamp ( dot ( normal / 16384.0 , u _lightpos ) , 0.0 , 1.0 ) ; 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 + base ) * pow ( 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:gt( ` uniform vec2 u _texsize ; uniform float u _fade ; uniform sampler2D u _image ; varying vec2 v _pos _a ; varying vec2 v _pos _b ; varying vec4 v _lighting ;
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# pragma mapbox : define lowp float base
# pragma mapbox : define lowp float height
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
# pragma mapbox : define lowp float pixel _ratio _from
# pragma mapbox : define lowp float pixel _ratio _to
void main ( ) {
# pragma mapbox : initialize lowp float base
# pragma mapbox : initialize lowp float height
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : initialize mediump vec4 pattern _to
# pragma mapbox : initialize lowp float pixel _ratio _from
# pragma mapbox : 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 = texture2D ( 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 = texture2D ( u _image , pos2 ) ; vec4 mixedColor = mix ( color1 , color2 , u _fade ) ; gl _FragColor = mixedColor * v _lighting ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` uniform mat4 u _matrix ; 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 vec3 u _lightcolor ; uniform lowp vec3 u _lightpos ; uniform lowp float u _lightintensity ; attribute vec2 a _pos ; attribute vec4 a _normal _ed ;
# ifdef TERRAIN3D
attribute vec2 a _centroid ;
# endif
varying vec2 v _pos _a ; varying vec2 v _pos _b ; varying vec4 v _lighting ;
# pragma mapbox : define lowp float base
# pragma mapbox : define lowp float height
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
# pragma mapbox : define lowp float pixel _ratio _from
# pragma mapbox : define lowp float pixel _ratio _to
void main ( ) {
# pragma mapbox : initialize lowp float base
# pragma mapbox : initialize lowp float height
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : initialize mediump vec4 pattern _to
# pragma mapbox : initialize lowp float pixel _ratio _from
# pragma mapbox : 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 = a _normal _ed . xyz ; float edgedistance = 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 ;
# 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 = mod ( normal . x , 2.0 ) ; float z = t > 0.0 ? height : base ; gl _Position = u _matrix * vec4 ( a _pos , z , 1 ) ; vec2 pos = normal . x == 1.0 && normal . y == 0.0 && normal . z == 16384.0
? a _pos
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: vec2 ( edgedistance , z * 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 + base ) * pow ( 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:gt( ` # ifdef GL _ES
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precision highp float ;
# endif
uniform sampler2D u _image ; varying vec2 v _pos ; uniform vec2 u _dimension ; uniform float u _zoom ; uniform vec4 u _unpack ; float getElevation ( vec2 coord , float bias ) { vec4 data = texture2D ( u _image , coord ) * 255.0 ; data . a = - 1.0 ; return dot ( data , u _unpack ) / 4.0 ; } void main ( ) { vec2 epsilon = 1.0 / u _dimension ; float a = getElevation ( v _pos + vec2 ( - epsilon . x , - epsilon . y ) , 0.0 ) ; float b = getElevation ( v _pos + vec2 ( 0 , - epsilon . y ) , 0.0 ) ; float c = getElevation ( v _pos + vec2 ( epsilon . x , - epsilon . y ) , 0.0 ) ; float d = getElevation ( v _pos + vec2 ( - epsilon . x , 0 ) , 0.0 ) ; float e = getElevation ( v _pos , 0.0 ) ; float f = getElevation ( v _pos + vec2 ( epsilon . x , 0 ) , 0.0 ) ; float g = getElevation ( v _pos + vec2 ( - epsilon . x , epsilon . y ) , 0.0 ) ; float h = getElevation ( v _pos + vec2 ( 0 , epsilon . y ) , 0.0 ) ; float i = getElevation ( v _pos + vec2 ( epsilon . x , epsilon . y ) , 0.0 ) ; 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 ) ) / pow ( 2.0 , exaggeration + ( 19.2562 - u _zoom ) ) ; gl _FragColor = clamp ( vec4 ( deriv . x / 2.0 + 0.5 , deriv . y / 2.0 + 0.5 , 1.0 , 1.0 ) , 0.0 , 1.0 ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
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} ` ,"uniform mat4 u_matrix;uniform vec2 u_dimension;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying 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:gt( ` uniform sampler2D u _image ; varying vec2 v _pos ; uniform vec2 u _latrange ; uniform vec2 u _light ; uniform vec4 u _shadow ; uniform vec4 u _highlight ; uniform vec4 u _accent ;
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# define PI 3.141592653589793
void main ( ) { vec4 pixel = texture2D ( u _image , v _pos ) ; vec2 deriv = ( ( pixel . rg * 2.0 ) - 1.0 ) ; float scaleFactor = cos ( radians ( ( u _latrange [ 0 ] - u _latrange [ 1 ] ) * ( 1.0 - v _pos . y ) + u _latrange [ 1 ] ) ) ; float slope = atan ( 1.25 * length ( deriv ) / scaleFactor ) ; float aspect = deriv . x != 0.0 ? atan ( deriv . y , - deriv . x ) : PI / 2.0 * ( deriv . y > 0.0 ? 1.0 : - 1.0 ) ; float intensity = u _light . x ; float azimuth = u _light . y + PI ; 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 _shadow , u _highlight , shade ) * sin ( scaledSlope ) * clamp ( intensity * 2.0 , 0.0 , 1.0 ) ; gl _FragColor = accent _color * ( 1.0 - shade _color . a ) + shade _color ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
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} ` ,"uniform mat4 u_matrix;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos=a_texture_pos/8192.0;}"),line:gt( ` uniform lowp float u _device _pixel _ratio ; varying vec2 v _width2 ; varying vec2 v _normal ; varying float v _gamma _scale ;
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# pragma mapbox : define highp vec4 color
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
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 ) ; gl _FragColor = color * ( alpha * opacity ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , `
# define scale 0.015873016
attribute vec2 a _pos _normal ; attribute vec4 a _data ; uniform mat4 u _matrix ; uniform mediump float u _ratio ; uniform vec2 u _units _to _pixels ; uniform lowp float u _device _pixel _ratio ; varying vec2 v _normal ; varying vec2 v _width2 ; varying float v _gamma _scale ; varying highp float v _linesofar ;
# pragma mapbox : define highp vec4 color
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define mediump float gapwidth
# pragma mapbox : define lowp float offset
# pragma mapbox : define mediump float width
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump float gapwidth
# pragma mapbox : initialize lowp float offset
# pragma mapbox : initialize mediump float width
float ANTIALIASING = 1.0 / u _device _pixel _ratio / 2.0 ; vec2 a _extrude = a _data . xy - 128.0 ; float a _direction = mod ( a _data . z , 4.0 ) - 1.0 ; v _linesofar = ( floor ( a _data . z / 4.0 ) + a _data . w * 64.0 ) * 2.0 ; vec2 pos = floor ( a _pos _normal * 0.5 ) ; mediump vec2 normal = a _pos _normal - 2.0 * pos ; 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 ) ; vec4 projected _extrude = u _matrix * vec4 ( dist / u _ratio , 0.0 , 0.0 ) ; gl _Position = u _matrix * vec4 ( pos + offset2 / u _ratio , 0.0 , 1.0 ) + projected _extrude ;
# ifdef TERRAIN3D
v _gamma _scale = 1.0 ;
# else
float extrude _length _without _perspective = length ( dist ) ; float extrude _length _with _perspective = length ( projected _extrude . xy / gl _Position . w * u _units _to _pixels ) ; v _gamma _scale = extrude _length _without _perspective / extrude _length _with _perspective ;
# endif
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v _width2 = vec2 ( outset , inset ) ; } ` ),lineGradient:gt( ` uniform lowp float u _device _pixel _ratio ; uniform sampler2D u _image ; varying vec2 v _width2 ; varying vec2 v _normal ; varying float v _gamma _scale ; varying highp vec2 v _uv ;
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# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
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 = texture2D ( u _image , v _uv ) ; gl _FragColor = color * ( alpha * opacity ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , `
# define scale 0.015873016
attribute vec2 a _pos _normal ; attribute vec4 a _data ; attribute float a _uv _x ; attribute float a _split _index ; uniform mat4 u _matrix ; uniform mediump float u _ratio ; uniform lowp float u _device _pixel _ratio ; uniform vec2 u _units _to _pixels ; uniform float u _image _height ; varying vec2 v _normal ; varying vec2 v _width2 ; varying float v _gamma _scale ; varying highp vec2 v _uv ;
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define mediump float gapwidth
# pragma mapbox : define lowp float offset
# pragma mapbox : define mediump float width
void main ( ) {
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump float gapwidth
# pragma mapbox : initialize lowp float offset
# pragma mapbox : initialize mediump float width
float ANTIALIASING = 1.0 / u _device _pixel _ratio / 2.0 ; vec2 a _extrude = a _data . xy - 128.0 ; float a _direction = mod ( a _data . z , 4.0 ) - 1.0 ; 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 = floor ( a _pos _normal * 0.5 ) ; mediump vec2 normal = a _pos _normal - 2.0 * pos ; 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 ) ; vec4 projected _extrude = u _matrix * vec4 ( dist / u _ratio , 0.0 , 0.0 ) ; gl _Position = u _matrix * vec4 ( pos + offset2 / u _ratio , 0.0 , 1.0 ) + projected _extrude ;
# ifdef TERRAIN3D
v _gamma _scale = 1.0 ;
# else
float extrude _length _without _perspective = length ( dist ) ; float extrude _length _with _perspective = length ( projected _extrude . xy / gl _Position . w * u _units _to _pixels ) ; v _gamma _scale = extrude _length _without _perspective / extrude _length _with _perspective ;
# endif
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v _width2 = vec2 ( outset , inset ) ; } ` ),linePattern:gt( ` # ifdef GL _ES
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precision highp float ;
# endif
uniform lowp float u _device _pixel _ratio ; uniform vec2 u _texsize ; uniform float u _fade ; uniform mediump vec3 u _scale ; uniform sampler2D u _image ; varying vec2 v _normal ; varying vec2 v _width2 ; varying float v _linesofar ; varying float v _gamma _scale ; varying float v _width ;
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
# pragma mapbox : define lowp float pixel _ratio _from
# pragma mapbox : define lowp float pixel _ratio _to
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : initialize mediump vec4 pattern _to
# pragma mapbox : initialize lowp float pixel _ratio _from
# pragma mapbox : initialize lowp float pixel _ratio _to
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
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 ( texture2D ( u _image , pos _a ) , texture2D ( u _image , pos _b ) , u _fade ) ; gl _FragColor = color * alpha * opacity ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , `
# define scale 0.015873016
# define LINE _DISTANCE _SCALE 2.0
attribute vec2 a _pos _normal ; attribute vec4 a _data ; uniform mat4 u _matrix ; uniform vec2 u _units _to _pixels ; uniform mediump float u _ratio ; uniform lowp float u _device _pixel _ratio ; varying vec2 v _normal ; varying vec2 v _width2 ; varying float v _linesofar ; varying float v _gamma _scale ; varying float v _width ;
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp float offset
# pragma mapbox : define mediump float gapwidth
# pragma mapbox : define mediump float width
# pragma mapbox : define lowp float floorwidth
# pragma mapbox : define lowp vec4 pattern _from
# pragma mapbox : define lowp vec4 pattern _to
# pragma mapbox : define lowp float pixel _ratio _from
# pragma mapbox : define lowp float pixel _ratio _to
void main ( ) {
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize lowp float offset
# pragma mapbox : initialize mediump float gapwidth
# pragma mapbox : initialize mediump float width
# pragma mapbox : initialize lowp float floorwidth
# pragma mapbox : initialize mediump vec4 pattern _from
# pragma mapbox : initialize mediump vec4 pattern _to
# pragma mapbox : initialize lowp float pixel _ratio _from
# pragma mapbox : initialize lowp float pixel _ratio _to
float ANTIALIASING = 1.0 / u _device _pixel _ratio / 2.0 ; vec2 a _extrude = a _data . xy - 128.0 ; float a _direction = mod ( a _data . z , 4.0 ) - 1.0 ; float a _linesofar = ( floor ( a _data . z / 4.0 ) + a _data . w * 64.0 ) * LINE _DISTANCE _SCALE ; vec2 pos = floor ( a _pos _normal * 0.5 ) ; mediump vec2 normal = a _pos _normal - 2.0 * pos ; 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 ) ; vec4 projected _extrude = u _matrix * vec4 ( dist / u _ratio , 0.0 , 0.0 ) ; gl _Position = u _matrix * vec4 ( pos + offset2 / u _ratio , 0.0 , 1.0 ) + projected _extrude ;
# ifdef TERRAIN3D
v _gamma _scale = 1.0 ;
# else
float extrude _length _without _perspective = length ( dist ) ; float extrude _length _with _perspective = length ( projected _extrude . xy / gl _Position . w * u _units _to _pixels ) ; v _gamma _scale = extrude _length _without _perspective / extrude _length _with _perspective ;
# endif
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v _linesofar = a _linesofar ; v _width2 = vec2 ( outset , inset ) ; v _width = floorwidth ; } ` ),lineSDF:gt( ` uniform lowp float u _device _pixel _ratio ; uniform sampler2D u _image ; uniform float u _sdfgamma ; uniform float u _mix ; varying vec2 v _normal ; varying vec2 v _width2 ; varying vec2 v _tex _a ; varying vec2 v _tex _b ; varying float v _gamma _scale ;
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# pragma mapbox : define highp vec4 color
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define mediump float width
# pragma mapbox : define lowp float floorwidth
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump float width
# pragma mapbox : initialize lowp float floorwidth
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 = texture2D ( u _image , v _tex _a ) . a ; float sdfdist _b = texture2D ( u _image , v _tex _b ) . a ; float sdfdist = mix ( sdfdist _a , sdfdist _b , u _mix ) ; alpha *= smoothstep ( 0.5 - u _sdfgamma / floorwidth , 0.5 + u _sdfgamma / floorwidth , sdfdist ) ; gl _FragColor = color * ( alpha * opacity ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , `
# define scale 0.015873016
# define LINE _DISTANCE _SCALE 2.0
attribute vec2 a _pos _normal ; attribute vec4 a _data ; uniform mat4 u _matrix ; uniform mediump float u _ratio ; uniform lowp float u _device _pixel _ratio ; uniform vec2 u _patternscale _a ; uniform float u _tex _y _a ; uniform vec2 u _patternscale _b ; uniform float u _tex _y _b ; uniform vec2 u _units _to _pixels ; varying vec2 v _normal ; varying vec2 v _width2 ; varying vec2 v _tex _a ; varying vec2 v _tex _b ; varying float v _gamma _scale ;
# pragma mapbox : define highp vec4 color
# pragma mapbox : define lowp float blur
# pragma mapbox : define lowp float opacity
# pragma mapbox : define mediump float gapwidth
# pragma mapbox : define lowp float offset
# pragma mapbox : define mediump float width
# pragma mapbox : define lowp float floorwidth
void main ( ) {
# pragma mapbox : initialize highp vec4 color
# pragma mapbox : initialize lowp float blur
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize mediump float gapwidth
# pragma mapbox : initialize lowp float offset
# pragma mapbox : initialize mediump float width
# pragma mapbox : initialize lowp float floorwidth
float ANTIALIASING = 1.0 / u _device _pixel _ratio / 2.0 ; vec2 a _extrude = a _data . xy - 128.0 ; float a _direction = mod ( a _data . z , 4.0 ) - 1.0 ; float a _linesofar = ( floor ( a _data . z / 4.0 ) + a _data . w * 64.0 ) * LINE _DISTANCE _SCALE ; vec2 pos = floor ( a _pos _normal * 0.5 ) ; mediump vec2 normal = a _pos _normal - 2.0 * pos ; 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 ) ; vec4 projected _extrude = u _matrix * vec4 ( dist / u _ratio , 0.0 , 0.0 ) ; gl _Position = u _matrix * vec4 ( pos + offset2 / u _ratio , 0.0 , 1.0 ) + projected _extrude ;
# ifdef TERRAIN3D
v _gamma _scale = 1.0 ;
# else
float extrude _length _without _perspective = length ( dist ) ; float extrude _length _with _perspective = length ( projected _extrude . xy / gl _Position . w * u _units _to _pixels ) ; v _gamma _scale = extrude _length _without _perspective / extrude _length _with _perspective ;
# endif
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v _tex _a = vec2 ( a _linesofar * u _patternscale _a . x / floorwidth , normal . y * u _patternscale _a . y + u _tex _y _a ) ; v _tex _b = vec2 ( a _linesofar * u _patternscale _b . x / floorwidth , normal . y * u _patternscale _b . y + u _tex _y _b ) ; v _width2 = vec2 ( outset , inset ) ; } ` ),raster:gt( ` uniform float u _fade _t ; uniform float u _opacity ; uniform sampler2D u _image0 ; uniform sampler2D u _image1 ; varying vec2 v _pos0 ; varying vec2 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 = texture2D ( u _image0 , v _pos0 ) ; vec4 color1 = texture2D ( u _image1 , v _pos1 ) ; 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 ) ; gl _FragColor = vec4 ( mix ( u _high _vec , u _low _vec , rgb ) * color . a , color . a ) ;
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# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
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} ` ,"uniform mat4 u_matrix;uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos0;varying vec2 v_pos1;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos0=(((a_texture_pos/8192.0)-0.5)/u_buffer_scale )+0.5;v_pos1=(v_pos0*u_scale_parent)+u_tl_parent;}"),symbolIcon:gt( ` uniform sampler2D u _texture ; varying vec2 v _tex ; varying float v _fade _opacity ;
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# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize lowp float opacity
lowp float alpha = opacity * v _fade _opacity ; gl _FragColor = texture2D ( u _texture , v _tex ) * alpha ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` const float PI = 3.141592653589793 ; attribute vec4 a _pos _offset ; attribute vec4 a _data ; attribute vec4 a _pixeloffset ; attribute vec3 a _projected _pos ; attribute float a _fade _opacity ; 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 highp float u _camera _to _center _distance ; uniform highp float u _pitch ; uniform bool u _rotate _symbol ; uniform highp float u _aspect _ratio ; uniform float u _fade _change ; uniform mat4 u _matrix ; uniform mat4 u _label _plane _matrix ; uniform mat4 u _coord _matrix ; uniform bool u _is _text ; uniform bool u _pitch _with _map ; uniform vec2 u _texsize ; varying vec2 v _tex ; varying float v _fade _opacity ;
# pragma mapbox : define lowp float opacity
void main ( ) {
# pragma mapbox : initialize lowp float opacity
vec2 a _pos = a _pos _offset . xy ; vec2 a _offset = a _pos _offset . zw ; vec2 a _tex = a _data . xy ; vec2 a _size = a _data . zw ; float a _size _min = floor ( a _size [ 0 ] * 0.5 ) ; vec2 a _pxoffset = a _pixeloffset . xy ; vec2 a _minFontScale = a _pixeloffset . zw / 256.0 ; float ele = get _elevation ( a _pos ) ; highp float segment _angle = - a _projected _pos [ 2 ] ; float size ; if ( ! u _is _size _zoom _constant && ! u _is _size _feature _constant ) { size = mix ( a _size _min , a _size [ 1 ] , u _size _t ) / 128.0 ; } else if ( u _is _size _zoom _constant && ! u _is _size _feature _constant ) { size = a _size _min / 128.0 ; } else { size = u _size ; } vec4 projectedPoint = u _matrix * vec4 ( a _pos , ele , 1 ) ; 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 :
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u _camera _to _center _distance / camera _to _anchor _distance ; highp float perspective _ratio = clamp ( 0.5 + 0.5 * distance _ratio , 0.0 , 4.0 ) ; size *= perspective _ratio ; float fontScale = u _is _text ? size / 24.0 : size ; highp float symbol _rotation = 0.0 ; if ( u _rotate _symbol ) { vec4 offsetProjectedPoint = u _matrix * vec4 ( a _pos + vec2 ( 1 , 0 ) , ele , 1 ) ; 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 = u _label _plane _matrix * vec4 ( a _projected _pos . xy , ele , 1.0 ) ; float z = float ( u _pitch _with _map ) * projected _pos . z / projected _pos . w ; gl _Position = u _coord _matrix * vec4 ( projected _pos . xy / projected _pos . w + rotation _matrix * ( a _offset / 32.0 * max ( a _minFontScale , fontScale ) + a _pxoffset / 16.0 ) , z , 1.0 ) ; v _tex = a _tex / u _texsize ; vec2 fade _opacity = unpack _opacity ( a _fade _opacity ) ; float fade _change = fade _opacity [ 1 ] > 0.5 ? u _fade _change : - u _fade _change ; float visibility = calculate _visibility ( projectedPoint ) ; v _fade _opacity = max ( 0.0 , min ( visibility , fade _opacity [ 0 ] + fade _change ) ) ; } ` ),symbolSDF:gt( ` # define SDF _PX 8.0
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uniform bool u _is _halo ; uniform sampler2D u _texture ; uniform highp float u _gamma _scale ; uniform lowp float u _device _pixel _ratio ; uniform bool u _is _text ; varying vec2 v _data0 ; varying vec3 v _data1 ;
# pragma mapbox : define highp vec4 fill _color
# pragma mapbox : define highp vec4 halo _color
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp float halo _width
# pragma mapbox : define lowp float halo _blur
void main ( ) {
# pragma mapbox : initialize highp vec4 fill _color
# pragma mapbox : initialize highp vec4 halo _color
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize lowp float halo _width
# pragma mapbox : initialize lowp float halo _blur
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 fade _opacity = v _data1 [ 2 ] ; float fontScale = u _is _text ? size / 24.0 : size ; lowp vec4 color = fill _color ; highp float gamma = EDGE _GAMMA / ( fontScale * u _gamma _scale ) ; lowp float inner _edge = ( 256.0 - 64.0 ) / 256.0 ; if ( u _is _halo ) { color = halo _color ; gamma = ( halo _blur * 1.19 / SDF _PX + EDGE _GAMMA ) / ( fontScale * u _gamma _scale ) ; inner _edge = inner _edge + gamma * gamma _scale ; } lowp float dist = texture2D ( u _texture , tex ) . a ; highp float gamma _scaled = gamma * gamma _scale ; highp float alpha = smoothstep ( inner _edge - gamma _scaled , inner _edge + gamma _scaled , dist ) ; if ( u _is _halo ) { lowp float halo _edge = ( 6.0 - halo _width / fontScale ) / SDF _PX ; alpha = min ( smoothstep ( halo _edge - gamma _scaled , halo _edge + gamma _scaled , dist ) , 1.0 - alpha ) ; } gl _FragColor = color * ( alpha * opacity * fade _opacity ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` const float PI = 3.141592653589793 ; attribute vec4 a _pos _offset ; attribute vec4 a _data ; attribute vec4 a _pixeloffset ; attribute vec3 a _projected _pos ; attribute float a _fade _opacity ; 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 _matrix ; uniform mat4 u _label _plane _matrix ; uniform mat4 u _coord _matrix ; uniform bool u _is _text ; uniform bool u _pitch _with _map ; uniform highp float u _pitch ; uniform bool u _rotate _symbol ; uniform highp float u _aspect _ratio ; uniform highp float u _camera _to _center _distance ; uniform float u _fade _change ; uniform vec2 u _texsize ; varying vec2 v _data0 ; varying vec3 v _data1 ;
# pragma mapbox : define highp vec4 fill _color
# pragma mapbox : define highp vec4 halo _color
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp float halo _width
# pragma mapbox : define lowp float halo _blur
void main ( ) {
# pragma mapbox : initialize highp vec4 fill _color
# pragma mapbox : initialize highp vec4 halo _color
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize lowp float halo _width
# pragma mapbox : initialize lowp float halo _blur
vec2 a _pos = a _pos _offset . xy ; vec2 a _offset = a _pos _offset . zw ; vec2 a _tex = a _data . xy ; vec2 a _size = a _data . zw ; float a _size _min = floor ( a _size [ 0 ] * 0.5 ) ; vec2 a _pxoffset = a _pixeloffset . xy ; float ele = get _elevation ( a _pos ) ; highp float segment _angle = - a _projected _pos [ 2 ] ; float size ; if ( ! u _is _size _zoom _constant && ! u _is _size _feature _constant ) { size = mix ( a _size _min , a _size [ 1 ] , u _size _t ) / 128.0 ; } else if ( u _is _size _zoom _constant && ! u _is _size _feature _constant ) { size = a _size _min / 128.0 ; } else { size = u _size ; } vec4 projectedPoint = u _matrix * vec4 ( a _pos , ele , 1 ) ; 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 :
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u _camera _to _center _distance / camera _to _anchor _distance ; highp float perspective _ratio = clamp ( 0.5 + 0.5 * distance _ratio , 0.0 , 4.0 ) ; size *= perspective _ratio ; float fontScale = u _is _text ? size / 24.0 : size ; highp float symbol _rotation = 0.0 ; if ( u _rotate _symbol ) { vec4 offsetProjectedPoint = u _matrix * vec4 ( a _pos + vec2 ( 1 , 0 ) , ele , 1 ) ; 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 = u _label _plane _matrix * vec4 ( a _projected _pos . xy , ele , 1.0 ) ; float z = float ( u _pitch _with _map ) * projected _pos . z / projected _pos . w ; gl _Position = u _coord _matrix * vec4 ( projected _pos . xy / projected _pos . w + rotation _matrix * ( a _offset / 32.0 * fontScale + a _pxoffset ) , z , 1.0 ) ; float gamma _scale = gl _Position . w ; vec2 fade _opacity = unpack _opacity ( a _fade _opacity ) ; float visibility = calculate _visibility ( projectedPoint ) ; float fade _change = fade _opacity [ 1 ] > 0.5 ? u _fade _change : - u _fade _change ; float interpolated _fade _opacity = max ( 0.0 , min ( visibility , fade _opacity [ 0 ] + fade _change ) ) ; v _data0 = a _tex / u _texsize ; v _data1 = vec3 ( gamma _scale , size , interpolated _fade _opacity ) ; } ` ),symbolTextAndIcon:gt( ` # define SDF _PX 8.0
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# define SDF 1.0
# define ICON 0.0
uniform bool u _is _halo ; uniform sampler2D u _texture ; uniform sampler2D u _texture _icon ; uniform highp float u _gamma _scale ; uniform lowp float u _device _pixel _ratio ; varying vec4 v _data0 ; varying vec4 v _data1 ;
# pragma mapbox : define highp vec4 fill _color
# pragma mapbox : define highp vec4 halo _color
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp float halo _width
# pragma mapbox : define lowp float halo _blur
void main ( ) {
# pragma mapbox : initialize highp vec4 fill _color
# pragma mapbox : initialize highp vec4 halo _color
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize lowp float halo _width
# pragma mapbox : initialize lowp float halo _blur
float fade _opacity = v _data1 [ 2 ] ; if ( v _data1 . w == ICON ) { vec2 tex _icon = v _data0 . zw ; lowp float alpha = opacity * fade _opacity ; gl _FragColor = texture2D ( u _texture _icon , tex _icon ) * alpha ;
# ifdef OVERDRAW _INSPECTOR
gl _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 ; lowp vec4 color = fill _color ; highp float gamma = EDGE _GAMMA / ( fontScale * u _gamma _scale ) ; lowp float buff = ( 256.0 - 64.0 ) / 256.0 ; if ( u _is _halo ) { color = halo _color ; gamma = ( halo _blur * 1.19 / SDF _PX + EDGE _GAMMA ) / ( fontScale * u _gamma _scale ) ; buff = ( 6.0 - halo _width / fontScale ) / SDF _PX ; } lowp float dist = texture2D ( u _texture , tex ) . a ; highp float gamma _scaled = gamma * gamma _scale ; highp float alpha = smoothstep ( buff - gamma _scaled , buff + gamma _scaled , dist ) ; gl _FragColor = color * ( alpha * opacity * fade _opacity ) ;
# ifdef OVERDRAW _INSPECTOR
gl _FragColor = vec4 ( 1.0 ) ;
# endif
} ` , ` const float PI = 3.141592653589793 ; attribute vec4 a _pos _offset ; attribute vec4 a _data ; attribute vec3 a _projected _pos ; attribute float a _fade _opacity ; 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 _matrix ; uniform mat4 u _label _plane _matrix ; uniform mat4 u _coord _matrix ; uniform bool u _is _text ; uniform bool u _pitch _with _map ; uniform highp float u _pitch ; uniform bool u _rotate _symbol ; uniform highp float u _aspect _ratio ; uniform highp float u _camera _to _center _distance ; uniform float u _fade _change ; uniform vec2 u _texsize ; uniform vec2 u _texsize _icon ; varying vec4 v _data0 ; varying vec4 v _data1 ;
# pragma mapbox : define highp vec4 fill _color
# pragma mapbox : define highp vec4 halo _color
# pragma mapbox : define lowp float opacity
# pragma mapbox : define lowp float halo _width
# pragma mapbox : define lowp float halo _blur
void main ( ) {
# pragma mapbox : initialize highp vec4 fill _color
# pragma mapbox : initialize highp vec4 halo _color
# pragma mapbox : initialize lowp float opacity
# pragma mapbox : initialize lowp float halo _width
# pragma mapbox : initialize lowp float halo _blur
vec2 a _pos = a _pos _offset . xy ; vec2 a _offset = a _pos _offset . zw ; vec2 a _tex = a _data . xy ; vec2 a _size = a _data . zw ; float a _size _min = floor ( a _size [ 0 ] * 0.5 ) ; float is _sdf = a _size [ 0 ] - 2.0 * a _size _min ; float ele = get _elevation ( a _pos ) ; highp float segment _angle = - a _projected _pos [ 2 ] ; float size ; if ( ! u _is _size _zoom _constant && ! u _is _size _feature _constant ) { size = mix ( a _size _min , a _size [ 1 ] , u _size _t ) / 128.0 ; } else if ( u _is _size _zoom _constant && ! u _is _size _feature _constant ) { size = a _size _min / 128.0 ; } else { size = u _size ; } vec4 projectedPoint = u _matrix * vec4 ( a _pos , ele , 1 ) ; 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 :
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u _camera _to _center _distance / camera _to _anchor _distance ; highp float perspective _ratio = clamp ( 0.5 + 0.5 * distance _ratio , 0.0 , 4.0 ) ; size *= perspective _ratio ; float fontScale = size / 24.0 ; highp float symbol _rotation = 0.0 ; if ( u _rotate _symbol ) { vec4 offsetProjectedPoint = u _matrix * vec4 ( a _pos + vec2 ( 1 , 0 ) , ele , 1 ) ; 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 = u _label _plane _matrix * vec4 ( a _projected _pos . xy , ele , 1.0 ) ; float z = float ( u _pitch _with _map ) * projected _pos . z / projected _pos . w ; gl _Position = u _coord _matrix * vec4 ( projected _pos . xy / projected _pos . w + rotation _matrix * ( a _offset / 32.0 * fontScale ) , z , 1.0 ) ; float gamma _scale = gl _Position . w ; vec2 fade _opacity = unpack _opacity ( a _fade _opacity ) ; float visibility = calculate _visibility ( projectedPoint ) ; float fade _change = fade _opacity [ 1 ] > 0.5 ? u _fade _change : - u _fade _change ; float interpolated _fade _opacity = max ( 0.0 , min ( visibility , fade _opacity [ 0 ] + fade _change ) ) ; v _data0 . xy = a _tex / u _texsize ; v _data0 . zw = a _tex / u _texsize _icon ; v _data1 = vec4 ( gamma _scale , size , interpolated _fade _opacity , is _sdf ) ; } ` ),terrain:gt("uniform sampler2D u_texture;varying vec2 v_texture_pos;void main() {gl_FragColor=texture2D(u_texture,v_texture_pos);}",jn),terrainDepth:gt("varying 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() {gl_FragColor=pack(v_depth);}",jn),terrainCoords:gt("precision mediump float;uniform sampler2D u_texture;uniform float u_terrain_coords_id;varying vec2 v_texture_pos;void main() {vec4 rgba=texture2D(u_texture,v_texture_pos);gl_FragColor=vec4(rgba.r,rgba.g,rgba.b,u_terrain_coords_id);}",jn)};function gt(u,t){const n=/#pragma mapbox: ([ \w ]+) ([ \w ]+) ([ \w ]+) ([ \w ]+)/g,s=t.match(/attribute ([ \w ]+) ([ \w ]+)/g),c=u.match(/uniform ([ \w ]+) ([ \w ]+)([ \s ]*)([ \w ]*)/g),h=t.match(/uniform ([ \w ]+) ([ \w ]+)([ \s ]*)([ \w ]*)/g),g=h?h.concat(c):c,_={};return{fragmentSource:u=u.replace(n,((x,b,T,I,P)=>(_[P]=!0,b==="define"? `
# ifndef HAS _UNIFORM _u _$ { P }
varying $ { T } $ { I } $ { P } ;
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# else
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uniform $ { T } $ { I } u _$ { P } ;
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# endif
` : `
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# ifdef HAS _UNIFORM _u _$ { P }
$ { T } $ { I } $ { P } = u _$ { P } ;
# endif
` ))),vertexSource:t=t.replace(n,((x,b,T,I,P)=>{const V=I==="float"?"vec2":"vec4",N=P.match(/color/)?"color":V;return _[P]?b==="define"? `
# ifndef HAS _UNIFORM _u _$ { P }
uniform lowp float u _$ { P } _t ;
attribute $ { T } $ { V } a _$ { P } ;
varying $ { T } $ { I } $ { P } ;
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# else
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uniform $ { T } $ { I } u _$ { P } ;
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# endif
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` :N==="vec4"? `
# ifndef HAS _UNIFORM _u _$ { P }
$ { P } = a _$ { P } ;
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# else
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$ { T } $ { I } $ { P } = u _$ { P } ;
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# endif
` : `
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# ifndef HAS _UNIFORM _u _$ { P }
$ { P } = unpack _mix _$ { N } ( a _$ { P } , u _$ { P } _t ) ;
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# else
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$ { T } $ { I } $ { P } = u _$ { P } ;
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# endif
` :b==="define"? `
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# ifndef HAS _UNIFORM _u _$ { P }
uniform lowp float u _$ { P } _t ;
attribute $ { T } $ { V } a _$ { P } ;
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# else
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uniform $ { T } $ { I } u _$ { P } ;
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# endif
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` :N==="vec4"? `
# ifndef HAS _UNIFORM _u _$ { P }
$ { T } $ { I } $ { P } = a _$ { P } ;
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# else
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$ { T } $ { I } $ { P } = u _$ { P } ;
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# endif
` : `
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# ifndef HAS _UNIFORM _u _$ { P }
$ { T } $ { I } $ { P } = unpack _mix _$ { N } ( a _$ { P } , u _$ { P } _t ) ;
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# else
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$ { T } $ { I } $ { P } = u _$ { P } ;
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# endif
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` })),staticAttributes:s,staticUniforms:g}}class _n{constructor(){this.boundProgram=null,this.boundLayoutVertexBuffer=null,this.boundPaintVertexBuffers=[],this.boundIndexBuffer=null,this.boundVertexOffset=null,this.boundDynamicVertexBuffer=null,this.vao=null}bind(t,n,s,c,h,g,_,x,b){this.context=t;let T=this.boundPaintVertexBuffers.length!==c.length;for(let I=0;!T&&I<c.length;I++)this.boundPaintVertexBuffers[I]!==c[I]&&(T=!0);!this.vao||this.boundProgram!==n||this.boundLayoutVertexBuffer!==s||T||this.boundIndexBuffer!==h||this.boundVertexOffset!==g||this.boundDynamicVertexBuffer!==_||this.boundDynamicVertexBuffer2!==x||this.boundDynamicVertexBuffer3!==b?this.freshBind(n,s,c,h,g,_,x,b):(t.bindVertexArray.set(this.vao),_&&_.bind(),h&&h.dynamicDraw&&h.bind(),x&&x.bind(),b&&b.bind())}freshBind(t,n,s,c,h,g,_,x){const b=t.numAttributes,T=this.context,I=T.gl;this.vao&&this.destroy(),this.vao=T.createVertexArray(),T.bindVertexArray.set(this.vao),this.boundProgram=t,this.boundLayoutVertexBuffer=n,this.boundPaintVertexBuffers=s,this.boundIndexBuffer=c,this.boundVertexOffset=h,this.boundDynamicVertexBuffer=g,this.boundDynamicVertexBuffer2=_,this.boundDynamicVertexBuffer3=x,n.enableAttributes(I,t);for(const P of s)P.enableAttributes(I,t);g&&g.enableAttributes(I,t),_&&_.enableAttributes(I,t),x&&x.enableAttributes(I,t),n.bind(),n.setVertexAttribPointers(I,t,h);for(const P of s)P.bind(),P.setVertexAttribPointers(I,t,h);g&&(g.bind(),g.setVertexAttribPointers(I,t,h)),c&&c.bind(),_&&(_.bind(),_.setVertexAttribPointers(I,t,h)),x&&(x.bind(),x.setVertexAttribPointers(I,t,h)),T.currentNumAttributes=b}destroy(){this.vao&&(this.context.deleteVertexArray(this.vao),this.vao=null)}}function Ut(u){const t=[];for(let n=0;n<u.length;n++){if(u[n]===null)continue;const s=u[n].split(" ");t.push(s.pop())}return t}class $ a{constructor(t,n,s,c,h,g){const _=t.gl;this.program=_.createProgram();const x=Ut(n.staticAttributes),b=s?s.getBinderAttributes():[],T=x.concat(b),I=Rt.prelude.staticUniforms?Ut(Rt.prelude.staticUniforms):[],P=n.staticUniforms?Ut(n.staticUniforms):[],V=s?s.getBinderUniforms():[],N=I.concat(P).concat(V), $ =[];for(const ce of N) $ .indexOf(ce)<0&& $ .push(ce);const B=s?s.defines():[];h&&B.push("#define OVERDRAW_INSPECTOR;"),g&&B.push("#define TERRAIN3D;");const Q=B.concat(Rt.prelude.fragmentSource,n.fragmentSource).join( `
` ),se=B.concat(Rt.prelude.vertexSource,n.vertexSource).join( `
` ),G=_.createShader(_.FRAGMENT_SHADER);if(_.isContextLost())return void(this.failedToCreate=!0);if(_.shaderSource(G,Q),_.compileShader(G),!_.getShaderParameter(G,_.COMPILE_STATUS))throw new Error( ` Could not compile fragment shader : $ { _ . getShaderInfoLog ( G ) } ` );_.attachShader(this.program,G);const te=_.createShader(_.VERTEX_SHADER);if(_.isContextLost())return void(this.failedToCreate=!0);if(_.shaderSource(te,se),_.compileShader(te),!_.getShaderParameter(te,_.COMPILE_STATUS))throw new Error( ` Could not compile vertex shader : $ { _ . getShaderInfoLog ( te ) } ` );_.attachShader(this.program,te),this.attributes={};const le={};this.numAttributes=T.length;for(let ce=0;ce<this.numAttributes;ce++)T[ce]&&(_.bindAttribLocation(this.program,ce,T[ce]),this.attributes[T[ce]]=ce);if(_.linkProgram(this.program),!_.getProgramParameter(this.program,_.LINK_STATUS))throw new Error( ` Program failed to link : $ { _ . getProgramInfoLog ( this . program ) } ` );_.deleteShader(te),_.deleteShader(G);for(let ce=0;ce< $ .length;ce++){const fe= $ [ce];if(fe&&!le[fe]){const xe=_.getUniformLocation(this.program,fe);xe&&(le[fe]=xe)}}this.fixedUniforms=c(t,le),this.terrainUniforms=((ce,fe)=>({u_depth:new l.aL(ce,fe.u_depth),u_terrain:new l.aL(ce,fe.u_terrain),u_terrain_dim:new l.aM(ce,fe.u_terrain_dim),u_terrain_matrix:new l.aN(ce,fe.u_terrain_matrix),u_terrain_unpack:new l.aO(ce,fe.u_terrain_unpack),u_terrain_exaggeration:new l.aM(ce,fe.u_terrain_exaggeration)}))(t,le),this.binderUniforms=s?s.getUniforms(t,le):[]}draw(t,n,s,c,h,g,_,x,b,T,I,P,V,N, $ ,B,Q,se){const G=t.gl;if(this.failedToCreate)return;if(t.program.set(this.program),t.setDepthMode(s),t.setStencilMode(c),t.setColorMode(h),t.setCullFace(g),x){t.activeTexture.set(G.TEXTURE2),G.bindTexture(G.TEXTURE_2D,x.depthTexture),t.activeTexture.set(G.TEXTURE3),G.bindTexture(G.TEXTURE_2D,x.texture);for(const le in this.terrainUniforms)this.terrainUniforms[le].set(x[le])}for(const le in this.fixedUniforms)this.fixedUniforms[le].set(_[le]); $ && $ .setUniforms(t,this.binderUniforms,V,{zoom:N});let te=0;switch(n){case G.LINES:te=2;break;case G.TRIANGLES:te=3;break;case G.LINE_STRIP:te=1}for(const le of P.get()){const ce=le.vaos||(le.vaos={});(ce[b]||(ce[b]=new _n)).bind(t,this,T, $ ? $ .getPaintVertexBuffers():[],I,le.vertexOffset,B,Q,se),G.drawElements(n,le.primitiveLength*te,G.UNSIGNED_SHORT,le.primitiveOffset*te*2)}}}function nr(u,t,n){const s=1/J(n,1,t.transform.tileZoom),c=Math.pow(2,n.tileID.overscaledZ),h=n.tileSize*Math.pow(2,t.transform.tileZoom)/c,g=h*(n.tileID.canonical.x+n.tileID.wrap*c),_=h*n.tileID.canonical.y;return{u_image:0,u_texsize:n.imageAtlasTexture.size,u_scale:[s,u.fromScale,u.toScale],u_fade:u.t,u_pixel_coord_upper:[g>>16,_>>16],u_pixel_coord_lower:[65535&g,65535&_]}}const Ps=(u,t,n,s)=>{const c=t.style.light,h=c.properties.get("position"),g=[h.x,h.y,h.z],_=(function(){var b=new l.A(9);return l.A!=Float32Array&&(b[1]=0,b[2]=0,b[3]=0,b[5]=0,b[6]=0,b[7]=0),b[0]=1,b[4]=1,b[8]=1,b})();c.properties.get("anchor")==="viewport"&&(function(b,T){var I=Math.sin(T),P=Math.cos(T);b[0]=P,b[1]=I,b[2]=0,b[3]=-I,b[4]=P,b[5]=0,b[6]=0,b[7]=0,b[8]=1})(_,-t.transform.angle),(function(b,T,I){var P=T[0],V=T[1],N=T[2];b[0]=P*I[0]+V*I[3]+N*I[6],b[1]=P*I[1]+V*I[4]+N*I[7],b[2]=P*I[2]+V*I[5]+N*I[8]})(g,g,_);const x=c.properties.get("color");return{u_matrix:u,u_lightpos:g,u_lightintensity:c.properties.get("intensity"),u_lightcolor:[x.r,x.g,x.b],u_vertical_gradient:+n,u_opacity:s}},Jr=(u,t,n,s,c,h,g)=>l.e(Ps(u,t,n,s),nr(h,t,g),{u_height_factor:-Math.pow(2,c.overscaledZ)/g.tileSize/8}),Zo=u=>({u_matrix:u}),zs=(u,t,n,s)=>l.e(Zo(u),nr(n,t,s)),ja=(u,t)=>({u_matrix:u,u_world:t}),qa=(u,t,n,s,c)=>l.e(zs(u,t,n,s),{u_world:c}),Qr=(u,t,n,s)=>{const c=u.transform;let h,g;if(s.paint.get("circle-pitch-alignment")==="map"){const _=J(n,1,c.zoom);h=!0,g=[_,_]}else h=!1,g=c.pixelsToGLUnits;return{u_camera_to_center_distance:c.cameraToCenterDistance,u_scale_with_map:+(s.paint.get("circle-pitch-scale")==="map"),u_matrix:u.translatePosMatrix(t.posMatrix,n,s.paint.get("circle-translate"),s.paint.get("circle-translate-anchor")),u_pitch_with_map:+h,u_device_pixel_ratio:u.pi
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< div class = "maplibregl-desktop-message" > $ { u } < / d i v >
< div class = "maplibregl-mobile-message" > $ { typeof this . _cooperativeGestures != "boolean" && this . _cooperativeGestures . mobileHelpText ? this . _cooperativeGestures . mobileHelpText : "Use two fingers to move the map" } < / d i v >
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` ,this._cooperativeGesturesScreen.setAttribute("aria-hidden","true"),this._canvasContainer.addEventListener("wheel",this._cooperativeGesturesOnWheel,!1),this._canvasContainer.classList.add("maplibregl-cooperative-gestures")}_destroyCooperativeGestures(){X.remove(this._cooperativeGesturesScreen),this._canvasContainer.removeEventListener("wheel",this._cooperativeGesturesOnWheel,!1),this._canvasContainer.classList.remove("maplibregl-cooperative-gestures")}_resizeCanvas(u,t,n){this._canvas.width=Math.floor(n*u),this._canvas.height=Math.floor(n*t),this._canvas.style.width= ` $ { u } px ` ,this._canvas.style.height= ` $ { t } px ` }_setupPainter(){const u={alpha:!0,stencil:!0,depth:!0,failIfMajorPerformanceCaveat:this._failIfMajorPerformanceCaveat,preserveDrawingBuffer:this._preserveDrawingBuffer,antialias:this._antialias||!1};let t=null;this._canvas.addEventListener("webglcontextcreationerror",(s=>{t={requestedAttributes:u},s&&(t.statusMessage=s.statusMessage,t.type=s.type)}),{once:!0});const n=this._canvas.getContext("webgl2",u)||this._canvas.getContext("webgl",u);if(!n){const s="Failed to initialize WebGL";throw t?(t.message=s,new Error(JSON.stringify(t))):new Error(s)}this.painter=new bn(n,this.transform),Fe.testSupport(n)}_onCooperativeGesture(u,t,n){return!t&&n<2&&(this._cooperativeGesturesScreen.classList.add("maplibregl-show"),setTimeout((()=>{this._cooperativeGesturesScreen.classList.remove("maplibregl-show")}),100)),!1}loaded(){return!this._styleDirty&&!this._sourcesDirty&&!!this.style&&this.style.loaded()}_update(u){return this.style&&this.style._loaded?(this._styleDirty=this._styleDirty||u,this._sourcesDirty=!0,this.triggerRepaint(),this):this}_requestRenderFrame(u){return this._update(),this._renderTaskQueue.add(u)}_cancelRenderFrame(u){this._renderTaskQueue.remove(u)}_render(u){const t=this._idleTriggered?this._fadeDuration:0;if(this.painter.context.setDirty(),this.painter.setBaseState(),this._renderTaskQueue.run(u),this._removed)return;let n=!1;if(this.style&&this._styleDirty){this._styleDirty=!1;const c=this.transform.zoom,h=l.h.now();this.style.zoomHistory.update(c,h);const g=new l.a8(c,{now:h,fadeDuration:t,zoomHistory:this.style.zoomHistory,transition:this.style.getTransition()}),_=g.crossFadingFactor();_===1&&_===this._crossFadingFactor||(n=!0,this._crossFadingFactor=_),this.style.update(g)}this.style&&this._sourcesDirty&&(this._sourcesDirty=!1,this.style._updateSources(this.transform)),this.terrain?(this.terrain.sourceCache.update(this.transform,this.terrain),this.transform._minEleveationForCurrentTile=this.terrain.getMinTileElevationForLngLatZoom(this.transform.center,this.transform.tileZoom),this._elevationFreeze||(this.transform.elevation=this.terrain.getElevationForLngLatZoom(this.transform.center,this.transform.tileZoom))):(this.transform._minEleveationForCurrentTile=0,this.transform.elevation=0),this._placementDirty=this.style&&this.style._updatePlacement(this.painter.transform,this.showCollisionBoxes,t,this._crossSourceCollisions),this.painter.render(this.style,{showTileBoundaries:this.showTileBoundaries,showOverdrawInspector:this._showOverdrawInspector,rotating:this.isRotating(),zooming:this.isZooming(),moving:this.isMoving(),fadeDuration:t,showPadding:this.showPadding}),this.fire(new l.k("render")),this.loaded()&&!this._loaded&&(this._loaded=!0,l.bg.mark(l.bh.load),this.fire(new l.k("load"))),this.style&&(this.style.hasTransitions()||n)&&(this._styleDirty=!0),this.style&&!this._placementDirty&&this.style._releaseSymbolFadeTiles();const s=this._sourcesDirty||this._styleDirty||this._placementDirty;return s||this._repaint?this.triggerRepaint():!this.isMoving()&&this.loaded()&&this.fire(new l.k("idle")),!this._loaded||this._fullyLoaded||s||(this._fullyLoaded=!0,l.bg.mark(l.bh.fullLoad)),this}redraw(){return this.style&&(this._frame&&(this._frame.cancel(),this._frame=null),this._render(0)),this}remove(){var u;this._hash&&this._hash.remove();for(const n of this._controls)n.onRemove(this);this._controls=[],this._frame&&(this._frame.cancel(),this._frame=null),this._renderTaskQueue.clear(),this.painter.destroy(),
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