// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.

#include <mbgl/shaders/fill_outline_pattern.hpp>

namespace mbgl {
namespace shaders {

const char* fill_outline_pattern::name = "fill_outline_pattern";
const char* fill_outline_pattern::vertexSource = R"MBGL_SHADER(
uniform mat4 u_matrix;
uniform vec2 u_world;
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;
varying vec2 v_pos;


#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif


void main() {
    
#ifndef HAS_UNIFORM_u_opacity
    opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
    lowp float opacity = u_opacity;
#endif


    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);

    v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}

)MBGL_SHADER";
const char* fill_outline_pattern::fragmentSource = R"MBGL_SHADER(
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 sampler2D u_image;

varying vec2 v_pos_a;
varying vec2 v_pos_b;
varying vec2 v_pos;


#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif


void main() {
    
#ifdef HAS_UNIFORM_u_opacity
    lowp float opacity = u_opacity;
#endif


    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);

    // find distance to outline for alpha interpolation

    float dist = length(v_pos - gl_FragCoord.xy);
    float alpha = 1.0 - smoothstep(0.0, 1.0, dist);


    gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity;

#ifdef OVERDRAW_INSPECTOR
    gl_FragColor = vec4(1.0);
#endif
}

)MBGL_SHADER";

} // namespace shaders
} // namespace mbgl
