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o=t("point-geometry"),a=t("../array_group"),s=t("../buffer_group"),u=t("../vertex_array_type"),l=t("../element_array_type"),c=t("../extent"),h=t("../../symbol/anchor"),p=t("../../symbol/get_anchors"),f=t("../../util/token"),d=t("../../symbol/quads"),m=t("../../symbol/shaping"),y=t("../../symbol/resolve_text"),v=t("../../symbol/mergelines"),g=t("../../symbol/clip_line"),_=t("../../util/util"),x=t("../../util/script_detection"),b=t("../load_geometry"),w=t("../../symbol/collision_feature"),E=t("../../util/find_pole_of_inaccessibility"),T=t("../../util/classify_rings"),S=t("vector-tile").VectorTileFeature,z=t("../../source/rtl_text_plugin"),A=m.shapeText,M=m.shapeIcon,P=m.WritingMode,L=d.getGlyphQuads,I=d.getIconQuads,C=l(),k=u([{name:"a_pos",components:2,type:"Int16"},{name:"a_offset",components:2,type:"Int16"},{name:"a_texture_pos",components:2,type:"Uint16"},{name:"a_data",components:4,type:"Uint8"}]),R={glyph:{layoutVertexArrayType:k,elementArrayType:C},icon:{layoutVertexArrayType:k,elementArrayType:C},collisionBox:{layoutVertexArrayType:u([{name:"a_pos",components:2,type:"Int16"},{name:"a_extrude",components:2,type:"Int16"},{name:"a_data",components:2,type:"Uint8"}]),elementArrayType:l(2)}},D=function(t){var e=this;if(this.collisionBoxArray=t.collisionBoxArray,this.symbolQuadsArray=t.symbolQuadsArray,this.symbolInstancesArray=t.symbolInstancesArray,this.zoom=t.zoom,this.overscaling=t.overscaling,this.layers=t.layers,this.index=t.index,this.sdfIcons=t.sdfIcons,this.iconsNeedLinear=t.iconsNeedLinear,this.adjustedTextSize=t.adjustedTextSize,this.adjustedIconSize=t.adjustedIconSize,this.fontstack=t.fontstack,t.arrays){this.buffers={};for(var r in t.arrays)t.arrays[r]&&(e.buffers[r]=new s(R[r],t.layers,t.zoom,t.arrays[r]))}};D.prototype.populate=function(t,e){var r=this,i=this.layers[0].layout,n=i["text-field"],o=i["text-font"],a=i["icon-image"],s=n&&o,u=a;if(this.features=[],s||u){for(var l=e.iconDependencies,c=e.glyphDependencies,h=c[o]=c[o]||{},p=0;pc||o.y<0||o.y>c);if(!m||a){var s=a||w;i.addSymbolInstance(o,n,e,r,i.layers[0],s,i.symbolInstancesArray.length,i.collisionBoxArray,t.index,t.sourceLayerIndex,i.index,u,y,x,f,v,b,{zoom:i.zoom},t.properties)}};if("line"===S)for(var M=0,L=g(t.geometry,0,0,c,c);M=0;o--)if(r.dist(n[o])7*Math.PI/4)continue}else if(o&&a&&y<=3*Math.PI/4||y>5*Math.PI/4)continue}else if(o&&a&&(y<=Math.PI/2||y>3*Math.PI/2))continue;var v=m.tl,g=m.tr,_=m.bl,x=m.br,b=m.tex,w=m.anchorPoint,E=Math.max(p+Math.log(m.minScale)/Math.LN2,f),T=Math.min(p+Math.log(m.maxScale)/Math.LN2,25);if(!(T<=E)){E===f&&(E=0);var S=Math.round(m.glyphAngle/(2*Math.PI)*256),z=t.prepareSegment(4),A=z.vertexLength;i(h,w.x,w.y,v.x,v.y,b.x,b.y,E,T,f,S),i(h,w.x,w.y,g.x,g.y,b.x+b.w,b.y,E,T,f,S),i(h,w.x,w.y,_.x,_.y,b.x,b.y+b.h,E,T,f,S),i(h,w.x,w.y,x.x,x.y,b.x+b.w,b.y+b.h,E,T,f,S),c.emplaceBack(A,A+1,A+2),c.emplaceBack(A+1,A+2,A+3),z.vertexLength+=4,z.primitiveLength+=2}}},D.prototype.addToDebugBuffers=function(t){for(var e=this,r=this.arrays.collisionBox,i=r.layoutVertexArray,a=r.elementArray,s=-t.angle,u=t.yStretch,l=this.symbolInstancesStartIndex;lD.MAX_QUADS&&_.warnOnce("Too many symbols being rendered in a tile. See https://github.com/mapbox/mapbox-gl-js/issues/2907"),k>D.MAX_QUADS&&_.warnOnce("Too many glyphs being rendered in a tile. See https://github.com/mapbox/mapbox-gl-js/issues/2907");var V=(r[P.vertical]?P.vertical:0)|(r[P.horizontal]?P.horizontal:0);return this.symbolInstancesArray.emplaceBack(R,O,F,U,M,k,B,j,t.x,t.y,a,V)},D.prototype.addSymbolQuad=function(t){return this.symbolQuadsArray.emplaceBack(t.anchorPoint.x,t.anchorPoint.y,t.tl.x,t.tl.y,t.tr.x,t.tr.y,t.bl.x,t.bl.y,t.br.x,t.br.y,t.tex.h,t.tex.w,t.tex.x,t.tex.y,t.anchorAngle,t.glyphAngle,t.maxScale,t.minScale,t.writingMode)},D.MAX_QUADS=65535,e.exports=D},{"../../source/rtl_text_plugin":49,"../../symbol/anchor":75,"../../symbol/clip_line":77,"../../symbol/collision_feature":79,"../../symbol/get_anchors":81,"../../symbol/mergelines":84,"../../symbol/quads":85,"../../symbol/resolve_text":86,"../../symbol/shaping":87,"../../util/classify_rings":113,"../../util/find_pole_of_inaccessibility":119,"../../util/script_detection":126,"../../util/token":128,"../../util/util":129,"../array_group":1,"../buffer_group":9,"../element_array_type":10,"../extent":11,"../load_geometry":13,"../vertex_array_type":17,"point-geometry":197,"vector-tile":206}],8:[function(t,e,r){"use strict";var i={Int8:"BYTE",Uint8:"UNSIGNED_BYTE",Int16:"SHORT",Uint16:"UNSIGNED_SHORT"},n=function(t,e,r){this.arrayBuffer=t.arrayBuffer,this.length=t.length,this.attributes=e.members,this.itemSize=e.bytesPerElement,this.type=r,this.arrayType=e};n.fromStructArray=function(t,e){return new n(t.serialize(),t.constructor.serialize(),e)},n.prototype.bind=function(t){var e=t[this.type];this.buffer?t.bindBuffer(e,this.buffer):(this.gl=t,this.buffer=t.createBuffer(),t.bindBuffer(e,this.buffer),t.bufferData(e,this.arrayBuffer,t.STATIC_DRAW),this.arrayBuffer=null)},n.prototype.setVertexAttribPointers=function(t,e,r){for(var n=this,o=0;o0?t["line-gap-width"]+2*t["line-width"]:t["line-width"]}function a(t,e,r,i,n){if(!e[0]&&!e[1])return t;e=u.convert(e),"viewport"===r&&e._rotate(-i);for(var o=[],a=0;ar.max||h.yr.max)&&n.warnOnce("Geometry exceeds allowed extent, reduce your vector tile buffer size")}return s}},{"../util/util":129,"./extent":11}],14:[function(t,e,r){"use strict";var i=t("../util/struct_array"),n=i({members:[{name:"a_pos",type:"Int16",components:2}]});e.exports=n},{"../util/struct_array":127}],15:[function(t,e,r){"use strict";function i(t,e,r,i){if(!t.zoomStops)return e.getPaintValue(t.property,r,i);var n=t.zoomStops.map(function(n){return e.getPaintValue(t.property,a.extend({},r,{zoom:n}),i)});return 1===n.length?n[0]:n}function n(t,e){var r=t.property.replace(e.type+"-","").replace(/-/g,"_"),i="color"===e._paintSpecifications[t.property].type;return a.extend({name:"a_"+r,components:i?4:1,multiplier:i?255:1},t)}var o=t("./vertex_array_type"),a=t("../util/util"),s=function(){this.attributes=[],this.uniforms=[],this.interpolationUniforms=[],this.pragmas={vertex:{},fragment:{}},this.cacheKey=""};s.createDynamic=function(t,e,r){for(var i=new s,a=0,u=t;a90||this.lat<-90)throw new Error("Invalid LngLat latitude value: must be between -90 and 90")};n.prototype.wrap=function(){return new n(i(this.lng,-180,180),this.lat)},n.prototype.toArray=function(){return[this.lng,this.lat]},n.prototype.toString=function(){return"LngLat("+this.lng+", "+this.lat+")"},n.convert=function(t){if(t instanceof n)return t;if(t&&t.hasOwnProperty("lng")&&t.hasOwnProperty("lat"))return new n(t.lng,t.lat);if(Array.isArray(t)&&2===t.length)return new n(t[0],t[1]);throw new Error("`LngLatLike` argument must be specified as a LngLat instance, an object {lng: , lat: }, or an array of [, ]")},e.exports=n},{"../util/util":129}],20:[function(t,e,r){"use strict";var i=t("./lng_lat"),n=function(t,e){t&&(e?this.setSouthWest(t).setNorthEast(e):4===t.length?this.setSouthWest([t[0],t[1]]).setNorthEast([t[2],t[3]]):this.setSouthWest(t[0]).setNorthEast(t[1]))};n.prototype.setNorthEast=function(t){return this._ne=i.convert(t),this},n.prototype.setSouthWest=function(t){return this._sw=i.convert(t),this},n.prototype.extend=function(t){var e,r,o=this._sw,a=this._ne;if(t instanceof i)e=t,r=t;else{if(!(t instanceof n))return Array.isArray(t)?t.every(Array.isArray)?this.extend(n.convert(t)):this.extend(i.convert(t)):this;if(e=t._sw,r=t._ne,!e||!r)return this}return o||a?(o.lng=Math.min(e.lng,o.lng),o.lat=Math.min(e.lat,o.lat),a.lng=Math.max(r.lng,a.lng),a.lat=Math.max(r.lat,a.lat)):(this._sw=new i(e.lng,e.lat),this._ne=new i(r.lng,r.lat)),this},n.prototype.getCenter=function(){return new i((this._sw.lng+this._ne.lng)/2,(this._sw.lat+this._ne.lat)/2)},n.prototype.getSouthWest=function(){return this._sw},n.prototype.getNorthEast=function(){return this._ne},n.prototype.getNorthWest=function(){return new i(this.getWest(),this.getNorth())},n.prototype.getSouthEast=function(){return new i(this.getEast(),this.getSouth())},n.prototype.getWest=function(){return this._sw.lng},n.prototype.getSouth=function(){return this._sw.lat},n.prototype.getEast=function(){return this._ne.lng},n.prototype.getNorth=function(){return this._ne.lat},n.prototype.toArray=function(){return[this._sw.toArray(),this._ne.toArray()]},n.prototype.toString=function(){return"LngLatBounds("+this._sw.toString()+", "+this._ne.toString()+")"},n.convert=function(t){return!t||t instanceof n?t:new n(t)},e.exports=n},{"./lng_lat":19}],21:[function(t,e,r){"use strict";var i=t("./lng_lat"),n=t("point-geometry"),o=t("./coordinate"),a=t("../util/util"),s=t("../util/interpolate"),u=t("../source/tile_coord"),l=t("../data/extent"),c=t("@mapbox/gl-matrix"),h=c.vec4,p=c.mat4,f=c.mat2,d=function(t,e,r){this.tileSize=512,this._renderWorldCopies=void 0===r||r,this._minZoom=t||0,this._maxZoom=e||22,this.latRange=[-85.05113,85.05113],this.width=0,this.height=0,this._center=new i(0,0),this.zoom=0,this.angle=0,this._fov=.6435011087932844,this._pitch=0,this._unmodified=!0},m={minZoom:{},maxZoom:{},worldSize:{},centerPoint:{},size:{},bearing:{},pitch:{},fov:{},zoom:{},center:{},unmodified:{},x:{},y:{},point:{}};m.minZoom.get=function(){return this._minZoom},m.minZoom.set=function(t){this._minZoom!==t&&(this._minZoom=t,this.zoom=Math.max(this.zoom,t))},m.maxZoom.get=function(){return this._maxZoom},m.maxZoom.set=function(t){this._maxZoom!==t&&(this._maxZoom=t,this.zoom=Math.min(this.zoom,t))},m.worldSize.get=function(){return this.tileSize*this.scale},m.centerPoint.get=function(){return this.size._div(2)},m.size.get=function(){return new n(this.width,this.height)},m.bearing.get=function(){return-this.angle/Math.PI*180},m.bearing.set=function(t){var e=-a.wrap(t,-180,180)*Math.PI/180;this.angle!==e&&(this._unmodified=!1,this.angle=e,this._calcMatrices(),this.rotationMatrix=f.create(),f.rotate(this.rotationMatrix,this.rotationMatrix,this.angle))},m.pitch.get=function(){return this._pitch/Math.PI*180},m.pitch.set=function(t){var e=a.clamp(t,0,60)/180*Math.PI;this._pitch!==e&&(this._unmodified=!1,this._pitch=e,this._calcMatrices())},m.fov.get=function(){return this._fov/Math.PI*180},m.fov.set=function(t){t=Math.max(.01,Math.min(60,t)),this._fov!==t&&(this._unmodified=!1,this._fov=t/180*Math.PI,this._calcMatrices())},m.zoom.get=function(){return this._zoom},m.zoom.set=function(t){var e=Math.min(Math.max(t,this.minZoom),this.maxZoom);this._zoom!==e&&(this._unmodified=!1,this._zoom=e,this.scale=this.zoomScale(e),this.tileZoom=Math.floor(e),this.zoomFraction=e-this.tileZoom,this._constrain(),this._calcMatrices())},m.center.get=function(){return this._center},m.center.set=function(t){t.lat===this._center.lat&&t.lng===this._center.lng||(this._unmodified=!1,this._center=t,this._constrain(),this._calcMatrices())},d.prototype.coveringZoomLevel=function(t){return(t.roundZoom?Math.round:Math.floor)(this.zoom+this.scaleZoom(this.tileSize/t.tileSize))},d.prototype.coveringTiles=function(t){var e=this.coveringZoomLevel(t),r=e;if(et.maxzoom&&(e=t.maxzoom);var i=this.pointCoordinate(this.centerPoint,e),o=new n(i.column-.5,i.row-.5),a=[this.pointCoordinate(new n(0,0),e),this.pointCoordinate(new n(this.width,0),e),this.pointCoordinate(new n(this.width,this.height),e),this.pointCoordinate(new n(0,this.height),e)];return u.cover(e,a,t.reparseOverscaled?r:e,this._renderWorldCopies).sort(function(t,e){return o.dist(t)-o.dist(e)})},d.prototype.resize=function(t,e){this.width=t,this.height=e,this.pixelsToGLUnits=[2/t,-2/e],this._constrain(),this._calcMatrices()},m.unmodified.get=function(){return this._unmodified},d.prototype.zoomScale=function(t){return Math.pow(2,t)},d.prototype.scaleZoom=function(t){return Math.log(t)/Math.LN2},d.prototype.project=function(t){return new n(this.lngX(t.lng),this.latY(t.lat))},d.prototype.unproject=function(t){return new i(this.xLng(t.x),this.yLat(t.y))},m.x.get=function(){return this.lngX(this.center.lng)},m.y.get=function(){return this.latY(this.center.lat)},m.point.get=function(){return new n(this.x,this.y)},d.prototype.lngX=function(t){return(180+t)*this.worldSize/360},d.prototype.latY=function(t){var e=180/Math.PI*Math.log(Math.tan(Math.PI/4+t*Math.PI/360));return(180-e)*this.worldSize/360},d.prototype.xLng=function(t){return 360*t/this.worldSize-180},d.prototype.yLat=function(t){var e=180-360*t/this.worldSize;return 360/Math.PI*Math.atan(Math.exp(e*Math.PI/180))-90},d.prototype.setLocationAtPoint=function(t,e){var r=this.pointCoordinate(e)._sub(this.pointCoordinate(this.centerPoint));this.center=this.coordinateLocation(this.locationCoordinate(t)._sub(r))},d.prototype.locationPoint=function(t){return this.coordinatePoint(this.locationCoordinate(t))},d.prototype.pointLocation=function(t){return this.coordinateLocation(this.pointCoordinate(t))},d.prototype.locationCoordinate=function(t){return new o(this.lngX(t.lng)/this.tileSize,this.latY(t.lat)/this.tileSize,this.zoom).zoomTo(this.tileZoom)},d.prototype.coordinateLocation=function(t){var e=t.zoomTo(this.zoom);return new i(this.xLng(e.column*this.tileSize),this.yLat(e.row*this.tileSize))},d.prototype.pointCoordinate=function(t,e){void 0===e&&(e=this.tileZoom);var r=0,i=[t.x,t.y,0,1],n=[t.x,t.y,1,1];h.transformMat4(i,i,this.pixelMatrixInverse),h.transformMat4(n,n,this.pixelMatrixInverse);var a=i[3],u=n[3],l=i[0]/a,c=n[0]/u,p=i[1]/a,f=n[1]/u,d=i[2]/a,m=n[2]/u,y=d===m?0:(r-d)/(m-d);return new o(s(l,c,y)/this.tileSize,s(p,f,y)/this.tileSize,this.zoom)._zoomTo(e)},d.prototype.coordinatePoint=function(t){var e=t.zoomTo(this.zoom),r=[e.column*this.tileSize,e.row*this.tileSize,0,1];return h.transformMat4(r,r,this.pixelMatrix),new n(r[0]/r[3],r[1]/r[3])},d.prototype.calculatePosMatrix=function(t,e){var r=t.toCoordinate(e),i=this.worldSize/this.zoomScale(r.zoom),n=p.identity(new Float64Array(16));return p.translate(n,n,[r.column*i,r.row*i,0]),p.scale(n,n,[i/l,i/l,1]),p.multiply(n,this.projMatrix,n),new Float32Array(n)},d.prototype._constrain=function(){if(this.center&&this.width&&this.height&&!this._constraining){this._constraining=!0;var t,e,r,i,o,a,s,u,l=this.size,c=this._unmodified;this.latRange&&(t=this.latY(this.latRange[1]),e=this.latY(this.latRange[0]),o=e-te&&(u=e-f)}if(this.lngRange){var d=this.x,m=l.x/2;d-mi&&(s=i-m)}void 0===s&&void 0===u||(this.center=this.unproject(new n(void 0!==s?s:this.x,void 0!==u?u:this.y))),this._unmodified=c,this._constraining=!1}},d.prototype._calcMatrices=function(){if(this.height){this.cameraToCenterDistance=.5/Math.tan(this._fov/2)*this.height;var t=this._fov/2,e=Math.PI/2+this._pitch,r=Math.sin(t)*this.cameraToCenterDistance/Math.sin(Math.PI-e-t),i=Math.cos(Math.PI/2-this._pitch)*r+this.cameraToCenterDistance,n=1.01*i,o=new Float64Array(16);p.perspective(o,this._fov,this.width/this.height,1,n),p.scale(o,o,[1,-1,1]),p.translate(o,o,[0,0,-this.cameraToCenterDistance]),p.rotateX(o,o,this._pitch),p.rotateZ(o,o,this.angle),p.translate(o,o,[-this.x,-this.y,0]);var a=this.worldSize/(2*Math.PI*6378137*Math.abs(Math.cos(this.center.lat*(Math.PI/180))));if(p.scale(o,o,[1,1,a,1]),this.projMatrix=o,o=p.create(),p.scale(o,o,[this.width/2,-this.height/2,1]),p.translate(o,o,[1,-1,0]),this.pixelMatrix=p.multiply(new Float64Array(16),o,this.projMatrix),o=p.invert(new Float64Array(16),this.pixelMatrix),!o)throw new Error("failed to invert matrix");this.pixelMatrixInverse=o}},Object.defineProperties(d.prototype,m),e.exports=d},{"../data/extent":11,"../source/tile_coord":53,"../util/interpolate":121,"../util/util":129,"./coordinate":18,"./lng_lat":19,"@mapbox/gl-matrix":133,"point-geometry":197}],22:[function(t,e,r){"use strict";var i,n=t("./util/worker_pool");e.exports=function(){return i||(i=new n),i}},{"./util/worker_pool":132}],23:[function(t,e,r){"use strict";var i={" 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o,a,s,u,l,c,h,p,f=[];for(o=0,a=t.length;o0?1/(1-t):1+t}function s(t){return t>0?1-1/(1.001-t):-t}function u(t,e,r,i){var n=r.paint["raster-fade-duration"];if(t.sourceCache&&n>0){var o=Date.now(),a=(o-t.timeAdded)/n,s=e?(o-e.timeAdded)/n:-1,u=t.sourceCache.getSource(),c=i.coveringZoomLevel({tileSize:u.tileSize,roundZoom:u.roundZoom}),h=!e||Math.abs(e.coord.z-c)>Math.abs(t.coord.z-c),p=l.clamp(h?a:1-s,0,1);return e?{opacity:1,mix:1-p}:{opacity:p,mix:0}}return{opacity:1,mix:0}}var l=t("../util/util");e.exports=i},{"../util/util":129}],33:[function(t,e,r){"use strict";function i(t,e,r,i){if(!t.isOpaquePass){var o=!(r.layout["text-allow-overlap"]||r.layout["icon-allow-overlap"]||r.layout["text-ignore-placement"]||r.layout["icon-ignore-placement"]),a=t.gl;o?a.disable(a.STENCIL_TEST):a.enable(a.STENCIL_TEST),t.setDepthSublayer(0),t.depthMask(!1),n(t,e,r,i,!1,r.paint["icon-translate"],r.paint["icon-translate-anchor"],r.layout["icon-rotation-alignment"],r.layout["icon-rotation-alignment"],r.layout["icon-size"],r.paint["icon-halo-width"],r.paint["icon-halo-color"],r.paint["icon-halo-blur"],r.paint["icon-opacity"],r.paint["icon-color"]),n(t,e,r,i,!0,r.paint["text-translate"],r.paint["text-translate-anchor"],r.layout["text-rotation-alignment"],r.layout["text-pitch-alignment"],r.layout["text-size"],r.paint["text-halo-width"],r.paint["text-halo-color"],r.paint["text-halo-blur"],r.paint["text-opacity"],r.paint["text-color"]),e.map.showCollisionBoxes&&l(t,e,r,i)}}function n(t,e,r,i,n,s,u,l,c,h,p,f,d,m,y){if(n||!t.style.sprite||t.style.sprite.loaded()){var v=t.gl,g="map"===l,_="map"===c,x=_;x?v.enable(v.DEPTH_TEST):v.disable(v.DEPTH_TEST);for(var b,w,E=0,T=i;Ethis.previousZoom;n--)i.changeTimes[n]=t,i.changeOpacities[n]=i.opacities[n];for(n=0;n<256;n++){var o=t-i.changeTimes[n],a=255*(r?o/r:1);n<=e?i.opacities[n]=i.changeOpacities[n]+a:i.opacities[n]=i.changeOpacities[n]-a}this.changed=!0,this.previousZoom=e},i.prototype.bind=function(t){this.texture?(t.bindTexture(t.TEXTURE_2D,this.texture),this.changed&&(t.texSubImage2D(t.TEXTURE_2D,0,0,0,256,1,t.ALPHA,t.UNSIGNED_BYTE,this.array),this.changed=!1)):(this.texture=t.createTexture(),t.bindTexture(t.TEXTURE_2D,this.texture),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.NEAREST),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.NEAREST),t.texImage2D(t.TEXTURE_2D,0,t.ALPHA,256,1,0,t.ALPHA,t.UNSIGNED_BYTE,this.array))},e.exports=i},{}],35:[function(t,e,r){"use strict";var i=t("../util/util"),n=function(t,e){this.width=t,this.height=e,this.nextRow=0,this.bytes=4,this.data=new Uint8Array(this.width*this.height*this.bytes),this.positions={}};n.prototype.setSprite=function(t){this.sprite=t},n.prototype.getDash=function(t,e){var r=t.join(",")+e;return this.positions[r]||(this.positions[r]=this.addDash(t,e)),this.positions[r]},n.prototype.addDash=function(t,e){var r=this,n=e?7:0,o=2*n+1,a=128;if(this.nextRow+o>this.height)return i.warnOnce("LineAtlas out of space"),null;for(var s=0,u=0;u0?e.pop():null},v.prototype.getViewportTexture=function(t,e){var r=this.reusableTextures.viewport;if(r)return r.width===t&&r.height===e?r:(this.gl.deleteTexture(r),void(this.reusableTextures.viewport=null))},v.prototype.lineWidth=function(t){this.gl.lineWidth(l.clamp(t,this.lineWidthRange[0],this.lineWidthRange[1]))},v.prototype.showOverdrawInspector=function(t){if(t||this._showOverdrawInspector){this._showOverdrawInspector=t;var e=this.gl;if(t){e.blendFunc(e.CONSTANT_COLOR,e.ONE);var r=8,i=1/r;e.blendColor(i,i,i,0),e.clearColor(0,0,0,1),e.clear(e.COLOR_BUFFER_BIT)}else e.blendFunc(e.ONE,e.ONE_MINUS_SRC_ALPHA)}},v.prototype.createProgram=function(t,e){var r=this.gl,n=r.createProgram(),o=m[t],a="#define MAPBOX_GL_JS\n#define DEVICE_PIXEL_RATIO "+i.devicePixelRatio.toFixed(1)+"\n";this._showOverdrawInspector&&(a+="#define OVERDRAW_INSPECTOR;\n");var s=r.createShader(r.FRAGMENT_SHADER);r.shaderSource(s,e.applyPragmas(a+m.prelude.fragmentSource+o.fragmentSource,"fragment")),r.compileShader(s),r.attachShader(n,s);var u=r.createShader(r.VERTEX_SHADER);r.shaderSource(u,e.applyPragmas(a+m.prelude.vertexSource+o.vertexSource,"vertex")),r.compileShader(u),r.attachShader(n,u),r.linkProgram(n);for(var l=r.getProgramParameter(n,r.ACTIVE_ATTRIBUTES),c={program:n,numAttributes:l},h=0;h>16,u>>16),n.uniform2f(r.u_pixel_coord_lower,65535&s,65535&u)}},{"../source/pixels_to_tile_units":46}],38:[function(t,e,r){"use strict";t("path");e.exports={prelude:{fragmentSource:"#ifdef GL_ES\nprecision mediump float;\n#else\n\n#if !defined(lowp)\n#define lowp\n#endif\n\n#if !defined(mediump)\n#define mediump\n#endif\n\n#if !defined(highp)\n#define highp\n#endif\n\n#endif\n",vertexSource:"#ifdef GL_ES\nprecision highp float;\n#else\n\n#if !defined(lowp)\n#define lowp\n#endif\n\n#if !defined(mediump)\n#define mediump\n#endif\n\n#if !defined(highp)\n#define highp\n#endif\n\n#endif\n\nfloat evaluate_zoom_function_1(const vec4 values, const float t) {\n if (t < 1.0) {\n return mix(values[0], values[1], t);\n } else if (t < 2.0) {\n return mix(values[1], values[2], t - 1.0);\n } else {\n return mix(values[2], values[3], t - 2.0);\n }\n}\nvec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {\n if (t < 1.0) {\n return mix(value0, value1, t);\n } else if (t < 2.0) {\n return mix(value1, value2, t - 1.0);\n } else {\n return mix(value2, value3, t - 2.0);\n }\n}\n\n// The offset depends on how many pixels are between the world origin and the edge of the tile:\n// vec2 offset = mod(pixel_coord, size)\n//\n// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.\n// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.\n//\n// The pixel_coord is passed in as two 16 bit values:\n// pixel_coord_upper = floor(pixel_coord / 2^16)\n// pixel_coord_lower = mod(pixel_coord, 2^16)\n//\n// The offset is calculated in a series of steps that should preserve this precision:\nvec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,\n const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {\n\n vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);\n return (tile_units_to_pixels * pos + offset) / pattern_size;\n}\n"},circle:{fragmentSource:"#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define mediump float radius\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp vec4 stroke_color\n#pragma mapbox: define mediump float stroke_width\n#pragma mapbox: define lowp float stroke_opacity\n\nvarying vec2 v_extrude;\nvarying lowp float v_antialiasblur;\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize mediump float radius\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n #pragma mapbox: initialize lowp vec4 stroke_color\n #pragma mapbox: initialize mediump float stroke_width\n #pragma mapbox: initialize lowp float stroke_opacity\n\n float extrude_length = length(v_extrude);\n float antialiased_blur = -max(blur, v_antialiasblur);\n\n float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);\n\n float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(\n antialiased_blur,\n 0.0,\n extrude_length - radius / (radius + stroke_width)\n );\n\n gl_FragColor = opacity_t * mix(color * opacity, stroke_color * stroke_opacity, color_t);\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform bool u_scale_with_map;\nuniform vec2 u_extrude_scale;\n\nattribute vec2 a_pos;\n\n#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define mediump float radius\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp vec4 stroke_color\n#pragma mapbox: define mediump float stroke_width\n#pragma mapbox: define lowp float stroke_opacity\n\nvarying vec2 v_extrude;\nvarying lowp float v_antialiasblur;\n\nvoid main(void) {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize mediump float radius\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n #pragma mapbox: initialize lowp vec4 stroke_color\n #pragma mapbox: initialize mediump float stroke_width\n #pragma mapbox: initialize lowp float stroke_opacity\n\n // unencode the extrusion vector that we snuck into the a_pos vector\n v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);\n\n vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;\n // multiply a_pos by 0.5, since we had it * 2 in order to sneak\n // in extrusion data\n gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);\n\n if (u_scale_with_map) {\n gl_Position.xy += extrude;\n } else {\n gl_Position.xy += extrude * gl_Position.w;\n }\n\n // This is a minimum blur distance that serves as a faux-antialiasing for\n // the circle. since blur is a ratio of the circle's size and the intent is\n // to keep the blur at roughly 1px, the two are inversely related.\n v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);\n}\n"},collisionBox:{fragmentSource:"uniform float u_zoom;\nuniform float u_maxzoom;\n\nvarying float v_max_zoom;\nvarying float v_placement_zoom;\n\nvoid main() {\n\n float alpha = 0.5;\n\n gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;\n\n if (v_placement_zoom > u_zoom) {\n gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;\n }\n\n if (u_zoom >= v_max_zoom) {\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;\n }\n\n if (v_placement_zoom >= u_maxzoom) {\n gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;\n }\n}\n",vertexSource:"attribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute vec2 a_data;\n\nuniform mat4 u_matrix;\nuniform float u_scale;\n\nvarying float v_max_zoom;\nvarying float v_placement_zoom;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);\n\n v_max_zoom = a_data.x;\n v_placement_zoom = a_data.y;\n}\n"},debug:{fragmentSource:"uniform lowp vec4 u_color;\n\nvoid main() {\n gl_FragColor = u_color;\n}\n",vertexSource:"attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1);\n}\n"},fill:{fragmentSource:"#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize lowp float opacity\n\n gl_FragColor = color * opacity;\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\n\n#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize lowp float opacity\n\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n}\n"},fillOutline:{fragmentSource:"#pragma mapbox: define lowp vec4 outline_color\n#pragma mapbox: define lowp float opacity\n\nvarying vec2 v_pos;\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 outline_color\n #pragma mapbox: initialize lowp float opacity\n\n float dist = length(v_pos - gl_FragCoord.xy);\n float alpha = smoothstep(1.0, 0.0, dist);\n gl_FragColor = outline_color * (alpha * opacity);\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform vec2 u_world;\n\nvarying vec2 v_pos;\n\n#pragma mapbox: define lowp vec4 outline_color\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 outline_color\n #pragma mapbox: initialize lowp float opacity\n\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;\n}\n"},fillOutlinePattern:{fragmentSource:"uniform vec2 u_pattern_tl_a;\nuniform vec2 u_pattern_br_a;\nuniform vec2 u_pattern_tl_b;\nuniform vec2 u_pattern_br_b;\nuniform float u_mix;\n\nuniform sampler2D u_image;\n\nvarying vec2 v_pos_a;\nvarying vec2 v_pos_b;\nvarying vec2 v_pos;\n\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp float opacity\n\n vec2 imagecoord = mod(v_pos_a, 1.0);\n vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);\n vec4 color1 = texture2D(u_image, pos);\n\n vec2 imagecoord_b = mod(v_pos_b, 1.0);\n vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);\n vec4 color2 = texture2D(u_image, pos2);\n\n // find distance to outline for alpha interpolation\n\n float dist = length(v_pos - gl_FragCoord.xy);\n float alpha = smoothstep(1.0, 0.0, dist);\n\n\n gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity;\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform vec2 u_pattern_size_a;\nuniform vec2 u_pattern_size_b;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform float u_scale_a;\nuniform float u_scale_b;\nuniform float u_tile_units_to_pixels;\n\nattribute vec2 a_pos;\n\nvarying vec2 v_pos_a;\nvarying vec2 v_pos_b;\nvarying vec2 v_pos;\n\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp float opacity\n\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n\n 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);\n 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);\n\n v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;\n}\n"},fillPattern:{fragmentSource:"uniform vec2 u_pattern_tl_a;\nuniform vec2 u_pattern_br_a;\nuniform vec2 u_pattern_tl_b;\nuniform vec2 u_pattern_br_b;\nuniform float u_mix;\n\nuniform sampler2D u_image;\n\nvarying vec2 v_pos_a;\nvarying vec2 v_pos_b;\n\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp float opacity\n\n vec2 imagecoord = mod(v_pos_a, 1.0);\n vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);\n vec4 color1 = texture2D(u_image, pos);\n\n vec2 imagecoord_b = mod(v_pos_b, 1.0);\n vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);\n vec4 color2 = texture2D(u_image, pos2);\n\n gl_FragColor = mix(color1, color2, u_mix) * opacity;\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform vec2 u_pattern_size_a;\nuniform vec2 u_pattern_size_b;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform float u_scale_a;\nuniform float u_scale_b;\nuniform float u_tile_units_to_pixels;\n\nattribute vec2 a_pos;\n\nvarying vec2 v_pos_a;\nvarying vec2 v_pos_b;\n\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp float opacity\n\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n\n 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);\n 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);\n}\n"},fillExtrusion:{fragmentSource:"varying vec4 v_color;\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\n#pragma mapbox: define lowp vec4 color\n\nvoid main() {\n #pragma mapbox: initialize lowp float base\n #pragma mapbox: initialize lowp float height\n #pragma mapbox: initialize lowp vec4 color\n\n gl_FragColor = v_color;\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform vec3 u_lightcolor;\nuniform lowp vec3 u_lightpos;\nuniform lowp float u_lightintensity;\nuniform lowp vec4 u_outline_color;\n\nattribute vec2 a_pos;\nattribute vec3 a_normal;\nattribute float a_edgedistance;\n\nvarying vec4 v_color;\n\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\n\n#pragma mapbox: define lowp vec4 color\n\nvoid main() {\n #pragma mapbox: initialize lowp float base\n #pragma mapbox: initialize lowp float height\n #pragma mapbox: initialize lowp vec4 color\n\n float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert\n float t = mod(a_normal.x, 2.0);\n\n gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1);\n\n#ifdef OUTLINE\n color = u_outline_color;\n#endif\n\n // Relative luminance (how dark/bright is the surface color?)\n float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;\n\n v_color = vec4(0.0, 0.0, 0.0, 1.0);\n\n // Add slight ambient lighting so no extrusions are totally black\n vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);\n color += ambientlight;\n\n // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray\n float directional = clamp(dot(a_normal / 16384.0, u_lightpos), 0.0, 1.0);\n\n // Adjust directional so that\n // the range of values for highlight/shading is narrower\n // with lower light intensity\n // and with lighter/brighter surface colors\n directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional);\n\n // Add gradient along z axis of side surfaces\n if (a_normal.y != 0.0) {\n directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);\n }\n\n // Assign final color based on surface + ambient light color, diffuse light directional, and light color\n // with lower bounds adjusted to hue of light\n // so that shading is tinted with the complementary (opposite) color to the light color\n v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0);\n v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0);\n v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0);\n}\n"},fillExtrusionPattern:{fragmentSource:"uniform vec2 u_pattern_tl_a;\nuniform vec2 u_pattern_br_a;\nuniform vec2 u_pattern_tl_b;\nuniform vec2 u_pattern_br_b;\nuniform float u_mix;\n\nuniform sampler2D u_image;\n\nvarying vec2 v_pos_a;\nvarying vec2 v_pos_b;\nvarying vec4 v_lighting;\n\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\n\nvoid main() {\n #pragma mapbox: initialize lowp float base\n #pragma mapbox: initialize lowp float height\n\n vec2 imagecoord = mod(v_pos_a, 1.0);\n vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);\n vec4 color1 = texture2D(u_image, pos);\n\n vec2 imagecoord_b = mod(v_pos_b, 1.0);\n vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);\n vec4 color2 = texture2D(u_image, pos2);\n\n vec4 mixedColor = mix(color1, color2, u_mix);\n\n gl_FragColor = mixedColor * v_lighting;\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform vec2 u_pattern_size_a;\nuniform vec2 u_pattern_size_b;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform float u_scale_a;\nuniform float u_scale_b;\nuniform float u_tile_units_to_pixels;\nuniform float u_height_factor;\n\nuniform vec3 u_lightcolor;\nuniform lowp vec3 u_lightpos;\nuniform lowp float u_lightintensity;\n\nattribute vec2 a_pos;\nattribute vec3 a_normal;\nattribute float a_edgedistance;\n\nvarying vec2 v_pos_a;\nvarying vec2 v_pos_b;\nvarying vec4 v_lighting;\nvarying float v_directional;\n\n#pragma mapbox: define lowp float base\n#pragma mapbox: define lowp float height\n\nvoid main() {\n #pragma mapbox: initialize lowp float base\n #pragma mapbox: initialize lowp float height\n\n float t = mod(a_normal.x, 2.0);\n float z = t > 0.0 ? height : base;\n\n gl_Position = u_matrix * vec4(a_pos, z, 1);\n\n vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0\n ? a_pos // extrusion top\n : vec2(a_edgedistance, z * u_height_factor); // extrusion side\n\n 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, pos);\n 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, pos);\n\n v_lighting = vec4(0.0, 0.0, 0.0, 1.0);\n float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0);\n directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);\n\n if (a_normal.y != 0.0) {\n directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0);\n }\n\n v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));\n}\n"},extrusionTexture:{fragmentSource:"uniform sampler2D u_texture;\nuniform float u_opacity;\n\nvarying vec2 v_pos;\n\nvoid main() {\n gl_FragColor = texture2D(u_texture, v_pos) * u_opacity;\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform int u_xdim;\nuniform int u_ydim;\nattribute vec2 a_pos;\nvarying vec2 v_pos;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n\n v_pos.x = a_pos.x / float(u_xdim);\n v_pos.y = 1.0 - a_pos.y / float(u_ydim);\n}\n"},line:{fragmentSource:"#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n\nvarying vec2 v_width2;\nvarying vec2 v_normal;\nvarying float v_gamma_scale;\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * v_width2.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_width2.t) or when fading out\n // (v_width2.s)\n float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;\n float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);\n\n gl_FragColor = color * (alpha * opacity);\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"\n\n// the distance over which the line edge fades out.\n// Retina devices need a smaller distance to avoid aliasing.\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\nattribute vec2 a_pos;\nattribute vec4 a_data;\n\nuniform mat4 u_matrix;\nuniform mediump float u_ratio;\nuniform mediump float u_width;\nuniform vec2 u_gl_units_to_pixels;\n\nvarying vec2 v_normal;\nvarying vec2 v_width2;\nvarying float v_gamma_scale;\n\n#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n #pragma mapbox: initialize mediump float gapwidth\n #pragma mapbox: initialize lowp float offset\n\n vec2 a_extrude = a_data.xy - 128.0;\n float a_direction = mod(a_data.z, 4.0) - 1.0;\n\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n mediump vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n\n // these transformations used to be applied in the JS and native code bases. \n // moved them into the shader for clarity and simplicity. \n gapwidth = gapwidth / 2.0;\n float width = u_width / 2.0;\n offset = -1.0 * offset; \n\n float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);\n float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n mediump vec2 dist = outset * a_extrude * scale;\n\n // Calculate the offset when drawing a line that is to the side of the actual line.\n // We do this by creating a vector that points towards the extrude, but rotate\n // it when we're drawing round end points (a_direction = -1 or 1) since their\n // extrude vector points in another direction.\n mediump float u = 0.5 * a_direction;\n mediump float t = 1.0 - abs(u);\n mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);\n\n // Remove the texture normal bit to get the position\n vec2 pos = floor(a_pos * 0.5);\n\n vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);\n gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;\n\n // calculate how much the perspective view squishes or stretches the extrude\n float extrude_length_without_perspective = length(dist);\n float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);\n v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;\n\n v_width2 = vec2(outset, inset);\n}\n"},linePattern:{fragmentSource:"uniform vec2 u_pattern_size_a;\nuniform vec2 u_pattern_size_b;\nuniform vec2 u_pattern_tl_a;\nuniform vec2 u_pattern_br_a;\nuniform vec2 u_pattern_tl_b;\nuniform vec2 u_pattern_br_b;\nuniform float u_fade;\n\nuniform sampler2D u_image;\n\nvarying vec2 v_normal;\nvarying vec2 v_width2;\nvarying float v_linesofar;\nvarying float v_gamma_scale;\n\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * v_width2.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_width2.t) or when fading out\n // (v_width2.s)\n float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;\n float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);\n\n float x_a = mod(v_linesofar / u_pattern_size_a.x, 1.0);\n float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);\n float y_a = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_a.y);\n float y_b = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_b.y);\n vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));\n vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));\n\n vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);\n\n gl_FragColor = color * alpha * opacity;\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\n// We scale the distance before adding it to the buffers so that we can store\n// long distances for long segments. Use this value to unscale the distance.\n#define LINE_DISTANCE_SCALE 2.0\n\n// the distance over which the line edge fades out.\n// Retina devices need a smaller distance to avoid aliasing.\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n\nattribute vec2 a_pos;\nattribute vec4 a_data;\n\nuniform mat4 u_matrix;\nuniform mediump float u_ratio;\nuniform mediump float u_width;\nuniform vec2 u_gl_units_to_pixels;\n\nvarying vec2 v_normal;\nvarying vec2 v_width2;\nvarying float v_linesofar;\nvarying float v_gamma_scale;\n\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float gapwidth\n\nvoid main() {\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n #pragma mapbox: initialize lowp float offset\n #pragma mapbox: initialize mediump float gapwidth\n\n vec2 a_extrude = a_data.xy - 128.0;\n float a_direction = mod(a_data.z, 4.0) - 1.0;\n float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;\n\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n mediump vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // these transformations used to be applied in the JS and native code bases. \n // moved them into the shader for clarity and simplicity. \n gapwidth = gapwidth / 2.0;\n float width = u_width / 2.0;\n offset = -1.0 * offset; \n\n float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);\n float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n mediump vec2 dist = outset * a_extrude * scale;\n\n // Calculate the offset when drawing a line that is to the side of the actual line.\n // We do this by creating a vector that points towards the extrude, but rotate\n // it when we're drawing round end points (a_direction = -1 or 1) since their\n // extrude vector points in another direction.\n mediump float u = 0.5 * a_direction;\n mediump float t = 1.0 - abs(u);\n mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);\n\n // Remove the texture normal bit to get the position\n vec2 pos = floor(a_pos * 0.5);\n\n vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);\n gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;\n\n // calculate how much the perspective view squishes or stretches the extrude\n float extrude_length_without_perspective = length(dist);\n float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);\n v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;\n\n v_linesofar = a_linesofar;\n v_width2 = vec2(outset, inset);\n}\n"},lineSDF:{fragmentSource:"\nuniform sampler2D u_image;\nuniform float u_sdfgamma;\nuniform float u_mix;\n\nvarying vec2 v_normal;\nvarying vec2 v_width2;\nvarying vec2 v_tex_a;\nvarying vec2 v_tex_b;\nvarying float v_gamma_scale;\n\n#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * v_width2.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_width2.t) or when fading out\n // (v_width2.s)\n float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;\n float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);\n\n float sdfdist_a = texture2D(u_image, v_tex_a).a;\n float sdfdist_b = texture2D(u_image, v_tex_b).a;\n float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);\n alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);\n\n gl_FragColor = color * (alpha * opacity);\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",
+vertexSource:"// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\n// We scale the distance before adding it to the buffers so that we can store\n// long distances for long segments. Use this value to unscale the distance.\n#define LINE_DISTANCE_SCALE 2.0\n\n// the distance over which the line edge fades out.\n// Retina devices need a smaller distance to avoid aliasing.\n#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0\n\nattribute vec2 a_pos;\nattribute vec4 a_data;\n\nuniform mat4 u_matrix;\nuniform mediump float u_ratio;\nuniform vec2 u_patternscale_a;\nuniform float u_tex_y_a;\nuniform vec2 u_patternscale_b;\nuniform float u_tex_y_b;\nuniform vec2 u_gl_units_to_pixels;\nuniform mediump float u_width;\n\nvarying vec2 v_normal;\nvarying vec2 v_width2;\nvarying vec2 v_tex_a;\nvarying vec2 v_tex_b;\nvarying float v_gamma_scale;\n\n#pragma mapbox: define lowp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n\nvoid main() {\n #pragma mapbox: initialize lowp vec4 color\n #pragma mapbox: initialize lowp float blur\n #pragma mapbox: initialize lowp float opacity\n #pragma mapbox: initialize mediump float gapwidth\n #pragma mapbox: initialize lowp float offset\n\n vec2 a_extrude = a_data.xy - 128.0;\n float a_direction = mod(a_data.z, 4.0) - 1.0;\n float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;\n\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n mediump vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // these transformations used to be applied in the JS and native code bases. \n // moved them into the shader for clarity and simplicity. \n gapwidth = gapwidth / 2.0;\n float width = u_width / 2.0;\n offset = -1.0 * offset;\n \n float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);\n float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n mediump vec2 dist =outset * a_extrude * scale;\n\n // Calculate the offset when drawing a line that is to the side of the actual line.\n // We do this by creating a vector that points towards the extrude, but rotate\n // it when we're drawing round end points (a_direction = -1 or 1) since their\n // extrude vector points in another direction.\n mediump float u = 0.5 * a_direction;\n mediump float t = 1.0 - abs(u);\n mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);\n\n // Remove the texture normal bit to get the position\n vec2 pos = floor(a_pos * 0.5);\n\n vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);\n gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;\n\n // calculate how much the perspective view squishes or stretches the extrude\n float extrude_length_without_perspective = length(dist);\n float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);\n v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;\n\n v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);\n v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);\n\n v_width2 = vec2(outset, inset);\n}\n"},raster:{fragmentSource:"uniform float u_fade_t;\nuniform float u_opacity;\nuniform sampler2D u_image0;\nuniform sampler2D u_image1;\nvarying vec2 v_pos0;\nvarying vec2 v_pos1;\n\nuniform float u_brightness_low;\nuniform float u_brightness_high;\n\nuniform float u_saturation_factor;\nuniform float u_contrast_factor;\nuniform vec3 u_spin_weights;\n\nvoid main() {\n\n // read and cross-fade colors from the main and parent tiles\n vec4 color0 = texture2D(u_image0, v_pos0);\n vec4 color1 = texture2D(u_image1, v_pos1);\n vec4 color = mix(color0, color1, u_fade_t);\n color.a *= u_opacity;\n vec3 rgb = color.rgb;\n\n // spin\n rgb = vec3(\n dot(rgb, u_spin_weights.xyz),\n dot(rgb, u_spin_weights.zxy),\n dot(rgb, u_spin_weights.yzx));\n\n // saturation\n float average = (color.r + color.g + color.b) / 3.0;\n rgb += (average - rgb) * u_saturation_factor;\n\n // contrast\n rgb = (rgb - 0.5) * u_contrast_factor + 0.5;\n\n // brightness\n vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);\n vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);\n\n gl_FragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"uniform mat4 u_matrix;\nuniform vec2 u_tl_parent;\nuniform float u_scale_parent;\nuniform float u_buffer_scale;\n\nattribute vec2 a_pos;\nattribute vec2 a_texture_pos;\n\nvarying vec2 v_pos0;\nvarying vec2 v_pos1;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5;\n v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;\n}\n"},symbolIcon:{fragmentSource:"uniform sampler2D u_texture;\nuniform sampler2D u_fadetexture;\nuniform lowp float u_opacity;\n\nvarying vec2 v_tex;\nvarying vec2 v_fade_tex;\n\nvoid main() {\n lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * u_opacity;\n gl_FragColor = texture2D(u_texture, v_tex) * alpha;\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"attribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec2 a_texture_pos;\nattribute vec4 a_data;\n\n\n// matrix is for the vertex position.\nuniform mat4 u_matrix;\n\nuniform mediump float u_zoom;\nuniform bool u_rotate_with_map;\nuniform vec2 u_extrude_scale;\n\nuniform vec2 u_texsize;\n\nvarying vec2 v_tex;\nvarying vec2 v_fade_tex;\n\nvoid main() {\n vec2 a_tex = a_texture_pos.xy;\n mediump float a_labelminzoom = a_data[0];\n mediump vec2 a_zoom = a_data.pq;\n mediump float a_minzoom = a_zoom[0];\n mediump float a_maxzoom = a_zoom[1];\n\n // u_zoom is the current zoom level adjusted for the change in font size\n mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));\n\n vec2 extrude = u_extrude_scale * (a_offset / 64.0);\n if (u_rotate_with_map) {\n gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);\n gl_Position.z += z * gl_Position.w;\n } else {\n gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);\n }\n\n v_tex = a_tex / u_texsize;\n v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);\n}\n"},symbolSDF:{fragmentSource:"uniform sampler2D u_texture;\nuniform sampler2D u_fadetexture;\nuniform lowp vec4 u_color;\nuniform lowp float u_opacity;\nuniform lowp float u_buffer;\nuniform lowp float u_gamma;\n\nvarying vec2 v_tex;\nvarying vec2 v_fade_tex;\nvarying float v_gamma_scale;\n\nvoid main() {\n lowp float dist = texture2D(u_texture, v_tex).a;\n lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a;\n lowp float gamma = u_gamma * v_gamma_scale;\n lowp float alpha = smoothstep(u_buffer - gamma, u_buffer + gamma, dist) * fade_alpha;\n\n gl_FragColor = u_color * (alpha * u_opacity);\n\n#ifdef OVERDRAW_INSPECTOR\n gl_FragColor = vec4(1.0);\n#endif\n}\n",vertexSource:"const float PI = 3.141592653589793;\n\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec2 a_texture_pos;\nattribute vec4 a_data;\n\n\n// matrix is for the vertex position.\nuniform mat4 u_matrix;\n\nuniform mediump float u_zoom;\nuniform bool u_rotate_with_map;\nuniform bool u_pitch_with_map;\nuniform mediump float u_pitch;\nuniform mediump float u_bearing;\nuniform mediump float u_aspect_ratio;\nuniform vec2 u_extrude_scale;\n\nuniform vec2 u_texsize;\n\nvarying vec2 v_tex;\nvarying vec2 v_fade_tex;\nvarying float v_gamma_scale;\n\nvoid main() {\n vec2 a_tex = a_texture_pos.xy;\n mediump float a_labelminzoom = a_data[0];\n mediump vec2 a_zoom = a_data.pq;\n mediump float a_minzoom = a_zoom[0];\n mediump float a_maxzoom = a_zoom[1];\n\n // u_zoom is the current zoom level adjusted for the change in font size\n mediump float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom));\n\n // pitch-alignment: map\n // rotation-alignment: map | viewport\n if (u_pitch_with_map) {\n lowp float angle = u_rotate_with_map ? (a_data[1] / 256.0 * 2.0 * PI) : u_bearing;\n lowp float asin = sin(angle);\n lowp float acos = cos(angle);\n mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);\n vec2 offset = RotationMatrix * a_offset;\n vec2 extrude = u_extrude_scale * (offset / 64.0);\n gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);\n gl_Position.z += z * gl_Position.w;\n // pitch-alignment: viewport\n // rotation-alignment: map\n } else if (u_rotate_with_map) {\n // foreshortening factor to apply on pitched maps\n // as a label goes from horizontal <=> vertical in angle\n // it goes from 0% foreshortening to up to around 70% foreshortening\n lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));\n\n lowp float lineangle = a_data[1] / 256.0 * 2.0 * PI;\n\n // use the lineangle to position points a,b along the line\n // project the points and calculate the label angle in projected space\n // this calculation allows labels to be rendered unskewed on pitched maps\n vec4 a = u_matrix * vec4(a_pos, 0, 1);\n vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1);\n lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]);\n lowp float asin = sin(angle);\n lowp float acos = cos(angle);\n mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);\n\n vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset);\n vec2 extrude = u_extrude_scale * (offset / 64.0);\n gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);\n gl_Position.z += z * gl_Position.w;\n // pitch-alignment: viewport\n // rotation-alignment: viewport\n } else {\n vec2 extrude = u_extrude_scale * (a_offset / 64.0);\n gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);\n }\n\n v_gamma_scale = gl_Position.w;\n\n v_tex = a_tex / u_texsize;\n v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0);\n}\n"}}},{path:194}],39:[function(t,e,r){"use strict";var i=function(){this.boundProgram=null,this.boundVertexBuffer=null,this.boundVertexBuffer2=null,this.boundElementBuffer=null,this.boundVertexOffset=null,this.vao=null};i.prototype.bind=function(t,e,r,i,n,o){void 0===t.extVertexArrayObject&&(t.extVertexArrayObject=t.getExtension("OES_vertex_array_object"));var a=!this.vao||this.boundProgram!==e||this.boundVertexBuffer!==r||this.boundVertexBuffer2!==n||this.boundElementBuffer!==i||this.boundVertexOffset!==o;!t.extVertexArrayObject||a?(this.freshBind(t,e,r,i,n,o),this.gl=t):t.extVertexArrayObject.bindVertexArrayOES(this.vao)},i.prototype.freshBind=function(t,e,r,i,n,o){var a,s=e.numAttributes;if(t.extVertexArrayObject)this.vao&&this.destroy(),this.vao=t.extVertexArrayObject.createVertexArrayOES(),t.extVertexArrayObject.bindVertexArrayOES(this.vao),a=0,this.boundProgram=e,this.boundVertexBuffer=r,this.boundVertexBuffer2=n,this.boundElementBuffer=i,this.boundVertexOffset=o;else{a=t.currentNumAttributes||0;for(var u=s;uthis.maxzoom?Math.pow(2,t.coord.z-this.maxzoom):1,n={type:this.type,uid:t.uid,coord:t.coord,zoom:t.coord.z,maxZoom:this.maxzoom,tileSize:this.tileSize,source:this.id,overscaling:i,angle:this.map.transform.angle,pitch:this.map.transform.pitch,showCollisionBoxes:this.map.showCollisionBoxes};t.workerID=this.dispatcher.send("loadTile",n,function(i,n){if(t.unloadVectorData(),!t.aborted)return i?e(i):(t.loadVectorData(n,r.map.painter),t.redoWhenDone&&(t.redoWhenDone=!1,t.redoPlacement(r)),e(null))},this.workerID)},e.prototype.abortTile=function(t){t.aborted=!0},e.prototype.unloadTile=function(t){t.unloadVectorData(),this.dispatcher.send("removeTile",{uid:t.uid,type:this.type,source:this.id},function(){},t.workerID)},e.prototype.onRemove=function(){this.dispatcher.broadcast("removeSource",{type:this.type,source:this.id},function(){})},e.prototype.serialize=function(){return{type:this.type,data:this._data}},e}(n);e.exports=u},{"../data/extent":11,"../util/evented":118,"../util/util":129,"../util/window":112}],42:[function(t,e,r){"use strict";var i=t("../util/ajax"),n=t("geojson-rewind"),o=t("./geojson_wrapper"),a=t("vt-pbf"),s=t("supercluster"),u=t("geojson-vt"),l=t("./vector_tile_worker_source"),c=function(t){function e(e,r,i){t.call(this,e,r),i&&(this.loadGeoJSON=i),this._geoJSONIndexes={}}return t&&(e.__proto__=t),e.prototype=Object.create(t&&t.prototype),e.prototype.constructor=e,e.prototype.loadVectorData=function(t,e){var r=t.source,i=t.coord;if(!this._geoJSONIndexes[r])return e(null,null);var n=this._geoJSONIndexes[r].getTile(Math.min(i.z,t.maxZoom),i.x,i.y);if(!n)return e(null,null);var s=new o(n.features);s.name="_geojsonTileLayer";var u=a({layers:{_geojsonTileLayer:s}});0===u.byteOffset&&u.byteLength===u.buffer.byteLength||(u=new Uint8Array(u)),s.rawData=u.buffer,e(null,s)},e.prototype.loadData=function(t,e){var r=function(r,i){var o=this;return r?e(r):"object"!=typeof i?e(new Error("Input data is not a valid GeoJSON object.")):(n(i,!0),void this._indexData(i,t,function(r,i){return r?e(r):(o._geoJSONIndexes[t.source]=i,void e(null))}))}.bind(this);this.loadGeoJSON(t,r)},e.prototype.loadGeoJSON=function(t,e){if(t.url)i.getJSON(t.url,e);else{if("string"!=typeof t.data)return e(new Error("Input data is not a valid GeoJSON object."));try{return e(null,JSON.parse(t.data))}catch(t){return e(new Error("Input data is not a valid GeoJSON object."))}}},e.prototype.removeSource=function(t){this._geoJSONIndexes[t.source]&&delete this._geoJSONIndexes[t.source]},e.prototype._indexData=function(t,e,r){try{e.cluster?r(null,s(e.superclusterOptions).load(t.features)):r(null,u(t,e.geojsonVtOptions))}catch(t){return r(t)}},e}(l);e.exports=c},{"../util/ajax":109,"./geojson_wrapper":43,"./vector_tile_worker_source":55,"geojson-rewind":140,"geojson-vt":144,supercluster:201,"vt-pbf":210}],43:[function(t,e,r){"use strict";var i=t("point-geometry"),n=t("vector-tile").VectorTileFeature,o=t("../data/extent"),a=function(t){var e=this;if(this.type=t.type,1===t.type){this.rawGeometry=[];for(var r=0;re)){var s=Math.pow(2,Math.min(a.coord.z,i._source.maxzoom)-Math.min(t.z,i._source.maxzoom));if(Math.floor(a.coord.x/s)===t.x&&Math.floor(a.coord.y/s)===t.y)for(r[o]=!0,n=!0;a&&a.coord.z-1>t.z;){var u=a.coord.parent(i._source.maxzoom).id;a=i._tiles[u],a&&a.hasData()&&(delete r[o],r[u]=!0)}}}return n},e.prototype.findLoadedParent=function(t,e,r){for(var i=this,n=t.z-1;n>=e;n--){t=t.parent(i._source.maxzoom);var o=i._tiles[t.id];if(o&&o.hasData())return r[t.id]=!0,o;if(i._cache.has(t.id))return r[t.id]=!0,
+i._cache.get(t.id)}},e.prototype.updateCacheSize=function(t){var e=Math.ceil(t.width/t.tileSize)+1,r=Math.ceil(t.height/t.tileSize)+1,i=e*r,n=5;this._cache.setMaxSize(Math.floor(i*n))},e.prototype.update=function(t){var r=this;if(this._sourceLoaded){var i,n,a,s;this.updateCacheSize(t);var u=(this._source.roundZoom?Math.round:Math.floor)(this.getZoom(t)),c=Math.max(u-e.maxOverzooming,this._source.minzoom),h=Math.max(u+e.maxUnderzooming,this._source.minzoom),f={};this._coveredTiles={};var d;for(d=this.used?this._source.coord?[this._source.coord]:t.coveringTiles({tileSize:this._source.tileSize,minzoom:this._source.minzoom,maxzoom:this._source.maxzoom,roundZoom:this._source.roundZoom,reparseOverscaled:this._source.reparseOverscaled}):[],i=0;i=Date.now())&&(r.findLoadedChildren(n,h,f)&&(f[g]=!0),s=r.findLoadedParent(n,c,m),s&&r.addTile(s.coord))}var _;for(_ in m)f[_]||(r._coveredTiles[_]=!0);for(_ in m)f[_]=!0;var x=p.keysDifference(this._tiles,f);for(i=0;ithis._source.maxzoom?Math.pow(2,i-this._source.maxzoom):1;e=new s(r,this._source.tileSize*n,this._source.maxzoom),this.loadTile(e,this._tileLoaded.bind(this,e,t.id))}return e.uses++,this._tiles[t.id]=e,this._source.fire("dataloading",{tile:e,coord:e.coord,dataType:"tile"}),e},e.prototype._setTileReloadTimer=function(t,e){var r=this,i=e.getExpiry();i&&(this._timers[t]=setTimeout(function(){r.reloadTile(t,"expired"),r._timers[t]=void 0},i-(new Date).getTime()))},e.prototype._setCacheInvalidationTimer=function(t,e){var r=this,i=e.getExpiry();i&&(this._cacheTimers[t]=setTimeout(function(){r._cache.remove(t),r._cacheTimers[t]=void 0},i-(new Date).getTime()))},e.prototype.removeTile=function(t){var e=this._tiles[t];if(e&&(e.uses--,delete this._tiles[t],this._timers[t]&&(clearTimeout(this._timers[t]),this._timers[t]=void 0),this._source.fire("data",{tile:e,coord:e.coord,dataType:"tile"}),!(e.uses>0)))if(e.hasData()){var r=e.coord.wrapped().id;this._cache.add(r,e),this._setCacheInvalidationTimer(r,e)}else e.aborted=!0,this.abortTile(e),this.unloadTile(e)},e.prototype.clearTiles=function(){var t=this;for(var e in this._tiles)t.removeTile(e);this._cache.reset()},e.prototype.tilesIn=function(t){for(var e=this,r={},n=this.getIds(),o=1/0,a=1/0,s=-(1/0),u=-(1/0),c=t[0].zoom,p=0;p=0&&g[1].y>=0){for(var _=[],x=0;xe.row){var r=t;t=e,e=r}return{x0:t.column,y0:t.row,x1:e.column,y1:e.row,dx:e.column-t.column,dy:e.row-t.row}}function n(t,e,r,i,n){var o=Math.max(r,Math.floor(e.y0)),a=Math.min(i,Math.ceil(e.y1));if(t.x0===e.x0&&t.y0===e.y0?t.x0+e.dy/t.dy*t.dx