<commit_before># Author @patriciogv - 2015

cameras:
    camera1:
        type: perspective
styles:
    roads:
        base: lines
        animated: true
        texcoords: true
        shaders:
            blocks:
                global: |
                    mat2 rotate2d(float _angle){
                        return mat2(cos(_angle),-sin(_angle),
                                    sin(_angle),cos(_angle));
                    }
                    float getHatch(in vec2 _pos, float _angle, float _brigtness){
                        float scale = 20.0;
                        _pos *= scale;
                        _pos = rotate2d( _angle ) * _pos;
                        return 1.0-smoothstep(-1.+_brigtness*2.0,1.,abs(sin(_pos.x*3.1415)));
                    }
                color: |
                    vec3 pos = v_world_position.xyz*0.01;
                    float pattern = getHatch( u_time*0.1+v_texcoord.xy*0.5, 3.1415*0.5, 0.5);
                    color.rgb = vec3(1.000,0.865,0.387)*pattern*sin(smoothstep(0.0,1.,v_texcoord.x)*3.1415);
    grid:
        base: polygons
        shaders:
            blocks:
                global: |
                    float getBrightness(in vec3 _rgb){
                        return 0.212655 * _rgb.r + 0.715158 * _rgb.g + 0.072187 * _rgb.b;
                    }
                    float grid (in vec2 _pos, in float _zoom, in float _lineWidth){
                        _pos = fract(_pos*_zoom);
                        vec2 g = smoothstep(vec2(0.5-_lineWidth),vec2(0.5),_pos) - 
                                 smoothstep(vec2(0.5),vec2(0.5+_lineWidth),_pos);
                        return clamp(g.x+g.y,0.0,1.0);
                    }
                filter: |
                    vec2 pos = v_world_position.xy*0.01;
                    float b = getBrightness(v_color.rgb);
                    color.rgb = v_color.rgb*grid(pos,10.,0.05+b*0.05)*(1.0-b);
    tiledCross:
        base: polygons
        texcoords: true
        shaders:
            blocks:
                global: |
                    float box(in vec2 _st, in vec2 _size){
                        _size = vec2(0.5) - _size*0.5;
                        vec2 uv = smoothstep(_size,
                                            _size+vec2(0.001),
                                            _st);
                        uv *= smoothstep(_size,
                                        _size+vec2(0.001),
                                        vec2(1.0)-_st);
                        return uv.x*uv.y;
                    }
                    float cross(in vec2 _st, float _size){
                        return  box(_st, vec2(_size*0.5,_size*0.125)) + 
                                box(_st, vec2(_size*0.125,_size*0.5));
                    }
                filter: |
                    vec2 pos = v_world_position.xy*0.01;
                    float pct = clamp(cross(fract(pos),0.2),0.0,1.0);
                    color.rgb = mix(vec3(0.051,0.071,0.278),vec3(0.654,0.897,1.000),pct);
                    
    walls:
        base: polygons
        texcoords: true
        blend: add
        shaders:
            blocks:
                global: |
                    float grid (in vec2 _pos, in float _zoom, in float _lineWidth){
                        _pos = fract(_pos*_zoom);
                        vec2 g = smoothstep(vec2(0.5-_lineWidth),vec2(0.5),_pos) - 
                                 smoothstep(vec2(0.5),vec2(0.5+_lineWidth),_pos);
                        return clamp(g.x+g.y,0.0,1.0);
                    }
                filter: |
                    float pct = grid(v_texcoord,10.,0.1)*0.5;
                    color.rgb = mix(vec3(0.051,0.071,0.278)*0.8,vec3(0.239,0.431,0.718)*0.6,pct)*0.5;
sources:
    osm:
        type: TopoJSONTiles
        url:  http://vector.mapzen.com/osm/all/{z}/{x}/{y}.topojson
layers:
    earth:
        data:
            source: osm
        draw:
            grid:
                order: 0
                color: '#ddeeee'
    landuse:
        data:
            source: osm
        draw:
            grid:
                order: 1
                color: '#ff00ff'
                interactive: true
    water:
        data:
            source: osm
        draw:
            tiledCross:
                order: 2
                color: [0,0,0]
            outline:
                order: 3
                style: lines
                color: [0.654,0.897,1.000]
                width: 1px
                tile_edges: false
    roads:
        data:
            source: osm
        draw:
            roads:
                order: 4
                color: [0, 0, 0]
                width: 8
        highway:
            filter:
                kind: highway
            draw:
                roads:
                    order: 5
                    color: [0, 0, 0]
                    width: 12
                outline:
                    style: lines
                    order: 4
                    color: [0.654,0.897,1.000]
                    width: 13
        tunnel:
            filter:
                is_tunnel: yes
            draw:
                roads:
                    color: tan
            rail:
                filter:
                    kind: rail
                draw:
                    roads:
                        width: 0
        minor_road:
            filter:
                kind: minor_road
            draw:
                roads:
                    color: [0,0,0]
                    width: 5
        path:
            filter:
                kind: path
            draw:
                roads:
                    color: [0, 0, 0]
                    width: 3
        rail:
            filter:
                kind: rail
                is_tunnel: no
            draw:
                roads:
                    color: [0, 0, 0]
                    width: 3
    buildings:
        data:
            source: osm
        draw:
            walls:
                order: 6
                color: [0, 0, 0]
                extrude: true
            outline:
                order: 7
                style: lines
                color: [1, 1, 1]
                width: 1px
                tile_edges: true
                extrude: true
    road_labels:
        data: { source: osm, layer: roads }
        filter: { name: true, $zoom: { min: 14 } }
        draw:
            text:
                font:
                    typeface: Italic 12px Helvetica
                    fill: [.9,.9,1.]
                    stroke: { color: black , width: 3 }
    places:
        data: { source: osm }
        filter: { name: true }
        draw:
            text:
                font:
                    typeface: Bold 18px Helvetica
                    fill: black
                    stroke: { color: white , width: 5 }<commit_msg>now is fixed<commit_after># Author @patriciogv - 2015

cameras:
    camera1:
        type: perspective
styles:
    roads:
        base: lines
        animated: true
        texcoords: true
        shaders:
            blocks:
                global: |
                    mat2 rotate2d(float _angle){
                        return mat2(cos(_angle),-sin(_angle),
                                    sin(_angle),cos(_angle));
                    }
                    float getHatch(in vec2 _pos, float _angle, float _brigtness){
                        float scale = 20.0;
                        _pos *= scale;
                        _pos = rotate2d( _angle ) * _pos;
                        return 1.0-smoothstep(-1.+_brigtness*2.0,1.,abs(sin(_pos.x*3.1415)));
                    }
                color: |
                    vec3 pos = v_world_position.xyz*0.01;
                    float pattern = getHatch( u_time*0.1+v_texcoord.xy*0.5, 3.1415*0.5, 0.5);
                    color.rgb = vec3(1.000,0.865,0.387)*pattern*sin(smoothstep(0.0,1.,v_texcoord.x)*3.1415);
    grid:
        base: polygons
        shaders:
            blocks:
                global: |
                    float getBrightness(in vec3 _rgb){
                        return 0.212655 * _rgb.r + 0.715158 * _rgb.g + 0.072187 * _rgb.b;
                    }
                    float grid (in vec2 _pos, in float _zoom, in float _lineWidth){
                        _pos = fract(_pos*_zoom);
                        vec2 g = smoothstep(vec2(0.5-_lineWidth),vec2(0.5),_pos) - 
                                 smoothstep(vec2(0.5),vec2(0.5+_lineWidth),_pos);
                        return clamp(g.x+g.y,0.0,1.0);
                    }
                filter: |
                    vec2 pos = v_world_position.xy*0.01;
                    float b = getBrightness(v_color.rgb);
                    color.rgb = v_color.rgb*grid(pos,10.,0.05+b*0.05)*(1.0-b);
    tiledCross:
        base: polygons
        texcoords: true
        shaders:
            blocks:
                global: |
                    float box(in vec2 _st, in vec2 _size){
                        _size = vec2(0.5) - _size*0.5;
                        vec2 uv = smoothstep(_size,
                                            _size+vec2(0.001),
                                            _st);
                        uv *= smoothstep(_size,
                                        _size+vec2(0.001),
                                        vec2(1.0)-_st);
                        return uv.x*uv.y;
                    }
                    float cross(in vec2 _st, float _size){
                        return  box(_st, vec2(_size*0.5,_size*0.125)) + 
                                box(_st, vec2(_size*0.125,_size*0.5));
                    }
                filter: |
                    vec2 pos = v_world_position.xy*0.01;
                    float pct = clamp(cross(fract(pos),0.2),0.0,1.0);
                    color.rgb = mix(vec3(0.051,0.071,0.278),vec3(0.654,0.897,1.000),pct);
                    
    walls:
        base: polygons
        texcoords: true
        blend: add
        shaders:
            blocks:
                global: |
                    float grid (in vec2 _pos, in float _zoom, in float _lineWidth){
                        _pos = fract(_pos*_zoom);
                        vec2 g = smoothstep(vec2(0.5-_lineWidth),vec2(0.5),_pos) - 
                                 smoothstep(vec2(0.5),vec2(0.5+_lineWidth),_pos);
                        return clamp(g.x+g.y,0.0,1.0);
                    }
                filter: |
                    float pct = grid(v_texcoord,10.,0.1)*0.5;
                    color.rgb = mix(vec3(0.051,0.071,0.278)*0.8,vec3(0.239,0.431,0.718)*0.6,pct)*0.5;
sources:
    osm:
        type: TopoJSONTiles
        url:  http://vector.mapzen.com/osm/all/{z}/{x}/{y}.topojson
layers:
    earth:
        data:
            source: osm
        draw:
            grid:
                order: 0
                color: '#ddeeee'
    landuse:
        data:
            source: osm
        draw:
            grid:
                order: 1
                color: '#ff00ff'
                interactive: true
    water:
        data:
            source: osm
        draw:
            tiledCross:
                order: 2
                color: [0,0,0]
            outline:
                order: 3
                style: lines
                color: [0.654,0.897,1.000]
                width: 1px
                tile_edges: false
    roads:
        data:
            source: osm
        draw:
            roads:
                order: 4
                color: [0, 0, 0]
                width: 8
        highway:
            filter:
                kind: highway
            draw:
                roads:
                    order: 5
                    color: [0, 0, 0]
                    width: 12
                outline:
                    style: lines
                    order: 4
                    color: [0.654,0.897,1.000]
                    width: 13
        tunnel:
            filter:
                is_tunnel: yes
            draw:
                roads:
                    color: tan
            rail:
                filter:
                    kind: rail
                draw:
                    roads:
                        width: 0
        minor_road:
            filter:
                kind: minor_road
            draw:
                roads:
                    color: [0,0,0]
                    width: 5
        path:
            filter:
                kind: path
            draw:
                roads:
                    color: [0, 0, 0]
                    width: 3
        rail:
            filter:
                kind: rail
                is_tunnel: no
            draw:
                roads:
                    color: [0, 0, 0]
                    width: 3
    buildings:
        data:
            source: osm
        draw:
            walls:
                order: 6
                color: [0, 0, 0]
                extrude: true
            outline:
                order: 7
                style: lines
                blend: add
                color: [0.654,0.897,1.000]
                width: 1px
                tile_edges: true
                extrude: true
    road_labels:
        data: { source: osm, layer: roads }
        filter: { name: true, $zoom: { min: 14 } }
        draw:
            text:
                font:
                    typeface: Italic 12px Helvetica
                    fill: [.9,.9,1.]
                    stroke: { color: black , width: 3 }
    places:
        data: { source: osm }
        filter: { name: true }
        draw:
            text:
                font:
                    typeface: Bold 18px Helvetica
                    fill: black
                    stroke: { color: white , width: 5 }
{'fraction_non_alphanumeric': 0.09613420860685631, 'fraction_numerical': 0.04806710430342816, 'mean_word_length': 0.8237563181697259, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 18, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '3551706', 'n_tokens_mistral': 4271, 'n_tokens_neox': 3746, 'n_words': 802}