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author | Anand Thakker <anandthakker@users.noreply.github.com> | 2017-03-22 14:32:22 -0400 |
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committer | GitHub <noreply@github.com> | 2017-03-22 14:32:22 -0400 |
commit | 60717822e6a5f4b9262241cb4f4504d723b3a82b (patch) | |
tree | b695651d265afb04d28b73d87b41e1d79c3e5767 | |
parent | 1ccaa1dc718c2b1d66014a9c3b0b8c725d4565f1 (diff) | |
download | qtlocation-mapboxgl-60717822e6a5f4b9262241cb4f4504d723b3a82b.tar.gz |
Use highp for color attributes (#8496)
Addresses #8385
Updates shaders to reflect https://github.com/mapbox/mapbox-gl-js/pull/4476
m--------- | mapbox-gl-js | 0 | ||||
-rw-r--r-- | src/mbgl/shaders/circle.cpp | 12 | ||||
-rw-r--r-- | src/mbgl/shaders/debug.cpp | 2 | ||||
-rw-r--r-- | src/mbgl/shaders/fill.cpp | 6 | ||||
-rw-r--r-- | src/mbgl/shaders/fill_outline.cpp | 6 | ||||
-rw-r--r-- | src/mbgl/shaders/line.cpp | 6 | ||||
-rw-r--r-- | src/mbgl/shaders/line_sdf.cpp | 6 | ||||
-rw-r--r-- | src/mbgl/shaders/symbol_sdf.cpp | 12 |
8 files changed, 25 insertions, 25 deletions
diff --git a/mapbox-gl-js b/mapbox-gl-js -Subproject 69bb05cef27c99722f6616867032d64b5f12ee5 +Subproject dc426c212208bf06300b7412983c62c689e7a79 diff --git a/src/mbgl/shaders/circle.cpp b/src/mbgl/shaders/circle.cpp index b479f1d40c..1c977d2bce 100644 --- a/src/mbgl/shaders/circle.cpp +++ b/src/mbgl/shaders/circle.cpp @@ -14,8 +14,8 @@ uniform vec2 u_extrude_scale; attribute vec2 a_pos; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_radius_t; attribute mediump vec2 a_radius; varying mediump float radius; @@ -26,8 +26,8 @@ uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; uniform lowp float a_stroke_color_t; -attribute lowp vec4 a_stroke_color; -varying lowp vec4 stroke_color; +attribute highp vec4 a_stroke_color; +varying highp vec4 stroke_color; uniform lowp float a_stroke_width_t; attribute mediump vec2 a_stroke_width; varying mediump float stroke_width; @@ -69,11 +69,11 @@ void main(void) { )MBGL_SHADER"; const char* circle::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 color; +varying highp vec4 color; varying mediump float radius; varying lowp float blur; varying lowp float opacity; -varying lowp vec4 stroke_color; +varying highp vec4 stroke_color; varying mediump float stroke_width; varying lowp float stroke_opacity; diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp index 27a15698d4..d39dcf25be 100644 --- a/src/mbgl/shaders/debug.cpp +++ b/src/mbgl/shaders/debug.cpp @@ -17,7 +17,7 @@ void main() { )MBGL_SHADER"; const char* debug::fragmentSource = R"MBGL_SHADER( -uniform lowp vec4 u_color; +uniform highp vec4 u_color; void main() { gl_FragColor = u_color; diff --git a/src/mbgl/shaders/fill.cpp b/src/mbgl/shaders/fill.cpp index a1fba4d749..0b775273d2 100644 --- a/src/mbgl/shaders/fill.cpp +++ b/src/mbgl/shaders/fill.cpp @@ -12,8 +12,8 @@ attribute vec2 a_pos; uniform mat4 u_matrix; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -27,7 +27,7 @@ void main() { )MBGL_SHADER"; const char* fill::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 color; +varying highp vec4 color; varying lowp float opacity; void main() { diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp index 74201b518d..3e160ac6c2 100644 --- a/src/mbgl/shaders/fill_outline.cpp +++ b/src/mbgl/shaders/fill_outline.cpp @@ -15,8 +15,8 @@ uniform vec2 u_world; varying vec2 v_pos; uniform lowp float a_outline_color_t; -attribute lowp vec4 a_outline_color; -varying lowp vec4 outline_color; +attribute highp vec4 a_outline_color; +varying highp vec4 outline_color; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -31,7 +31,7 @@ void main() { )MBGL_SHADER"; const char* fill_outline::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 outline_color; +varying highp vec4 outline_color; varying lowp float opacity; varying vec2 v_pos; diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp index dc4aa774dc..4392bd051f 100644 --- a/src/mbgl/shaders/line.cpp +++ b/src/mbgl/shaders/line.cpp @@ -34,8 +34,8 @@ varying vec2 v_width2; varying float v_gamma_scale; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_blur_t; attribute lowp vec2 a_blur; varying lowp float blur; @@ -105,7 +105,7 @@ void main() { )MBGL_SHADER"; const char* line::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 color; +varying highp vec4 color; varying lowp float blur; varying lowp float opacity; diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp index cd0d4ac318..17a6a19739 100644 --- a/src/mbgl/shaders/line_sdf.cpp +++ b/src/mbgl/shaders/line_sdf.cpp @@ -42,8 +42,8 @@ varying vec2 v_tex_b; varying float v_gamma_scale; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_blur_t; attribute lowp vec2 a_blur; varying lowp float blur; @@ -127,7 +127,7 @@ varying vec2 v_tex_a; varying vec2 v_tex_b; varying float v_gamma_scale; -varying lowp vec4 color; +varying highp vec4 color; varying lowp float blur; varying lowp float opacity; diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp index e0ee57b6d4..7cbc9babf5 100644 --- a/src/mbgl/shaders/symbol_sdf.cpp +++ b/src/mbgl/shaders/symbol_sdf.cpp @@ -14,11 +14,11 @@ attribute vec2 a_texture_pos; attribute vec4 a_data; uniform lowp float a_fill_color_t; -attribute lowp vec4 a_fill_color; -varying lowp vec4 fill_color; +attribute highp vec4 a_fill_color; +varying highp vec4 fill_color; uniform lowp float a_halo_color_t; -attribute lowp vec4 a_halo_color; -varying lowp vec4 halo_color; +attribute highp vec4 a_halo_color; +varying highp vec4 halo_color; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -119,8 +119,8 @@ const char* symbol_sdf::fragmentSource = R"MBGL_SHADER( #define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO uniform bool u_is_halo; -varying lowp vec4 fill_color; -varying lowp vec4 halo_color; +varying highp vec4 fill_color; +varying highp vec4 halo_color; varying lowp float opacity; varying lowp float halo_width; varying lowp float halo_blur; |