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authorAnsis Brammanis <brammanis@gmail.com>2017-06-14 12:23:00 -0400
committerAnsis Brammanis <brammanis@gmail.com>2017-06-15 15:24:50 -0400
commit4f3fe87df660ac5e0177eac28630906e3762e2c4 (patch)
treeb20af6b68e38fc4e4ae4294b1fab71fc04f0d3e5
parent56f5bbafa5adaeab53cde3246b94bf1a45894554 (diff)
downloadqtlocation-mapboxgl-4f3fe87df660ac5e0177eac28630906e3762e2c4.tar.gz
fix shader generation script and regenerate shaders
-rwxr-xr-xscripts/generate-shaders.js4
-rw-r--r--src/mbgl/shaders/circle.cpp54
-rw-r--r--src/mbgl/shaders/collision_box.cpp2
-rw-r--r--src/mbgl/shaders/fill.cpp12
-rw-r--r--src/mbgl/shaders/fill_extrusion.cpp16
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp12
-rw-r--r--src/mbgl/shaders/fill_outline.cpp12
-rw-r--r--src/mbgl/shaders/fill_outline_pattern.cpp8
-rw-r--r--src/mbgl/shaders/fill_pattern.cpp8
-rw-r--r--src/mbgl/shaders/line.cpp20
-rw-r--r--src/mbgl/shaders/line_pattern.cpp16
-rw-r--r--src/mbgl/shaders/line_sdf.cpp20
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp10
-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp12
14 files changed, 161 insertions, 45 deletions
diff --git a/scripts/generate-shaders.js b/scripts/generate-shaders.js
index 159817f62f..3507774fd8 100755
--- a/scripts/generate-shaders.js
+++ b/scripts/generate-shaders.js
@@ -86,7 +86,7 @@ uniform ${precision} ${type} u_${name};
const a_type = type === "float" ? "vec2" : "vec4";
if (fragmentPragmas.has(name)) {
return operation === "define" ? `
-#ifdef HAS_UNIFORM_u_${name}
+#ifndef HAS_UNIFORM_u_${name}
uniform lowp float a_${name}_t;
attribute ${precision} ${a_type} a_${name};
varying ${precision} ${type} ${name};
@@ -102,7 +102,7 @@ uniform ${precision} ${type} u_${name};
`;
} else {
return operation === "define" ? `
-#ifdef HAS_UNIFORM_u_${name}
+#ifndef HAS_UNIFORM_u_${name}
uniform lowp float a_${name}_t;
attribute ${precision} ${a_type} a_${name};
#else
diff --git a/src/mbgl/shaders/circle.cpp b/src/mbgl/shaders/circle.cpp
index 2e0c76122c..8f61ce9dfd 100644
--- a/src/mbgl/shaders/circle.cpp
+++ b/src/mbgl/shaders/circle.cpp
@@ -22,6 +22,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_radius
uniform lowp float a_radius_t;
attribute mediump vec2 a_radius;
@@ -30,6 +31,7 @@ varying mediump float radius;
uniform mediump float u_radius;
#endif
+
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
@@ -38,6 +40,7 @@ varying lowp float blur;
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -46,6 +49,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_color
uniform lowp float a_stroke_color_t;
attribute highp vec4 a_stroke_color;
@@ -54,6 +58,7 @@ varying highp vec4 stroke_color;
uniform highp vec4 u_stroke_color;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_width
uniform lowp float a_stroke_width_t;
attribute mediump vec2 a_stroke_width;
@@ -62,6 +67,7 @@ varying mediump float stroke_width;
uniform mediump float u_stroke_width;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_opacity
uniform lowp float a_stroke_opacity_t;
attribute lowp vec2 a_stroke_opacity;
@@ -70,71 +76,79 @@ varying lowp float stroke_opacity;
uniform lowp float u_stroke_opacity;
#endif
-varying vec3 v_data;
-void main(void) {
+varying vec2 v_extrude;
+varying lowp float v_antialiasblur;
+void main(void) {
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
#ifndef HAS_UNIFORM_u_radius
radius = unpack_mix_vec2(a_radius, a_radius_t);
#else
mediump float radius = u_radius;
#endif
+
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, a_blur_t);
#else
lowp float blur = u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_color
stroke_color = unpack_mix_vec4(a_stroke_color, a_stroke_color_t);
#else
highp vec4 stroke_color = u_stroke_color;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_width
stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t);
#else
mediump float stroke_width = u_stroke_width;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_opacity
stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t);
#else
lowp float stroke_opacity = u_stroke_opacity;
#endif
+
// unencode the extrusion vector that we snuck into the a_pos vector
- vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+ v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
+ vec2 extrude = v_extrude * (radius + stroke_width) * u_extrude_scale;
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
if (u_scale_with_map) {
- gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale;
+ gl_Position.xy += extrude;
} else {
- gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
+ gl_Position.xy += extrude * gl_Position.w;
}
// This is a minimum blur distance that serves as a faux-antialiasing for
// the circle. since blur is a ratio of the circle's size and the intent is
// to keep the blur at roughly 1px, the two are inversely related.
- lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
-
- v_data = vec3(extrude.x, extrude.y, antialiasblur);
+ v_antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
}
)MBGL_SHADER";
@@ -146,79 +160,91 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_radius
varying mediump float radius;
#else
uniform mediump float u_radius;
#endif
+
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_color
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_width
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_opacity
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
-varying vec3 v_data;
-void main() {
+varying vec2 v_extrude;
+varying lowp float v_antialiasblur;
+void main() {
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_radius
mediump float radius = u_radius;
#endif
+
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
#ifdef HAS_UNIFORM_u_stroke_color
highp vec4 stroke_color = u_stroke_color;
#endif
+
#ifdef HAS_UNIFORM_u_stroke_width
mediump float stroke_width = u_stroke_width;
#endif
+
#ifdef HAS_UNIFORM_u_stroke_opacity
lowp float stroke_opacity = u_stroke_opacity;
#endif
- vec2 extrude = v_data.xy;
- float extrude_length = length(extrude);
- lowp float antialiasblur = v_data.z;
- float antialiased_blur = -max(blur, antialiasblur);
+ float extrude_length = length(v_extrude);
+ float antialiased_blur = -max(blur, v_antialiasblur);
float opacity_t = smoothstep(0.0, antialiased_blur, extrude_length - 1.0);
diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp
index 05f306ef65..07fa94e338 100644
--- a/src/mbgl/shaders/collision_box.cpp
+++ b/src/mbgl/shaders/collision_box.cpp
@@ -36,7 +36,7 @@ void main() {
v_max_zoom = a_data.x;
v_placement_zoom = a_data.y;
- v_perspective_zoom_adjust = log2(collision_perspective_ratio * collision_adjustment) * 10.0;
+ v_perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
v_fade_tex = vec2((v_placement_zoom + v_perspective_zoom_adjust) / 255.0, 0.0);
}
diff --git a/src/mbgl/shaders/fill.cpp b/src/mbgl/shaders/fill.cpp
index 8f5f304014..3ba00836a2 100644
--- a/src/mbgl/shaders/fill.cpp
+++ b/src/mbgl/shaders/fill.cpp
@@ -20,6 +20,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -28,20 +29,23 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
#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);
}
@@ -54,22 +58,26 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
gl_FragColor = color * opacity;
#ifdef OVERDRAW_INSPECTOR
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp
index ad14e4f32e..817f73391c 100644
--- a/src/mbgl/shaders/fill_extrusion.cpp
+++ b/src/mbgl/shaders/fill_extrusion.cpp
@@ -27,6 +27,7 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
uniform lowp float a_height_t;
attribute lowp vec2 a_height;
@@ -36,6 +37,7 @@ uniform lowp float u_height;
#endif
+
#ifndef HAS_UNIFORM_u_color
uniform lowp float a_color_t;
attribute highp vec4 a_color;
@@ -44,26 +46,30 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, a_base_t);
#else
lowp float base = u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, a_height_t);
#else
lowp float height = u_height;
#endif
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
base = max(0.0, base);
height = max(0.0, height);
@@ -113,32 +119,38 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
varying lowp float height;
#else
uniform lowp float u_height;
#endif
+
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
+
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#endif
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
gl_FragColor = v_color;
#ifdef OVERDRAW_INSPECTOR
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp
index 2681973af6..d3e5eef1bf 100644
--- a/src/mbgl/shaders/fill_extrusion_pattern.cpp
+++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp
@@ -39,6 +39,7 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
uniform lowp float a_height_t;
attribute lowp vec2 a_height;
@@ -47,20 +48,23 @@ varying lowp float height;
uniform lowp float u_height;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, a_base_t);
#else
lowp float base = u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, a_height_t);
#else
lowp float height = u_height;
#endif
+
base = max(0.0, base);
height = max(0.0, height);
@@ -109,22 +113,26 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
varying lowp float height;
#else
uniform lowp float u_height;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
+
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#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);
diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp
index 18a4d8c0a8..9ade598d10 100644
--- a/src/mbgl/shaders/fill_outline.cpp
+++ b/src/mbgl/shaders/fill_outline.cpp
@@ -23,6 +23,7 @@ varying highp vec4 outline_color;
uniform highp vec4 u_outline_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -31,20 +32,23 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_outline_color
outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t);
#else
highp vec4 outline_color = u_outline_color;
#endif
+
#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 = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
@@ -58,24 +62,28 @@ varying highp vec4 outline_color;
uniform highp vec4 u_outline_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
+
varying vec2 v_pos;
void main() {
-
+
#ifdef HAS_UNIFORM_u_outline_color
highp vec4 outline_color = u_outline_color;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
gl_FragColor = outline_color * (alpha * opacity);
diff --git a/src/mbgl/shaders/fill_outline_pattern.cpp b/src/mbgl/shaders/fill_outline_pattern.cpp
index 68e69c2135..11cddb7d07 100644
--- a/src/mbgl/shaders/fill_outline_pattern.cpp
+++ b/src/mbgl/shaders/fill_outline_pattern.cpp
@@ -32,14 +32,16 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+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);
@@ -70,12 +72,14 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+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);
diff --git a/src/mbgl/shaders/fill_pattern.cpp b/src/mbgl/shaders/fill_pattern.cpp
index f6f9e2fbff..a3817c4426 100644
--- a/src/mbgl/shaders/fill_pattern.cpp
+++ b/src/mbgl/shaders/fill_pattern.cpp
@@ -30,14 +30,16 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+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);
@@ -65,12 +67,14 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+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);
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp
index dce6046257..588664674b 100644
--- a/src/mbgl/shaders/line.cpp
+++ b/src/mbgl/shaders/line.cpp
@@ -42,6 +42,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
@@ -50,6 +51,7 @@ varying lowp float blur;
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -58,6 +60,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float a_gapwidth_t;
attribute mediump vec2 a_gapwidth;
@@ -65,6 +68,7 @@ attribute mediump vec2 a_gapwidth;
uniform mediump float u_gapwidth;
#endif
+
#ifndef HAS_UNIFORM_u_offset
uniform lowp float a_offset_t;
attribute lowp vec2 a_offset;
@@ -72,38 +76,44 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, a_blur_t);
#else
lowp float blur = u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
+
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
#else
lowp float offset = u_offset;
#endif
+
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
@@ -160,36 +170,42 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
+
varying vec2 v_width2;
varying vec2 v_normal;
varying float v_gamma_scale;
void main() {
-
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp
index ded4c76825..8c41321b4f 100644
--- a/src/mbgl/shaders/line_pattern.cpp
+++ b/src/mbgl/shaders/line_pattern.cpp
@@ -45,6 +45,7 @@ varying lowp float blur;
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -53,6 +54,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_offset
uniform lowp float a_offset_t;
attribute lowp vec2 a_offset;
@@ -60,6 +62,7 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float a_gapwidth_t;
attribute mediump vec2 a_gapwidth;
@@ -67,32 +70,37 @@ attribute mediump vec2 a_gapwidth;
uniform mediump float u_gapwidth;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, a_blur_t);
#else
lowp float blur = u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
#else
lowp float offset = u_offset;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
+
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;
@@ -166,22 +174,26 @@ varying lowp float blur;
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp
index b37bf688d4..12138fe563 100644
--- a/src/mbgl/shaders/line_sdf.cpp
+++ b/src/mbgl/shaders/line_sdf.cpp
@@ -50,6 +50,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
@@ -58,6 +59,7 @@ varying lowp float blur;
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -66,6 +68,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float a_gapwidth_t;
attribute mediump vec2 a_gapwidth;
@@ -73,6 +76,7 @@ attribute mediump vec2 a_gapwidth;
uniform mediump float u_gapwidth;
#endif
+
#ifndef HAS_UNIFORM_u_offset
uniform lowp float a_offset_t;
attribute lowp vec2 a_offset;
@@ -80,38 +84,44 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
blur = unpack_mix_vec2(a_blur, a_blur_t);
#else
lowp float blur = u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#endif
+
#ifndef HAS_UNIFORM_u_offset
lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
#else
lowp float offset = u_offset;
#endif
+
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;
@@ -182,32 +192,38 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index 8960e02c28..720ba2eeeb 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -31,6 +31,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
// matrix is for the vertex position.
uniform mat4 u_matrix;
@@ -45,13 +46,14 @@ varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
-
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
@@ -110,7 +112,7 @@ void main() {
highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch));
highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch);
- highp float perspective_zoom_adjust = log2(perspective_ratio * collision_adjustment) * 10.0;
+ highp float perspective_zoom_adjust = floor(log2(perspective_ratio * collision_adjustment) * 10.0);
v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
}
@@ -126,15 +128,17 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
-
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index bae01a5b59..29194d9455 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -9,8 +9,6 @@ const char* symbol_sdf::name = "symbol_sdf";
const char* symbol_sdf::vertexSource = R"MBGL_SHADER(
const float PI = 3.141592653589793;
-// NOTE: the a_data attribute in this shader is manually bound (see https://github.com/mapbox/mapbox-gl-js/issues/4607).
-// If removing or renaming a_data, revisit the manual binding in painter.js accordingly.
attribute vec4 a_pos_offset;
attribute vec2 a_label_pos;
attribute vec4 a_data;
@@ -31,7 +29,7 @@ uniform highp float u_size; // used when size is both zoom and feature constant
uniform highp float u_layout_size; // used when size is feature constant
-#ifdef HAS_UNIFORM_u_fill_color
+#ifndef HAS_UNIFORM_u_fill_color
uniform lowp float a_fill_color_t;
attribute highp vec4 a_fill_color;
varying highp vec4 fill_color;
@@ -40,7 +38,7 @@ uniform highp vec4 u_fill_color;
#endif
-#ifdef HAS_UNIFORM_u_halo_color
+#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float a_halo_color_t;
attribute highp vec4 a_halo_color;
varying highp vec4 halo_color;
@@ -49,7 +47,7 @@ uniform highp vec4 u_halo_color;
#endif
-#ifdef HAS_UNIFORM_u_opacity
+#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
@@ -58,7 +56,7 @@ uniform lowp float u_opacity;
#endif
-#ifdef HAS_UNIFORM_u_halo_width
+#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float a_halo_width_t;
attribute lowp vec2 a_halo_width;
varying lowp float halo_width;
@@ -67,7 +65,7 @@ uniform lowp float u_halo_width;
#endif
-#ifdef HAS_UNIFORM_u_halo_blur
+#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float a_halo_blur_t;
attribute lowp vec2 a_halo_blur;
varying lowp float halo_blur;