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author | Mikhail Pozdnyakov <mikhail.pozdnyakov@mapbox.com> | 2020-03-10 12:28:56 +0200 |
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committer | Mikhail Pozdnyakov <mikhail.pozdnyakov@mapbox.com> | 2020-03-11 16:51:45 +0200 |
commit | 6c26e141a89a1718f6f6ddf53f4a738e2558c803 (patch) | |
tree | aadbc9a86f98f423a01efe8d18bb6fbd758d5046 /src/mbgl/programs/gl/debug.cpp | |
parent | 410e583db6459d9eeb672dd3dbae739b5069b04a (diff) | |
download | qtlocation-mapboxgl-6c26e141a89a1718f6f6ddf53f4a738e2558c803.tar.gz |
Bump mapbox-gl-js
Diffstat (limited to 'src/mbgl/programs/gl/debug.cpp')
-rw-r--r-- | src/mbgl/programs/gl/debug.cpp | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/src/mbgl/programs/gl/debug.cpp b/src/mbgl/programs/gl/debug.cpp index a2d2169d7c..200d7599ef 100644 --- a/src/mbgl/programs/gl/debug.cpp +++ b/src/mbgl/programs/gl/debug.cpp @@ -15,9 +15,9 @@ struct ShaderSource; template <> struct ShaderSource<DebugProgram> { static constexpr const char* name = "debug"; - static constexpr const uint8_t hash[8] = {0xa8, 0x7d, 0x87, 0x6e, 0x36, 0xa8, 0x81, 0xe3}; + static constexpr const uint8_t hash[8] = {0x07, 0x98, 0x41, 0xa8, 0x6b, 0x73, 0xaf, 0x34}; static constexpr const auto vertexOffset = 12494; - static constexpr const auto fragmentOffset = 12590; + static constexpr const auto fragmentOffset = 12672; }; constexpr const char* ShaderSource<DebugProgram>::name; @@ -40,11 +40,16 @@ Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programPara // Uncompressed source of debug.vertex.glsl: /* attribute vec2 a_pos; +varying vec2 v_uv; uniform mat4 u_matrix; +uniform float u_overlay_scale; void main() { - gl_Position = u_matrix * vec4(a_pos, 0, 1); + // This vertex shader expects a EXTENT x EXTENT quad, + // The UV co-ordinates for the overlay texture can be calculated using that knowledge + v_uv = a_pos / 8192.0; + gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1); } */ @@ -52,9 +57,13 @@ void main() { // Uncompressed source of debug.fragment.glsl: /* uniform highp vec4 u_color; +uniform sampler2D u_overlay; + +varying vec2 v_uv; void main() { - gl_FragColor = u_color; + vec4 overlay_color = texture2D(u_overlay, v_uv); + gl_FragColor = mix(u_color, overlay_color, overlay_color.a); } */ |