diff options
author | zmiao <miao.zhao@mapbox.com> | 2020-02-10 23:27:07 +0200 |
---|---|---|
committer | zmiao <miao.zhao@mapbox.com> | 2020-02-11 11:05:18 +0200 |
commit | 7424c4eecb6062e26b7ca3fee154eadff812e665 (patch) | |
tree | 10489b8bc9906eede347912116ab0039c432c5da /src/mbgl/programs/gl/symbol_sdf_text.cpp | |
parent | e0b1642825fe11b2504b51780edd0493527be2bb (diff) | |
download | qtlocation-mapboxgl-7424c4eecb6062e26b7ca3fee154eadff812e665.tar.gz |
Bump GL-JS
Backport GL-JS fix 'Hide glyphs behind the camera'(https://github.com/mapbox/mapbox-gl-js/pull/9229)
Diffstat (limited to 'src/mbgl/programs/gl/symbol_sdf_text.cpp')
-rw-r--r-- | src/mbgl/programs/gl/symbol_sdf_text.cpp | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/src/mbgl/programs/gl/symbol_sdf_text.cpp b/src/mbgl/programs/gl/symbol_sdf_text.cpp index 88294501ee..d4f4f0bd1c 100644 --- a/src/mbgl/programs/gl/symbol_sdf_text.cpp +++ b/src/mbgl/programs/gl/symbol_sdf_text.cpp @@ -15,9 +15,9 @@ struct ShaderSource; template <> struct ShaderSource<SymbolSDFTextProgram> { static constexpr const char* name = "symbol_sdf_text"; - static constexpr const uint8_t hash[8] = {0x46, 0xe9, 0x60, 0xde, 0x1e, 0x85, 0x36, 0x54}; - static constexpr const auto vertexOffset = 53401; - static constexpr const auto fragmentOffset = 57441; + static constexpr const uint8_t hash[8] = {0x5a, 0xe9, 0x60, 0x5b, 0xb1, 0xc3, 0x2b, 0x3b}; + static constexpr const auto vertexOffset = 53482; + static constexpr const auto fragmentOffset = 57603; }; constexpr const char* ShaderSource<SymbolSDFTextProgram>::name; @@ -217,6 +217,10 @@ void main() { gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale + a_pxoffset), 0.0, 1.0); float gamma_scale = gl_Position.w; + // Symbols might end up being behind the camera. Modify z-value to be out of visible bounds + // if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1] + gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0)); + vec2 fade_opacity = unpack_opacity(a_fade_opacity); float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change; float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change)); |