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author | Sudarsana Babu Nagineni <sudarsana.babu@mapbox.com> | 2018-07-30 15:30:57 +0300 |
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committer | Sudarsana Babu Nagineni <sudarsana.babu@mapbox.com> | 2018-08-06 16:55:30 +0300 |
commit | 0130c58fdd74edbbfe668f3125a9377554d7d605 (patch) | |
tree | 6be1c1d25d146e9273f04f40f2283e18048c17ac /src/mbgl/shaders/collision_box.cpp | |
parent | 7373abef92ed4911b91f9fca3d97784ed0d9e02e (diff) | |
download | qtlocation-mapboxgl-0130c58fdd74edbbfe668f3125a9377554d7d605.tar.gz |
Bump Mapbox GL Native
Bump version.
mapbox-gl-native @ 377a6e42d687c419e6ae1012b8626336f5dfc1b6
Diffstat (limited to 'src/mbgl/shaders/collision_box.cpp')
-rw-r--r-- | src/mbgl/shaders/collision_box.cpp | 55 |
1 files changed, 3 insertions, 52 deletions
diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp index bc5d9bc6f9..e09881e87d 100644 --- a/src/mbgl/shaders/collision_box.cpp +++ b/src/mbgl/shaders/collision_box.cpp @@ -1,63 +1,14 @@ // NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. #include <mbgl/shaders/collision_box.hpp> +#include <mbgl/shaders/source.hpp> namespace mbgl { namespace shaders { const char* collision_box::name = "collision_box"; -const char* collision_box::vertexSource = R"MBGL_SHADER( -attribute vec2 a_pos; -attribute vec2 a_anchor_pos; -attribute vec2 a_extrude; -attribute vec2 a_placed; - -uniform mat4 u_matrix; -uniform vec2 u_extrude_scale; -uniform float u_camera_to_center_distance; - -varying float v_placed; -varying float v_notUsed; - -void main() { - vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); - highp float camera_to_anchor_distance = projectedPoint.w; - highp float collision_perspective_ratio = clamp( - 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance), - 0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles - 4.0); - - gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); - gl_Position.xy += a_extrude * u_extrude_scale * gl_Position.w * collision_perspective_ratio; - - v_placed = a_placed.x; - v_notUsed = a_placed.y; -} - -)MBGL_SHADER"; -const char* collision_box::fragmentSource = R"MBGL_SHADER( - -varying float v_placed; -varying float v_notUsed; - -void main() { - - float alpha = 0.5; - - // Red = collision, hide label - gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha; - - // Blue = no collision, label is showing - if (v_placed > 0.5) { - gl_FragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha; - } - - if (v_notUsed > 0.5) { - // This box not used, fade it out - gl_FragColor *= .1; - } -} -)MBGL_SHADER"; +const char* collision_box::vertexSource = source() + 14425; +const char* collision_box::fragmentSource = source() + 15249; } // namespace shaders } // namespace mbgl |