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authorSudarsana Babu Nagineni <sudarsana.babu@mapbox.com>2018-07-30 15:30:57 +0300
committerSudarsana Babu Nagineni <sudarsana.babu@mapbox.com>2018-08-06 16:55:30 +0300
commit0130c58fdd74edbbfe668f3125a9377554d7d605 (patch)
tree6be1c1d25d146e9273f04f40f2283e18048c17ac /src/mbgl/shaders/collision_box.cpp
parent7373abef92ed4911b91f9fca3d97784ed0d9e02e (diff)
downloadqtlocation-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.cpp55
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