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authorJohn Firebaugh <john.firebaugh@gmail.com>2017-03-08 08:55:55 -0800
committerJohn Firebaugh <john.firebaugh@gmail.com>2017-03-08 13:49:24 -0800
commitb83b14feb0b99d669fb84a52ab356051368de637 (patch)
treeadc86e0e415db7d7f0371471e1d3fe4b95146968 /src/mbgl/shaders/fill.cpp
parent84aac92b4eaf264de66c07b98e267364e34e14f0 (diff)
downloadqtlocation-mapboxgl-b83b14feb0b99d669fb84a52ab356051368de637.tar.gz
[core] De-duplicate shader prelude source
Diffstat (limited to 'src/mbgl/shaders/fill.cpp')
-rw-r--r--src/mbgl/shaders/fill.cpp71
1 files changed, 0 insertions, 71 deletions
diff --git a/src/mbgl/shaders/fill.cpp b/src/mbgl/shaders/fill.cpp
index 066adee447..d0fc3a7033 100644
--- a/src/mbgl/shaders/fill.cpp
+++ b/src/mbgl/shaders/fill.cpp
@@ -7,60 +7,6 @@ namespace shaders {
const char* fill::name = "fill";
const char* fill::vertexSource = R"MBGL_SHADER(
-#ifdef GL_ES
-precision highp float;
-#else
-
-#if !defined(lowp)
-#define lowp
-#endif
-
-#if !defined(mediump)
-#define mediump
-#endif
-
-#if !defined(highp)
-#define highp
-#endif
-
-#endif
-
-float evaluate_zoom_function_1(const vec4 values, const float t) {
- if (t < 1.0) {
- return mix(values[0], values[1], t);
- } else if (t < 2.0) {
- return mix(values[1], values[2], t - 1.0);
- } else {
- return mix(values[2], values[3], t - 2.0);
- }
-}
-vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
- if (t < 1.0) {
- return mix(value0, value1, t);
- } else if (t < 2.0) {
- return mix(value1, value2, t - 1.0);
- } else {
- return mix(value2, value3, t - 2.0);
- }
-}
-
-// The offset depends on how many pixels are between the world origin and the edge of the tile:
-// vec2 offset = mod(pixel_coord, size)
-//
-// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.
-// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.
-//
-// The pixel_coord is passed in as two 16 bit values:
-// pixel_coord_upper = floor(pixel_coord / 2^16)
-// pixel_coord_lower = mod(pixel_coord, 2^16)
-//
-// The offset is calculated in a series of steps that should preserve this precision:
-vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,
- const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {
-
- vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);
- return (tile_units_to_pixels * pos + offset) / pattern_size;
-}
attribute vec2 a_pos;
uniform mat4 u_matrix;
@@ -83,23 +29,6 @@ void main() {
)MBGL_SHADER";
const char* fill::fragmentSource = R"MBGL_SHADER(
-#ifdef GL_ES
-precision mediump float;
-#else
-
-#if !defined(lowp)
-#define lowp
-#endif
-
-#if !defined(mediump)
-#define mediump
-#endif
-
-#if !defined(highp)
-#define highp
-#endif
-
-#endif
varying lowp vec4 color;
varying lowp float opacity;