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author | John Firebaugh <john.firebaugh@gmail.com> | 2017-03-08 08:55:55 -0800 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2017-03-08 13:49:24 -0800 |
commit | b83b14feb0b99d669fb84a52ab356051368de637 (patch) | |
tree | adc86e0e415db7d7f0371471e1d3fe4b95146968 /src/mbgl/shaders/fill.cpp | |
parent | 84aac92b4eaf264de66c07b98e267364e34e14f0 (diff) | |
download | qtlocation-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.cpp | 71 |
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; |