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author | John Firebaugh <john.firebaugh@gmail.com> | 2017-08-01 13:03:53 -0700 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2017-08-02 09:59:50 -0700 |
commit | 466728b441308de4bb0579d8b871c587607c76ae (patch) | |
tree | 097d5117cc4a39567e2a4f80ae2cc4fac18625cc /src/mbgl/shaders/fill_outline.cpp | |
parent | ae1d9eceadb0c7ab556b76e746af567e0a0b9835 (diff) | |
download | qtlocation-mapboxgl-466728b441308de4bb0579d8b871c587607c76ae.tar.gz |
[core] Simplify generate-shaders.js
We moved the #pragma ⇢ #ifndef logic into gl-js.
Diffstat (limited to 'src/mbgl/shaders/fill_outline.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_outline.cpp | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp index 18a4d8c0a8..9ade598d10 100644 --- a/src/mbgl/shaders/fill_outline.cpp +++ b/src/mbgl/shaders/fill_outline.cpp @@ -23,6 +23,7 @@ varying highp vec4 outline_color; uniform highp vec4 u_outline_color; #endif + #ifndef HAS_UNIFORM_u_opacity uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; @@ -31,20 +32,23 @@ varying lowp float opacity; uniform lowp float u_opacity; #endif -void main() { +void main() { + #ifndef HAS_UNIFORM_u_outline_color outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t); #else highp vec4 outline_color = u_outline_color; #endif + #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif + gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; } @@ -58,24 +62,28 @@ varying highp vec4 outline_color; uniform highp vec4 u_outline_color; #endif + #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif + varying vec2 v_pos; void main() { - + #ifdef HAS_UNIFORM_u_outline_color highp vec4 outline_color = u_outline_color; #endif + #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif + float dist = length(v_pos - gl_FragCoord.xy); float alpha = 1.0 - smoothstep(0.0, 1.0, dist); gl_FragColor = outline_color * (alpha * opacity); |