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author | John Firebaugh <john.firebaugh@gmail.com> | 2017-09-07 15:21:05 -0700 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2017-09-12 08:21:51 -0700 |
commit | 73e9ba14390fc5da5c1fb2fc0392accb606e04ff (patch) | |
tree | 5c01969cef25ab4289d62df67ce3d664297334c2 /src/mbgl/shaders/line_sdf.cpp | |
parent | efe9928ad507cc99fceb78b83c7bcc8eae69b0f9 (diff) | |
download | qtlocation-mapboxgl-73e9ba14390fc5da5c1fb2fc0392accb606e04ff.tar.gz |
[core] Align line vertex to 4-byte boundary
10 byte vertices are heavily penalized by common GL implementations.
Cherry-picks aa4dff1095e8f5e8ad584f5f7dcab3e61d8cf8ee
Diffstat (limited to 'src/mbgl/shaders/line_sdf.cpp')
-rw-r--r-- | src/mbgl/shaders/line_sdf.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp index 24b7153c7f..fb6046d8a5 100644 --- a/src/mbgl/shaders/line_sdf.cpp +++ b/src/mbgl/shaders/line_sdf.cpp @@ -23,7 +23,7 @@ const char* line_sdf::vertexSource = R"MBGL_SHADER( // Retina devices need a smaller distance to avoid aliasing. #define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0 -attribute vec3 a_pos_normal; +attribute vec4 a_pos_normal; attribute vec4 a_data; uniform mat4 u_matrix; @@ -118,12 +118,9 @@ void main() { vec2 pos = a_pos_normal.xy; - // transform y normal so that 0 => -1 and 1 => 1 - // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap + // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = unpack_float(a_pos_normal.z); - normal.y = sign(normal.y - 0.5); - + mediump vec2 normal = a_pos_normal.zw; v_normal = normal; // these transformations used to be applied in the JS and native code bases. |