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authorKonstantin Käfer <mail@kkaefer.com>2017-06-04 15:43:27 +0200
committerJohn Firebaugh <john.firebaugh@gmail.com>2017-06-13 12:21:50 -0700
commit2cbc3d3332e32054e9fdc5323fef8e98f5f99a79 (patch)
tree05f2564ff02eeccc6b27e567df20daca5ca425bb /src/mbgl/shaders/symbol_icon.cpp
parent978363a47f3c15aa4f3ac42bd63d5f65a4f827b0 (diff)
downloadqtlocation-mapboxgl-2cbc3d3332e32054e9fdc5323fef8e98f5f99a79.tar.gz
[core] add shader defines for enabling/disabling attributes/uniforms for DDS
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp20
1 files changed, 19 insertions, 1 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index b6fbed428e..bc570cf361 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -19,9 +19,14 @@ uniform mediump float u_size_t; // used to interpolate between zoom stops when s
uniform mediump float u_size; // used when size is both zoom and feature constant
uniform mediump float u_layout_size; // used when size is feature constant
+
+#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
// matrix is for the vertex position.
uniform mat4 u_matrix;
@@ -37,7 +42,12 @@ varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
+
+#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
+#else
+ lowp float opacity = u_opacity;
+#endif
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
@@ -97,13 +107,21 @@ const char* symbol_icon::fragmentSource = R"MBGL_SHADER(
uniform sampler2D u_texture;
uniform sampler2D u_fadetexture;
+
+#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
-
+
+#ifdef HAS_UNIFORM_u_opacity
+ lowp float opacity = u_opacity;
+#endif
lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;