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author | Konstantin Käfer <mail@kkaefer.com> | 2017-06-04 15:43:27 +0200 |
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committer | John Firebaugh <john.firebaugh@gmail.com> | 2017-06-13 12:21:50 -0700 |
commit | 2cbc3d3332e32054e9fdc5323fef8e98f5f99a79 (patch) | |
tree | 05f2564ff02eeccc6b27e567df20daca5ca425bb /src/mbgl/shaders/symbol_icon.cpp | |
parent | 978363a47f3c15aa4f3ac42bd63d5f65a4f827b0 (diff) | |
download | qtlocation-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.cpp | 20 |
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; |