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authorLauren Budorick <lauren@mapbox.com>2017-06-19 14:27:43 -0700
committerGitHub <noreply@github.com>2017-06-19 14:27:43 -0700
commit87a70c47930d79017816b8ac7ae1bb06eb6446c9 (patch)
tree721d9c995573d1f7ce755a75f64aa088eb43a3c2 /src/mbgl/shaders
parenta33cad98557f2d15bfb578e4795b130d25a2def2 (diff)
downloadqtlocation-mapboxgl-87a70c47930d79017816b8ac7ae1bb06eb6446c9.tar.gz
[core] Enable property functions for line-width (#9250)
Diffstat (limited to 'src/mbgl/shaders')
-rw-r--r--src/mbgl/shaders/line.cpp18
-rw-r--r--src/mbgl/shaders/line_pattern.cpp18
-rw-r--r--src/mbgl/shaders/line_sdf.cpp59
3 files changed, 83 insertions, 12 deletions
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp
index dce6046257..1eb92c4b71 100644
--- a/src/mbgl/shaders/line.cpp
+++ b/src/mbgl/shaders/line.cpp
@@ -26,7 +26,6 @@ attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
-uniform mediump float u_width;
uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
@@ -72,6 +71,13 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
void main() {
#ifndef HAS_UNIFORM_u_color
@@ -104,6 +110,12 @@ void main() {
lowp float offset = u_offset;
#endif
+#ifndef HAS_UNIFORM_u_width
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
@@ -119,11 +131,11 @@ void main() {
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
+ float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp
index ded4c76825..222042a13c 100644
--- a/src/mbgl/shaders/line_pattern.cpp
+++ b/src/mbgl/shaders/line_pattern.cpp
@@ -28,7 +28,6 @@ attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
-uniform mediump float u_width;
uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
@@ -67,6 +66,13 @@ attribute mediump vec2 a_gapwidth;
uniform mediump float u_gapwidth;
#endif
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
void main() {
#ifndef HAS_UNIFORM_u_blur
@@ -93,6 +99,12 @@ void main() {
mediump float gapwidth = u_gapwidth;
#endif
+#ifndef HAS_UNIFORM_u_width
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
@@ -108,11 +120,11 @@ void main() {
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
+ float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp
index b37bf688d4..168f4ca98d 100644
--- a/src/mbgl/shaders/line_sdf.cpp
+++ b/src/mbgl/shaders/line_sdf.cpp
@@ -33,7 +33,6 @@ uniform float u_tex_y_a;
uniform vec2 u_patternscale_b;
uniform float u_tex_y_b;
uniform vec2 u_gl_units_to_pixels;
-uniform mediump float u_width;
varying vec2 v_normal;
varying vec2 v_width2;
@@ -80,6 +79,22 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+varying mediump float width;
+#else
+uniform mediump float u_width;
+#endif
+
+#ifndef HAS_UNIFORM_u_floorwidth
+uniform lowp float a_floorwidth_t;
+attribute lowp vec2 a_floorwidth;
+varying lowp float floorwidth;
+#else
+uniform lowp float u_floorwidth;
+#endif
+
void main() {
#ifndef HAS_UNIFORM_u_color
@@ -112,6 +127,18 @@ void main() {
lowp float offset = u_offset;
#endif
+#ifndef HAS_UNIFORM_u_width
+ width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
+#ifndef HAS_UNIFORM_u_floorwidth
+ floorwidth = unpack_mix_vec2(a_floorwidth, a_floorwidth_t);
+#else
+ lowp float floorwidth = u_floorwidth;
+#endif
+
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
@@ -127,11 +154,11 @@ void main() {
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
+ float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
@@ -156,8 +183,8 @@ void main() {
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
- v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);
- v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);
+ v_tex_a = vec2(a_linesofar * u_patternscale_a.x / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a);
+ v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b);
v_width2 = vec2(outset, inset);
}
@@ -194,6 +221,18 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+#ifndef HAS_UNIFORM_u_width
+varying mediump float width;
+#else
+uniform mediump float u_width;
+#endif
+
+#ifndef HAS_UNIFORM_u_floorwidth
+varying lowp float floorwidth;
+#else
+uniform lowp float u_floorwidth;
+#endif
+
void main() {
#ifdef HAS_UNIFORM_u_color
@@ -208,6 +247,14 @@ void main() {
lowp float opacity = u_opacity;
#endif
+#ifdef HAS_UNIFORM_u_width
+ mediump float width = u_width;
+#endif
+
+#ifdef HAS_UNIFORM_u_floorwidth
+ lowp float floorwidth = u_floorwidth;
+#endif
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
@@ -220,7 +267,7 @@ void main() {
float sdfdist_a = texture2D(u_image, v_tex_a).a;
float sdfdist_b = texture2D(u_image, v_tex_b).a;
float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
- alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);
+ alpha *= smoothstep(0.5 - u_sdfgamma / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist);
gl_FragColor = color * (alpha * opacity);