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authorBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-15 18:01:02 +0300
committerBruno de Oliveira Abinader <bruno@mapbox.com>2016-06-15 18:53:05 +0300
commita56f65a4d81b2ee7e1b76816b125c3a7516ceb2a (patch)
tree87752da19c8724d36fcf65a48516e22401eeb375 /src
parentfc0f4edef3bc333e4a6d2cdbdb89b2836186cb7f (diff)
downloadqtlocation-mapboxgl-a56f65a4d81b2ee7e1b76816b125c3a7516ceb2a.tar.gz
[core] Removed duplicated code in circle shader blur
Antialiased blur calculation now happens inside the vertex shader code.
Diffstat (limited to 'src')
-rw-r--r--src/mbgl/renderer/painter_circle.cpp8
1 files changed, 1 insertions, 7 deletions
diff --git a/src/mbgl/renderer/painter_circle.cpp b/src/mbgl/renderer/painter_circle.cpp
index 9953921954..24cc9806e9 100644
--- a/src/mbgl/renderer/painter_circle.cpp
+++ b/src/mbgl/renderer/painter_circle.cpp
@@ -27,12 +27,6 @@ void Painter::renderCircle(CircleBucket& bucket,
mat4 vtxMatrix = translatedMatrix(matrix, properties.circleTranslate, tileID,
properties.circleTranslateAnchor);
- // Antialiasing factor: this is a minimum blur distance that serves as
- // a faux-antialiasing for the circle. since blur is a ratio of the circle's
- // size and the intent is to keep the blur at roughly 1px, the two
- // are inversely related.
- float antialiasing = 1 / frame.pixelRatio / properties.circleRadius;
-
config.program = circleShader->getID();
circleShader->u_matrix = vtxMatrix;
@@ -40,7 +34,7 @@ void Painter::renderCircle(CircleBucket& bucket,
circleShader->u_devicepixelratio = frame.pixelRatio;
circleShader->u_color = properties.circleColor;
circleShader->u_radius = properties.circleRadius;
- circleShader->u_blur = std::max<float>(properties.circleBlur, antialiasing);
+ circleShader->u_blur = properties.circleBlur;
circleShader->u_opacity = properties.circleOpacity;
bucket.drawCircles(*circleShader, store);