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Diffstat (limited to 'src/mbgl/programs/gl/circle.cpp')
-rw-r--r--src/mbgl/programs/gl/circle.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/mbgl/programs/gl/circle.cpp b/src/mbgl/programs/gl/circle.cpp
index d1f1e29d33..5cf7eef13c 100644
--- a/src/mbgl/programs/gl/circle.cpp
+++ b/src/mbgl/programs/gl/circle.cpp
@@ -15,9 +15,9 @@ struct ShaderSource;
template <>
struct ShaderSource<CircleProgram> {
static constexpr const char* name = "circle";
- static constexpr const uint8_t hash[8] = { 0xf0, 0x3e, 0x18, 0xb7, 0x75, 0xb2, 0xde, 0xa9 };
+ static constexpr const uint8_t hash[8] = { 0x1d, 0x47, 0x35, 0xbb, 0x94, 0x3d, 0x93, 0xca };
static constexpr const auto vertexOffset = 2927;
- static constexpr const auto fragmentOffset = 6093;
+ static constexpr const auto fragmentOffset = 6135;
};
constexpr const char* ShaderSource<CircleProgram>::name;
@@ -43,10 +43,13 @@ uniform mat4 u_matrix;
uniform bool u_scale_with_map;
uniform bool u_pitch_with_map;
uniform vec2 u_extrude_scale;
+uniform lowp float u_device_pixel_ratio;
uniform highp float u_camera_to_center_distance;
attribute vec2 a_pos;
+varying vec3 v_data;
+
#ifndef HAS_UNIFORM_u_color
uniform lowp float u_color_t;
@@ -111,8 +114,6 @@ uniform lowp float u_stroke_opacity;
#endif
-varying vec3 v_data;
-
void main(void) {
#ifndef HAS_UNIFORM_u_color
@@ -196,7 +197,7 @@ void main(void) {
// 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.
- lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
+ lowp float antialiasblur = 1.0 / u_device_pixel_ratio / (radius + stroke_width);
v_data = vec3(extrude.x, extrude.y, antialiasblur);
}
@@ -205,6 +206,8 @@ void main(void) {
// Uncompressed source of circle.fragment.glsl:
/*
+varying vec3 v_data;
+
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
@@ -255,8 +258,6 @@ uniform lowp float u_stroke_opacity;
#endif
-varying vec3 v_data;
-
void main() {
#ifdef HAS_UNIFORM_u_color