diff options
Diffstat (limited to 'src/mbgl/programs/gl/line_gradient.cpp')
-rw-r--r-- | src/mbgl/programs/gl/line_gradient.cpp | 35 |
1 files changed, 18 insertions, 17 deletions
diff --git a/src/mbgl/programs/gl/line_gradient.cpp b/src/mbgl/programs/gl/line_gradient.cpp index 8a24a43b57..4e7ee93b92 100644 --- a/src/mbgl/programs/gl/line_gradient.cpp +++ b/src/mbgl/programs/gl/line_gradient.cpp @@ -15,9 +15,9 @@ struct ShaderSource; template <> struct ShaderSource<LineGradientProgram> { static constexpr const char* name = "line_gradient"; - static constexpr const uint8_t hash[8] = { 0xee, 0xdd, 0x10, 0x3d, 0x1a, 0x21, 0x26, 0x25 }; - static constexpr const auto vertexOffset = 34063; - static constexpr const auto fragmentOffset = 36782; + static constexpr const uint8_t hash[8] = { 0x0f, 0xa3, 0xae, 0x1c, 0x38, 0xf2, 0x60, 0x54 }; + static constexpr const auto vertexOffset = 34185; + static constexpr const auto fragmentOffset = 36938; }; constexpr const char* ShaderSource<LineGradientProgram>::name; @@ -43,10 +43,6 @@ Context::createProgram<gl::Context>(const ProgramParameters& programParameters) // the attribute conveying progress along a line is scaled to [0, 2^15) #define MAX_LINE_DISTANCE 32767.0 -// the distance over which the line edge fades out. -// Retina devices need a smaller distance to avoid aliasing. -#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0 - // floor(127 / 2) == 63.0 // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is // stored in a byte (-128..127). we scale regular normals up to length 63, but @@ -60,7 +56,8 @@ attribute vec4 a_data; uniform mat4 u_matrix; uniform mediump float u_ratio; -uniform vec2 u_gl_units_to_pixels; +uniform lowp float u_device_pixel_ratio; +uniform vec2 u_units_to_pixels; varying vec2 v_normal; varying vec2 v_width2; @@ -147,6 +144,10 @@ void main() { #endif + // the distance over which the line edge fades out. + // Retina devices need a smaller distance to avoid aliasing. + float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0; + vec2 a_extrude = a_data.xy - 128.0; float a_direction = mod(a_data.z, 4.0) - 1.0; @@ -185,7 +186,7 @@ void main() { // calculate how much the perspective view squishes or stretches the extrude float extrude_length_without_perspective = length(dist); - float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels); + float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels); v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; v_width2 = vec2(outset, inset); @@ -195,6 +196,13 @@ void main() { // Uncompressed source of line_gradient.fragment.glsl: /* +uniform lowp float u_device_pixel_ratio; +uniform sampler2D u_image; + +varying vec2 v_width2; +varying vec2 v_normal; +varying float v_gamma_scale; +varying highp float v_lineprogress; #ifndef HAS_UNIFORM_u_blur @@ -211,13 +219,6 @@ uniform lowp float u_opacity; #endif -uniform sampler2D u_image; - -varying vec2 v_width2; -varying vec2 v_normal; -varying float v_gamma_scale; -varying highp float v_lineprogress; - void main() { #ifdef HAS_UNIFORM_u_blur @@ -236,7 +237,7 @@ void main() { // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (v_width2.t) or when fading out // (v_width2.s) - float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale; + float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale; float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0); // For gradient lines, v_lineprogress is the ratio along the entire line, |