diff options
Diffstat (limited to 'src/mbgl/programs/gl/line_pattern.cpp')
-rw-r--r-- | src/mbgl/programs/gl/line_pattern.cpp | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/src/mbgl/programs/gl/line_pattern.cpp b/src/mbgl/programs/gl/line_pattern.cpp index 0f030b746c..24406abf3b 100644 --- a/src/mbgl/programs/gl/line_pattern.cpp +++ b/src/mbgl/programs/gl/line_pattern.cpp @@ -15,9 +15,9 @@ struct ShaderSource; template <> struct ShaderSource<LinePatternProgram> { static constexpr const char* name = "line_pattern"; - static constexpr const uint8_t hash[8] = { 0x73, 0xa0, 0x59, 0x46, 0x57, 0xa5, 0x60, 0x25 }; - static constexpr const auto vertexOffset = 37569; - static constexpr const auto fragmentOffset = 40890; + static constexpr const uint8_t hash[8] = { 0x14, 0x72, 0xee, 0xac, 0x1f, 0xc7, 0xf6, 0x82 }; + static constexpr const auto vertexOffset = 37768; + static constexpr const auto fragmentOffset = 41123; }; constexpr const char* ShaderSource<LinePatternProgram>::name; @@ -51,16 +51,13 @@ Context::createProgram<gl::Context>(const ProgramParameters& programParameters) // long distances for long segments. Use this value to unscale the distance. #define LINE_DISTANCE_SCALE 2.0 -// 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 - attribute vec4 a_pos_normal; attribute vec4 a_data; uniform mat4 u_matrix; -uniform vec2 u_gl_units_to_pixels; +uniform vec2 u_units_to_pixels; uniform mediump float u_ratio; +uniform lowp float u_device_pixel_ratio; varying vec2 v_normal; varying vec2 v_width2; @@ -179,6 +176,10 @@ 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; float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE; @@ -216,7 +217,7 @@ 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_linesofar = a_linesofar; @@ -227,6 +228,7 @@ void main() { // Uncompressed source of line_pattern.fragment.glsl: /* +uniform lowp float u_device_pixel_ratio; uniform vec2 u_texsize; uniform float u_fade; uniform mediump vec4 u_scale; @@ -312,7 +314,7 @@ 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); float x_a = mod(v_linesofar / pattern_size_a.x, 1.0); |