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path: root/src/mbgl/programs/gl/line_pattern.cpp
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Diffstat (limited to 'src/mbgl/programs/gl/line_pattern.cpp')
-rw-r--r--src/mbgl/programs/gl/line_pattern.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/mbgl/programs/gl/line_pattern.cpp b/src/mbgl/programs/gl/line_pattern.cpp
index 17ec324c11..96da8a4f2a 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] = { 0x14, 0x72, 0xee, 0xac, 0x1f, 0xc7, 0xf6, 0x82 };
- static constexpr const auto vertexOffset = 37768;
- static constexpr const auto fragmentOffset = 41123;
+ static constexpr const uint8_t hash[8] = { 0x38, 0x9c, 0x3d, 0xde, 0xb4, 0xe0, 0xd1, 0x61 };
+ static constexpr const auto vertexOffset = 37846;
+ static constexpr const auto fragmentOffset = 41240;
};
constexpr const char* ShaderSource<LinePatternProgram>::name;
@@ -51,7 +51,7 @@ Backend::Create<gfx::Backend::Type::OpenGL>(const ProgramParameters& programPara
// long distances for long segments. Use this value to unscale the distance.
#define LINE_DISTANCE_SCALE 2.0
-attribute vec4 a_pos_normal;
+attribute vec2 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -184,11 +184,13 @@ void main() {
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;
// float tileRatio = u_scale.y;
- vec2 pos = a_pos_normal.xy;
+ vec2 pos = floor(a_pos_normal * 0.5);
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = a_pos_normal.zw;
+ // We store these in the least significant bit of a_pos_normal
+ mediump vec2 normal = a_pos_normal - 2.0 * pos;
+ normal.y = normal.y * 2.0 - 1.0;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.