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path: root/src/mbgl/programs/gl/symbol_icon.cpp
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Diffstat (limited to 'src/mbgl/programs/gl/symbol_icon.cpp')
-rw-r--r--src/mbgl/programs/gl/symbol_icon.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/mbgl/programs/gl/symbol_icon.cpp b/src/mbgl/programs/gl/symbol_icon.cpp
index 52defc84e9..cb896b4160 100644
--- a/src/mbgl/programs/gl/symbol_icon.cpp
+++ b/src/mbgl/programs/gl/symbol_icon.cpp
@@ -15,9 +15,9 @@ struct ShaderSource;
template <>
struct ShaderSource<SymbolIconProgram> {
static constexpr const char* name = "symbol_icon";
- static constexpr const uint8_t hash[8] = { 0x96, 0x0c, 0xef, 0xec, 0x37, 0x23, 0xf9, 0xb1 };
- static constexpr const auto vertexOffset = 49728;
- static constexpr const auto fragmentOffset = 52382;
+ static constexpr const uint8_t hash[8] = { 0xf3, 0x81, 0x62, 0xe8, 0x24, 0x49, 0xc6, 0x8f };
+ static constexpr const auto vertexOffset = 50079;
+ static constexpr const auto fragmentOffset = 52727;
};
constexpr const char* ShaderSource<SymbolIconProgram>::name;
@@ -56,19 +56,9 @@ uniform bool u_rotate_symbol;
uniform highp float u_aspect_ratio;
uniform float u_fade_change;
-
-#ifndef HAS_UNIFORM_u_opacity
-uniform lowp float u_opacity_t;
-attribute lowp vec2 a_opacity;
-varying lowp float opacity;
-#else
-uniform lowp float u_opacity;
-#endif
-
-
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
-uniform mat4 u_gl_coord_matrix;
+uniform mat4 u_coord_matrix;
uniform bool u_is_text;
uniform bool u_pitch_with_map;
@@ -78,6 +68,16 @@ uniform vec2 u_texsize;
varying vec2 v_tex;
varying float v_fade_opacity;
+
+#ifndef HAS_UNIFORM_u_opacity
+uniform lowp float u_opacity_t;
+attribute lowp vec2 a_opacity;
+varying lowp float opacity;
+#else
+uniform lowp float u_opacity;
+#endif
+
+
void main() {
#ifndef HAS_UNIFORM_u_opacity
@@ -137,7 +137,7 @@ void main() {
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);
- gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
+ gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
v_tex = a_tex / u_texsize;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
@@ -151,6 +151,9 @@ void main() {
/*
uniform sampler2D u_texture;
+varying vec2 v_tex;
+varying float v_fade_opacity;
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
@@ -159,9 +162,6 @@ uniform lowp float u_opacity;
#endif
-varying vec2 v_tex;
-varying float v_fade_opacity;
-
void main() {
#ifdef HAS_UNIFORM_u_opacity