diff options
Diffstat (limited to 'src/mbgl/programs/gl/symbol_icon.cpp')
-rw-r--r-- | src/mbgl/programs/gl/symbol_icon.cpp | 36 |
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 |