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Diffstat (limited to 'src/mbgl/programs/gl/symbol_sdf_text.cpp')
-rw-r--r--src/mbgl/programs/gl/symbol_sdf_text.cpp10
1 files changed, 7 insertions, 3 deletions
diff --git a/src/mbgl/programs/gl/symbol_sdf_text.cpp b/src/mbgl/programs/gl/symbol_sdf_text.cpp
index 88294501ee..d4f4f0bd1c 100644
--- a/src/mbgl/programs/gl/symbol_sdf_text.cpp
+++ b/src/mbgl/programs/gl/symbol_sdf_text.cpp
@@ -15,9 +15,9 @@ struct ShaderSource;
template <>
struct ShaderSource<SymbolSDFTextProgram> {
static constexpr const char* name = "symbol_sdf_text";
- static constexpr const uint8_t hash[8] = {0x46, 0xe9, 0x60, 0xde, 0x1e, 0x85, 0x36, 0x54};
- static constexpr const auto vertexOffset = 53401;
- static constexpr const auto fragmentOffset = 57441;
+ static constexpr const uint8_t hash[8] = {0x5a, 0xe9, 0x60, 0x5b, 0xb1, 0xc3, 0x2b, 0x3b};
+ static constexpr const auto vertexOffset = 53482;
+ static constexpr const auto fragmentOffset = 57603;
};
constexpr const char* ShaderSource<SymbolSDFTextProgram>::name;
@@ -217,6 +217,10 @@ void main() {
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale + a_pxoffset), 0.0, 1.0);
float gamma_scale = gl_Position.w;
+ // Symbols might end up being behind the camera. Modify z-value to be out of visible bounds
+ // if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1]
+ gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0));
+
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));