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path: root/src/mbgl/shader/icon.vertex.glsl
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-rw-r--r--src/mbgl/shader/icon.vertex.glsl73
1 files changed, 73 insertions, 0 deletions
diff --git a/src/mbgl/shader/icon.vertex.glsl b/src/mbgl/shader/icon.vertex.glsl
new file mode 100644
index 0000000000..8c69c40410
--- /dev/null
+++ b/src/mbgl/shader/icon.vertex.glsl
@@ -0,0 +1,73 @@
+attribute vec2 a_pos;
+attribute vec2 a_offset;
+attribute vec2 a_tex;
+attribute float a_angle;
+attribute float a_minzoom;
+attribute float a_maxzoom;
+attribute float a_rangeend;
+attribute float a_rangestart;
+attribute float a_labelminzoom;
+
+
+// matrix is for the vertex position, exmatrix is for rotating and projecting
+// the extrusion vector.
+uniform mat4 u_matrix;
+uniform mat4 u_exmatrix;
+uniform float u_angle;
+uniform float u_zoom;
+uniform float u_flip;
+uniform float u_fadedist;
+uniform float u_minfadezoom;
+uniform float u_maxfadezoom;
+uniform float u_fadezoom;
+uniform float u_opacity;
+
+uniform vec2 u_texsize;
+
+varying vec2 v_tex;
+varying float v_alpha;
+
+void main() {
+
+ float a_fadedist = 10.0;
+ float rev = 0.0;
+
+ // u_angle is angle of the map, -128..128 representing 0..2PI
+ // a_angle is angle of the label, 0..256 representing 0..2PI, where 0 is horizontal text
+ float rotated = mod(a_angle + u_angle, 256.0);
+ // if the label rotates with the map, and if the rotated label is upside down, hide it
+ if (u_flip > 0.0 && rotated >= 64.0 && rotated < 192.0) rev = 1.0;
+
+ // If the label should be invisible, we move the vertex outside
+ // of the view plane so that the triangle gets clipped. This makes it easier
+ // for us to create degenerate triangle strips.
+ // u_zoom is the current zoom level adjusted for the change in font size
+ float z = 2.0 - step(a_minzoom, u_zoom) - (1.0 - step(a_maxzoom, u_zoom)) + rev;
+
+ // fade out labels
+ float alpha = clamp((u_fadezoom - a_labelminzoom) / u_fadedist, 0.0, 1.0);
+
+ if (u_fadedist >= 0.0) {
+ v_alpha = alpha;
+ } else {
+ v_alpha = 1.0 - alpha;
+ }
+ if (u_maxfadezoom < a_labelminzoom) {
+ v_alpha = 0.0;
+ }
+ if (u_minfadezoom >= a_labelminzoom) {
+ v_alpha = 1.0;
+ }
+
+ // if label has been faded out, clip it
+ z += step(v_alpha, 0.0);
+
+ // all the angles are 0..256 representing 0..2PI
+ // hide if (angle >= a_rangeend && angle < rangestart)
+ z += step(a_rangeend, u_angle) * (1.0 - step(a_rangestart, u_angle));
+
+ gl_Position = u_matrix * vec4(a_pos, 0, 1) + u_exmatrix * vec4(a_offset / 64.0, z, 0);
+ v_tex = a_tex / u_texsize;
+
+ v_alpha *= u_opacity;
+}