diff options
Diffstat (limited to 'src/mbgl/shader/line.vertex.glsl')
-rw-r--r-- | src/mbgl/shader/line.vertex.glsl | 23 |
1 files changed, 17 insertions, 6 deletions
diff --git a/src/mbgl/shader/line.vertex.glsl b/src/mbgl/shader/line.vertex.glsl index 1f5432991c..980212384b 100644 --- a/src/mbgl/shader/line.vertex.glsl +++ b/src/mbgl/shader/line.vertex.glsl @@ -9,17 +9,17 @@ attribute vec2 a_pos; attribute vec4 a_data; -// matrix is for the vertex position, exmatrix is for rotating and projecting -// the extrusion vector. uniform mat4 u_matrix; -uniform mat4 u_exmatrix; // shared uniform float u_ratio; uniform vec2 u_linewidth; -uniform vec4 u_color; + +uniform float u_extra; +uniform mat2 u_antialiasingmatrix; varying vec2 v_normal; +varying float v_gamma_scale; void main() { vec2 a_extrude = a_data.xy; @@ -34,11 +34,22 @@ void main() { // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. - vec4 dist = vec4(u_linewidth.s * a_extrude * scale, 0.0, 0.0); + vec2 dist = u_linewidth.s * a_extrude * scale; // Remove the texture normal bit of the position before scaling it with the // model/view matrix. Add the extrusion vector *after* the model/view matrix // because we're extruding the line in pixel space, regardless of the current // tile's zoom level. - gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist; + gl_Position = u_matrix * vec4(floor(a_pos * 0.5) + dist / u_ratio, 0.0, 1.0); + + // position of y on the screen + float y = gl_Position.y / gl_Position.w; + + // how much features are squished in the y direction by the tilt + float squish_scale = length(a_extrude) / length(u_antialiasingmatrix * a_extrude); + + // how much features are squished in all directions by the perspectiveness + float perspective_scale = 1.0 / (1.0 - min(y * u_extra, 0.90)); + + v_gamma_scale = perspective_scale * squish_scale; } |