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Diffstat (limited to 'src/mbgl/shader/line.vertex.glsl')
-rw-r--r-- | src/mbgl/shader/line.vertex.glsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/src/mbgl/shader/line.vertex.glsl b/src/mbgl/shader/line.vertex.glsl new file mode 100644 index 0000000000..1d8e687c95 --- /dev/null +++ b/src/mbgl/shader/line.vertex.glsl @@ -0,0 +1,45 @@ +// floor(127 / 2) == 63.0 +// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is +// stored in a byte (-128..127). we scale regular normals up to length 63, but +// there are also "special" normals that have a bigger length (of up to 126 in +// this case). +// #define scale 63.0 +#define scale 0.015873016 + +attribute vec2 a_pos; +attribute vec2 a_extrude; +attribute float a_linesofar; + +// 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; + +varying vec2 v_normal; +varying float v_linesofar; + +void main() { + // We store the texture normals in the most insignificant bit + // transform y so that 0 => -1 and 1 => 1 + // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap + // y is 1 if the normal points up, and -1 if it points down + vec2 normal = mod(a_pos, 2.0); + normal.y = sign(normal.y - 0.5); + v_normal = normal; + + // 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); + + // 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; + v_linesofar = a_linesofar * u_ratio; +} |