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-rw-r--r--src/mbgl/shader/linepattern.vertex.glsl76
1 files changed, 0 insertions, 76 deletions
diff --git a/src/mbgl/shader/linepattern.vertex.glsl b/src/mbgl/shader/linepattern.vertex.glsl
deleted file mode 100644
index 5cceb64038..0000000000
--- a/src/mbgl/shader/linepattern.vertex.glsl
+++ /dev/null
@@ -1,76 +0,0 @@
-// 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
-
-// We scale the distance before adding it to the buffers so that we can store
-// long distances for long segments. Use this value to unscale the distance.
-#define LINE_DISTANCE_SCALE 2.0
-
-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 float u_offset;
-uniform vec4 u_color;
-
-uniform float u_extra;
-uniform mat2 u_antialiasingmatrix;
-
-varying vec2 v_normal;
-varying float v_linesofar;
-varying float v_gamma_scale;
-
-void main() {
- vec2 a_extrude = a_data.xy - 128.0;
- float a_direction = mod(a_data.z, 4.0) - 1.0;
- float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
-
- // 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.
- vec2 dist = u_linewidth.s * a_extrude * scale;
-
- // Calculate the offset when drawing a line that is to the side of the actual line.
- // We do this by creating a vector that points towards the extrude, but rotate
- // it when we're drawing round end points (a_direction = -1 or 1) since their
- // extrude vector points in another direction.
- float u = 0.5 * a_direction;
- float t = 1.0 - abs(u);
- vec2 offset = u_offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
-
- // 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 / 2.0) + (offset + dist) / u_ratio, 0.0, 1.0);
- v_linesofar = a_linesofar;
-
- // 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 - y * u_extra);
-
- v_gamma_scale = perspective_scale * squish_scale;
-}