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path: root/src/mbgl/shader/linepattern.vertex.glsl
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Diffstat (limited to 'src/mbgl/shader/linepattern.vertex.glsl')
-rw-r--r--src/mbgl/shader/linepattern.vertex.glsl14
1 files changed, 12 insertions, 2 deletions
diff --git a/src/mbgl/shader/linepattern.vertex.glsl b/src/mbgl/shader/linepattern.vertex.glsl
index 541c9fc3a7..5b3c468be0 100644
--- a/src/mbgl/shader/linepattern.vertex.glsl
+++ b/src/mbgl/shader/linepattern.vertex.glsl
@@ -17,6 +17,7 @@ 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;
@@ -28,7 +29,8 @@ varying float v_gamma_scale;
void main() {
vec2 a_extrude = a_data.xy;
- float a_linesofar = a_data.z * 128.0 + a_data.w;
+ float a_direction = sign(a_data.z) * mod(a_data.z, 2.0);
+ float a_linesofar = abs(floor(a_data.z / 2.0)) + a_data.w * 64.0;
// We store the texture normals in the most insignificant bit
// transform y so that 0 => -1 and 1 => 1
@@ -42,11 +44,19 @@ void main() {
// 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) + dist.xy / u_ratio, 0.0, 1.0);
+ 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