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-rw-r--r--src/mbgl/shader/linepattern.vertex.glsl57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/mbgl/shader/linepattern.vertex.glsl b/src/mbgl/shader/linepattern.vertex.glsl
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+++ b/src/mbgl/shader/linepattern.vertex.glsl
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+// 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
+
+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;
+uniform float u_point;
+
+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.
+ vec2 extrude = a_extrude / scale;
+ vec2 dist = u_linewidth.s * extrude * (1.0 - u_point);
+
+ // If the x coordinate is the maximum integer, we move the z coordinates out
+ // of the view plane so that the triangle gets clipped. This makes it easier
+ // for us to create degenerate triangle strips.
+ float z = step(32767.0, a_pos.x);
+
+ // When drawing points, skip every other vertex
+ z += u_point * step(1.0, v_normal.y);
+
+ // 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), 0.0, 1.0) + u_exmatrix * vec4(dist, z, 0.0);
+ v_linesofar = a_linesofar;// * u_ratio;
+
+
+ gl_PointSize = 2.0 * u_linewidth.s - 1.0;
+}