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path: root/src/mbgl/shaders/collision_circle.cpp
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Diffstat (limited to 'src/mbgl/shaders/collision_circle.cpp')
-rw-r--r--src/mbgl/shaders/collision_circle.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp
index f220586245..82ebbf05a0 100644
--- a/src/mbgl/shaders/collision_circle.cpp
+++ b/src/mbgl/shaders/collision_circle.cpp
@@ -26,7 +26,10 @@ varying vec2 v_extrude_scale;
void main() {
vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
- highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance);
+ highp float collision_perspective_ratio = clamp(
+ 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
+ 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles
+ 4.0);
gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
@@ -43,6 +46,7 @@ void main() {
)MBGL_SHADER";
const char* collision_circle::fragmentSource = R"MBGL_SHADER(
+uniform float u_overscale_factor;
varying float v_placed;
varying float v_notUsed;
@@ -68,7 +72,7 @@ void main() {
float extrude_scale_length = length(v_extrude_scale);
float extrude_length = length(v_extrude) * extrude_scale_length;
- float stroke_width = 15.0 * extrude_scale_length;
+ float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor;
float radius = v_radius * extrude_scale_length;
float distance_to_edge = abs(extrude_length - radius);