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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.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mbgl/shaders/collision_circle.cpp b/src/mbgl/shaders/collision_circle.cpp
index 1e85d99a33..ac2d71d7fc 100644
--- a/src/mbgl/shaders/collision_circle.cpp
+++ b/src/mbgl/shaders/collision_circle.cpp
@@ -26,19 +26,19 @@ 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 * (camera_to_anchor_distance / u_camera_to_center_distance);
+ highp float collision_perspective_ratio = 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance);
gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur
- gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w / collision_perspective_ratio;
+ gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio;
v_placed = a_placed.x;
v_notUsed = a_placed.y;
v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius
v_extrude = a_extrude * padding_factor;
- v_extrude_scale = u_extrude_scale * u_camera_to_center_distance / collision_perspective_ratio;
+ v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio;
}
)MBGL_SHADER";