diff options
Diffstat (limited to 'src/mbgl/shaders/debug.cpp')
-rw-r--r-- | src/mbgl/shaders/debug.cpp | 71 |
1 files changed, 0 insertions, 71 deletions
diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp index 2659b2ca79..27a15698d4 100644 --- a/src/mbgl/shaders/debug.cpp +++ b/src/mbgl/shaders/debug.cpp @@ -7,60 +7,6 @@ namespace shaders { const char* debug::name = "debug"; const char* debug::vertexSource = R"MBGL_SHADER( -#ifdef GL_ES -precision highp float; -#else - -#if !defined(lowp) -#define lowp -#endif - -#if !defined(mediump) -#define mediump -#endif - -#if !defined(highp) -#define highp -#endif - -#endif - -float evaluate_zoom_function_1(const vec4 values, const float t) { - if (t < 1.0) { - return mix(values[0], values[1], t); - } else if (t < 2.0) { - return mix(values[1], values[2], t - 1.0); - } else { - return mix(values[2], values[3], t - 2.0); - } -} -vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) { - if (t < 1.0) { - return mix(value0, value1, t); - } else if (t < 2.0) { - return mix(value1, value2, t - 1.0); - } else { - return mix(value2, value3, t - 2.0); - } -} - -// The offset depends on how many pixels are between the world origin and the edge of the tile: -// vec2 offset = mod(pixel_coord, size) -// -// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile. -// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that. -// -// The pixel_coord is passed in as two 16 bit values: -// pixel_coord_upper = floor(pixel_coord / 2^16) -// pixel_coord_lower = mod(pixel_coord, 2^16) -// -// The offset is calculated in a series of steps that should preserve this precision: -vec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower, - const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) { - - vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size); - return (tile_units_to_pixels * pos + offset) / pattern_size; -} attribute vec2 a_pos; uniform mat4 u_matrix; @@ -71,23 +17,6 @@ void main() { )MBGL_SHADER"; const char* debug::fragmentSource = R"MBGL_SHADER( -#ifdef GL_ES -precision mediump float; -#else - -#if !defined(lowp) -#define lowp -#endif - -#if !defined(mediump) -#define mediump -#endif - -#if !defined(highp) -#define highp -#endif - -#endif uniform lowp vec4 u_color; void main() { |