diff options
Diffstat (limited to 'src/mbgl/shaders/fill_extrusion.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_extrusion.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp index 817f73391c..5bb2b9cd07 100644 --- a/src/mbgl/shaders/fill_extrusion.cpp +++ b/src/mbgl/shaders/fill_extrusion.cpp @@ -13,8 +13,7 @@ uniform lowp vec3 u_lightpos; uniform lowp float u_lightintensity; attribute vec2 a_pos; -attribute vec3 a_normal; -attribute float a_edgedistance; +attribute vec4 a_normal_ed; varying vec4 v_color; @@ -70,11 +69,12 @@ void main() { #endif + vec3 normal = a_normal_ed.xyz; + base = max(0.0, base); height = max(0.0, height); - float ed = a_edgedistance; // use each attrib in order to not trip a VAO assert - float t = mod(a_normal.x, 2.0); + float t = mod(normal.x, 2.0); gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); @@ -88,7 +88,7 @@ void main() { color += ambientlight; // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray - float directional = clamp(dot(a_normal / 16384.0, u_lightpos), 0.0, 1.0); + float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0); // Adjust directional so that // the range of values for highlight/shading is narrower @@ -97,7 +97,7 @@ void main() { directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); // Add gradient along z axis of side surfaces - if (a_normal.y != 0.0) { + if (normal.y != 0.0) { directional *= clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0); } |