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Diffstat (limited to 'src/mbgl/shaders/fill_extrusion.cpp')
-rw-r--r--src/mbgl/shaders/fill_extrusion.cpp12
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);
}