diff options
Diffstat (limited to 'src/mbgl/shaders/fill_extrusion.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_extrusion.cpp | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp index ad14e4f32e..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; @@ -27,6 +26,7 @@ varying lowp float base; uniform lowp float u_base; #endif + #ifndef HAS_UNIFORM_u_height uniform lowp float a_height_t; attribute lowp vec2 a_height; @@ -36,6 +36,7 @@ uniform lowp float u_height; #endif + #ifndef HAS_UNIFORM_u_color uniform lowp float a_color_t; attribute highp vec4 a_color; @@ -44,31 +45,36 @@ varying highp vec4 color; uniform highp vec4 u_color; #endif -void main() { +void main() { + #ifndef HAS_UNIFORM_u_base base = unpack_mix_vec2(a_base, a_base_t); #else lowp float base = u_base; #endif + #ifndef HAS_UNIFORM_u_height height = unpack_mix_vec2(a_height, a_height_t); #else lowp float height = u_height; #endif + #ifndef HAS_UNIFORM_u_color color = unpack_mix_vec4(a_color, a_color_t); #else highp vec4 color = u_color; #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); @@ -82,7 +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 @@ -91,7 +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); } @@ -113,32 +119,38 @@ varying lowp float base; uniform lowp float u_base; #endif + #ifndef HAS_UNIFORM_u_height varying lowp float height; #else uniform lowp float u_height; #endif + #ifndef HAS_UNIFORM_u_color varying highp vec4 color; #else uniform highp vec4 u_color; #endif -void main() { +void main() { + #ifdef HAS_UNIFORM_u_base lowp float base = u_base; #endif + #ifdef HAS_UNIFORM_u_height lowp float height = u_height; #endif + #ifdef HAS_UNIFORM_u_color highp vec4 color = u_color; #endif + gl_FragColor = v_color; #ifdef OVERDRAW_INSPECTOR |