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path: root/src/mbgl/shaders/fill_extrusion_pattern.cpp
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Diffstat (limited to 'src/mbgl/shaders/fill_extrusion_pattern.cpp')
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp28
1 files changed, 19 insertions, 9 deletions
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp
index 2681973af6..466d0e04fe 100644
--- a/src/mbgl/shaders/fill_extrusion_pattern.cpp
+++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp
@@ -22,8 +22,7 @@ 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 vec2 v_pos_a;
varying vec2 v_pos_b;
@@ -39,6 +38,7 @@ 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;
@@ -47,40 +47,46 @@ varying lowp float height;
uniform lowp float u_height;
#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
+
+ vec3 normal = a_normal_ed.xyz;
+ float edgedistance = a_normal_ed.w;
+
base = max(0.0, base);
height = max(0.0, height);
- float t = mod(a_normal.x, 2.0);
+ float t = mod(normal.x, 2.0);
float z = t > 0.0 ? height : base;
gl_Position = u_matrix * vec4(a_pos, z, 1);
- vec2 pos = a_normal.x == 1.0 && a_normal.y == 0.0 && a_normal.z == 16384.0
+ vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
? a_pos // extrusion top
- : vec2(a_edgedistance, z * u_height_factor); // extrusion side
+ : vec2(edgedistance, z * u_height_factor); // extrusion side
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, pos);
v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_b * u_pattern_size_b, u_tile_units_to_pixels, pos);
v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
- float directional = clamp(dot(a_normal / 16383.0, u_lightpos), 0.0, 1.0);
+ float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
- 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);
}
@@ -109,22 +115,26 @@ 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
-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
+
vec2 imagecoord = mod(v_pos_a, 1.0);
vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);