diff options
Diffstat (limited to 'src/mbgl/shaders/fill_outline.cpp')
-rw-r--r-- | src/mbgl/shaders/fill_outline.cpp | 81 |
1 files changed, 4 insertions, 77 deletions
diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp index 0f0f3806a9..74201b518d 100644 --- a/src/mbgl/shaders/fill_outline.cpp +++ b/src/mbgl/shaders/fill_outline.cpp @@ -7,60 +7,6 @@ namespace shaders { const char* fill_outline::name = "fill_outline"; const char* fill_outline::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; @@ -69,17 +15,15 @@ uniform vec2 u_world; varying vec2 v_pos; uniform lowp float a_outline_color_t; -attribute lowp vec4 a_outline_color_min; -attribute lowp vec4 a_outline_color_max; +attribute lowp vec4 a_outline_color; varying lowp vec4 outline_color; uniform lowp float a_opacity_t; -attribute lowp float a_opacity_min; -attribute lowp float a_opacity_max; +attribute lowp vec2 a_opacity; varying lowp float opacity; void main() { - outline_color = mix(a_outline_color_min, a_outline_color_max, a_outline_color_t); - opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t); + outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t); + opacity = unpack_mix_vec2(a_opacity, a_opacity_t); gl_Position = u_matrix * vec4(a_pos, 0, 1); v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; @@ -87,23 +31,6 @@ void main() { )MBGL_SHADER"; const char* fill_outline::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 varying lowp vec4 outline_color; varying lowp float opacity; |