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path: root/src/mbgl/shaders/fill_pattern.cpp
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Diffstat (limited to 'src/mbgl/shaders/fill_pattern.cpp')
-rw-r--r--src/mbgl/shaders/fill_pattern.cpp13
1 files changed, 9 insertions, 4 deletions
diff --git a/src/mbgl/shaders/fill_pattern.cpp b/src/mbgl/shaders/fill_pattern.cpp
index dd99e4efff..a3817c4426 100644
--- a/src/mbgl/shaders/fill_pattern.cpp
+++ b/src/mbgl/shaders/fill_pattern.cpp
@@ -30,14 +30,16 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
gl_Position = u_matrix * vec4(a_pos, 0, 1);
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, a_pos);
@@ -50,6 +52,7 @@ uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
+uniform vec2 u_texsize;
uniform float u_mix;
uniform sampler2D u_image;
@@ -64,18 +67,20 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
vec2 imagecoord = mod(v_pos_a, 1.0);
- vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
- vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_mix) * opacity;