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Diffstat (limited to 'src/mbgl/shaders/hillshade_prepare.cpp')
-rw-r--r--src/mbgl/shaders/hillshade_prepare.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/mbgl/shaders/hillshade_prepare.cpp b/src/mbgl/shaders/hillshade_prepare.cpp
index 733658435e..8d0571f6a4 100644
--- a/src/mbgl/shaders/hillshade_prepare.cpp
+++ b/src/mbgl/shaders/hillshade_prepare.cpp
@@ -29,6 +29,7 @@ uniform sampler2D u_image;
varying vec2 v_pos;
uniform vec2 u_dimension;
uniform float u_zoom;
+uniform float u_maxzoom;
float getElevation(vec2 coord, float bias) {
// Convert encoded elevation value to meters
@@ -71,16 +72,16 @@ void main() {
// which can be reduced to: pow(2, 19.25619978527 - u_zoom)
// we want to vertically exaggerate the hillshading though, because otherwise
// it is barely noticeable at low zooms. to do this, we multiply this by some
- // scale factor pow(2, (u_zoom - 14) * a) where a is an arbitrary value and 14 is the
- // maxzoom of the tile source. here we use a=0.3 which works out to the
- // expression below. see nickidlugash's awesome breakdown for more info
+ // scale factor pow(2, (u_zoom - u_maxzoom) * a) where a is an arbitrary value
+ // Here we use a=0.3 which works out to the expression below. see
+ // nickidlugash's awesome breakdown for more info
// https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556
float exaggeration = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;
vec2 deriv = vec2(
(c + f + f + i) - (a + d + d + g),
(g + h + h + i) - (a + b + b + c)
- ) / pow(2.0, (u_zoom - 14.0) * exaggeration + 19.2562 - u_zoom);
+ ) / pow(2.0, (u_zoom - u_maxzoom) * exaggeration + 19.2562 - u_zoom);
gl_FragColor = clamp(vec4(
deriv.x / 2.0 + 0.5,