diff options
Diffstat (limited to 'src/mbgl/shaders/line.cpp')
-rw-r--r-- | src/mbgl/shaders/line.cpp | 96 |
1 files changed, 10 insertions, 86 deletions
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp index 59fa9f0cf2..dc4aa774dc 100644 --- a/src/mbgl/shaders/line.cpp +++ b/src/mbgl/shaders/line.cpp @@ -7,60 +7,6 @@ namespace shaders { const char* line::name = "line"; const char* line::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; -} // the distance over which the line edge fades out. @@ -88,32 +34,27 @@ varying vec2 v_width2; varying float v_gamma_scale; uniform lowp float a_color_t; -attribute lowp vec4 a_color_min; -attribute lowp vec4 a_color_max; +attribute lowp vec4 a_color; varying lowp vec4 color; uniform lowp float a_blur_t; -attribute lowp float a_blur_min; -attribute lowp float a_blur_max; +attribute lowp vec2 a_blur; varying lowp float blur; 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; uniform lowp float a_gapwidth_t; -attribute mediump float a_gapwidth_min; -attribute mediump float a_gapwidth_max; +attribute mediump vec2 a_gapwidth; varying mediump float gapwidth; uniform lowp float a_offset_t; -attribute lowp float a_offset_min; -attribute lowp float a_offset_max; +attribute lowp vec2 a_offset; varying lowp float offset; void main() { - color = mix(a_color_min, a_color_max, a_color_t); - blur = mix(a_blur_min, a_blur_max, a_blur_t); - opacity = mix(a_opacity_min, a_opacity_max, a_opacity_t); - gapwidth = mix(a_gapwidth_min, a_gapwidth_max, a_gapwidth_t); - offset = mix(a_offset_min, a_offset_max, a_offset_t); + color = unpack_mix_vec4(a_color, a_color_t); + blur = unpack_mix_vec2(a_blur, a_blur_t); + opacity = unpack_mix_vec2(a_opacity, a_opacity_t); + gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); + offset = unpack_mix_vec2(a_offset, a_offset_t); vec2 a_extrude = a_data.xy - 128.0; float a_direction = mod(a_data.z, 4.0) - 1.0; @@ -164,23 +105,6 @@ void main() { )MBGL_SHADER"; const char* line::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 color; varying lowp float blur; varying lowp float opacity; |