diff options
Diffstat (limited to 'src/mbgl/shaders/line_pattern.cpp')
-rw-r--r-- | src/mbgl/shaders/line_pattern.cpp | 38 |
1 files changed, 24 insertions, 14 deletions
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp index 222042a13c..f8d785ade9 100644 --- a/src/mbgl/shaders/line_pattern.cpp +++ b/src/mbgl/shaders/line_pattern.cpp @@ -23,7 +23,7 @@ const char* line_pattern::vertexSource = R"MBGL_SHADER( // Retina devices need a smaller distance to avoid aliasing. #define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0 -attribute vec2 a_pos; +attribute vec4 a_pos_normal; attribute vec4 a_data; uniform mat4 u_matrix; @@ -44,6 +44,7 @@ varying lowp float blur; uniform lowp float u_blur; #endif + #ifndef HAS_UNIFORM_u_opacity uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; @@ -52,6 +53,7 @@ varying lowp float opacity; uniform lowp float u_opacity; #endif + #ifndef HAS_UNIFORM_u_offset uniform lowp float a_offset_t; attribute lowp vec2 a_offset; @@ -59,6 +61,7 @@ attribute lowp vec2 a_offset; uniform lowp float u_offset; #endif + #ifndef HAS_UNIFORM_u_gapwidth uniform lowp float a_gapwidth_t; attribute mediump vec2 a_gapwidth; @@ -66,6 +69,7 @@ attribute mediump vec2 a_gapwidth; uniform mediump float u_gapwidth; #endif + #ifndef HAS_UNIFORM_u_width uniform lowp float a_width_t; attribute mediump vec2 a_width; @@ -73,55 +77,60 @@ attribute mediump vec2 a_width; uniform mediump float u_width; #endif -void main() { +void main() { + #ifndef HAS_UNIFORM_u_blur blur = unpack_mix_vec2(a_blur, a_blur_t); #else lowp float blur = u_blur; #endif + #ifndef HAS_UNIFORM_u_opacity opacity = unpack_mix_vec2(a_opacity, a_opacity_t); #else lowp float opacity = u_opacity; #endif + #ifndef HAS_UNIFORM_u_offset lowp float offset = unpack_mix_vec2(a_offset, a_offset_t); #else lowp float offset = u_offset; #endif + #ifndef HAS_UNIFORM_u_gapwidth mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t); #else mediump float gapwidth = u_gapwidth; #endif + #ifndef HAS_UNIFORM_u_width mediump float width = unpack_mix_vec2(a_width, a_width_t); #else mediump float width = u_width; #endif + vec2 a_extrude = a_data.xy - 128.0; float a_direction = mod(a_data.z, 4.0) - 1.0; float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE; - // We store the texture normals in the most insignificant bit - // transform y so that 0 => -1 and 1 => 1 - // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap + vec2 pos = a_pos_normal.xy; + + // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = mod(a_pos, 2.0); - normal.y = sign(normal.y - 0.5); + mediump vec2 normal = a_pos_normal.zw; v_normal = normal; - // these transformations used to be applied in the JS and native code bases. - // moved them into the shader for clarity and simplicity. + // these transformations used to be applied in the JS and native code bases. + // moved them into the shader for clarity and simplicity. gapwidth = gapwidth / 2.0; float halfwidth = width / 2.0; - offset = -1.0 * offset; + offset = -1.0 * offset; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING; @@ -138,9 +147,6 @@ void main() { mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t); - // Remove the texture normal bit to get the position - vec2 pos = floor(a_pos * 0.5); - vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0); gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude; @@ -178,22 +184,26 @@ varying lowp float blur; uniform lowp float u_blur; #endif + #ifndef HAS_UNIFORM_u_opacity varying lowp float opacity; #else uniform lowp float u_opacity; #endif -void main() { +void main() { + #ifdef HAS_UNIFORM_u_blur lowp float blur = u_blur; #endif + #ifdef HAS_UNIFORM_u_opacity lowp float opacity = u_opacity; #endif + // Calculate the distance of the pixel from the line in pixels. float dist = length(v_normal) * v_width2.s; |