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path: root/src/mbgl/shaders/line_pattern.cpp
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Diffstat (limited to 'src/mbgl/shaders/line_pattern.cpp')
-rw-r--r--src/mbgl/shaders/line_pattern.cpp38
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;