diff options
Diffstat (limited to 'src/mbgl/shaders/line_sdf.cpp')
-rw-r--r-- | src/mbgl/shaders/line_sdf.cpp | 20 |
1 files changed, 7 insertions, 13 deletions
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp index 168f4ca98d..09a4c1aa23 100644 --- a/src/mbgl/shaders/line_sdf.cpp +++ b/src/mbgl/shaders/line_sdf.cpp @@ -23,7 +23,7 @@ const char* line_sdf::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; @@ -143,20 +143,17 @@ void main() { 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 - // 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); + vec2 pos = a_pos_normal.xy; + 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; - + float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING; @@ -172,9 +169,6 @@ 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; |