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path: root/src/mbgl/shaders/line_sdf.cpp
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Diffstat (limited to 'src/mbgl/shaders/line_sdf.cpp')
-rw-r--r--src/mbgl/shaders/line_sdf.cpp28
1 files changed, 26 insertions, 2 deletions
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp
index 168f4ca98d..e1aadffcf4 100644
--- a/src/mbgl/shaders/line_sdf.cpp
+++ b/src/mbgl/shaders/line_sdf.cpp
@@ -49,6 +49,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
@@ -57,6 +58,7 @@ 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;
@@ -65,6 +67,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float a_gapwidth_t;
attribute mediump vec2 a_gapwidth;
@@ -72,6 +75,7 @@ attribute mediump vec2 a_gapwidth;
uniform mediump float u_gapwidth;
#endif
+
#ifndef HAS_UNIFORM_u_offset
uniform lowp float a_offset_t;
attribute lowp vec2 a_offset;
@@ -79,6 +83,7 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
+
#ifndef HAS_UNIFORM_u_width
uniform lowp float a_width_t;
attribute mediump vec2 a_width;
@@ -87,6 +92,7 @@ varying mediump float width;
uniform mediump float u_width;
#endif
+
#ifndef HAS_UNIFORM_u_floorwidth
uniform lowp float a_floorwidth_t;
attribute lowp vec2 a_floorwidth;
@@ -95,50 +101,58 @@ varying lowp float floorwidth;
uniform lowp float u_floorwidth;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
#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_gapwidth
mediump float gapwidth = unpack_mix_vec2(a_gapwidth, a_gapwidth_t);
#else
mediump float gapwidth = u_gapwidth;
#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_width
width = unpack_mix_vec2(a_width, a_width_t);
#else
mediump float width = u_width;
#endif
+
#ifndef HAS_UNIFORM_u_floorwidth
floorwidth = unpack_mix_vec2(a_floorwidth, a_floorwidth_t);
#else
lowp float floorwidth = u_floorwidth;
#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;
@@ -209,52 +223,62 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_blur
varying lowp float blur;
#else
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_width
varying mediump float width;
#else
uniform mediump float u_width;
#endif
+
#ifndef HAS_UNIFORM_u_floorwidth
varying lowp float floorwidth;
#else
uniform lowp float u_floorwidth;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
#ifdef HAS_UNIFORM_u_width
mediump float width = u_width;
#endif
+
#ifdef HAS_UNIFORM_u_floorwidth
lowp float floorwidth = u_floorwidth;
#endif
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;