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path: root/src/mbgl/shaders/symbol_icon.cpp
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Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp17
1 files changed, 15 insertions, 2 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index cb00cdad05..c0e3a0ac01 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -19,6 +19,8 @@ uniform highp float u_size_t; // used to interpolate between zoom stops when siz
uniform highp float u_size; // used when size is both zoom and feature constant
uniform highp float u_camera_to_center_distance;
uniform highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
uniform highp float u_collision_y_stretch;
@@ -83,8 +85,19 @@ void main() {
float fontScale = u_is_text ? size / 24.0 : size;
- highp float angle_sin = sin(segment_angle);
- highp float angle_cos = cos(segment_angle);
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // See comments in symbol_sdf.vertex
+ vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1);
+
+ vec2 a = projectedPoint.xy / projectedPoint.w;
+ vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
+
+ symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
+ }
+
+ highp float angle_sin = sin(segment_angle + symbol_rotation);
+ highp float angle_cos = cos(segment_angle + symbol_rotation);
mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0);