diff options
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r-- | src/mbgl/shaders/symbol_icon.cpp | 44 |
1 files changed, 28 insertions, 16 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp index bc570cf361..8960e02c28 100644 --- a/src/mbgl/shaders/symbol_icon.cpp +++ b/src/mbgl/shaders/symbol_icon.cpp @@ -7,17 +7,20 @@ namespace shaders { const char* symbol_icon::name = "symbol_icon"; const char* symbol_icon::vertexSource = R"MBGL_SHADER( - attribute vec4 a_pos_offset; +attribute vec2 a_label_pos; attribute vec4 a_data; // icon-size data (see symbol_sdf.vertex.glsl for more) attribute vec3 a_size; uniform bool u_is_size_zoom_constant; uniform bool u_is_size_feature_constant; -uniform mediump float u_size_t; // used to interpolate between zoom stops when size is a composite function -uniform mediump float u_size; // used when size is both zoom and feature constant -uniform mediump float u_layout_size; // used when size is feature constant +uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function +uniform highp float u_size; // used when size is both zoom and feature constant +uniform highp float u_layout_size; // used when size is feature constant +uniform highp float u_camera_to_center_distance; +uniform highp float u_pitch; +uniform highp float u_collision_y_stretch; #ifndef HAS_UNIFORM_u_opacity @@ -32,7 +35,7 @@ uniform lowp float u_opacity; uniform mat4 u_matrix; uniform bool u_is_text; -uniform mediump float u_zoom; +uniform highp float u_zoom; uniform bool u_rotate_with_map; uniform vec2 u_extrude_scale; @@ -53,11 +56,11 @@ void main() { vec2 a_offset = a_pos_offset.zw; vec2 a_tex = a_data.xy; - mediump vec2 label_data = unpack_float(a_data[2]); - mediump float a_labelminzoom = label_data[0]; - mediump vec2 a_zoom = unpack_float(a_data[3]); - mediump float a_minzoom = a_zoom[0]; - mediump float a_maxzoom = a_zoom[1]; + highp vec2 label_data = unpack_float(a_data[2]); + highp float a_labelminzoom = label_data[0]; + highp vec2 a_zoom = unpack_float(a_data[3]); + highp float a_minzoom = a_zoom[0]; + highp float a_maxzoom = a_zoom[1]; float size; // In order to accommodate placing labels around corners in @@ -68,7 +71,7 @@ void main() { // currently rendered zoom level if text-size is zoom-dependent. // Thus, we compensate for this difference by calculating an adjustment // based on the scale of rendered text size relative to layout text size. - mediump float layoutSize; + highp float layoutSize; if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { size = mix(a_size[0], a_size[1], u_size_t) / 10.0; layoutSize = a_size[2] / 10.0; @@ -85,12 +88,16 @@ void main() { float fontScale = u_is_text ? size / 24.0 : size; - mediump float zoomAdjust = log2(size / layoutSize); - mediump float adjustedZoom = (u_zoom - zoomAdjust) * 10.0; + highp float zoomAdjust = log2(size / layoutSize); + highp float adjustedZoom = (u_zoom - zoomAdjust) * 10.0; // result: z = 0 if a_minzoom <= adjustedZoom < a_maxzoom, and 1 otherwise - mediump float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom)); + highp float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom)); + + vec4 projectedPoint = u_matrix * vec4(a_label_pos, 0, 1); + highp float camera_to_anchor_distance = projectedPoint.w; + highp float perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0); - vec2 extrude = fontScale * u_extrude_scale * (a_offset / 64.0); + vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (a_offset / 64.0); if (u_rotate_with_map) { gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1); gl_Position.z += z * gl_Position.w; @@ -99,7 +106,12 @@ void main() { } v_tex = a_tex / u_texsize; - v_fade_tex = vec2(a_labelminzoom / 255.0, 0.0); + // See comments in symbol_sdf.vertex + highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch)); + highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch); + + highp float perspective_zoom_adjust = log2(perspective_ratio * collision_adjustment) * 10.0; + v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0); } )MBGL_SHADER"; |