summaryrefslogtreecommitdiff
path: root/src/mbgl/shaders/symbol_icon.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mbgl/shaders/symbol_icon.cpp')
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp24
1 files changed, 9 insertions, 15 deletions
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index 1e96194738..f5c2bbe22d 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -12,6 +12,7 @@ const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
attribute vec3 a_projected_pos;
+attribute float a_fade_opacity;
uniform bool u_is_size_zoom_constant;
uniform bool u_is_size_feature_constant;
@@ -21,7 +22,7 @@ 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;
+uniform float u_fade_change;
#ifndef HAS_UNIFORM_u_opacity
@@ -43,7 +44,7 @@ uniform bool u_pitch_with_map;
uniform vec2 u_texsize;
varying vec2 v_tex;
-varying vec2 v_fade_tex;
+varying float v_fade_opacity;
void main() {
@@ -60,9 +61,7 @@ void main() {
vec2 a_tex = a_data.xy;
vec2 a_size = a_data.zw;
- highp vec2 angle_labelminzoom = unpack_float(a_projected_pos[2]);
- highp float segment_angle = -angle_labelminzoom[0] / 255.0 * 2.0 * PI;
- mediump float a_labelminzoom = angle_labelminzoom[1];
+ highp float segment_angle = -a_projected_pos[2];
float size;
if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
@@ -106,19 +105,14 @@ void main() {
gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 64.0 * fontScale), 0.0, 1.0);
v_tex = a_tex / u_texsize;
- // 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 collision_perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
- highp float perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
- v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
+ v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
}
)MBGL_SHADER";
const char* symbol_icon::fragmentSource = R"MBGL_SHADER(
uniform sampler2D u_texture;
-uniform sampler2D u_fadetexture;
#ifndef HAS_UNIFORM_u_opacity
@@ -129,7 +123,7 @@ uniform lowp float u_opacity;
varying vec2 v_tex;
-varying vec2 v_fade_tex;
+varying float v_fade_opacity;
void main() {
@@ -138,7 +132,7 @@ void main() {
#endif
- lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
+ lowp float alpha = opacity * v_fade_opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
#ifdef OVERDRAW_INSPECTOR