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path: root/src/mbgl/shaders/symbol_sdf.cpp
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Diffstat (limited to 'src/mbgl/shaders/symbol_sdf.cpp')
-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp24
1 files changed, 22 insertions, 2 deletions
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index 2050886957..a4427f31ab 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -34,6 +34,7 @@ varying highp vec4 fill_color;
uniform highp vec4 u_fill_color;
#endif
+
#ifndef HAS_UNIFORM_u_halo_color
uniform lowp float a_halo_color_t;
attribute highp vec4 a_halo_color;
@@ -42,6 +43,7 @@ varying highp vec4 halo_color;
uniform highp vec4 u_halo_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -50,6 +52,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_halo_width
uniform lowp float a_halo_width_t;
attribute lowp vec2 a_halo_width;
@@ -58,6 +61,7 @@ varying lowp float halo_width;
uniform lowp float u_halo_width;
#endif
+
#ifndef HAS_UNIFORM_u_halo_blur
uniform lowp float a_halo_blur_t;
attribute lowp vec2 a_halo_blur;
@@ -66,6 +70,7 @@ varying lowp float halo_blur;
uniform lowp float u_halo_blur;
#endif
+
uniform mat4 u_matrix;
uniform mat4 u_label_plane_matrix;
uniform mat4 u_gl_coord_matrix;
@@ -84,37 +89,42 @@ varying vec4 v_data0;
varying vec2 v_data1;
void main() {
-
+
#ifndef HAS_UNIFORM_u_fill_color
fill_color = unpack_mix_vec4(a_fill_color, a_fill_color_t);
#else
highp vec4 fill_color = u_fill_color;
#endif
+
#ifndef HAS_UNIFORM_u_halo_color
halo_color = unpack_mix_vec4(a_halo_color, a_halo_color_t);
#else
highp vec4 halo_color = u_halo_color;
#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_halo_width
halo_width = unpack_mix_vec2(a_halo_width, a_halo_width_t);
#else
lowp float halo_width = u_halo_width;
#endif
+
#ifndef HAS_UNIFORM_u_halo_blur
halo_blur = unpack_mix_vec2(a_halo_blur, a_halo_blur_t);
#else
lowp float halo_blur = u_halo_blur;
#endif
+
vec2 a_pos = a_pos_offset.xy;
vec2 a_offset = a_pos_offset.zw;
@@ -215,30 +225,35 @@ varying highp vec4 fill_color;
uniform highp vec4 u_fill_color;
#endif
+
#ifndef HAS_UNIFORM_u_halo_color
varying highp vec4 halo_color;
#else
uniform highp vec4 u_halo_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_halo_width
varying lowp float halo_width;
#else
uniform lowp float u_halo_width;
#endif
+
#ifndef HAS_UNIFORM_u_halo_blur
varying lowp float halo_blur;
#else
uniform lowp float u_halo_blur;
#endif
+
uniform sampler2D u_texture;
uniform sampler2D u_fadetexture;
uniform highp float u_gamma_scale;
@@ -248,27 +263,32 @@ varying vec4 v_data0;
varying vec2 v_data1;
void main() {
-
+
#ifdef HAS_UNIFORM_u_fill_color
highp vec4 fill_color = u_fill_color;
#endif
+
#ifdef HAS_UNIFORM_u_halo_color
highp vec4 halo_color = u_halo_color;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
#ifdef HAS_UNIFORM_u_halo_width
lowp float halo_width = u_halo_width;
#endif
+
#ifdef HAS_UNIFORM_u_halo_blur
lowp float halo_blur = u_halo_blur;
#endif
+
vec2 tex = v_data0.xy;
vec2 fade_tex = v_data0.zw;
float gamma_scale = v_data1.x;