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-rw-r--r--src/mbgl/shaders/circle.cpp60
-rw-r--r--src/mbgl/shaders/collision_box.cpp36
-rw-r--r--src/mbgl/shaders/debug.cpp7
-rw-r--r--src/mbgl/shaders/fill.cpp12
-rw-r--r--src/mbgl/shaders/fill_extrusion.cpp16
-rw-r--r--src/mbgl/shaders/fill_extrusion_pattern.cpp17
-rw-r--r--src/mbgl/shaders/fill_outline.cpp14
-rw-r--r--src/mbgl/shaders/fill_outline_pattern.cpp15
-rw-r--r--src/mbgl/shaders/fill_pattern.cpp13
-rw-r--r--src/mbgl/shaders/line.cpp40
-rw-r--r--src/mbgl/shaders/line_pattern.cpp41
-rw-r--r--src/mbgl/shaders/line_sdf.cpp87
-rw-r--r--src/mbgl/shaders/preludes.cpp23
-rw-r--r--src/mbgl/shaders/raster.cpp13
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp95
-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp174
16 files changed, 467 insertions, 196 deletions
diff --git a/src/mbgl/shaders/circle.cpp b/src/mbgl/shaders/circle.cpp
index 2e0c76122c..c14335914b 100644
--- a/src/mbgl/shaders/circle.cpp
+++ b/src/mbgl/shaders/circle.cpp
@@ -9,7 +9,9 @@ const char* circle::name = "circle";
const char* circle::vertexSource = R"MBGL_SHADER(
uniform mat4 u_matrix;
uniform bool u_scale_with_map;
+uniform bool u_pitch_with_map;
uniform vec2 u_extrude_scale;
+uniform highp float u_camera_to_center_distance;
attribute vec2 a_pos;
@@ -22,6 +24,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_radius
uniform lowp float a_radius_t;
attribute mediump vec2 a_radius;
@@ -30,6 +33,7 @@ varying mediump float radius;
uniform mediump float u_radius;
#endif
+
#ifndef HAS_UNIFORM_u_blur
uniform lowp float a_blur_t;
attribute lowp vec2 a_blur;
@@ -38,6 +42,7 @@ 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;
@@ -46,6 +51,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_color
uniform lowp float a_stroke_color_t;
attribute highp vec4 a_stroke_color;
@@ -54,6 +60,7 @@ varying highp vec4 stroke_color;
uniform highp vec4 u_stroke_color;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_width
uniform lowp float a_stroke_width_t;
attribute mediump vec2 a_stroke_width;
@@ -62,6 +69,7 @@ varying mediump float stroke_width;
uniform mediump float u_stroke_width;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_opacity
uniform lowp float a_stroke_opacity_t;
attribute lowp vec2 a_stroke_opacity;
@@ -70,63 +78,87 @@ varying lowp float stroke_opacity;
uniform lowp float u_stroke_opacity;
#endif
+
varying vec3 v_data;
void main(void) {
-
+
#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_radius
radius = unpack_mix_vec2(a_radius, a_radius_t);
#else
mediump float radius = u_radius;
#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_stroke_color
stroke_color = unpack_mix_vec4(a_stroke_color, a_stroke_color_t);
#else
highp vec4 stroke_color = u_stroke_color;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_width
stroke_width = unpack_mix_vec2(a_stroke_width, a_stroke_width_t);
#else
mediump float stroke_width = u_stroke_width;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_opacity
stroke_opacity = unpack_mix_vec2(a_stroke_opacity, a_stroke_opacity_t);
#else
lowp float stroke_opacity = u_stroke_opacity;
#endif
+
// unencode the extrusion vector that we snuck into the a_pos vector
vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);
// multiply a_pos by 0.5, since we had it * 2 in order to sneak
// in extrusion data
- gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0, 1);
-
- if (u_scale_with_map) {
- gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale;
+ vec2 circle_center = floor(a_pos * 0.5);
+ if (u_pitch_with_map) {
+ vec2 corner_position = circle_center;
+ if (u_scale_with_map) {
+ corner_position += extrude * (radius + stroke_width) * u_extrude_scale;
+ } else {
+ // Pitching the circle with the map effectively scales it with the map
+ // To counteract the effect for pitch-scale: viewport, we rescale the
+ // whole circle based on the pitch scaling effect at its central point
+ vec4 projected_center = u_matrix * vec4(circle_center, 0, 1);
+ corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance);
+ }
+
+ gl_Position = u_matrix * vec4(corner_position, 0, 1);
} else {
- gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
+ gl_Position = u_matrix * vec4(circle_center, 0, 1);
+
+ if (u_scale_with_map) {
+ gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance;
+ } else {
+ gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w;
+ }
}
// This is a minimum blur distance that serves as a faux-antialiasing for
@@ -146,74 +178,88 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_radius
varying mediump float radius;
#else
uniform mediump float u_radius;
#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_stroke_color
varying highp vec4 stroke_color;
#else
uniform highp vec4 u_stroke_color;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_width
varying mediump float stroke_width;
#else
uniform mediump float u_stroke_width;
#endif
+
#ifndef HAS_UNIFORM_u_stroke_opacity
varying lowp float stroke_opacity;
#else
uniform lowp float u_stroke_opacity;
#endif
+
varying vec3 v_data;
void main() {
-
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_radius
mediump float radius = u_radius;
#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_stroke_color
highp vec4 stroke_color = u_stroke_color;
#endif
+
#ifdef HAS_UNIFORM_u_stroke_width
mediump float stroke_width = u_stroke_width;
#endif
+
#ifdef HAS_UNIFORM_u_stroke_opacity
lowp float stroke_opacity = u_stroke_opacity;
#endif
+
vec2 extrude = v_data.xy;
float extrude_length = length(extrude);
diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp
index 5f733c6a1e..07fa94e338 100644
--- a/src/mbgl/shaders/collision_box.cpp
+++ b/src/mbgl/shaders/collision_box.cpp
@@ -8,44 +8,74 @@ namespace shaders {
const char* collision_box::name = "collision_box";
const char* collision_box::vertexSource = R"MBGL_SHADER(
attribute vec2 a_pos;
+attribute vec2 a_anchor_pos;
attribute vec2 a_extrude;
attribute vec2 a_data;
uniform mat4 u_matrix;
uniform float u_scale;
+uniform float u_pitch;
+uniform float u_collision_y_stretch;
+uniform float u_camera_to_center_distance;
varying float v_max_zoom;
varying float v_placement_zoom;
+varying float v_perspective_zoom_adjust;
+varying vec2 v_fade_tex;
void main() {
- gl_Position = u_matrix * vec4(a_pos + a_extrude / u_scale, 0.0, 1.0);
+ vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ highp float collision_perspective_ratio = 1.0 + 0.5 * ((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0);
+
+ 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);
+
+ gl_Position = u_matrix * vec4(a_pos + a_extrude * collision_perspective_ratio * collision_adjustment / u_scale, 0.0, 1.0);
v_max_zoom = a_data.x;
v_placement_zoom = a_data.y;
+
+ v_perspective_zoom_adjust = floor(log2(collision_perspective_ratio * collision_adjustment) * 10.0);
+ v_fade_tex = vec2((v_placement_zoom + v_perspective_zoom_adjust) / 255.0, 0.0);
}
)MBGL_SHADER";
const char* collision_box::fragmentSource = R"MBGL_SHADER(
uniform float u_zoom;
+// u_maxzoom is derived from the maximum scale considered by the CollisionTile
+// Labels with placement zoom greater than this value will not be placed,
+// regardless of perspective effects.
uniform float u_maxzoom;
+uniform sampler2D u_fadetexture;
+// v_max_zoom is a collision-box-specific value that controls when line-following
+// collision boxes are used.
varying float v_max_zoom;
varying float v_placement_zoom;
+varying float v_perspective_zoom_adjust;
+varying vec2 v_fade_tex;
void main() {
float alpha = 0.5;
+ // Green = no collisions, label is showing
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0) * alpha;
- if (v_placement_zoom > u_zoom) {
+ // Red = collision, label hidden
+ if (texture2D(u_fadetexture, v_fade_tex).a < 1.0) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
}
- if (u_zoom >= v_max_zoom) {
+ // Faded black = this collision box is not used at this zoom (for curved labels)
+ if (u_zoom >= v_max_zoom + v_perspective_zoom_adjust) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) * alpha * 0.25;
}
+ // Faded blue = the placement scale for this label is beyond the CollisionTile
+ // max scale, so it's impossible for this label to show without collision detection
+ // being run again (the label's glyphs haven't even been added to the symbol bucket)
if (v_placement_zoom >= u_maxzoom) {
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0) * alpha * 0.2;
}
diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp
index d39dcf25be..d18f3be5d1 100644
--- a/src/mbgl/shaders/debug.cpp
+++ b/src/mbgl/shaders/debug.cpp
@@ -12,7 +12,12 @@ attribute vec2 a_pos;
uniform mat4 u_matrix;
void main() {
- gl_Position = u_matrix * vec4(a_pos, step(32767.0, a_pos.x), 1);
+ // We are using Int16 for texture position coordinates to give us enough precision for
+ // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
+ // as an arbitrarily high number to preserve adequate precision when rendering.
+ // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
+ // so math for modifying either is consistent.
+ gl_Position = u_matrix * vec4(a_pos, step(8192.0, a_pos.x), 1);
}
)MBGL_SHADER";
diff --git a/src/mbgl/shaders/fill.cpp b/src/mbgl/shaders/fill.cpp
index 8f5f304014..3ba00836a2 100644
--- a/src/mbgl/shaders/fill.cpp
+++ b/src/mbgl/shaders/fill.cpp
@@ -20,6 +20,7 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -28,20 +29,23 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#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_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
@@ -54,22 +58,26 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
gl_FragColor = color * opacity;
#ifdef OVERDRAW_INSPECTOR
diff --git a/src/mbgl/shaders/fill_extrusion.cpp b/src/mbgl/shaders/fill_extrusion.cpp
index ad14e4f32e..817f73391c 100644
--- a/src/mbgl/shaders/fill_extrusion.cpp
+++ b/src/mbgl/shaders/fill_extrusion.cpp
@@ -27,6 +27,7 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
uniform lowp float a_height_t;
attribute lowp vec2 a_height;
@@ -36,6 +37,7 @@ uniform lowp float u_height;
#endif
+
#ifndef HAS_UNIFORM_u_color
uniform lowp float a_color_t;
attribute highp vec4 a_color;
@@ -44,26 +46,30 @@ varying highp vec4 color;
uniform highp vec4 u_color;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, a_base_t);
#else
lowp float base = u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, a_height_t);
#else
lowp float height = u_height;
#endif
+
#ifndef HAS_UNIFORM_u_color
color = unpack_mix_vec4(a_color, a_color_t);
#else
highp vec4 color = u_color;
#endif
+
base = max(0.0, base);
height = max(0.0, height);
@@ -113,32 +119,38 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
varying lowp float height;
#else
uniform lowp float u_height;
#endif
+
#ifndef HAS_UNIFORM_u_color
varying highp vec4 color;
#else
uniform highp vec4 u_color;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
+
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#endif
+
#ifdef HAS_UNIFORM_u_color
highp vec4 color = u_color;
#endif
+
gl_FragColor = v_color;
#ifdef OVERDRAW_INSPECTOR
diff --git a/src/mbgl/shaders/fill_extrusion_pattern.cpp b/src/mbgl/shaders/fill_extrusion_pattern.cpp
index 66c24b1bb0..d3e5eef1bf 100644
--- a/src/mbgl/shaders/fill_extrusion_pattern.cpp
+++ b/src/mbgl/shaders/fill_extrusion_pattern.cpp
@@ -39,6 +39,7 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
uniform lowp float a_height_t;
attribute lowp vec2 a_height;
@@ -47,20 +48,23 @@ varying lowp float height;
uniform lowp float u_height;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_base
base = unpack_mix_vec2(a_base, a_base_t);
#else
lowp float base = u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
height = unpack_mix_vec2(a_height, a_height_t);
#else
lowp float height = u_height;
#endif
+
base = max(0.0, base);
height = max(0.0, height);
@@ -93,6 +97,7 @@ uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
+uniform vec2 u_texsize;
uniform float u_mix;
uniform sampler2D u_image;
@@ -108,28 +113,32 @@ varying lowp float base;
uniform lowp float u_base;
#endif
+
#ifndef HAS_UNIFORM_u_height
varying lowp float height;
#else
uniform lowp float u_height;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_base
lowp float base = u_base;
#endif
+
#ifdef HAS_UNIFORM_u_height
lowp float height = u_height;
#endif
+
vec2 imagecoord = mod(v_pos_a, 1.0);
- vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
- vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
vec4 mixedColor = mix(color1, color2, u_mix);
diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp
index 45bc716be3..9ade598d10 100644
--- a/src/mbgl/shaders/fill_outline.cpp
+++ b/src/mbgl/shaders/fill_outline.cpp
@@ -23,6 +23,7 @@ varying highp vec4 outline_color;
uniform highp vec4 u_outline_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
uniform lowp float a_opacity_t;
attribute lowp vec2 a_opacity;
@@ -31,20 +32,23 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_outline_color
outline_color = unpack_mix_vec4(a_outline_color, a_outline_color_t);
#else
highp vec4 outline_color = u_outline_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}
@@ -58,26 +62,30 @@ varying highp vec4 outline_color;
uniform highp vec4 u_outline_color;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
+
varying vec2 v_pos;
void main() {
-
+
#ifdef HAS_UNIFORM_u_outline_color
highp vec4 outline_color = u_outline_color;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
float dist = length(v_pos - gl_FragCoord.xy);
- float alpha = smoothstep(1.0, 0.0, dist);
+ float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
gl_FragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
diff --git a/src/mbgl/shaders/fill_outline_pattern.cpp b/src/mbgl/shaders/fill_outline_pattern.cpp
index 5315709e3a..11cddb7d07 100644
--- a/src/mbgl/shaders/fill_outline_pattern.cpp
+++ b/src/mbgl/shaders/fill_outline_pattern.cpp
@@ -32,14 +32,16 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
@@ -54,6 +56,7 @@ uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
+uniform vec2 u_texsize;
uniform float u_mix;
uniform sampler2D u_image;
@@ -69,24 +72,26 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
vec2 imagecoord = mod(v_pos_a, 1.0);
- vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
- vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
// find distance to outline for alpha interpolation
float dist = length(v_pos - gl_FragCoord.xy);
- float alpha = smoothstep(1.0, 0.0, dist);
+ float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
gl_FragColor = mix(color1, color2, u_mix) * alpha * opacity;
diff --git a/src/mbgl/shaders/fill_pattern.cpp b/src/mbgl/shaders/fill_pattern.cpp
index dd99e4efff..a3817c4426 100644
--- a/src/mbgl/shaders/fill_pattern.cpp
+++ b/src/mbgl/shaders/fill_pattern.cpp
@@ -30,14 +30,16 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_scale_a * u_pattern_size_a, u_tile_units_to_pixels, a_pos);
@@ -50,6 +52,7 @@ uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
+uniform vec2 u_texsize;
uniform float u_mix;
uniform sampler2D u_image;
@@ -64,18 +67,20 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
vec2 imagecoord = mod(v_pos_a, 1.0);
- vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord);
+ vec2 pos = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord_b = mod(v_pos_b, 1.0);
- vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b);
+ vec2 pos2 = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, imagecoord_b);
vec4 color2 = texture2D(u_image, pos2);
gl_FragColor = mix(color1, color2, u_mix) * opacity;
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp
index aa59181fb4..c700295a15 100644
--- a/src/mbgl/shaders/line.cpp
+++ b/src/mbgl/shaders/line.cpp
@@ -26,7 +26,6 @@ attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
-uniform mediump float u_width;
uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
@@ -42,6 +41,7 @@ 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;
@@ -50,6 +50,7 @@ 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;
@@ -58,6 +59,7 @@ 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;
@@ -65,6 +67,7 @@ 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;
@@ -72,38 +75,59 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
-void main() {
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
+
+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
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#endif
+
+
vec2 a_extrude = a_data.xy - 128.0;
float a_direction = mod(a_data.z, 4.0) - 1.0;
@@ -117,11 +141,11 @@ void main() {
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
+ float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
@@ -155,36 +179,42 @@ 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
+
varying vec2 v_width2;
varying vec2 v_normal;
varying float v_gamma_scale;
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
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp
index d46858aa9e..f8d785ade9 100644
--- a/src/mbgl/shaders/line_pattern.cpp
+++ b/src/mbgl/shaders/line_pattern.cpp
@@ -28,7 +28,6 @@ attribute vec4 a_data;
uniform mat4 u_matrix;
uniform mediump float u_ratio;
-uniform mediump float u_width;
uniform vec2 u_gl_units_to_pixels;
varying vec2 v_normal;
@@ -45,6 +44,7 @@ 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;
@@ -53,6 +53,7 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
#ifndef HAS_UNIFORM_u_offset
uniform lowp float a_offset_t;
attribute lowp vec2 a_offset;
@@ -60,6 +61,7 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
+
#ifndef HAS_UNIFORM_u_gapwidth
uniform lowp float a_gapwidth_t;
attribute mediump vec2 a_gapwidth;
@@ -67,32 +69,52 @@ attribute mediump vec2 a_gapwidth;
uniform mediump float u_gapwidth;
#endif
-void main() {
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+#else
+uniform mediump float u_width;
+#endif
+
+
+void main() {
+
#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_offset
lowp float offset = unpack_mix_vec2(a_offset, a_offset_t);
#else
lowp float offset = u_offset;
#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_width
+ mediump float width = unpack_mix_vec2(a_width, a_width_t);
+#else
+ mediump float width = u_width;
+#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;
@@ -107,11 +129,11 @@ void main() {
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
+ float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
@@ -145,6 +167,7 @@ uniform vec2 u_pattern_tl_a;
uniform vec2 u_pattern_br_a;
uniform vec2 u_pattern_tl_b;
uniform vec2 u_pattern_br_b;
+uniform vec2 u_texsize;
uniform float u_fade;
uniform sampler2D u_image;
@@ -161,22 +184,26 @@ varying lowp float blur;
uniform lowp float u_blur;
#endif
+
#ifndef HAS_UNIFORM_u_opacity
varying lowp float opacity;
#else
uniform lowp float u_opacity;
#endif
-void main() {
+void main() {
+
#ifdef HAS_UNIFORM_u_blur
lowp float blur = u_blur;
#endif
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
// Calculate the distance of the pixel from the line in pixels.
float dist = length(v_normal) * v_width2.s;
@@ -190,8 +217,8 @@ void main() {
float x_b = mod(v_linesofar / u_pattern_size_b.x, 1.0);
float y_a = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_a.y);
float y_b = 0.5 + (v_normal.y * v_width2.s / u_pattern_size_b.y);
- vec2 pos_a = mix(u_pattern_tl_a, u_pattern_br_a, vec2(x_a, y_a));
- vec2 pos_b = mix(u_pattern_tl_b, u_pattern_br_b, vec2(x_b, y_b));
+ vec2 pos_a = mix(u_pattern_tl_a / u_texsize, u_pattern_br_a / u_texsize, vec2(x_a, y_a));
+ vec2 pos_b = mix(u_pattern_tl_b / u_texsize, u_pattern_br_b / u_texsize, vec2(x_b, y_b));
vec4 color = mix(texture2D(u_image, pos_a), texture2D(u_image, pos_b), u_fade);
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp
index fb6046d8a5..c5d50566e8 100644
--- a/src/mbgl/shaders/line_sdf.cpp
+++ b/src/mbgl/shaders/line_sdf.cpp
@@ -33,7 +33,6 @@ uniform float u_tex_y_a;
uniform vec2 u_patternscale_b;
uniform float u_tex_y_b;
uniform vec2 u_gl_units_to_pixels;
-uniform mediump float u_width;
varying vec2 v_normal;
varying vec2 v_width2;
@@ -50,6 +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;
@@ -58,6 +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;
@@ -66,6 +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;
@@ -73,6 +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;
@@ -80,38 +83,76 @@ attribute lowp vec2 a_offset;
uniform lowp float u_offset;
#endif
-void main() {
+#ifndef HAS_UNIFORM_u_width
+uniform lowp float a_width_t;
+attribute mediump vec2 a_width;
+varying mediump float width;
+#else
+uniform mediump float u_width;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_floorwidth
+uniform lowp float a_floorwidth_t;
+attribute lowp vec2 a_floorwidth;
+varying lowp float floorwidth;
+#else
+uniform lowp float u_floorwidth;
+#endif
+
+
+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;
@@ -126,11 +167,11 @@ void main() {
// these transformations used to be applied in the JS and native code bases.
// moved them into the shader for clarity and simplicity.
gapwidth = gapwidth / 2.0;
- float width = u_width / 2.0;
+ float halfwidth = width / 2.0;
offset = -1.0 * offset;
float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
- float outset = gapwidth + width * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + ANTIALIASING;
// Scale the extrusion vector down to a normal and then up by the line width
// of this vertex.
@@ -152,8 +193,8 @@ void main() {
float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
- v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);
- v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);
+ v_tex_a = vec2(a_linesofar * u_patternscale_a.x / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a);
+ v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b);
v_width2 = vec2(outset, inset);
}
@@ -178,32 +219,62 @@ 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
-void main() {
+#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() {
+
#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;
@@ -216,7 +287,7 @@ void main() {
float sdfdist_a = texture2D(u_image, v_tex_a).a;
float sdfdist_b = texture2D(u_image, v_tex_b).a;
float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
- alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);
+ alpha *= smoothstep(0.5 - u_sdfgamma / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist);
gl_FragColor = color * (alpha * opacity);
diff --git a/src/mbgl/shaders/preludes.cpp b/src/mbgl/shaders/preludes.cpp
index 95fa624e8d..feb185a684 100644
--- a/src/mbgl/shaders/preludes.cpp
+++ b/src/mbgl/shaders/preludes.cpp
@@ -24,25 +24,6 @@ precision highp float;
#endif
-float evaluate_zoom_function_1(const vec4 values, const float t) {
- if (t < 1.0) {
- return mix(values[0], values[1], t);
- } else if (t < 2.0) {
- return mix(values[1], values[2], t - 1.0);
- } else {
- return mix(values[2], values[3], t - 2.0);
- }
-}
-vec4 evaluate_zoom_function_4(const vec4 value0, const vec4 value1, const vec4 value2, const vec4 value3, const float t) {
- if (t < 1.0) {
- return mix(value0, value1, t);
- } else if (t < 2.0) {
- return mix(value1, value2, t - 1.0);
- } else {
- return mix(value2, value3, t - 2.0);
- }
-}
-
// Unpack a pair of values that have been packed into a single float.
// The packed values are assumed to be 8-bit unsigned integers, and are
// packed like so:
@@ -54,8 +35,8 @@ vec2 unpack_float(const float packedValue) {
}
-// To minimize the number of attributes needed in the mapbox-gl-native shaders,
-// we encode a 4-component color into a pair of floats (i.e. a vec2) as follows:
+// To minimize the number of attributes needed, we encode a 4-component
+// color into a pair of floats (i.e. a vec2) as follows:
// [ floor(color.r * 255) * 256 + color.g * 255,
// floor(color.b * 255) * 256 + color.g * 255 ]
vec4 decode_color(const vec2 encodedColor) {
diff --git a/src/mbgl/shaders/raster.cpp b/src/mbgl/shaders/raster.cpp
index eb7a2db240..98291bfec6 100644
--- a/src/mbgl/shaders/raster.cpp
+++ b/src/mbgl/shaders/raster.cpp
@@ -20,7 +20,12 @@ varying vec2 v_pos1;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
- v_pos0 = (((a_texture_pos / 32767.0) - 0.5) / u_buffer_scale ) + 0.5;
+ // We are using Int16 for texture position coordinates to give us enough precision for
+ // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
+ // as an arbitrarily high number to preserve adequate precision when rendering.
+ // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
+ // so math for modifying either is consistent.
+ v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
}
@@ -45,6 +50,12 @@ void main() {
// read and cross-fade colors from the main and parent tiles
vec4 color0 = texture2D(u_image0, v_pos0);
vec4 color1 = texture2D(u_image1, v_pos1);
+ if (color0.a > 0.0) {
+ color0.rgb = color0.rgb / color0.a;
+ }
+ if (color1.a > 0.0) {
+ color1.rgb = color1.rgb / color1.a;
+ }
vec4 color = mix(color0, color1, u_fade_t);
color.a *= u_opacity;
vec3 rgb = color.rgb;
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index bc570cf361..1e96194738 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -7,17 +7,21 @@ namespace shaders {
const char* symbol_icon::name = "symbol_icon";
const char* symbol_icon::vertexSource = R"MBGL_SHADER(
+const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
+attribute vec3 a_projected_pos;
-// 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_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;
#ifndef HAS_UNIFORM_u_opacity
@@ -28,13 +32,13 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
-// matrix is for the vertex position.
+
uniform mat4 u_matrix;
+uniform mat4 u_label_plane_matrix;
+uniform mat4 u_gl_coord_matrix;
uniform bool u_is_text;
-uniform mediump float u_zoom;
-uniform bool u_rotate_with_map;
-uniform vec2 u_extrude_scale;
+uniform bool u_pitch_with_map;
uniform vec2 u_texsize;
@@ -42,64 +46,73 @@ varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
-
+
#ifndef HAS_UNIFORM_u_opacity
opacity = unpack_mix_vec2(a_opacity, a_opacity_t);
#else
lowp float opacity = u_opacity;
#endif
+
vec2 a_pos = a_pos_offset.xy;
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];
+ 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];
float size;
- // In order to accommodate placing labels around corners in
- // symbol-placement: line, each glyph in a label could have multiple
- // "quad"s only one of which should be shown at a given zoom level.
- // The min/max zoom assigned to each quad is based on the font size at
- // the vector tile's zoom level, which might be different than at the
- // 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;
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;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size[0] / 10.0;
- layoutSize = size;
} else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
size = u_size;
- layoutSize = u_layout_size;
} else {
size = u_size;
- layoutSize = u_size;
}
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ // See comments in symbol_sdf.vertex
+ highp float distance_ratio = u_pitch_with_map ?
+ camera_to_anchor_distance / u_camera_to_center_distance :
+ u_camera_to_center_distance / camera_to_anchor_distance;
+ highp float perspective_ratio = 0.5 + 0.5 * distance_ratio;
+
+ size *= perspective_ratio;
+
float fontScale = u_is_text ? size / 24.0 : size;
- mediump float zoomAdjust = log2(size / layoutSize);
- mediump 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 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 extrude = fontScale * u_extrude_scale * (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;
- } else {
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
+ 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);
+ 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;
- 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 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);
}
)MBGL_SHADER";
@@ -114,15 +127,17 @@ varying lowp float opacity;
uniform lowp float u_opacity;
#endif
+
varying vec2 v_tex;
varying vec2 v_fade_tex;
void main() {
-
+
#ifdef HAS_UNIFORM_u_opacity
lowp float opacity = u_opacity;
#endif
+
lowp float alpha = texture2D(u_fadetexture, v_fade_tex).a * opacity;
gl_FragColor = texture2D(u_texture, v_tex) * alpha;
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index cce6b769a6..a4427f31ab 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -11,6 +11,7 @@ const float PI = 3.141592653589793;
attribute vec4 a_pos_offset;
attribute vec4 a_data;
+attribute vec3 a_projected_pos;
// contents of a_size vary based on the type of property value
// used for {text,icon}-size.
@@ -18,14 +19,11 @@ attribute vec4 a_data;
// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.
// For composite functions:
// [ text-size(lowerZoomStop, feature),
-// text-size(upperZoomStop, feature),
-// layoutSize == text-size(layoutZoomLevel, feature) ]
-attribute vec3 a_size;
+// text-size(upperZoomStop, feature) ]
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
#ifndef HAS_UNIFORM_u_fill_color
@@ -36,6 +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;
@@ -44,6 +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;
@@ -52,6 +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;
@@ -60,6 +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;
@@ -68,17 +70,18 @@ varying lowp float halo_blur;
uniform lowp float u_halo_blur;
#endif
-// matrix is for the vertex position.
+
uniform mat4 u_matrix;
+uniform mat4 u_label_plane_matrix;
+uniform mat4 u_gl_coord_matrix;
uniform bool u_is_text;
-uniform mediump float u_zoom;
-uniform bool u_rotate_with_map;
uniform bool u_pitch_with_map;
-uniform mediump float u_pitch;
-uniform mediump float u_bearing;
-uniform mediump float u_aspect_ratio;
-uniform vec2 u_extrude_scale;
+uniform highp float u_pitch;
+uniform bool u_rotate_symbol;
+uniform highp float u_aspect_ratio;
+uniform highp float u_camera_to_center_distance;
+uniform highp float u_collision_y_stretch;
uniform vec2 u_texsize;
@@ -86,129 +89,124 @@ 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;
vec2 a_tex = a_data.xy;
+ vec2 a_size = a_data.zw;
- mediump vec2 label_data = unpack_float(a_data[2]);
- mediump float a_labelminzoom = label_data[0];
- mediump float a_labelangle = label_data[1];
-
- 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 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];
float size;
- // In order to accommodate placing labels around corners in
- // symbol-placement: line, each glyph in a label could have multiple
- // "quad"s only one of which should be shown at a given zoom level.
- // The min/max zoom assigned to each quad is based on the font size at
- // the vector tile's zoom level, which might be different than at the
- // 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;
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;
} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
size = a_size[0] / 10.0;
- layoutSize = size;
} else if (!u_is_size_zoom_constant && u_is_size_feature_constant) {
size = u_size;
- layoutSize = u_layout_size;
} else {
size = u_size;
- layoutSize = u_size;
}
+ vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1);
+ highp float camera_to_anchor_distance = projectedPoint.w;
+ // If the label is pitched with the map, layout is done in pitched space,
+ // which makes labels in the distance smaller relative to viewport space.
+ // We counteract part of that effect by multiplying by the perspective ratio.
+ // If the label isn't pitched with the map, we do layout in viewport space,
+ // which makes labels in the distance larger relative to the features around
+ // them. We counteract part of that effect by dividing by the perspective ratio.
+ highp float distance_ratio = u_pitch_with_map ?
+ camera_to_anchor_distance / u_camera_to_center_distance :
+ u_camera_to_center_distance / camera_to_anchor_distance;
+ highp float perspective_ratio = 0.5 + 0.5 * distance_ratio;
+
+ size *= perspective_ratio;
+
float fontScale = u_is_text ? size / 24.0 : size;
- mediump float zoomAdjust = log2(size / layoutSize);
- mediump float adjustedZoom = (u_zoom - zoomAdjust) * 10.0;
- // result: z = 0 if a_minzoom <= adjustedZoom < a_maxzoom, and 1 otherwise
- // Used below to move the vertex out of the clip space for when the current
- // zoom is out of the glyph's zoom range.
- mediump float z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom));
-
- // pitch-alignment: map
- // rotation-alignment: map | viewport
- if (u_pitch_with_map) {
- lowp float angle = u_rotate_with_map ? (a_labelangle / 256.0 * 2.0 * PI) : u_bearing;
- lowp float asin = sin(angle);
- lowp float acos = cos(angle);
- mat2 RotationMatrix = mat2(acos, asin, -1.0 * asin, acos);
- vec2 offset = RotationMatrix * a_offset;
- vec2 extrude = fontScale * u_extrude_scale * (offset / 64.0);
- gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1);
- gl_Position.z += z * gl_Position.w;
- // pitch-alignment: viewport
- // rotation-alignment: map
- } else if (u_rotate_with_map) {
- // foreshortening factor to apply on pitched maps
- // as a label goes from horizontal <=> vertical in angle
- // it goes from 0% foreshortening to up to around 70% foreshortening
- lowp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75));
-
- lowp float lineangle = a_labelangle / 256.0 * 2.0 * PI;
-
- // use the lineangle to position points a,b along the line
- // project the points and calculate the label angle in projected space
- // this calculation allows labels to be rendered unskewed on pitched maps
- vec4 a = u_matrix * vec4(a_pos, 0, 1);
- vec4 b = u_matrix * vec4(a_pos + vec2(cos(lineangle),sin(lineangle)), 0, 1);
- lowp float angle = atan((b[1]/b[3] - a[1]/a[3])/u_aspect_ratio, b[0]/b[3] - a[0]/a[3]);
- lowp float asin = sin(angle);
- lowp float acos = cos(angle);
- mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos);
-
- vec2 offset = RotationMatrix * (vec2((1.0-pitchfactor)+(pitchfactor*cos(angle*2.0)), 1.0) * a_offset);
- vec2 extrude = fontScale * u_extrude_scale * (offset / 64.0);
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
- gl_Position.z += z * gl_Position.w;
- // pitch-alignment: viewport
- // rotation-alignment: viewport
- } else {
- vec2 extrude = fontScale * u_extrude_scale * (a_offset / 64.0);
- gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0);
+ highp float symbol_rotation = 0.0;
+ if (u_rotate_symbol) {
+ // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units
+ // To figure out that angle in projected space, we draw a short horizontal line in tile
+ // space, project it, and measure its angle in projected space.
+ 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);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 64.0 * fontScale), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 tex = a_tex / u_texsize;
- vec2 fade_tex = vec2(a_labelminzoom / 255.0, 0.0);
+ // incidence_stretch is the ratio of how much y space a label takes up on a tile while drawn perpendicular to the viewport vs
+ // how much space it would take up if it were drawn flat on the tile
+ // Using law of sines, camera_to_anchor/sin(ground_angle) = camera_to_center/sin(incidence_angle)
+ // sin(incidence_angle) = 1/incidence_stretch
+ // Incidence angle 90 -> head on, sin(incidence_angle) = 1, no incidence stretch
+ // Incidence angle 1 -> very oblique, sin(incidence_angle) =~ 0, lots of incidence stretch
+ // ground_angle = u_pitch + PI/2 -> sin(ground_angle) = cos(u_pitch)
+ // This 2D calculation is only exactly correct when gl_Position.x is in the center of the viewport,
+ // but it's a close enough approximation for our purposes
+ highp float incidence_stretch = camera_to_anchor_distance / (u_camera_to_center_distance * cos(u_pitch));
+ // incidence_stretch only applies to the y-axis, but without re-calculating the collision tile, we can't
+ // adjust the size of only one axis. So, we do a crude approximation at placement time to get the aspect ratio
+ // about right, and then do the rest of the adjustment here: there will be some extra padding on the x-axis,
+ // but hopefully not too much.
+ // Never make the adjustment less than 1.0: instead of allowing collisions on the x-axis, be conservative on
+ // the y-axis.
+ highp float collision_adjustment = max(1.0, incidence_stretch / u_collision_y_stretch);
+
+ // Floor to 1/10th zoom to dodge precision issues that can cause partially hidden labels
+ 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);
+ vec2 fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0);
v_data0 = vec4(tex.x, tex.y, fade_tex.x, fade_tex.y);
v_data1 = vec2(gamma_scale, size);
@@ -227,30 +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;
@@ -260,27 +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;