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-rw-r--r--src/mbgl/programs/symbol_program.hpp4
-rw-r--r--src/mbgl/shaders/symbol_icon.cpp2
-rw-r--r--src/mbgl/shaders/symbol_sdf.cpp2
3 files changed, 4 insertions, 4 deletions
diff --git a/src/mbgl/programs/symbol_program.hpp b/src/mbgl/programs/symbol_program.hpp
index a14afac702..9b5037ed9f 100644
--- a/src/mbgl/programs/symbol_program.hpp
+++ b/src/mbgl/programs/symbol_program.hpp
@@ -61,8 +61,8 @@ struct SymbolLayoutAttributes : gl::Attributes<
{{
static_cast<int16_t>(labelAnchor.x),
static_cast<int16_t>(labelAnchor.y),
- static_cast<int16_t>(::round(o.x * 64)), // use 1/64 pixels for placement
- static_cast<int16_t>(::round((o.y + glyphOffsetY) * 64))
+ static_cast<int16_t>(::round(o.x * 32)), // use 1/32 pixels for placement
+ static_cast<int16_t>(::round((o.y + glyphOffsetY) * 32))
}},
{{
tx,
diff --git a/src/mbgl/shaders/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp
index da31d36291..c037c81005 100644
--- a/src/mbgl/shaders/symbol_icon.cpp
+++ b/src/mbgl/shaders/symbol_icon.cpp
@@ -105,7 +105,7 @@ void main() {
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);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
v_tex = a_tex / u_texsize;
vec2 fade_opacity = unpack_opacity(a_fade_opacity);
diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp
index 46bab10be5..b584c00315 100644
--- a/src/mbgl/shaders/symbol_sdf.cpp
+++ b/src/mbgl/shaders/symbol_sdf.cpp
@@ -183,7 +183,7 @@ void main() {
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);
+ gl_Position = u_gl_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale), 0.0, 1.0);
float gamma_scale = gl_Position.w;
vec2 tex = a_tex / u_texsize;