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path: root/src/mbgl/shaders/circle.cpp
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* Add basic shader minification (#13500)Vladimir Agafonkin2018-12-041-2/+2
| | | | | | * add basic shader minification (same GL JS does) * don't remove line break at shader end
* [docs] Include uncompressed shader source in .cpp commentsChris Loer2018-09-191-0/+280
| | | | | | This is meant to (1) Make it easier for new developers to find the source (2) Make it easier to look at shader diffs when the GL JS pin changes
* [core] Implement CrossFadedDataDrivenProperty to add support for feature ↵Molly Lloyd2018-08-311-2/+2
| | | | expressions in `*-pattern` properties
* [core] Compress all shader source as a single corpusJohn Firebaugh2018-07-251-221/+3
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* [core] Compress shader source codeJohn Firebaugh2018-07-251-276/+221
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* [core] Simplify generate-shaders.jsJohn Firebaugh2017-08-021-2/+30
| | | | We moved the #pragma ⇢ #ifndef logic into gl-js.
* [core] Implement circle-pitch-alignment propertyChris Loer2017-07-061-5/+23
| | | | Closes issue #9349.
* [core] add shader defines for enabling/disabling attributes/uniforms for DDSKonstantin Käfer2017-06-131-7/+133
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* [core] Reduce number of varyings to 8 or lessJohn Firebaugh2017-06-131-11/+13
| | | | For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
* [core] Update mapbox-gl-js submoduleJohn Firebaugh2017-03-281-6/+6
| | | | Includes lowp ⇢ highp fix for shader color attributes / uniforms.
* Pack min + max into one attribute :muscle:Molly Lloyd2017-03-081-21/+14
| | | | | | | | Some devices supported by Mapbox GL provide only 8 vertex attributes; this change packs existing attributes to get us just under that limit. For properties using a composite function, pack the min and max values into a single attribute with two logical components instead of using two separate attributes and buffers. Special logic is included for color attributes, whose integer components must be packed into the available bits of floating-point attributes. (We don't have access to ivec types in GL ES 2.0.) For source functions, continue to bind just a one-component attribute even though the GLSL type is vec2 (or vec4 for colors). The type-checking done by gl::Attribute is relaxed slightly to accommodate this.
* [core] De-duplicate shader prelude sourceJohn Firebaugh2017-03-081-71/+0
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* [core] Use cpp files for shader sourceJohn Firebaugh2017-02-071-0/+191