From 7c7564d72ed060bfd9ff1d5ebc6086a52f837c4b Mon Sep 17 00:00:00 2001 From: Chris Loer Date: Tue, 16 May 2017 11:50:24 -0700 Subject: [core] Re-generate shaders. --- src/mbgl/shaders/collision_box.cpp | 36 ++++++- src/mbgl/shaders/symbol_icon.cpp | 44 ++++++--- src/mbgl/shaders/symbol_sdf.cpp | 193 +++++++++++++++++++++++-------------- 3 files changed, 184 insertions(+), 89 deletions(-) diff --git a/src/mbgl/shaders/collision_box.cpp b/src/mbgl/shaders/collision_box.cpp index 5f733c6a1e..05f306ef65 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 = 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/symbol_icon.cpp b/src/mbgl/shaders/symbol_icon.cpp index bc570cf361..8960e02c28 100644 --- a/src/mbgl/shaders/symbol_icon.cpp +++ b/src/mbgl/shaders/symbol_icon.cpp @@ -7,17 +7,20 @@ namespace shaders { const char* symbol_icon::name = "symbol_icon"; const char* symbol_icon::vertexSource = R"MBGL_SHADER( - attribute vec4 a_pos_offset; +attribute vec2 a_label_pos; attribute vec4 a_data; // 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_layout_size; // used when size is feature constant +uniform highp float u_camera_to_center_distance; +uniform highp float u_pitch; +uniform highp float u_collision_y_stretch; #ifndef HAS_UNIFORM_u_opacity @@ -32,7 +35,7 @@ uniform lowp float u_opacity; uniform mat4 u_matrix; uniform bool u_is_text; -uniform mediump float u_zoom; +uniform highp float u_zoom; uniform bool u_rotate_with_map; uniform vec2 u_extrude_scale; @@ -53,11 +56,11 @@ void main() { 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]; + highp vec2 label_data = unpack_float(a_data[2]); + highp float a_labelminzoom = label_data[0]; + highp vec2 a_zoom = unpack_float(a_data[3]); + highp float a_minzoom = a_zoom[0]; + highp float a_maxzoom = a_zoom[1]; float size; // In order to accommodate placing labels around corners in @@ -68,7 +71,7 @@ void main() { // 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; + highp 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; @@ -85,12 +88,16 @@ void main() { float fontScale = u_is_text ? size / 24.0 : size; - mediump float zoomAdjust = log2(size / layoutSize); - mediump float adjustedZoom = (u_zoom - zoomAdjust) * 10.0; + highp float zoomAdjust = log2(size / layoutSize); + highp 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 z = 2.0 - step(a_minzoom, adjustedZoom) - (1.0 - step(a_maxzoom, adjustedZoom)); + + vec4 projectedPoint = u_matrix * vec4(a_label_pos, 0, 1); + highp float camera_to_anchor_distance = projectedPoint.w; + highp float perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0); - vec2 extrude = fontScale * u_extrude_scale * (a_offset / 64.0); + vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (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; @@ -99,7 +106,12 @@ void main() { } 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 perspective_zoom_adjust = log2(perspective_ratio * collision_adjustment) * 10.0; + v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0); } )MBGL_SHADER"; diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp index cce6b769a6..bae01a5b59 100644 --- a/src/mbgl/shaders/symbol_sdf.cpp +++ b/src/mbgl/shaders/symbol_sdf.cpp @@ -9,7 +9,10 @@ const char* symbol_sdf::name = "symbol_sdf"; const char* symbol_sdf::vertexSource = R"MBGL_SHADER( const float PI = 3.141592653589793; +// NOTE: the a_data attribute in this shader is manually bound (see https://github.com/mapbox/mapbox-gl-js/issues/4607). +// If removing or renaming a_data, revisit the manual binding in painter.js accordingly. attribute vec4 a_pos_offset; +attribute vec2 a_label_pos; attribute vec4 a_data; // contents of a_size vary based on the type of property value @@ -23,12 +26,12 @@ attribute vec4 a_data; 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_layout_size; // used when size is feature constant -#ifndef HAS_UNIFORM_u_fill_color +#ifdef HAS_UNIFORM_u_fill_color uniform lowp float a_fill_color_t; attribute highp vec4 a_fill_color; varying highp vec4 fill_color; @@ -36,7 +39,8 @@ varying highp vec4 fill_color; uniform highp vec4 u_fill_color; #endif -#ifndef HAS_UNIFORM_u_halo_color + +#ifdef HAS_UNIFORM_u_halo_color uniform lowp float a_halo_color_t; attribute highp vec4 a_halo_color; varying highp vec4 halo_color; @@ -44,7 +48,8 @@ varying highp vec4 halo_color; uniform highp vec4 u_halo_color; #endif -#ifndef HAS_UNIFORM_u_opacity + +#ifdef HAS_UNIFORM_u_opacity uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -52,7 +57,8 @@ varying lowp float opacity; uniform lowp float u_opacity; #endif -#ifndef HAS_UNIFORM_u_halo_width + +#ifdef HAS_UNIFORM_u_halo_width uniform lowp float a_halo_width_t; attribute lowp vec2 a_halo_width; varying lowp float halo_width; @@ -60,7 +66,8 @@ varying lowp float halo_width; uniform lowp float u_halo_width; #endif -#ifndef HAS_UNIFORM_u_halo_blur + +#ifdef HAS_UNIFORM_u_halo_blur uniform lowp float a_halo_blur_t; attribute lowp vec2 a_halo_blur; varying lowp float halo_blur; @@ -68,68 +75,89 @@ varying lowp float halo_blur; uniform lowp float u_halo_blur; #endif + // matrix is for the vertex position. uniform mat4 u_matrix; uniform bool u_is_text; -uniform mediump float u_zoom; +uniform highp 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 highp float u_pitch; +uniform highp float u_bearing; +uniform highp float u_aspect_ratio; +uniform highp float u_camera_to_center_distance; +uniform highp float u_max_camera_distance; +uniform highp float u_collision_y_stretch; uniform vec2 u_extrude_scale; uniform vec2 u_texsize; -varying vec4 v_data0; -varying vec2 v_data1; +varying vec2 v_tex; +varying vec2 v_fade_tex; +varying float v_gamma_scale; +varying float v_size; + +// Used below to move the vertex out of the clip space for when the current +// zoom is out of the glyph's zoom range. +highp float clipUnusedGlyphAngles(const highp float render_size, + const highp float layout_size, + const highp float min_zoom, + const highp float max_zoom) { + highp float zoom_adjust = log2(render_size / layout_size); + highp float adjusted_zoom = (u_zoom - zoom_adjust) * 10.0; + // result: 0 if min_zoom <= adjusted_zoom < max_zoom, and 1 otherwise + return 2.0 - step(min_zoom, adjusted_zoom) - (1.0 - step(max_zoom, adjusted_zoom)); +} 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; - 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]; - float size; + highp vec2 label_data = unpack_float(a_data[2]); + highp float a_labelminzoom = label_data[0]; + highp float a_lineangle = (label_data[1] / 256.0 * 2.0 * PI); + highp vec2 a_zoom = unpack_float(a_data[3]); + highp float a_minzoom = a_zoom[0]; + highp float a_maxzoom = a_zoom[1]; // In order to accommodate placing labels around corners in // symbol-placement: line, each glyph in a label could have multiple @@ -139,79 +167,97 @@ void main() { // 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; + highp 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; + v_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; + v_size = a_size[0] / 10.0; + layoutSize = v_size; } else if (!u_is_size_zoom_constant && u_is_size_feature_constant) { - size = u_size; + v_size = u_size; layoutSize = u_layout_size; } else { - size = u_size; + v_size = u_size; layoutSize = u_size; } - float fontScale = u_is_text ? size / 24.0 : size; + float fontScale = u_is_text ? v_size / 24.0 : v_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)); + vec4 projectedPoint = u_matrix * vec4(a_label_pos, 0, 1); + highp float camera_to_anchor_distance = projectedPoint.w; + highp float perspective_ratio = 1.0 + 0.5*((camera_to_anchor_distance / u_camera_to_center_distance) - 1.0); // 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); + highp float angle = u_rotate_with_map ? a_lineangle : u_bearing; + highp float asin = sin(angle); + highp 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); + vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (offset / 64.0); + gl_Position = u_matrix * vec4(a_pos + extrude, 0, 1); - gl_Position.z += z * gl_Position.w; + gl_Position.z += clipUnusedGlyphAngles(v_size*perspective_ratio, layoutSize, a_minzoom, a_maxzoom) * 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; + highp float pitchfactor = 1.0 - cos(u_pitch * sin(u_pitch * 0.75)); // 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); + vec4 b = u_matrix * vec4(a_pos + vec2(cos(a_lineangle), sin(a_lineangle)), 0, 1); + highp float angle = atan((b[1] / b[3] - a[1] / a[3]) / u_aspect_ratio, b[0] / b[3] - a[0] / a[3]); + highp float asin = sin(angle); + highp float acos = cos(angle); mat2 RotationMatrix = mat2(acos, -1.0 * asin, asin, acos); + highp float foreshortening = (1.0 - pitchfactor) + (pitchfactor * cos(angle * 2.0)); + + vec2 offset = RotationMatrix * (vec2(foreshortening, 1.0) * a_offset); + vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (offset / 64.0); - 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; + gl_Position.z += clipUnusedGlyphAngles(v_size * perspective_ratio, layoutSize, a_minzoom, a_maxzoom) * gl_Position.w; // pitch-alignment: viewport // rotation-alignment: viewport } else { - vec2 extrude = fontScale * u_extrude_scale * (a_offset / 64.0); + vec2 extrude = fontScale * u_extrude_scale * perspective_ratio * (a_offset / 64.0); gl_Position = u_matrix * vec4(a_pos, 0, 1) + vec4(extrude, 0, 0); } - float gamma_scale = gl_Position.w; - - vec2 tex = a_tex / u_texsize; - vec2 fade_tex = vec2(a_labelminzoom / 255.0, 0.0); - - v_data0 = vec4(tex.x, tex.y, fade_tex.x, fade_tex.y); - v_data1 = vec2(gamma_scale, size); + gl_Position.z += + step(u_max_camera_distance * u_camera_to_center_distance, camera_to_anchor_distance) * gl_Position.w; + + v_gamma_scale = gl_Position.w / perspective_ratio; + + v_tex = a_tex / u_texsize; + // 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 perspective_zoom_adjust = floor(log2(perspective_ratio * collision_adjustment) * 10.0); + v_fade_tex = vec2((a_labelminzoom + perspective_zoom_adjust) / 255.0, 0.0); } )MBGL_SHADER"; @@ -227,66 +273,73 @@ 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; uniform bool u_is_text; -varying vec4 v_data0; -varying vec2 v_data1; +varying vec2 v_tex; +varying vec2 v_fade_tex; +varying float v_gamma_scale; +varying float v_size; 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; - float size = v_data1.y; - float fontScale = u_is_text ? size / 24.0 : size; + float fontScale = u_is_text ? v_size / 24.0 : v_size; lowp vec4 color = fill_color; highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale); @@ -297,9 +350,9 @@ void main() { buff = (6.0 - halo_width / fontScale) / SDF_PX; } - lowp float dist = texture2D(u_texture, tex).a; - lowp float fade_alpha = texture2D(u_fadetexture, fade_tex).a; - highp float gamma_scaled = gamma * gamma_scale; + lowp float dist = texture2D(u_texture, v_tex).a; + lowp float fade_alpha = texture2D(u_fadetexture, v_fade_tex).a; + highp float gamma_scaled = gamma * v_gamma_scale; highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist) * fade_alpha; gl_FragColor = color * (alpha * opacity); -- cgit v1.2.1