// floor(127 / 2) == 63.0 // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is // stored in a byte (-128..127). we scale regular normals up to length 63, but // there are also "special" normals that have a bigger length (of up to 126 in // this case). // #define scale 63.0 #define scale 0.015873016 attribute vec2 a_pos; attribute vec4 a_data; // matrix is for the vertex position, exmatrix is for rotating and projecting // the extrusion vector. uniform mat4 u_matrix; uniform mat4 u_exmatrix; // shared uniform float u_ratio; uniform vec2 u_linewidth; uniform vec4 u_color; uniform float u_extra; uniform mat2 u_antialiasingmatrix; varying vec2 v_normal; varying float v_linesofar; varying float v_gamma_scale; void main() { vec2 a_extrude = a_data.xy; float a_linesofar = a_data.z * 128.0 + a_data.w; // We store the texture normals in the most insignificant bit // transform y so that 0 => -1 and 1 => 1 // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap // y is 1 if the normal points up, and -1 if it points down vec2 normal = mod(a_pos, 2.0); normal.y = sign(normal.y - 0.5); v_normal = normal; // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. vec2 dist = u_linewidth.s * a_extrude * scale; // Remove the texture normal bit of the position before scaling it with the // model/view matrix. Add the extrusion vector *after* the model/view matrix // because we're extruding the line in pixel space, regardless of the current // tile's zoom level. gl_Position = u_matrix * vec4(floor(a_pos / 2.0) + dist.xy / u_ratio, 0.0, 1.0); v_linesofar = a_linesofar; // position of y on the screen float y = gl_Position.y / gl_Position.w; // how much features are squished in the y direction by the tilt float squish_scale = length(a_extrude) / length(u_antialiasingmatrix * a_extrude); // how much features are squished in all directions by the perspectiveness float perspective_scale = 1.0 / (1.0 - y * u_extra); v_gamma_scale = perspective_scale * squish_scale; }