// 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 attribute vec2 a_pos; attribute vec2 a_extrude; attribute float a_linesofar; // 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_point; varying vec2 v_normal; varying float v_linesofar; void main() { // 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 extrude = a_extrude / scale; vec2 dist = u_linewidth.s * extrude * (1.0 - u_point); // If the x coordinate is the maximum integer, we move the z coordinates out // of the view plane so that the triangle gets clipped. This makes it easier // for us to create degenerate triangle strips. float z = step(32767.0, a_pos.x); // When drawing points, skip every other vertex z += u_point * step(1.0, v_normal.y); // 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), 0.0, 1.0) + u_exmatrix * vec4(dist, z, 0.0); v_linesofar = a_linesofar;// * u_ratio; gl_PointSize = 2.0 * u_linewidth.s - 1.0; }