uniform mat4 u_matrix; uniform bool u_scale_with_map; uniform bool u_pitch_with_map; uniform vec2 u_extrude_scale; uniform lowp float u_device_pixel_ratio; uniform highp float u_camera_to_center_distance; in vec2 a_pos; out vec3 v_data; out float v_visibility; #pragma mapbox: define highp vec4 color #pragma mapbox: define mediump float radius #pragma mapbox: define lowp float blur #pragma mapbox: define lowp float opacity #pragma mapbox: define highp vec4 stroke_color #pragma mapbox: define mediump float stroke_width #pragma mapbox: define lowp float stroke_opacity void main(void) { #pragma mapbox: initialize highp vec4 color #pragma mapbox: initialize mediump float radius #pragma mapbox: initialize lowp float blur #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize highp vec4 stroke_color #pragma mapbox: initialize mediump float stroke_width #pragma mapbox: initialize lowp float stroke_opacity // unencode the extrusion vector that we snuck into the a_pos vector vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0); // multiply a_pos by 0.5, since we had it * 2 in order to sneak // in extrusion data vec2 circle_center = floor(a_pos * 0.5); float ele = get_elevation(circle_center); v_visibility = calculate_visibility(u_matrix * vec4(circle_center, ele, 1.0)); if (u_pitch_with_map) { vec2 corner_position = circle_center; if (u_scale_with_map) { corner_position += extrude * (radius + stroke_width) * u_extrude_scale; } else { // Pitching the circle with the map effectively scales it with the map // To counteract the effect for pitch-scale: viewport, we rescale the // whole circle based on the pitch scaling effect at its central point vec4 projected_center = u_matrix * vec4(circle_center, 0, 1); corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance); } gl_Position = u_matrix * vec4(corner_position, ele, 1); } else { gl_Position = u_matrix * vec4(circle_center, ele, 1); if (u_scale_with_map) { gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance; } else { gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w; } } // This is a minimum blur distance that serves as a faux-antialiasing for // the circle. since blur is a ratio of the circle's size and the intent is // to keep the blur at roughly 1px, the two are inversely related. lowp float antialiasblur = 1.0 / u_device_pixel_ratio / (radius + stroke_width); v_data = vec3(extrude.x, extrude.y, antialiasblur); }