// 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 // We scale the distance before adding it to the buffers so that we can store // long distances for long segments. Use this value to unscale the distance. #define LINE_DISTANCE_SCALE 2.0 in vec2 a_pos_normal; in vec4 a_data; uniform mat4 u_matrix; uniform mediump float u_ratio; uniform lowp float u_device_pixel_ratio; uniform vec2 u_patternscale_a; uniform float u_tex_y_a; uniform vec2 u_patternscale_b; uniform float u_tex_y_b; uniform vec2 u_units_to_pixels; out vec2 v_normal; out vec2 v_width2; out vec2 v_tex_a; out vec2 v_tex_b; out float v_gamma_scale; #pragma mapbox: define highp vec4 color #pragma mapbox: define lowp float blur #pragma mapbox: define lowp float opacity #pragma mapbox: define mediump float gapwidth #pragma mapbox: define lowp float offset #pragma mapbox: define mediump float width #pragma mapbox: define lowp float floorwidth void main() { #pragma mapbox: initialize highp vec4 color #pragma mapbox: initialize lowp float blur #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize mediump float gapwidth #pragma mapbox: initialize lowp float offset #pragma mapbox: initialize mediump float width #pragma mapbox: initialize lowp float floorwidth // the distance over which the line edge fades out. // Retina devices need a smaller distance to avoid aliasing. float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0; vec2 a_extrude = a_data.xy - 128.0; float a_direction = mod(a_data.z, 4.0) - 1.0; float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE; vec2 pos = floor(a_pos_normal * 0.5); // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down // We store these in the least significant bit of a_pos_normal mediump vec2 normal = a_pos_normal - 2.0 * pos; normal.y = normal.y * 2.0 - 1.0; v_normal = normal; // these transformations used to be applied in the JS and native code bases. // moved them into the shader for clarity and simplicity. gapwidth = gapwidth / 2.0; float halfwidth = width / 2.0; offset = -1.0 * offset; float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0); float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING); // Scale the extrusion vector down to a normal and then up by the line width // of this vertex. mediump vec2 dist =outset * a_extrude * scale; // Calculate the offset when drawing a line that is to the side of the actual line. // We do this by creating a vector that points towards the extrude, but rotate // it when we're drawing round end points (a_direction = -1 or 1) since their // extrude vector points in another direction. mediump float u = 0.5 * a_direction; mediump float t = 1.0 - abs(u); mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t); vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0); gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude; // calculate how much the perspective view squishes or stretches the extrude #ifdef TERRAIN3D v_gamma_scale = 1.0; // not needed, because this is done automatically via the mesh #else float extrude_length_without_perspective = length(dist); float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels); v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective; #endif v_tex_a = vec2(a_linesofar * u_patternscale_a.x / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a); v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b); v_width2 = vec2(outset, inset); }