diff --git a/src/mbgl/renderer/painter_symbol.cpp b/src/mbgl/renderer/painter_symbol.cpp index 0cb73b9f2..531649913 100644 --- a/src/mbgl/renderer/painter_symbol.cpp +++ b/src/mbgl/renderer/painter_symbol.cpp @@ -49,18 +49,11 @@ void Painter::renderSDF(SymbolBucket &bucket, float fontScale = fontSize / sdfFontSize; matrix::scale(exMatrix, exMatrix, fontScale, fontScale, 1.0f); - // calculate how much longer the real world distance is at the top of the screen - // than at the middle of the screen. - float topedgelength = std::sqrt(std::pow(state.getHeight(), 2) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2))); - float x = state.getHeight() / 2.0f * std::tan(state.getPitch()); - float extra = (topedgelength + x) / topedgelength - 1; - config.program = sdfShader.program; sdfShader.u_matrix = vtxMatrix; sdfShader.u_exmatrix = exMatrix; sdfShader.u_texsize = texsize; sdfShader.u_skewed = skewed; - sdfShader.u_extra = extra; // adjust min/max zooms for variable font sies float zoomAdjust = std::log(fontSize / bucketProperties.size) / std::log(2); diff --git a/src/mbgl/shader/sdf.vertex.glsl b/src/mbgl/shader/sdf.vertex.glsl index 5d2e1ce24..0d538b24f 100644 --- a/src/mbgl/shader/sdf.vertex.glsl +++ b/src/mbgl/shader/sdf.vertex.glsl @@ -14,7 +14,6 @@ uniform float u_minfadezoom; uniform float u_maxfadezoom; uniform float u_fadezoom; uniform bool u_skewed; -uniform float u_extra; uniform vec2 u_texsize; @@ -59,11 +58,7 @@ void main() { gl_Position = u_matrix * vec4(a_pos, 0, 1) + extrude; } - // position of y on the screen - float y = gl_Position.y / gl_Position.w; - // 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; + v_gamma_scale = (gl_Position.w - 0.5); v_tex = a_tex / u_texsize; } diff --git a/src/mbgl/shader/sdf_shader.hpp b/src/mbgl/shader/sdf_shader.hpp index aa888d7d4..a6f9ce105 100644 --- a/src/mbgl/shader/sdf_shader.hpp +++ b/src/mbgl/shader/sdf_shader.hpp @@ -22,7 +22,6 @@ public: Uniform u_maxfadezoom = {"u_maxfadezoom", *this}; Uniform u_fadezoom = {"u_fadezoom", *this}; Uniform u_skewed = {"u_skewed", *this}; - Uniform u_extra = {"u_extra", *this}; protected: GLint a_offset = -1;