[core] Use separate shaders for background and clipping

This commit is contained in:
Lauren Budorick
2018-01-09 15:02:49 -08:00
committed by GitHub
parent 966606a107
commit 43a9bd3fba
20 changed files with 388 additions and 41 deletions

View File

@@ -3,12 +3,12 @@
namespace mbgl {
static gl::VertexVector<FillLayoutVertex> tileVertices() {
gl::VertexVector<FillLayoutVertex> result;
result.emplace_back(FillProgram::layoutVertex({ 0, 0 }));
result.emplace_back(FillProgram::layoutVertex({ util::EXTENT, 0 }));
result.emplace_back(FillProgram::layoutVertex({ 0, util::EXTENT }));
result.emplace_back(FillProgram::layoutVertex({ util::EXTENT, util::EXTENT }));
static gl::VertexVector<PositionOnlyLayoutAttributes::Vertex> tileVertices() {
gl::VertexVector<PositionOnlyLayoutAttributes::Vertex> result;
result.emplace_back(PositionOnlyLayoutAttributes::Vertex({{{ 0, 0 }}}));
result.emplace_back(PositionOnlyLayoutAttributes::Vertex({{{ util::EXTENT, 0 }}}));
result.emplace_back(PositionOnlyLayoutAttributes::Vertex({{{ 0, util::EXTENT }}}));
result.emplace_back(PositionOnlyLayoutAttributes::Vertex({{{ util::EXTENT, util::EXTENT }}}));
return result;
}