switch from low/high to from/to
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@@ -70,7 +70,7 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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bucket.drawPoints(*linejoinShader);
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}
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if (properties.dash_array.low.size()) {
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if (properties.dash_array.from.size()) {
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useProgram(linesdfShader->program);
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@@ -81,14 +81,14 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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linesdfShader->u_blur = blur;
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linesdfShader->u_color = color;
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LinePatternPos posA = lineAtlas.getDashPosition(properties.dash_array.low, bucket.properties.cap == CapType::Round);
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LinePatternPos posB = lineAtlas.getDashPosition(properties.dash_array.high, bucket.properties.cap == CapType::Round);
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LinePatternPos posA = lineAtlas.getDashPosition(properties.dash_array.from, bucket.properties.cap == CapType::Round);
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LinePatternPos posB = lineAtlas.getDashPosition(properties.dash_array.to, bucket.properties.cap == CapType::Round);
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lineAtlas.bind();
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float patternratio = std::pow(2.0, std::floor(std::log2(state.getScale())) - id.z) / 8.0;
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float scaleXA = patternratio / posA.width / properties.dash_line_width / properties.dash_array.lowScale;
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float scaleXA = patternratio / posA.width / properties.dash_line_width / properties.dash_array.fromScale;
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float scaleYA = -posA.height / 2.0;
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float scaleXB = patternratio / posB.width / properties.dash_line_width / properties.dash_array.highScale;
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float scaleXB = patternratio / posB.width / properties.dash_line_width / properties.dash_array.toScale;
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float scaleYB = -posB.height / 2.0;
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linesdfShader->u_patternscale_a = {{ scaleXA, scaleYA }};
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@@ -101,9 +101,9 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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bucket.drawLineSDF(*linesdfShader);
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} else if (properties.image.low.size()) {
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SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.low, true);
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SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.high, true);
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} else if (properties.image.from.size()) {
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SpriteAtlasPosition imagePosA = spriteAtlas.getPosition(properties.image.from, true);
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SpriteAtlasPosition imagePosB = spriteAtlas.getPosition(properties.image.to, true);
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float factor = 8.0 / std::pow(2, state.getIntegerZoom() - id.z);
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@@ -115,10 +115,10 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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linepatternShader->u_ratio = ratio;
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linepatternShader->u_blur = blur;
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linepatternShader->u_pattern_size_a = {{imagePosA.size[0] * factor * properties.image.lowScale, imagePosA.size[1]}};
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linepatternShader->u_pattern_size_a = {{imagePosA.size[0] * factor * properties.image.fromScale, imagePosA.size[1]}};
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linepatternShader->u_pattern_tl_a = imagePosA.tl;
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linepatternShader->u_pattern_br_a = imagePosA.br;
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linepatternShader->u_pattern_size_b = {{imagePosB.size[0] * factor * properties.image.highScale, imagePosB.size[1]}};
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linepatternShader->u_pattern_size_b = {{imagePosB.size[0] * factor * properties.image.toScale, imagePosB.size[1]}};
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linepatternShader->u_pattern_tl_b = imagePosB.tl;
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linepatternShader->u_pattern_br_b = imagePosB.br;
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linepatternShader->u_fade = properties.image.t;
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