transition dashes when resetting their stretch
Dash patterns stretch from one integer zoom until the next integer zoom where they reset. This transitions those resets. js: be5c7184bfd8cc9d47299041eb7fadbd41f6f6f0
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@@ -92,10 +92,23 @@ void Painter::renderLine(LineBucket& bucket, util::ptr<StyleLayer> layer_desc, c
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float scaleX = patternratio / pos.width / properties.dash_line_width;
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float scaleY = -pos.height / 2.0;
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linesdfShader->u_patternscale = {{ scaleX, scaleY }};
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linesdfShader->u_tex_y = pos.y;
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float mix;
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if (state.getZoom() > lastIntegerZoom) {
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// zooming in
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mix = fraction + (1.0f - fraction) * t;
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scaleX /= 2.0;
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} else {
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// zooming out
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mix = fraction - fraction * t;
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}
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linesdfShader->u_patternscale_a = {{ scaleX, scaleY }};
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linesdfShader->u_tex_y_a = pos.y;
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linesdfShader->u_patternscale_b = {{ scaleX * 2.0f, scaleY }};
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linesdfShader->u_tex_y_b = pos.y;
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linesdfShader->u_image = 0;
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linesdfShader->u_sdfgamma = lineAtlas.width / (properties.dash_line_width * pos.width * 256.0 * state.getPixelRatio());
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linesdfShader->u_mix = mix;
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bucket.drawLineSDF(*linesdfShader);
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@@ -3,9 +3,11 @@ uniform vec4 u_color;
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uniform float u_blur;
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uniform sampler2D u_image;
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uniform float u_sdfgamma;
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uniform float u_mix;
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varying vec2 v_normal;
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varying vec2 v_tex;
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varying vec2 v_tex_a;
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varying vec2 v_tex_b;
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void main() {
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// Calculate the distance of the pixel from the line in pixels.
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@@ -16,7 +18,9 @@ void main() {
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// (v_linewidth.s)
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float alpha = clamp(min(dist - (u_linewidth.t - u_blur), u_linewidth.s - dist) / u_blur, 0.0, 1.0);
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float sdfdist = texture2D(u_image, v_tex).a;
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float sdfdist_a = texture2D(u_image, v_tex_a).a;
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float sdfdist_b = texture2D(u_image, v_tex_b).a;
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float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
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alpha *= smoothstep(0.5 - u_sdfgamma, 0.5 + u_sdfgamma, sdfdist);
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gl_FragColor = u_color * alpha;
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@@ -17,11 +17,14 @@ uniform mat4 u_exmatrix;
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// shared
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uniform float u_ratio;
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uniform vec2 u_linewidth;
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uniform vec2 u_patternscale;
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uniform float u_tex_y;
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uniform vec2 u_patternscale_a;
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uniform float u_tex_y_a;
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uniform vec2 u_patternscale_b;
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uniform float u_tex_y_b;
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varying vec2 v_normal;
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varying vec2 v_tex;
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varying vec2 v_tex_a;
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varying vec2 v_tex_b;
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void main() {
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vec2 a_extrude = a_data.xy;
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@@ -45,5 +48,6 @@ void main() {
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// tile's zoom level.
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gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist;
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v_tex = vec2(a_linesofar * u_patternscale.x, normal.y * u_patternscale.y + u_tex_y);
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v_tex_a = vec2(a_linesofar * u_patternscale_a.x, normal.y * u_patternscale_a.y + u_tex_y_a);
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v_tex_b = vec2(a_linesofar * u_patternscale_b.x, normal.y * u_patternscale_b.y + u_tex_y_b);
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}
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@@ -18,10 +18,13 @@ public:
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Uniform<std::array<float, 2>> u_linewidth = {"u_linewidth", *this};
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Uniform<float> u_ratio = {"u_ratio", *this};
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Uniform<float> u_blur = {"u_blur", *this};
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Uniform<std::array<float, 2>> u_patternscale = { "u_patternscale", *this };
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Uniform<float> u_tex_y = {"u_tex_y", *this};
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Uniform<std::array<float, 2>> u_patternscale_a = { "u_patternscale_a", *this };
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Uniform<float> u_tex_y_a = {"u_tex_y_a", *this};
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Uniform<std::array<float, 2>> u_patternscale_b = { "u_patternscale_b", *this };
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Uniform<float> u_tex_y_b = {"u_tex_y_b", *this};
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Uniform<int32_t> u_image = {"u_image", *this};
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Uniform<float> u_sdfgamma = {"u_sdfgamma", *this};
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Uniform<float> u_mix = {"u_mix", *this};
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private:
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int32_t a_pos = -1;
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