diff --git a/mapbox-gl-js b/mapbox-gl-js index f07f5a5a3..c24867267 160000 --- a/mapbox-gl-js +++ b/mapbox-gl-js @@ -1 +1 @@ -Subproject commit f07f5a5a3fbc3bf976548d11acfc5fd24768b1a2 +Subproject commit c24867267058f1e5f07ad50a003b2d32c3c532dd diff --git a/platform/android/MapboxGLAndroidSDK/src/main/java/com/mapbox/mapboxsdk/style/layers/PropertyFactory.java b/platform/android/MapboxGLAndroidSDK/src/main/java/com/mapbox/mapboxsdk/style/layers/PropertyFactory.java index 5cd0d9927..bfbbf1e77 100644 --- a/platform/android/MapboxGLAndroidSDK/src/main/java/com/mapbox/mapboxsdk/style/layers/PropertyFactory.java +++ b/platform/android/MapboxGLAndroidSDK/src/main/java/com/mapbox/mapboxsdk/style/layers/PropertyFactory.java @@ -1581,7 +1581,7 @@ public class PropertyFactory { } /** - * A string with {tokens} replaced, referencing the data property to pull from. + * Name of image in sprite to use for drawing an image background. A string with {tokens} replaced, referencing the data property to pull from. * * @param value a String value * @return property wrapper around String @@ -1593,7 +1593,7 @@ public class PropertyFactory { /** - * A string with {tokens} replaced, referencing the data property to pull from. + * Name of image in sprite to use for drawing an image background. A string with {tokens} replaced, referencing the data property to pull from. * * @param the zoom parameter type * @param function a wrapper {@link CameraFunction} for String diff --git a/src/mbgl/shaders/circle.cpp b/src/mbgl/shaders/circle.cpp index b479f1d40..1c977d2bc 100644 --- a/src/mbgl/shaders/circle.cpp +++ b/src/mbgl/shaders/circle.cpp @@ -14,8 +14,8 @@ uniform vec2 u_extrude_scale; attribute vec2 a_pos; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_radius_t; attribute mediump vec2 a_radius; varying mediump float radius; @@ -26,8 +26,8 @@ uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; uniform lowp float a_stroke_color_t; -attribute lowp vec4 a_stroke_color; -varying lowp vec4 stroke_color; +attribute highp vec4 a_stroke_color; +varying highp vec4 stroke_color; uniform lowp float a_stroke_width_t; attribute mediump vec2 a_stroke_width; varying mediump float stroke_width; @@ -69,11 +69,11 @@ void main(void) { )MBGL_SHADER"; const char* circle::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 color; +varying highp vec4 color; varying mediump float radius; varying lowp float blur; varying lowp float opacity; -varying lowp vec4 stroke_color; +varying highp vec4 stroke_color; varying mediump float stroke_width; varying lowp float stroke_opacity; diff --git a/src/mbgl/shaders/debug.cpp b/src/mbgl/shaders/debug.cpp index 27a15698d..d39dcf25b 100644 --- a/src/mbgl/shaders/debug.cpp +++ b/src/mbgl/shaders/debug.cpp @@ -17,7 +17,7 @@ void main() { )MBGL_SHADER"; const char* debug::fragmentSource = R"MBGL_SHADER( -uniform lowp vec4 u_color; +uniform highp vec4 u_color; void main() { gl_FragColor = u_color; diff --git a/src/mbgl/shaders/fill.cpp b/src/mbgl/shaders/fill.cpp index a1fba4d74..0b775273d 100644 --- a/src/mbgl/shaders/fill.cpp +++ b/src/mbgl/shaders/fill.cpp @@ -12,8 +12,8 @@ attribute vec2 a_pos; uniform mat4 u_matrix; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -27,7 +27,7 @@ void main() { )MBGL_SHADER"; const char* fill::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 color; +varying highp vec4 color; varying lowp float opacity; void main() { diff --git a/src/mbgl/shaders/fill_outline.cpp b/src/mbgl/shaders/fill_outline.cpp index 74201b518..3e160ac6c 100644 --- a/src/mbgl/shaders/fill_outline.cpp +++ b/src/mbgl/shaders/fill_outline.cpp @@ -15,8 +15,8 @@ uniform vec2 u_world; varying vec2 v_pos; uniform lowp float a_outline_color_t; -attribute lowp vec4 a_outline_color; -varying lowp vec4 outline_color; +attribute highp vec4 a_outline_color; +varying highp vec4 outline_color; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -31,7 +31,7 @@ void main() { )MBGL_SHADER"; const char* fill_outline::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 outline_color; +varying highp vec4 outline_color; varying lowp float opacity; varying vec2 v_pos; diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp index dc4aa774d..4392bd051 100644 --- a/src/mbgl/shaders/line.cpp +++ b/src/mbgl/shaders/line.cpp @@ -34,8 +34,8 @@ varying vec2 v_width2; varying float v_gamma_scale; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_blur_t; attribute lowp vec2 a_blur; varying lowp float blur; @@ -105,7 +105,7 @@ void main() { )MBGL_SHADER"; const char* line::fragmentSource = R"MBGL_SHADER( -varying lowp vec4 color; +varying highp vec4 color; varying lowp float blur; varying lowp float opacity; diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp index cd0d4ac31..17a6a1973 100644 --- a/src/mbgl/shaders/line_sdf.cpp +++ b/src/mbgl/shaders/line_sdf.cpp @@ -42,8 +42,8 @@ varying vec2 v_tex_b; varying float v_gamma_scale; uniform lowp float a_color_t; -attribute lowp vec4 a_color; -varying lowp vec4 color; +attribute highp vec4 a_color; +varying highp vec4 color; uniform lowp float a_blur_t; attribute lowp vec2 a_blur; varying lowp float blur; @@ -127,7 +127,7 @@ varying vec2 v_tex_a; varying vec2 v_tex_b; varying float v_gamma_scale; -varying lowp vec4 color; +varying highp vec4 color; varying lowp float blur; varying lowp float opacity; diff --git a/src/mbgl/shaders/symbol_sdf.cpp b/src/mbgl/shaders/symbol_sdf.cpp index e0ee57b6d..7cbc9babf 100644 --- a/src/mbgl/shaders/symbol_sdf.cpp +++ b/src/mbgl/shaders/symbol_sdf.cpp @@ -14,11 +14,11 @@ attribute vec2 a_texture_pos; attribute vec4 a_data; uniform lowp float a_fill_color_t; -attribute lowp vec4 a_fill_color; -varying lowp vec4 fill_color; +attribute highp vec4 a_fill_color; +varying highp vec4 fill_color; uniform lowp float a_halo_color_t; -attribute lowp vec4 a_halo_color; -varying lowp vec4 halo_color; +attribute highp vec4 a_halo_color; +varying highp vec4 halo_color; uniform lowp float a_opacity_t; attribute lowp vec2 a_opacity; varying lowp float opacity; @@ -119,8 +119,8 @@ const char* symbol_sdf::fragmentSource = R"MBGL_SHADER( #define EDGE_GAMMA 0.105/DEVICE_PIXEL_RATIO uniform bool u_is_halo; -varying lowp vec4 fill_color; -varying lowp vec4 halo_color; +varying highp vec4 fill_color; +varying highp vec4 halo_color; varying lowp float opacity; varying lowp float halo_width; varying lowp float halo_blur;