diff --git a/src/mbgl/renderer/painter_line.cpp b/src/mbgl/renderer/painter_line.cpp index eec583b5c..654d891d3 100644 --- a/src/mbgl/renderer/painter_line.cpp +++ b/src/mbgl/renderer/painter_line.cpp @@ -131,7 +131,6 @@ void Painter::renderLine(LineBucket& bucket, util::ptr layer_desc, c lineShader->u_blur = blur; lineShader->u_color = color; - lineShader->u_dasharray = {{ 1, -1 }}; bucket.drawLines(*lineShader); } diff --git a/src/mbgl/shader/line.fragment.glsl b/src/mbgl/shader/line.fragment.glsl index f4ac1458b..717c46e10 100644 --- a/src/mbgl/shader/line.fragment.glsl +++ b/src/mbgl/shader/line.fragment.glsl @@ -2,10 +2,7 @@ uniform vec2 u_linewidth; uniform vec4 u_color; uniform float u_blur; -uniform vec2 u_dasharray; - varying vec2 v_normal; -varying float v_linesofar; void main() { // Calculate the distance of the pixel from the line in pixels. @@ -16,10 +13,5 @@ void main() { // (v_linewidth.s) float alpha = clamp(min(dist - (u_linewidth.t - u_blur), u_linewidth.s - dist) / u_blur, 0.0, 1.0); - // Calculate the antialiasing fade factor based on distance to the dash. - // Only affects alpha when line is dashed - float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y); - alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0)); - gl_FragColor = u_color * alpha; } diff --git a/src/mbgl/shader/line.vertex.glsl b/src/mbgl/shader/line.vertex.glsl index bf0b537e8..1f5432991 100644 --- a/src/mbgl/shader/line.vertex.glsl +++ b/src/mbgl/shader/line.vertex.glsl @@ -20,11 +20,9 @@ uniform vec2 u_linewidth; uniform vec4 u_color; varying vec2 v_normal; -varying float v_linesofar; void main() { vec2 a_extrude = a_data.xy; - float a_linesofar = a_data.z * 128.0 + a_data.w; // We store the texture normals in the most insignificant bit // transform y so that 0 => -1 and 1 => 1 @@ -43,5 +41,4 @@ void main() { // because we're extruding the line in pixel space, regardless of the current // tile's zoom level. gl_Position = u_matrix * vec4(floor(a_pos * 0.5), 0.0, 1.0) + u_exmatrix * dist; - v_linesofar = a_linesofar * u_ratio; } diff --git a/src/mbgl/shader/line_shader.hpp b/src/mbgl/shader/line_shader.hpp index c6adc0ff8..85152d6e0 100644 --- a/src/mbgl/shader/line_shader.hpp +++ b/src/mbgl/shader/line_shader.hpp @@ -16,7 +16,6 @@ public: UniformMatrix<4> u_exmatrix = {"u_exmatrix", *this}; Uniform> u_color = {"u_color", *this}; Uniform> u_linewidth = {"u_linewidth", *this}; - Uniform> u_dasharray = {"u_dasharray", *this}; Uniform u_ratio = {"u_ratio", *this}; Uniform u_blur = {"u_blur", *this};