[core] upgrade mapbox-gl-js pin to the most recent version
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@@ -15,9 +15,9 @@ struct ShaderSource;
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template <>
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struct ShaderSource<LineProgram> {
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static constexpr const char* name = "line";
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static constexpr const uint8_t hash[8] = { 0x44, 0x46, 0x9e, 0x59, 0x02, 0xbb, 0xaa, 0xae };
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static constexpr const auto vertexOffset = 30313;
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static constexpr const auto fragmentOffset = 33237;
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static constexpr const uint8_t hash[8] = { 0x02, 0xe9, 0x14, 0x54, 0x14, 0xe4, 0xbc, 0x11 };
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static constexpr const auto vertexOffset = 30358;
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static constexpr const auto fragmentOffset = 33316;
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};
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constexpr const char* ShaderSource<LineProgram>::name;
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@@ -39,12 +39,6 @@ Context::createProgram<gl::Context>(const ProgramParameters& programParameters)
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// Uncompressed source of line.vertex.glsl:
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/*
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
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// floor(127 / 2) == 63.0
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// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
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// stored in a byte (-128..127). we scale regular normals up to length 63, but
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@@ -58,7 +52,8 @@ attribute vec4 a_data;
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uniform mat4 u_matrix;
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uniform mediump float u_ratio;
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uniform vec2 u_gl_units_to_pixels;
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uniform vec2 u_units_to_pixels;
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uniform lowp float u_device_pixel_ratio;
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varying vec2 v_normal;
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varying vec2 v_width2;
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@@ -161,6 +156,10 @@ void main() {
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#endif
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
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vec2 a_extrude = a_data.xy - 128.0;
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float a_direction = mod(a_data.z, 4.0) - 1.0;
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@@ -199,7 +198,7 @@ void main() {
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// calculate how much the perspective view squishes or stretches the extrude
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float extrude_length_without_perspective = length(dist);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_gl_units_to_pixels);
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float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
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v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
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v_width2 = vec2(outset, inset);
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@@ -209,6 +208,12 @@ void main() {
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// Uncompressed source of line.fragment.glsl:
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/*
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uniform lowp float u_device_pixel_ratio;
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varying vec2 v_width2;
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varying vec2 v_normal;
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varying float v_gamma_scale;
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#ifndef HAS_UNIFORM_u_color
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varying highp vec4 color;
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@@ -231,10 +236,6 @@ uniform lowp float u_opacity;
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#endif
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varying vec2 v_width2;
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varying vec2 v_normal;
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varying float v_gamma_scale;
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void main() {
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#ifdef HAS_UNIFORM_u_color
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@@ -258,7 +259,7 @@ void main() {
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (v_width2.t) or when fading out
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// (v_width2.s)
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float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
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float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
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float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
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gl_FragColor = color * (alpha * opacity);
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