[core] upgrade mapbox-gl-js pin to the most recent version

This commit is contained in:
Konstantin Käfer
2019-05-03 11:41:49 +02:00
parent 20a807fdf3
commit a53c88159f
39 changed files with 709 additions and 672 deletions

View File

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