[core] Removed duplicated code in circle shader blur
Antialiased blur calculation now happens inside the vertex shader code.
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@@ -27,12 +27,6 @@ void Painter::renderCircle(CircleBucket& bucket,
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mat4 vtxMatrix = translatedMatrix(matrix, properties.circleTranslate, tileID,
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properties.circleTranslateAnchor);
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// Antialiasing factor: this is a minimum blur distance that serves as
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// a faux-antialiasing for the circle. since blur is a ratio of the circle's
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// size and the intent is to keep the blur at roughly 1px, the two
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// are inversely related.
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float antialiasing = 1 / frame.pixelRatio / properties.circleRadius;
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config.program = circleShader->getID();
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circleShader->u_matrix = vtxMatrix;
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@@ -40,7 +34,7 @@ void Painter::renderCircle(CircleBucket& bucket,
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circleShader->u_devicepixelratio = frame.pixelRatio;
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circleShader->u_color = properties.circleColor;
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circleShader->u_radius = properties.circleRadius;
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circleShader->u_blur = std::max<float>(properties.circleBlur, antialiasing);
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circleShader->u_blur = properties.circleBlur;
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circleShader->u_opacity = properties.circleOpacity;
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bucket.drawCircles(*circleShader, store);
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