[core] Removed duplicated code in circle shader blur

Antialiased blur calculation now happens inside the vertex shader code.
This commit is contained in:
Bruno de Oliveira Abinader
2016-06-15 18:01:02 +03:00
parent fc0f4edef3
commit a56f65a4d8

View File

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