diff --git a/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp b/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp index 555e0fdb7..bec7a55ba 100644 --- a/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp +++ b/include/mbgl/shaders/gl/drawable_hillshade_prepare.hpp @@ -81,7 +81,7 @@ void main() { float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0); float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0); float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0); - float e = getElevation(v_pos, 0.0); + //float e = getElevation(v_pos, 0.0); float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0); float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0); float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0); diff --git a/include/mbgl/shaders/gl/hillshade_prepare.hpp b/include/mbgl/shaders/gl/hillshade_prepare.hpp index 08daf3683..ae1abf2f9 100644 --- a/include/mbgl/shaders/gl/hillshade_prepare.hpp +++ b/include/mbgl/shaders/gl/hillshade_prepare.hpp @@ -64,7 +64,7 @@ void main() { float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0); float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0); float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0); - float e = getElevation(v_pos, 0.0); + //float e = getElevation(v_pos, 0.0); float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0); float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0); float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0); diff --git a/include/mbgl/shaders/mtl/hillshade_prepare.hpp b/include/mbgl/shaders/mtl/hillshade_prepare.hpp index 532f9f579..c9a99daec 100644 --- a/include/mbgl/shaders/mtl/hillshade_prepare.hpp +++ b/include/mbgl/shaders/mtl/hillshade_prepare.hpp @@ -93,7 +93,7 @@ half4 fragment fragmentMain(FragmentStage in [[stage_in]], float b = getElevation(in.pos + float2(0, -epsilon.y), 0.0, image, image_sampler, drawable.unpack); float c = getElevation(in.pos + float2(epsilon.x, -epsilon.y), 0.0, image, image_sampler, drawable.unpack); float d = getElevation(in.pos + float2(-epsilon.x, 0), 0.0, image, image_sampler, drawable.unpack); - float e = getElevation(in.pos, 0.0, image, image_sampler, drawable.unpack); + //float e = getElevation(in.pos, 0.0, image, image_sampler, drawable.unpack); float f = getElevation(in.pos + float2(epsilon.x, 0), 0.0, image, image_sampler, drawable.unpack); float g = getElevation(in.pos + float2(-epsilon.x, epsilon.y), 0.0, image, image_sampler, drawable.unpack); float h = getElevation(in.pos + float2(0, epsilon.y), 0.0, image, image_sampler, drawable.unpack); diff --git a/render-test/runner.cpp b/render-test/runner.cpp index efbda79f7..6669e1022 100644 --- a/render-test/runner.cpp +++ b/render-test/runner.cpp @@ -817,11 +817,14 @@ void TestRunner::run(TestMetadata& metadata) { // TODO: remove usage of std::codecvt_utf8 // https://github.com/maplibre/maplibre-native/issues/1269 +#if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wdeprecated-declarations" +#endif static std::wstring_convert, char16_t> cv; +#if defined(__clang__) #pragma clang diagnostic pop - +#endif if (it == symbols.end()) { symbols.push_back({tileId, box, placed, isIcon}); return; diff --git a/shaders/drawable.hillshade_prepare.fragment.glsl b/shaders/drawable.hillshade_prepare.fragment.glsl index ee08d5fd9..6782fa986 100644 --- a/shaders/drawable.hillshade_prepare.fragment.glsl +++ b/shaders/drawable.hillshade_prepare.fragment.glsl @@ -46,7 +46,7 @@ void main() { float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0); float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0); float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0); - float e = getElevation(v_pos, 0.0); + //float e = getElevation(v_pos, 0.0); float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0); float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0); float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0); diff --git a/shaders/hillshade_prepare.fragment.glsl b/shaders/hillshade_prepare.fragment.glsl index 5175fb122..3ef99c543 100644 --- a/shaders/hillshade_prepare.fragment.glsl +++ b/shaders/hillshade_prepare.fragment.glsl @@ -38,7 +38,7 @@ void main() { float b = getElevation(v_pos + vec2(0, -epsilon.y), 0.0); float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y), 0.0); float d = getElevation(v_pos + vec2(-epsilon.x, 0), 0.0); - float e = getElevation(v_pos, 0.0); + //float e = getElevation(v_pos, 0.0); float f = getElevation(v_pos + vec2(epsilon.x, 0), 0.0); float g = getElevation(v_pos + vec2(-epsilon.x, epsilon.y), 0.0); float h = getElevation(v_pos + vec2(0, epsilon.y), 0.0);