Device pixel ratio send as define instead of UBO field (#1936)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This commit is contained in:
@@ -9,8 +9,8 @@ layout (std140) uniform CircleDrawableUBO {
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layout (std140) uniform CirclePaintParamsUBO {
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highp float u_camera_to_center_distance;
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lowp float u_device_pixel_ratio;
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lowp vec2 pad3_;
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lowp float pad3_;
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lowp vec2 pad4_;
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};
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layout (std140) uniform CircleEvaluatedPropsUBO {
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@@ -86,7 +86,7 @@ void main(void) {
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// This is a minimum blur distance that serves as a faux-antialiasing for
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// the circle. since blur is a ratio of the circle's size and the intent is
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// to keep the blur at roughly 1px, the two are inversely related.
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lowp float antialiasblur = 1.0 / u_device_pixel_ratio / (radius + stroke_width);
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lowp float antialiasblur = 1.0 / DEVICE_PIXEL_RATIO / (radius + stroke_width);
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v_data = vec3(extrude.x, extrude.y, antialiasblur);
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}
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@@ -2,7 +2,7 @@ layout (std140) uniform LineUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LinePropertiesUBO {
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@@ -47,7 +47,7 @@ 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 / u_device_pixel_ratio) * v_gamma_scale;
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float blur2 = (blur + 1.0 / 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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fragColor = color * (alpha * opacity);
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@@ -13,7 +13,7 @@ layout (std140) uniform LineUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LinePropertiesUBO {
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@@ -61,7 +61,7 @@ void main() {
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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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float ANTIALIASING = 1.0 / 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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@@ -2,7 +2,7 @@ layout (std140) uniform LineBasicUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LineBasicPropertiesUBO {
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@@ -24,7 +24,7 @@ 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 = (1.0 / u_device_pixel_ratio) * v_gamma_scale;
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float blur2 = (1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
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float alpha = clamp(min(dist + blur2, v_width - dist) / blur2, 0.0, 1.0);
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fragColor = u_color * (alpha * u_opacity);
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@@ -13,7 +13,7 @@ layout (std140) uniform LineBasicUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LineBasicPropertiesUBO {
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@@ -32,7 +32,7 @@ out highp float v_linesofar;
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void main() {
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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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float ANTIALIASING = 1.0 / DEVICE_PIXEL_RATIO / 2.0;
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vec2 a_extrude = a_data.xy - 128.0;
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@@ -2,7 +2,7 @@ layout (std140) uniform LineGradientUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LineGradientPropertiesUBO {
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@@ -47,7 +47,7 @@ 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 / u_device_pixel_ratio) * v_gamma_scale;
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float blur2 = (blur + 1.0 / 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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// For gradient lines, v_lineprogress is the ratio along the entire line,
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@@ -17,7 +17,7 @@ layout (std140) uniform LineGradientUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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lowp float pad0;
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};
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layout (std140) uniform LineGradientPropertiesUBO {
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@@ -62,7 +62,7 @@ void main() {
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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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float ANTIALIASING = 1.0 / 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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@@ -4,9 +4,9 @@ layout (std140) uniform LinePatternUBO {
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highp vec2 u_texsize;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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highp float u_fade;
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lowp float pad0;
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highp float pad1;
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};
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@@ -79,7 +79,7 @@ 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 / u_device_pixel_ratio) * v_gamma_scale;
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float blur2 = (blur + 1.0 / 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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float x_a = mod(v_linesofar / pattern_size_a.x, 1.0);
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@@ -19,9 +19,9 @@ layout (std140) uniform LinePatternUBO {
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highp vec2 u_texsize;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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highp float u_fade;
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lowp float pad0;
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highp float pad1;
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};
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@@ -77,7 +77,7 @@ void main() {
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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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float ANTIALIASING = 1.0 / 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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@@ -5,11 +5,12 @@ layout (std140) uniform LineSDFUBO {
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highp vec2 u_patternscale_a;
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highp vec2 u_patternscale_b;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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highp float u_tex_y_a;
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highp float u_tex_y_b;
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highp float u_sdfgamma;
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highp float u_mix;
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lowp float pad0;
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};
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layout (std140) uniform LineSDFPropertiesUBO {
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@@ -63,7 +64,7 @@ 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 / u_device_pixel_ratio) * v_gamma_scale;
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float blur2 = (blur + 1.0 / 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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float sdfdist_a = texture(u_image, v_tex_a).a;
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@@ -19,11 +19,12 @@ layout (std140) uniform LineSDFUBO {
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highp vec2 u_patternscale_a;
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highp vec2 u_patternscale_b;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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highp float u_tex_y_a;
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highp float u_tex_y_b;
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highp float u_sdfgamma;
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highp float u_mix;
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lowp float pad0;
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};
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layout (std140) uniform LineSDFPropertiesUBO {
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@@ -75,7 +76,7 @@ void main() {
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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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float ANTIALIASING = 1.0 / 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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@@ -20,8 +20,8 @@ layout (std140) uniform SymbolDrawableUBO {
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layout (std140) uniform SymbolDynamicUBO {
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highp float u_fade_change;
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highp float u_camera_to_center_distance;
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highp float u_device_pixel_ratio;
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highp float u_aspect_ratio;
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highp float pad0;
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};
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layout (std140) uniform SymbolDrawablePaintUBO {
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@@ -16,8 +16,8 @@ layout (std140) uniform SymbolDrawableUBO {
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layout (std140) uniform SymbolDynamicUBO {
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highp float u_fade_change;
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highp float u_camera_to_center_distance;
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highp float u_device_pixel_ratio;
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highp float u_aspect_ratio;
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highp float pad0;
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};
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layout (std140) uniform SymbolDrawablePaintUBO {
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@@ -67,7 +67,7 @@ void main() {
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#pragma mapbox: initialize lowp float halo_width
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#pragma mapbox: initialize lowp float halo_blur
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float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
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float EDGE_GAMMA = 0.105 / DEVICE_PIXEL_RATIO;
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vec2 tex = v_data0.xy;
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float gamma_scale = v_data1.x;
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@@ -28,8 +28,8 @@ layout (std140) uniform SymbolDrawableUBO {
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layout (std140) uniform SymbolDynamicUBO {
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highp float u_fade_change;
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highp float u_camera_to_center_distance;
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highp float u_device_pixel_ratio;
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highp float u_aspect_ratio;
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highp float pad0;
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};
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layout (std140) uniform SymbolDrawablePaintUBO {
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@@ -19,8 +19,8 @@ layout (std140) uniform SymbolDrawableUBO {
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layout (std140) uniform SymbolDynamicUBO {
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highp float u_fade_change;
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highp float u_camera_to_center_distance;
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highp float u_device_pixel_ratio;
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highp float u_aspect_ratio;
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highp float pad0;
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};
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layout (std140) uniform SymbolDrawablePaintUBO {
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@@ -86,7 +86,7 @@ void main() {
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vec2 tex = v_data0.xy;
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float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;
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float EDGE_GAMMA = 0.105 / DEVICE_PIXEL_RATIO;
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float gamma_scale = v_data1.x;
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float size = v_data1.y;
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@@ -27,8 +27,8 @@ layout (std140) uniform SymbolDrawableUBO {
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layout (std140) uniform SymbolDynamicUBO {
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highp float u_fade_change;
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highp float u_camera_to_center_distance;
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highp float u_device_pixel_ratio;
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highp float u_aspect_ratio;
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highp float pad0;
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};
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layout (std140) uniform SymbolDrawablePaintUBO {
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