Commit Graph

6 Commits

Author SHA1 Message Date
Konstantin Käfer
2cbc3d3332 [core] add shader defines for enabling/disabling attributes/uniforms for DDS 2017-06-13 12:21:50 -07:00
John Firebaugh
31bf6719fc [core] Reduce number of varyings to 8 or less
For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
2017-06-13 08:41:39 -07:00
John Firebaugh
71c8f6aa10 [core] Move pattern coordinate division by texture size into shader
This makes pattern usage more like icons, and will be necessary for data-driven *-pattern properties.
2017-05-23 12:59:27 -07:00
Molly Lloyd
692f5e0a9f Pack min + max into one attribute 💪
Some devices supported by Mapbox GL provide only 8 vertex attributes; this change packs existing attributes to get us just under that limit.

For properties using a composite function, pack the min and max values into a single attribute with two logical components instead of using two separate attributes and buffers. Special logic is included for color attributes, whose integer components must be packed into the available bits of floating-point attributes. (We don't have access to ivec types in GL ES 2.0.)

For source functions, continue to bind just a one-component attribute even though the GLSL type is vec2 (or vec4 for colors). The type-checking done by gl::Attribute is relaxed slightly to accommodate this.
2017-03-08 15:23:25 -08:00
John Firebaugh
b83b14feb0 [core] De-duplicate shader prelude source 2017-03-08 13:49:24 -08:00
John Firebaugh
74eb8b3609 [core] Use cpp files for shader source 2017-02-07 11:27:36 -06:00