layout (location = 0) in vec2 a_pos; layout (location = 1) in vec2 a_anchor_pos; layout (location = 2) in vec2 a_extrude; layout (location = 3) in vec2 a_placed; layout (std140) uniform GlobalPaintParamsUBO { highp vec2 u_pattern_atlas_texsize; highp vec2 u_units_to_pixels; highp vec2 u_world_size; highp float u_camera_to_center_distance; highp float u_symbol_fade_change; highp float u_aspect_ratio; highp float u_pixel_ratio; highp float u_map_zoom; lowp float global_pad1; }; layout (std140) uniform CollisionDrawableUBO { highp mat4 u_matrix; }; layout (std140) uniform CollisionTilePropsUBO { highp vec2 u_extrude_scale; highp float u_overscale_factor; lowp float drawable_pad1; }; out float v_placed; out float v_notUsed; out float v_radius; out highp vec2 v_extrude; out vec2 v_extrude_scale; void main() { vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; highp float collision_perspective_ratio = clamp( 0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance), 0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles 4.0); gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0); highp float padding_factor = 1.2; // Pad the vertices slightly to make room for anti-alias blur gl_Position.xy += a_extrude * u_extrude_scale * padding_factor * gl_Position.w * collision_perspective_ratio; v_placed = a_placed.x; v_notUsed = a_placed.y; v_radius = abs(a_extrude.y); // We don't pitch the circles, so both units of the extrusion vector are equal in magnitude to the radius v_extrude = a_extrude * padding_factor; v_extrude_scale = u_extrude_scale * u_camera_to_center_distance * collision_perspective_ratio; }