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authorDaria Volvenkova <d.volvenkova@corp.mail.ru>2015-12-15 15:45:43 +0300
committerDaria Volvenkova <d.volvenkova@corp.mail.ru>2015-12-29 16:42:35 +0300
commit6c75501fec31b6dbd00a9caa9e841aac26564f5f (patch)
tree8f8ca933bd8f2455213cf1bf1c27b40368497daf /drape
parent29a96cdd6f614018025c957bd5f313ba8caa7607 (diff)
Passing zScale as uniform.
Diffstat (limited to 'drape')
-rw-r--r--drape/shaders/area3d_vertex_shader.vsh5
-rw-r--r--drape/shaders/position_accuracy3d_shader.vsh3
-rwxr-xr-xdrape/shaders/text_billboard_vertex_shader.vsh2
-rwxr-xr-xdrape/shaders/text_outlined_billboard_vertex_shader.vsh2
-rw-r--r--drape/shaders/texturing_billboard_vertex_shader.vsh2
5 files changed, 6 insertions, 8 deletions
diff --git a/drape/shaders/area3d_vertex_shader.vsh b/drape/shaders/area3d_vertex_shader.vsh
index 58352a9286..81a1fe54d0 100644
--- a/drape/shaders/area3d_vertex_shader.vsh
+++ b/drape/shaders/area3d_vertex_shader.vsh
@@ -5,6 +5,7 @@ attribute vec2 a_colorTexCoords;
uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
+uniform float zScale;
varying vec2 v_colorTexCoords;
varying float v_intensity;
@@ -14,10 +15,6 @@ const vec4 lightDir = vec4(1.0, 0.0, 3.0, 0.0);
void main(void)
{
vec4 pos = vec4(a_position, 1.0) * modelView;
- vec4 pos_dx = vec4(a_position.x + 1.0, a_position.y, 0.0, 1.0) * modelView;
- vec2 dx = pos_dx.xy / pos_dx.w - pos.xy / pos.w;
-
- float zScale = projection[0][0] * length(dx);
vec4 normal = vec4(a_position + a_normal, 1.0) * modelView;
normal.xyw = (normal * projection).xyw;
diff --git a/drape/shaders/position_accuracy3d_shader.vsh b/drape/shaders/position_accuracy3d_shader.vsh
index a49aea75e8..f2be69f8a3 100644
--- a/drape/shaders/position_accuracy3d_shader.vsh
+++ b/drape/shaders/position_accuracy3d_shader.vsh
@@ -7,6 +7,7 @@ uniform float u_accuracy;
uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
+uniform float zScale;
varying vec2 v_colorTexCoords;
@@ -15,7 +16,7 @@ void main(void)
vec4 position = vec4(u_position.xy, 0.0, 1.0) * modelView;
vec4 normal = vec4(normalize(a_normal) * u_accuracy, 0.0, 0.0);
position = (position + normal) * projection;
- float zScale = projection[0][0] * length(vec4(1.0, 0.0, 0.0, 0.0) * modelView);
+
float w = position.w;
position.xyw = (pivotTransform * vec4(position.xy, u_position.z * zScale, w)).xyw;
position.z *= position.w / w;
diff --git a/drape/shaders/text_billboard_vertex_shader.vsh b/drape/shaders/text_billboard_vertex_shader.vsh
index 19b03e8eb6..be61ec8353 100755
--- a/drape/shaders/text_billboard_vertex_shader.vsh
+++ b/drape/shaders/text_billboard_vertex_shader.vsh
@@ -7,6 +7,7 @@ uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
uniform float u_isOutlinePass;
+uniform float zScale;
#ifdef ENABLE_VTF
uniform sampler2D u_colorTex;
@@ -25,7 +26,6 @@ void main()
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
- float zScale = projection[0][0] * length(vec4(1.0, 0.0, 0.0, 0.0) * modelView);
vec4 projectedPivot = pivot * projection;
float logicZ = projectedPivot.z / projectedPivot.w;
diff --git a/drape/shaders/text_outlined_billboard_vertex_shader.vsh b/drape/shaders/text_outlined_billboard_vertex_shader.vsh
index 3631bf481e..706de84d4d 100755
--- a/drape/shaders/text_outlined_billboard_vertex_shader.vsh
+++ b/drape/shaders/text_outlined_billboard_vertex_shader.vsh
@@ -8,6 +8,7 @@ uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
uniform float u_isOutlinePass;
+uniform float zScale;
#ifdef ENABLE_VTF
uniform sampler2D u_colorTex;
@@ -32,7 +33,6 @@ void main()
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
- float zScale = projection[0][0] * length(vec4(1.0, 0.0, 0.0, 0.0) * modelView);
vec4 projectedPivot = pivot * projection;
float logicZ = projectedPivot.z / projectedPivot.w;
diff --git a/drape/shaders/texturing_billboard_vertex_shader.vsh b/drape/shaders/texturing_billboard_vertex_shader.vsh
index 4ddb8941a3..92e8571ec4 100644
--- a/drape/shaders/texturing_billboard_vertex_shader.vsh
+++ b/drape/shaders/texturing_billboard_vertex_shader.vsh
@@ -5,6 +5,7 @@ attribute vec2 a_colorTexCoords;
uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
+uniform float zScale;
varying vec2 v_colorTexCoords;
@@ -16,7 +17,6 @@ void main(void)
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
- float zScale = projection[0][0] * length(vec4(1.0, 0.0, 0.0, 0.0) * modelView);
vec4 projectedPivot = pivot * projection;
float logicZ = projectedPivot.z / projectedPivot.w;