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authorr.kuznetsov <r.kuznetsov@corp.mail.ru>2016-08-25 17:37:35 +0300
committerr.kuznetsov <r.kuznetsov@corp.mail.ru>2016-08-25 17:37:35 +0300
commitc472c7df826d70c5f6bfa55d6c94867e81dd0da5 (patch)
treeb2e5b195dd830ebe9a867a249d96b96d603e4b8a /drape
parent362211cf7eabcbfa15109c2bbd0a4e12b2818e85 (diff)
Fixed false displaying of billboards on the latest Samsung OGL-driver
Diffstat (limited to 'drape')
-rw-r--r--drape/shaders/masked_texturing_billboard_vertex_shader.vsh4
-rwxr-xr-xdrape/shaders/text_billboard_vertex_shader.vsh4
-rwxr-xr-xdrape/shaders/text_outlined_billboard_vertex_shader.vsh4
-rw-r--r--drape/shaders/texturing_billboard_vertex_shader.vsh4
-rw-r--r--drape/shaders/user_mark_billboard.vsh4
5 files changed, 5 insertions, 15 deletions
diff --git a/drape/shaders/masked_texturing_billboard_vertex_shader.vsh b/drape/shaders/masked_texturing_billboard_vertex_shader.vsh
index 9641adacc0..9026527ebe 100644
--- a/drape/shaders/masked_texturing_billboard_vertex_shader.vsh
+++ b/drape/shaders/masked_texturing_billboard_vertex_shader.vsh
@@ -13,9 +13,7 @@ varying vec2 v_maskTexCoords;
void main(void)
{
- // Here we intentionally decrease precision of 'pivot' calculation
- // to eliminate jittering effect in process of billboard reconstruction.
- lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
+ vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
diff --git a/drape/shaders/text_billboard_vertex_shader.vsh b/drape/shaders/text_billboard_vertex_shader.vsh
index be61ec8353..7e303fedba 100755
--- a/drape/shaders/text_billboard_vertex_shader.vsh
+++ b/drape/shaders/text_billboard_vertex_shader.vsh
@@ -20,9 +20,7 @@ varying vec2 v_maskTexCoord;
void main()
{
- // Here we intentionally decrease precision of 'pivot' calculation
- // to eliminate jittering effect in process of billboard reconstruction.
- lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
+ vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
diff --git a/drape/shaders/text_outlined_billboard_vertex_shader.vsh b/drape/shaders/text_outlined_billboard_vertex_shader.vsh
index 706de84d4d..86ca6f163d 100755
--- a/drape/shaders/text_outlined_billboard_vertex_shader.vsh
+++ b/drape/shaders/text_outlined_billboard_vertex_shader.vsh
@@ -27,9 +27,7 @@ void main()
float notOutline = 1.0 - isOutline;
float depthShift = BaseDepthShift * isOutline;
- // Here we intentionally decrease precision of 'pivot' calculation
- // to eliminate jittering effect in process of billboard reconstruction.
- lowp vec4 pivot = (vec4(a_position.xyz, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * modelView;
+ vec4 pivot = (vec4(a_position.xyz, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * modelView;
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
diff --git a/drape/shaders/texturing_billboard_vertex_shader.vsh b/drape/shaders/texturing_billboard_vertex_shader.vsh
index 92e8571ec4..11e06ca9a8 100644
--- a/drape/shaders/texturing_billboard_vertex_shader.vsh
+++ b/drape/shaders/texturing_billboard_vertex_shader.vsh
@@ -11,9 +11,7 @@ varying vec2 v_colorTexCoords;
void main(void)
{
- // Here we intentionally decrease precision of 'pivot' calculation
- // to eliminate jittering effect in process of billboard reconstruction.
- lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
+ vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
vec4 offset = vec4(a_normal, 0.0, 0.0) * projection;
float pivotZ = a_position.w;
diff --git a/drape/shaders/user_mark_billboard.vsh b/drape/shaders/user_mark_billboard.vsh
index 81e349c4fd..afd6c6d7b4 100644
--- a/drape/shaders/user_mark_billboard.vsh
+++ b/drape/shaders/user_mark_billboard.vsh
@@ -16,9 +16,7 @@ void main(void)
if (a_animate > 0.0)
normal = u_interpolationT * normal;
- // Here we intentionally decrease precision of 'pivot' calculation
- // to eliminate jittering effect in process of billboard reconstruction.
- lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
+ vec4 pivot = vec4(a_position.xyz, 1.0) * modelView;
vec4 offset = vec4(normal, 0.0, 0.0) * projection;
vec4 projectedPivot = pivot * projection;