diff options
Diffstat (limited to 'drape/shaders/text_outlined_billboard_vertex_shader.vsh')
-rwxr-xr-x | drape/shaders/text_outlined_billboard_vertex_shader.vsh | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/drape/shaders/text_outlined_billboard_vertex_shader.vsh b/drape/shaders/text_outlined_billboard_vertex_shader.vsh index b0de7c5c08..3631bf481e 100755 --- a/drape/shaders/text_outlined_billboard_vertex_shader.vsh +++ b/drape/shaders/text_outlined_billboard_vertex_shader.vsh @@ -18,26 +18,28 @@ varying vec2 v_colorTexCoord; varying vec2 v_maskTexCoord; -const float Zero = 0.0; -const float One = 1.0; const float BaseDepthShift = -10.0; void main() { float isOutline = step(0.5, u_isOutlinePass); - float notOutline = One - isOutline; + float notOutline = 1.0 - isOutline; float depthShift = BaseDepthShift * isOutline; - - // Here we intentionally decrease precision of 'pos' calculation + + // Here we intentionally decrease precision of 'pivot' calculation // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = a_position * modelView; - vec4 offset = vec4(a_normal, Zero, Zero) * projection; + lowp 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; + float zScale = projection[0][0] * length(vec4(1.0, 0.0, 0.0, 0.0) * modelView); vec4 projectedPivot = pivot * projection; - vec4 transformedPivot = pivotTransform * vec4(projectedPivot.xy, 0.0, 1.0); + float logicZ = projectedPivot.z / projectedPivot.w; + vec4 transformedPivot = pivotTransform * vec4(projectedPivot.xy, pivotZ * zScale, projectedPivot.w); - vec4 scale = pivotTransform * vec4(One, -One, Zero, One); - gl_Position = transformedPivot + vec4(offset.xy * transformedPivot.w / scale.w * scale.x, Zero, Zero); + vec4 scale = pivotTransform * vec4(1.0, -1.0, 0.0, 1.0); + gl_Position = vec4(transformedPivot.xy / transformedPivot.w, logicZ, 1.0) + vec4(offset.xy / scale.w * scale.x, 0.0, 0.0); vec2 colorTexCoord = a_colorTexCoord * notOutline + a_outlineColorTexCoord * isOutline; #ifdef ENABLE_VTF |