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Use "#pragma mapbox:" commands in Mapbox GL Native
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brunoabinader committed Jun 2, 2016
1 parent 36278b8 commit e032997
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Showing 6 changed files with 0 additions and 53 deletions.
8 changes: 0 additions & 8 deletions src/circle.fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -9,21 +9,13 @@ precision mediump float;
uniform lowp float u_blur;
uniform lowp float u_opacity;

#ifndef MAPBOX_GL_JS
uniform vec4 u_color;
#else
#pragma mapbox: define color lowp
#endif
varying lowp float v_antialiasblur;

varying vec2 v_extrude;

void main() {
#ifndef MAPBOX_GL_JS
vec4 color = u_color;
#else
#pragma mapbox: initialize color lowp
#endif

float t = smoothstep(1.0 - max(u_blur, v_antialiasblur), 1.0, length(v_extrude));
gl_FragColor = color * (1.0 - t) * u_opacity;
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8 changes: 0 additions & 8 deletions src/circle.vertex.glsl
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Expand Up @@ -12,21 +12,13 @@ uniform float u_devicepixelratio;

attribute vec2 a_pos;

#ifndef MAPBOX_GL_JS
uniform float u_radius;
#else
#pragma mapbox: define radius mediump
#endif

varying vec2 v_extrude;
varying lowp float v_antialiasblur;

void main(void) {
#ifndef MAPBOX_GL_JS
float radius = u_radius;
#else
#pragma mapbox: initialize radius mediump
#endif
// unencode the extrusion vector that we snuck into the a_pos vector
v_extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0);

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10 changes: 0 additions & 10 deletions src/fill.fragment.glsl
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Expand Up @@ -6,21 +6,11 @@ precision mediump float;
#define highp
#endif

#ifdef MAPBOX_GL_JS
#pragma mapbox: define color lowp
#else
uniform lowp vec4 u_color;
#endif

uniform lowp float u_opacity;

void main() {

#ifdef MAPBOX_GL_JS
#pragma mapbox: initialize color lowp
#else
lowp vec4 color = u_color;
#endif

gl_FragColor = color * u_opacity;

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9 changes: 0 additions & 9 deletions src/fill.vertex.glsl
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Expand Up @@ -10,15 +10,6 @@ attribute vec2 a_pos;

uniform mat4 u_matrix;

#ifdef MAPBOX_GL_JS
#pragma mapbox: define color lowp
#endif

void main() {

#ifdef MAPBOX_GL_JS
#pragma mapbox: initialize color lowp
#endif

gl_Position = u_matrix * vec4(a_pos, 0, 1);
}
9 changes: 0 additions & 9 deletions src/outline.fragment.glsl
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Expand Up @@ -6,23 +6,14 @@ precision mediump float;
#define highp
#endif

#ifdef MAPBOX_GL_JS
#pragma mapbox: define outline_color lowp
#else
uniform lowp vec4 u_color;
#endif

uniform lowp float u_opacity;

varying vec2 v_pos;

void main() {

#ifdef MAPBOX_GL_JS
#pragma mapbox: initialize outline_color lowp
#else
lowp vec4 outline_color = u_color;
#endif

float dist = length(v_pos - gl_FragCoord.xy);
float alpha = smoothstep(1.0, 0.0, dist);
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9 changes: 0 additions & 9 deletions src/outline.vertex.glsl
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Expand Up @@ -13,16 +13,7 @@ uniform vec2 u_world;

varying vec2 v_pos;

#ifdef MAPBOX_GL_JS
#pragma mapbox: define outline_color lowp
#endif


void main() {
#ifdef MAPBOX_GL_JS
#pragma mapbox: initialize outline_color lowp
#endif

gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}

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