diff --git a/src/circle.fragment.glsl b/src/circle.fragment.glsl index 9339ccc4fd4..5497ba83486 100644 --- a/src/circle.fragment.glsl +++ b/src/circle.fragment.glsl @@ -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; diff --git a/src/circle.vertex.glsl b/src/circle.vertex.glsl index c7a475fdf41..09f8aed2fe4 100644 --- a/src/circle.vertex.glsl +++ b/src/circle.vertex.glsl @@ -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); diff --git a/src/fill.fragment.glsl b/src/fill.fragment.glsl index d0fc0cc7990..7444c0876b9 100644 --- a/src/fill.fragment.glsl +++ b/src/fill.fragment.glsl @@ -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; diff --git a/src/fill.vertex.glsl b/src/fill.vertex.glsl index fd4ba7f10bd..b0a6e124535 100644 --- a/src/fill.vertex.glsl +++ b/src/fill.vertex.glsl @@ -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); } diff --git a/src/outline.fragment.glsl b/src/outline.fragment.glsl index 753d642528b..315a6c1cb14 100644 --- a/src/outline.fragment.glsl +++ b/src/outline.fragment.glsl @@ -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); diff --git a/src/outline.vertex.glsl b/src/outline.vertex.glsl index d80431a1b6f..df5ae343c00 100644 --- a/src/outline.vertex.glsl +++ b/src/outline.vertex.glsl @@ -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; }