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| uniform mat4 u_matrix; | |
| uniform bool u_scale_with_map; | |
| uniform bool u_pitch_with_map; | |
| uniform vec2 u_extrude_scale; | |
| uniform lowp float u_device_pixel_ratio; | |
| uniform highp float u_camera_to_center_distance; | |
| attribute vec2 a_pos; | |
| varying vec3 v_data; | |
| void main(void) { | |
| // unencode the extrusion vector that we snuck into the a_pos vector | |
| vec2 extrude = vec2(mod(a_pos, 2.0) * 2.0 - 1.0); | |
| // multiply a_pos by 0.5, since we had it * 2 in order to sneak | |
| // in extrusion data | |
| vec2 circle_center = floor(a_pos * 0.5); | |
| if (u_pitch_with_map) { | |
| vec2 corner_position = circle_center; | |
| if (u_scale_with_map) { | |
| corner_position += extrude * (radius + stroke_width) * u_extrude_scale; | |
| } else { | |
| // Pitching the circle with the map effectively scales it with the map | |
| // To counteract the effect for pitch-scale: viewport, we rescale the | |
| // whole circle based on the pitch scaling effect at its central point | |
| vec4 projected_center = u_matrix * vec4(circle_center, 0, 1); | |
| corner_position += extrude * (radius + stroke_width) * u_extrude_scale * (projected_center.w / u_camera_to_center_distance); | |
| } | |
| gl_Position = u_matrix * vec4(corner_position, 0, 1); | |
| } else { | |
| gl_Position = u_matrix * vec4(circle_center, 0, 1); | |
| if (u_scale_with_map) { | |
| gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * u_camera_to_center_distance; | |
| } else { | |
| gl_Position.xy += extrude * (radius + stroke_width) * u_extrude_scale * gl_Position.w; | |
| } | |
| } | |
| // This is a minimum blur distance that serves as a faux-antialiasing for | |
| // the circle. since blur is a ratio of the circle's size and the intent is | |
| // to keep the blur at roughly 1px, the two are inversely related. | |
| lowp float antialiasblur = 1.0 / u_device_pixel_ratio / (radius + stroke_width); | |
| v_data = vec3(extrude.x, extrude.y, antialiasblur); | |
| } | |