const float PI = 3.141592653589793; attribute vec4 a_pos_offset; attribute vec4 a_data; attribute vec4 a_pixeloffset; attribute vec3 a_projected_pos; attribute float a_fade_opacity; uniform bool u_is_size_zoom_constant; uniform bool u_is_size_feature_constant; uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function uniform highp float u_size; // used when size is both zoom and feature constant uniform highp float u_camera_to_center_distance; uniform highp float u_pitch; uniform bool u_rotate_symbol; uniform highp float u_aspect_ratio; uniform float u_fade_change; uniform mat4 u_matrix; uniform mat4 u_label_plane_matrix; uniform mat4 u_coord_matrix; uniform bool u_is_text; uniform bool u_pitch_with_map; uniform vec2 u_texsize; varying vec2 v_tex; varying float v_fade_opacity; #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize lowp float opacity vec2 a_pos = a_pos_offset.xy; vec2 a_offset = a_pos_offset.zw; vec2 a_tex = a_data.xy; vec2 a_size = a_data.zw; float a_size_min = floor(a_size[0] * 0.5); vec2 a_pxoffset = a_pixeloffset.xy; vec2 a_minFontScale = a_pixeloffset.zw / 256.0; highp float segment_angle = -a_projected_pos[2]; float size; if (!u_is_size_zoom_constant && !u_is_size_feature_constant) { size = mix(a_size_min, a_size[1], u_size_t) / 128.0; } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) { size = a_size_min / 128.0; } else { size = u_size; } vec4 projectedPoint = u_matrix * vec4(a_pos, 0, 1); highp float camera_to_anchor_distance = projectedPoint.w; // See comments in symbol_sdf.vertex highp float distance_ratio = u_pitch_with_map ? camera_to_anchor_distance / u_camera_to_center_distance : u_camera_to_center_distance / camera_to_anchor_distance; highp float perspective_ratio = clamp( 0.5 + 0.5 * distance_ratio, 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles 4.0); size *= perspective_ratio; float fontScale = u_is_text ? size / 24.0 : size; highp float symbol_rotation = 0.0; if (u_rotate_symbol) { // See comments in symbol_sdf.vertex vec4 offsetProjectedPoint = u_matrix * vec4(a_pos + vec2(1, 0), 0, 1); vec2 a = projectedPoint.xy / projectedPoint.w; vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w; symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x); } highp float angle_sin = sin(segment_angle + symbol_rotation); highp float angle_cos = cos(segment_angle + symbol_rotation); mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos); vec4 projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, 0.0, 1.0); gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * max(a_minFontScale, fontScale) + a_pxoffset / 16.0), 0.0, 1.0); v_tex = a_tex / u_texsize; vec2 fade_opacity = unpack_opacity(a_fade_opacity); float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change; v_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change)); }