cleanup
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176f84ff95
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8dcb83ee8f
@ -30,15 +30,13 @@ import org.oscim.view.MapView;
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import android.opengl.GLES20;
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import android.util.Log;
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/**
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* @author Hannes Janetzek
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*/
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public class ExtrusionRenderLayer extends RenderLayer {
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private final static String TAG = ExtrusionRenderLayer.class.getName();
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private final TileRenderLayer mTileLayer;
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public ExtrusionRenderLayer(MapView mapView, org.oscim.layers.tile.TileRenderLayer tileRenderLayer) {
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public ExtrusionRenderLayer(MapView mapView,
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org.oscim.layers.tile.TileRenderLayer tileRenderLayer) {
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super(mapView);
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mTileLayer = tileRenderLayer;
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mTileSet = new TileSet();
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@ -54,44 +52,57 @@ public class ExtrusionRenderLayer extends RenderLayer {
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private boolean initialized = false;
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// FIXME sum up size used while filling layer only up to:
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//public int mBufferSize = 65536;
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private final TileSet mTileSet;
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private MapTile[] mTiles;
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private int mTileCnt;
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private final static int SHADER = 0;
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private boolean initShader() {
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initialized = true;
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for (int i = 0; i <= SHADER; i++) {
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if (i == 0) {
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shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
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extrusionFragmentShader);
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} else {
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shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
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extrusionFragmentShaderZ);
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}
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if (shaderProgram[i] == 0) {
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Log.e(TAG, "Could not create extrusion shader program. " + i);
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return false;
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}
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hMatrix[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mvp");
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hColor[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_color");
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hAlpha[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_alpha");
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hMode[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mode");
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hVertexPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_pos");
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hLightPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_light");
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}
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return true;
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}
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@Override
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public void update(MapPosition pos, boolean changed, Matrices matrices) {
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mMapView.getMapViewPosition().getMapPosition(mMapPosition);
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if (!initialized) {
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initialized = true;
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if (!initialized && !initShader())
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return;
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for (int i = 1; i < 2; i++) {
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// Set up the program for rendering extrusions
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shaderProgram[i] = GlUtils.createProgram(extrusionVertexShader,
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extrusionFragmentShader);
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if (shaderProgram[i] == 0) {
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Log.e(TAG, "Could not create extrusion shader program. " + i);
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return;
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}
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hMatrix[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mvp");
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hColor[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_color");
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hAlpha[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_alpha");
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hMode[i] = GLES20.glGetUniformLocation(shaderProgram[i], "u_mode");
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hVertexPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_pos");
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hLightPosition[i] = GLES20.glGetAttribLocation(shaderProgram[i], "a_light");
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}
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}
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if (shaderProgram[0] == 0)
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return;
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if (mAlpha == 0 || pos.zoomLevel < 16) {
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isReady = false;
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return;
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}
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int ready = 0;
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int activeTiles = 0;
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mTileLayer.getVisibleTiles(mTileSet);
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MapTile[] tiles = mTileSet.tiles;
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@ -107,36 +118,35 @@ public class ExtrusionRenderLayer extends RenderLayer {
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continue;
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if (!el.compiled) {
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// FIXME check 'bytes'?
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int verticesBytes = el.mNumVertices * 8 * 2;
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int verticesBytes = el.mNumVertices * 8;
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el.compile(GLRenderer.getShortBuffer(verticesBytes));
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GlUtils.checkGlError("...");
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}
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if (el.compiled)
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mTiles[ready++] = tiles[i];
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mTiles[activeTiles++] = tiles[i];
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}
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} else if (pos.zoomLevel == 16) {
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// check if proxy children are ready
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for (int i = 0; i < mTileSet.cnt; i++) {
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MapTile t = tiles[i];
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for (byte j = 0; j < 4; j++) {
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if ((t.proxies & (1 << j)) != 0) {
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MapTile c = t.rel.get(j);
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el = getLayer(c);
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if ((t.proxies & (1 << j)) == 0)
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continue;
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if (el == null || !el.compiled)
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continue;
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MapTile c = t.rel.get(j);
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el = getLayer(c);
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mTiles[ready++] = c;
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}
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if (el == null || !el.compiled)
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continue;
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mTiles[activeTiles++] = c;
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}
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}
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}
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mTileCnt = ready;
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isReady = ready > 0;
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mTileCnt = activeTiles;
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isReady = activeTiles > 0;
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if (!isReady)
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mTileLayer.releaseTiles(mTileSet);
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@ -161,22 +171,19 @@ public class ExtrusionRenderLayer extends RenderLayer {
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@Override
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public void render(MapPosition pos, Matrices m) {
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// TODO one could render in one pass to texture and then draw the texture
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// with alpha... might be faster.
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// with alpha... might be faster and would allow postprocessing outlines.
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MapTile[] tiles = mTiles;
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//float div = FastMath.pow(tiles[0].zoomLevel - pos.zoomLevel);
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int shaderMode = 1;
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int uExtAlpha = hAlpha[shaderMode];
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int uExtColor = hColor[shaderMode];
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int uExtVertexPosition = hVertexPosition[shaderMode];
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int uExtLightPosition = hLightPosition[shaderMode];
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int uExtMatrix = hMatrix[shaderMode];
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int uExtMode = hMode[shaderMode];
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int uExtAlpha = hAlpha[SHADER];
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int uExtColor = hColor[SHADER];
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int uExtVertexPosition = hVertexPosition[SHADER];
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int uExtLightPosition = hLightPosition[SHADER];
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int uExtMatrix = hMatrix[SHADER];
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int uExtMode = hMode[SHADER];
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if (debug) {
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GLState.useProgram(shaderProgram[shaderMode]);
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GLState.useProgram(shaderProgram[SHADER]);
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GLState.enableVertexArrays(uExtVertexPosition, uExtLightPosition);
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GLES20.glUniform1i(uExtMode, 0);
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@ -220,7 +227,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
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GLState.test(true, false);
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GLState.useProgram(shaderProgram[shaderMode]);
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GLState.useProgram(shaderProgram[SHADER]);
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GLState.enableVertexArrays(uExtVertexPosition, -1);
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if (pos.scale < (1 << 18)) {
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// chances are high that one moves through a building
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@ -321,7 +328,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
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int z = tile.zoomLevel;
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double curScale = Tile.SIZE * pos.scale;
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float scale = (float)(pos.scale / (1 << z));
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float scale = (float) (pos.scale / (1 << z));
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float x = (float) ((tile.x - pos.x) * curScale);
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float y = (float) ((tile.y - pos.y) * curScale);
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@ -335,7 +342,7 @@ public class ExtrusionRenderLayer extends RenderLayer {
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m.mvp.addDepthOffset(delta);
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}
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private final float _a = 0.86f;
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private final float _a = 0.88f;
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private final float _r = 0xe9;
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private final float _g = 0xe8;
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private final float _b = 0xe6;
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@ -375,12 +382,12 @@ public class ExtrusionRenderLayer extends RenderLayer {
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+ "attribute vec4 a_pos;"
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+ "attribute vec2 a_light;"
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+ "varying vec4 color;"
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//+ "varying float z;"
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+ "varying float depth;"
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+ "const float ff = 255.0;"
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+ "void main() {"
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// change height by u_alpha
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+ " gl_Position = u_mvp * vec4(a_pos.xy, a_pos.z * u_alpha, 1.0);"
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//+ " z = gl_Position.z;"
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//+ " depth = gl_Position.z;"
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+ " if (u_mode == 0)"
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// roof / depth pass
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+ " color = u_color[0] * u_alpha;"
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@ -392,14 +399,14 @@ public class ExtrusionRenderLayer extends RenderLayer {
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+ " float dir = a_light.y / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[1];"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " color.rgb *= (0.8 + dir * 0.2) * z;"
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+ " color *= u_alpha;"
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+ " } else if (u_mode == 2){"
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// sides 2 - use 0x00ff
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+ " float dir = a_light.x / ff;"
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+ " float z = (0.98 + gl_Position.z * 0.02);"
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+ " color = u_color[2];"
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+ " color.rgb *= (0.85 + dir * 0.15) * z;"
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+ " color.rgb *= (0.8 + dir * 0.2) * z;"
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+ " color *= u_alpha;"
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+ " } else {"
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// outline
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@ -415,14 +422,13 @@ public class ExtrusionRenderLayer extends RenderLayer {
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+ "}";
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final static String extrusionFragmentShaderZ = ""
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+ "precision highp float;"
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+ "uniform vec4 u_color;"
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+ "varying float z;"
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+ "precision mediump float;"
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+ "varying float depth;"
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+ "void main() {"
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+ "if (z < 0.0)"
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+ " gl_FragColor = vec4(z * -1.0, 0.0, 0.0, 1.0);"
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+ "else"
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+ " gl_FragColor = vec4(0.0, 0.0, z, 1.0);"
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+ "float d = depth * 0.2;"
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+ "if (d < 0.0)"
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+ " d = -d;"
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+ " gl_FragColor = vec4(1.0 - d, 1.0 - d, 1.0 - d, 1.0 - d);"
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+ "}";
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public void setAlpha(float a) {
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