switch to ShortBuffer for half-float, shader tweaks,..
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@@ -17,60 +17,78 @@ package org.mapsforge.android.glrenderer;
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class Shaders {
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final static String gLineVertexShader = ""
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+ "precision highp float; \n"
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+ "precision mediump float; \n"
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+ "uniform mat4 u_center;"
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+ "uniform float u_width;"
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// + "uniform float u_width;"
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+ "attribute vec4 a_position;"
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+ "attribute vec2 a_st;"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ " gl_Position = u_center * a_position;"
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+ " v_st = a_st;" + "}";
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+ " v_st = a_st;"
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+ "}";
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final static String gLineFragmentShader = ""
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+ "#extension GL_OES_standard_derivatives : enable\n"
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+ "precision mediump float;"
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+ "uniform float u_width;"
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+ "uniform int u_mode;"
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+ "uniform vec2 u_mode;"
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+ "uniform vec4 u_color;"
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+ "const float zero = 0.0;"
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+ "const int standard = 0;"
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+ "const int fixed_width = 2;"
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+ "const vec4 blank = vec4(1.0, 0.0, 0.0, 1.0);"
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+ "const vec4 blank2 = vec4(0.0, 1.0, 0.0, 1.0);"
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+ "varying vec2 v_st;"
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+ "void main() {"
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+ " if (u_mode != fixed_width) {"
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// + " gl_FragColor = u_color;"
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// + " float fuzz;"
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// + " float len;"
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+ " if (v_st.t == zero){ "
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// + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s));"
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+ " float fuzz = -fwidth(v_st.s) * 1.5;"
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+ " float len = abs(v_st.s) - u_width;"
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// + " if (len < fuzz)"
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+ " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
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+ " } else {"
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+ " float fuzz = -max(fwidth(v_st.s), fwidth(v_st.t)) * 1.5;"
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+ " float len = length(v_st) - u_width;"
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// + " if (len < fuzz)"
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+ " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
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+ " } "
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// + " if (len > zero)"
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// + " gl_FragColor = blank;"
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// + " discard;"
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// + " gl_FragColor = u_color;"
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// + " else if (len < fuzz)"
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// + " gl_FragColor = blank2;"
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// + " else "
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+ " } else { "
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+ " float fuzz = fwidth(v_st.s);"
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// + " gl_FragColor = u_color * smoothstep(fuzz, zero, abs(v_st.s) - u_width + fuzz);"
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// + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s)) * 1.5;"
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+ " gl_FragColor = u_color * smoothstep(fuzz*0.5, -fuzz, abs(v_st.s) - u_width);"
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+ " }"
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+ "float width = u_mode[1];"
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// + " if (v_st.t == zero){ "
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// + " float fuzz = fwidth(v_st.s) * 1.5;"
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// + " gl_FragColor = u_color * smoothstep(-fuzz * u_mode[0], fuzz, width - abs(v_st.s));"
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// + " } else {"
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+ " float fuzz = max(fwidth(v_st.s), fwidth(v_st.t)) * 1.5;"
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+ " gl_FragColor = u_color * smoothstep(-fuzz * u_mode[0], fuzz, width - length(v_st));"
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// + " } "
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+ "}";
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// final static String gLineFragmentShader = ""
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// + "#extension GL_OES_standard_derivatives : enable\n"
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// + "precision mediump float;"
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// + "uniform float u_width;"
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// + "uniform vec2 u_mode;"
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// + "uniform vec4 u_color;"
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// + "const float zero = 0.0;"
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// // + "const vec4 blank = vec4(1.0, 0.0, 0.0, 1.0);"
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// + "varying vec2 v_st;"
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// + "void main() {"
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// + "float width = u_mode[1];"
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// // + "float alpha = 1.0;"
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// + " if (u_mode[0] == zero) {"
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// // + " gl_FragColor = u_color;"
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// // + " float fuzz;"
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// // + " float len;"
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// + " if (v_st.t == zero){ "
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// // + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s));"
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// + " float fuzz = -fwidth(v_st.s) * 1.5;"
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// + " float len = abs(v_st.s) - width;"
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// // + " if (len < fuzz)"
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// + " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
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// + " } else {"
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// + " float fuzz = -max(fwidth(v_st.s), fwidth(v_st.t)) * 1.5;"
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// + " float len = length(v_st) - width;"
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// // + " if (len < fuzz)"
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// + " gl_FragColor = u_color * smoothstep(zero, fuzz, len);"
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// + " } "
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// // + " if (len > zero)"
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// // + " gl_FragColor = blank;"
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// // + " discard;"
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// // + " gl_FragColor = u_color;"
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// // + " else if (len < fuzz)"
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// // + " gl_FragColor = blank2;"
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// // + " else "
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// + " } else { "
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// + " float fuzz = fwidth(v_st.s);"
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// // + " gl_FragColor = u_color * smoothstep(fuzz, zero, abs(v_st.s) - u_width + fuzz);"
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// // + " fuzz = - sqrt(dFdx(v_st.s) * dFdx(v_st.s) + dFdy(v_st.s) * dFdy(v_st.s)) * 1.5;"
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// + " gl_FragColor = u_color * smoothstep(fuzz*0.5, -fuzz, abs(v_st.s) - width);"
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// + " }"
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// + "}";
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// final static String gLineFragmentShader = "" +
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// "#extension GL_OES_standard_derivatives : enable\n" +
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// "precision mediump float;" +
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