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4 changes: 0 additions & 4 deletions src/shaders/symbol_icon.vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -87,10 +87,6 @@ void main() {
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);

// Symbols might end up being behind the camera. Modify z-value to be out of visible bounds
// if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1]
gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0));

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;
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4 changes: 0 additions & 4 deletions src/shaders/symbol_sdf.vertex.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -106,10 +106,6 @@ void main() {
gl_Position = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * fontScale + a_pxoffset), 0.0, 1.0);
float gamma_scale = gl_Position.w;

// Symbols might end up being behind the camera. Modify z-value to be out of visible bounds
// if this is the case, otherwise ignore depth. -1.1 is safely out of the visible depth range [-1, 1]
gl_Position.z = mix(-1.1 * gl_Position.w, gl_Position.z, float(projected_pos.w > 0.0));

vec2 fade_opacity = unpack_opacity(a_fade_opacity);
float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
float interpolated_fade_opacity = max(0.0, min(1.0, fade_opacity[0] + fade_change));
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10 changes: 1 addition & 9 deletions src/symbol/projection.js
Original file line number Diff line number Diff line change
Expand Up @@ -185,15 +185,7 @@ function updateLineLabels(bucket: SymbolBucket,
fontSize / perspectiveRatio;

const tileAnchorPoint = new Point(symbol.anchorX, symbol.anchorY);
const transformedTileAnchor = project(tileAnchorPoint, labelPlaneMatrix);

// Skip labels behind the camera
if (transformedTileAnchor.signedDistanceFromCamera <= 0.0) {
hideGlyphs(symbol.numGlyphs, dynamicLayoutVertexArray);
continue;
}

const anchorPoint = transformedTileAnchor.point;
const anchorPoint = project(tileAnchorPoint, labelPlaneMatrix).point;
const projectionCache = {};

const placeUnflipped: any = placeGlyphsAlongLine(symbol, pitchScaledFontSize, false /*unflipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix,
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