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Wide line PoC (Metal Custom Layer) #2112
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…libre/maplibre-gl-native into mlncustomstylelayer-refactor
for more information, see https://pre-commit.ci
for more information, see https://pre-commit.ci
…libre/maplibre-gl-native into mlncustomstylelayer-refactor
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It's a cool POC, but I don't think it practical to have source code with different licenses in the same root, even if it's just the sample app and not part of the library.
Oh right, we need to address that. I own that code and I can grant whatever rights you want. What's the copyright for new MapLibre code look like? |
@sjg-wdw That would be great. This is the license for MapLibre Native: https://github.com/maplibre/maplibre-native/blob/main/LICENSE.md So the copyright specifically is Copyright (c) 2021 MapLibre contributors |
Stefan has my permission to change the copyright on those files to MapLibre contributors. Let me know if you need that permission in some other form. |
@stefankarschti Could you remove the copyright header, and then clarify with Steve that the following is true:
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Yes, that's fine with me. I grant permission on behalf of mousebird consulting. |
return { .valid = false }; | ||
} | ||
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const float tA = (a0.x * a1.y - a0.y * a1.x); |
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Mostly the same shader source as before here? Refer to #2183 for previous nits I had in this shader.
// Note that `inst[2].totalLen` wraps to zero at the end, and we don't want that. | ||
// Texture coords are used for edge blending, so we need to set them up even if there are no textures. | ||
float texY = 0; | ||
float texX = 0; |
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It looks like texture support was removed from this shader, I see some texcoord manipulation commented out in a few places. Could you remove these references?
struct TriWideArgBufferFrag { | ||
UniformDrawStateA uniDrawState [[ id(WKSUniformDrawStateEntry) ]]; | ||
UniformWideVec wideVec [[ id(WKSUniformWideVecEntry) ]]; | ||
bool hasTextures; |
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Unused?
} | ||
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struct TriWideArgBufferFrag { | ||
UniformDrawStateA uniDrawState [[ id(WKSUniformDrawStateEntry) ]]; |
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Unused?
Implement wide line vectors as a Custom (raw) Metal layer by adapting code from WhirlyGlobe.