Make z-order changes work on web too, restoring tooltips

This commit is contained in:
Dustin Carlino 2020-10-05 16:36:43 -07:00
parent 982b0bc194
commit 6cce3b1946
2 changed files with 19 additions and 6 deletions

View File

@ -5,7 +5,7 @@ precision mediump sampler2DArray;
// (x offset, y offset, zoom)
uniform vec3 transform;
// (window width, window height, _)
// (window width, window height, z value)
uniform vec3 window;
in vec4 pass_style;

View File

@ -7,20 +7,33 @@ uniform vec3 transform;
// (window width, window height, z value)
uniform vec3 window;
layout (location = 0) in vec2 position;
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 style;
out vec4 pass_style;
void main() {
pass_style = style;
float zoom = transform[2];
// This is map_to_screen
float screen_x = (position[0] * transform[2]) - transform[0];
float screen_y = (position[1] * transform[2]) - transform[1];
// Translate that to clip-space or whatever it's called
float screen_x = (position[0] * zoom) - transform[0];
float screen_y = (position[1] * zoom) - transform[1];
// Translate position to normalized device coordinates (NDC)
float x = (screen_x / window[0] * 2.0) - 1.0;
float y = (screen_y / window[1] * 2.0) - 1.0;
// largest absolute value for layer base z values in drawing.rs (i.e.
// MAPSPACE_Z vs. TOOLTIP_Z)
float z_range = 2.0;
// we increment z up to 1.0 to affect ordering within a layer, so consider
// that when scaling z to NDC too
float z_scale = z_range + 1.0;
float z = (position[2] + window[2]) / z_scale;
// Note the y inversion
gl_Position = vec4(x, -y, window[2], 1.0);
gl_Position = vec4(x, -y, z, 1.0);
}