The WebGL version of Google Maps overdraws like crazy, which is why it’s slow. That depth buffer is your friend, folks! Use it!
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Almost every Google Maps shader has a discard in it. I don’t see why this is needed. Not that they’re getting much benefit from early Z anyway since they draw back to front :(
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The way Google Maps roads are rendered seems mostly fine, though the AA is a bit wrong (it’s a linear distance ramp…better than smoothstep anyway). Could be improved with a depth prepass perhaps…Pathfinder benefits from that a lot.
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