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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Not sold on Google Maps’ use of signed distance fields for text either. It makes small text blurry, presumably because it’s downsampled. SDF only really helps magnification, which they don’t do much.
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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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