Upgrade OpenGL backend to ES 3.0 (#995)
Co-authored-by: Tadej Novak <tadej@tano.si>
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@@ -1,8 +1,8 @@
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uniform lowp float u_device_pixel_ratio;
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varying vec2 v_width2;
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varying vec2 v_normal;
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varying float v_gamma_scale;
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in vec2 v_width2;
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in vec2 v_normal;
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in float v_gamma_scale;
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#pragma mapbox: define highp vec4 color
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#pragma mapbox: define lowp float blur
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@@ -22,9 +22,9 @@ void main() {
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float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
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float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
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gl_FragColor = color * (alpha * opacity);
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fragColor = color * (alpha * opacity);
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#ifdef OVERDRAW_INSPECTOR
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gl_FragColor = vec4(1.0);
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fragColor = vec4(1.0);
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#endif
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}
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