layout (std140) uniform FillEvaluatedPropsUBO { highp vec4 u_color; highp vec4 u_outline_color; highp float u_opacity; highp float u_fade; highp float u_from_scale; highp float u_to_scale; }; in vec2 v_pos; #pragma mapbox: define highp vec4 outline_color #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize highp vec4 outline_color #pragma mapbox: initialize lowp float opacity float dist = length(v_pos - gl_FragCoord.xy); float alpha = 1.0 - smoothstep(0.0, 1.0, dist); fragColor = outline_color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }