layout (std140) uniform FillPatternDrawableUBO { highp mat4 u_matrix; highp vec2 u_pixel_coord_upper; highp vec2 u_pixel_coord_lower; highp vec2 u_texsize; highp float u_tile_ratio; highp float drawable_pad1; }; layout (std140) uniform FillPatternTilePropsUBO { highp vec4 u_pattern_from; highp vec4 u_pattern_to; }; layout (std140) uniform FillPatternInterpolateUBO { highp float u_pattern_from_t; highp float u_pattern_to_t; highp float u_opacity_t; highp float interp_pad1; }; 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; }; uniform sampler2D u_image; in vec2 v_pos_a; in vec2 v_pos_b; #pragma mapbox: define lowp float opacity #pragma mapbox: define lowp vec4 pattern_from #pragma mapbox: define lowp vec4 pattern_to void main() { #pragma mapbox: initialize lowp float opacity #pragma mapbox: initialize mediump vec4 pattern_from #pragma mapbox: initialize mediump vec4 pattern_to vec2 pattern_tl_a = pattern_from.xy; vec2 pattern_br_a = pattern_from.zw; vec2 pattern_tl_b = pattern_to.xy; vec2 pattern_br_b = pattern_to.zw; if (u_texsize.x < 1.0 || u_texsize.y < 1.0) { discard; } vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord); vec4 color1 = texture(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b); vec4 color2 = texture(u_image, pos2); fragColor = mix(color1, color2, u_fade) * opacity; #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }