layout (std140) uniform LineDrawableUBO { highp mat4 u_matrix; mediump float u_ratio; lowp float drawable_pad1, drawable_pad2, drawable_pad3; }; layout (std140) uniform LineInterpolationUBO { lowp float u_color_t; lowp float u_blur_t; lowp float u_opacity_t; lowp float u_gapwidth_t; lowp float u_offset_t; lowp float u_width_t; highp vec2 interp_pad1; }; layout (std140) uniform LineEvaluatedPropsUBO { highp vec4 u_color; lowp float u_blur; lowp float u_opacity; mediump float u_gapwidth; lowp float u_offset; mediump float u_width; lowp float u_floorwidth; highp float props_pad1; highp float props_pad2; }; in vec2 v_width2; in vec2 v_normal; in float v_gamma_scale; #pragma mapbox: define highp vec4 color #pragma mapbox: define lowp float blur #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize highp vec4 color #pragma mapbox: initialize lowp float blur #pragma mapbox: initialize lowp float opacity // Calculate the distance of the pixel from the line in pixels. float dist = length(v_normal) * v_width2.s; // Calculate the antialiasing fade factor. This is either when fading in // the line in case of an offset line (v_width2.t) or when fading out // (v_width2.s) float blur2 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale; float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0); fragColor = color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }