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; lowp float props_pad1; lowp float props_pad2; }; uniform sampler2D u_image; in vec2 v_width2; in vec2 v_normal; in float v_gamma_scale; in highp float v_lineprogress; #pragma mapbox: define lowp float blur #pragma mapbox: define lowp float opacity void main() { #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); // For gradient lines, v_lineprogress is the ratio along the entire line, // scaled to [0, 2^15), and the gradient ramp is stored in a texture. vec4 color = texture(u_image, vec2(v_lineprogress, 0.5)); fragColor = color * (alpha * opacity); #ifdef OVERDRAW_INSPECTOR fragColor = vec4(1.0); #endif }