Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
41 lines
1.2 KiB
GLSL
41 lines
1.2 KiB
GLSL
layout (std140) uniform LineEvaluatedPropsUBO {
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highp vec4 u_color;
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lowp float u_blur;
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lowp float u_opacity;
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mediump float u_gapwidth;
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lowp float u_offset;
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mediump float u_width;
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lowp float u_floorwidth;
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lowp float props_pad1;
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lowp float props_pad2;
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};
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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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#pragma mapbox: define lowp float opacity
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void main() {
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#pragma mapbox: initialize highp vec4 color
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#pragma mapbox: initialize lowp float blur
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#pragma mapbox: initialize lowp float opacity
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(v_normal) * v_width2.s;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (v_width2.t) or when fading out
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// (v_width2.s)
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float blur2 = (blur + 1.0 / 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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fragColor = color * (alpha * opacity);
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(1.0);
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#endif
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}
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