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MapLibreParticleLab/shaders/drawable.fill_pattern.fragment.glsl
mwilsnd c6737e8df1 Fix build/fill UBO padding on Windows (#1649)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2023-09-19 22:51:18 +00:00

64 lines
1.7 KiB
GLSL

layout (std140) uniform FillPatternDrawableUBO {
highp mat4 u_matrix;
highp vec4 u_scale;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp vec2 u_texsize;
highp float pad1;
highp float pad2;
};
layout (std140) uniform FillPatternEvaluatedPropsUBO {
highp float u_opacity;
highp float u_fade;
highp float padding_props1;
highp float padding_props2;
};
layout (std140) uniform FillPatternInterpolateUBO {
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float u_opacity_t;
highp float u_padding_interp1;
};
layout (std140) uniform FillPatternTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
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
}