Files
MapLibreParticleLab/shaders/collision_circle.fragment.glsl
mwilsnd 4828cc7a8b Upgrade OpenGL backend to ES 3.0 (#995)
Co-authored-by: Tadej Novak <tadej@tano.si>
2023-04-13 23:24:45 +02:00

35 lines
913 B
GLSL

uniform float u_overscale_factor;
in float v_placed;
in float v_notUsed;
in float v_radius;
in vec2 v_extrude;
in vec2 v_extrude_scale;
void main() {
float alpha = 0.5;
// Red = collision, hide label
vec4 color = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (v_placed > 0.5) {
color = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (v_notUsed > 0.5) {
// This box not used, fade it out
color *= .2;
}
float extrude_scale_length = length(v_extrude_scale);
float extrude_length = length(v_extrude) * extrude_scale_length;
float stroke_width = 15.0 * extrude_scale_length / u_overscale_factor;
float radius = v_radius * extrude_scale_length;
float distance_to_edge = abs(extrude_length - radius);
float opacity_t = smoothstep(-stroke_width, 0.0, -distance_to_edge);
fragColor = opacity_t * color;
}