Files
MapLibreParticleLab/shaders/line_gradient.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
1.1 KiB
GLSL

uniform lowp float u_device_pixel_ratio;
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 / u_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
}