Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: Alex Cristici <alex.cristici@gmail.com> Co-authored-by: mwilsnd <mwilsnd@gmail.com> Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com> Co-authored-by: Bart Louwers <bart@emeel.net> Co-authored-by: Alex Cristici <alex@skoon.energy> Co-authored-by: Bart Louwers <bart.louwers@gmail.com> Co-authored-by: Wei Chen <alanchenboy@gmail.com> Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com> Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
32 lines
847 B
GLSL
32 lines
847 B
GLSL
layout (std140) uniform FillOutlineEvaluatedPropsUBO {
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highp vec4 u_outline_color;
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highp float u_opacity;
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highp float padding_props1;
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highp float padding_props2;
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highp float padding_props3;
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};
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layout (std140) uniform FillOutlineInterpolateUBO {
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highp float u_outline_color_t;
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highp float u_opacity_t;
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highp float u_padding_interp1;
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highp float u_padding_interp2;
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};
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in vec2 v_pos;
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#pragma mapbox: define highp vec4 outline_color
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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 outline_color
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#pragma mapbox: initialize lowp float opacity
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float dist = length(v_pos - gl_FragCoord.xy);
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float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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fragColor = outline_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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