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MapLibreParticleLab/shaders/drawable.fill_outline.fragment.glsl
Tim Sylvester 82ec59a2b0 Metal setup merge (#1616)
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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>
2023-09-13 18:35:20 +00:00

32 lines
847 B
GLSL

layout (std140) uniform FillOutlineEvaluatedPropsUBO {
highp vec4 u_outline_color;
highp float u_opacity;
highp float padding_props1;
highp float padding_props2;
highp float padding_props3;
};
layout (std140) uniform FillOutlineInterpolateUBO {
highp float u_outline_color_t;
highp float u_opacity_t;
highp float u_padding_interp1;
highp float u_padding_interp2;
};
in vec2 v_pos;
#pragma mapbox: define highp vec4 outline_color
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 outline_color
#pragma mapbox: initialize lowp float opacity
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
fragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}