Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
22 lines
468 B
GLSL
22 lines
468 B
GLSL
in vec2 v_pos;
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uniform sampler2D u_image;
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uniform sampler2D u_color_ramp;
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layout (std140) uniform HeatmapTexturePropsUBO {
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highp mat4 u_matrix;
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highp float u_opacity;
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lowp float props_pad1;
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lowp float props_pad2;
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lowp float props_pad3;
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};
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void main() {
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float t = texture(u_image, v_pos).r;
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vec4 color = texture(u_color_ramp, vec2(t, 0.5));
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fragColor = color * u_opacity;
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#ifdef OVERDRAW_INSPECTOR
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fragColor = vec4(0.0);
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#endif
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}
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