Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
42 lines
1013 B
GLSL
42 lines
1013 B
GLSL
uniform sampler2D u_texture;
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layout (std140) uniform SymbolTilePropsUBO {
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bool u_is_text;
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bool u_is_halo;
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highp float u_gamma_scale;
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lowp float tileprops_pad1;
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};
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layout (std140) uniform SymbolEvaluatedPropsUBO {
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highp vec4 u_text_fill_color;
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highp vec4 u_text_halo_color;
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highp float u_text_opacity;
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highp float u_text_halo_width;
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highp float u_text_halo_blur;
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lowp float props_pad1;
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highp vec4 u_icon_fill_color;
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highp vec4 u_icon_halo_color;
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highp float u_icon_opacity;
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highp float u_icon_halo_width;
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highp float u_icon_halo_blur;
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lowp float props_pad2;
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};
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in vec2 v_tex;
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in float v_fade_opacity;
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#pragma mapbox: define lowp float opacity
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void main() {
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highp float u_opacity = u_is_text ? u_text_opacity : u_icon_opacity;
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#pragma mapbox: initialize lowp float opacity
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lowp float alpha = opacity * v_fade_opacity;
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fragColor = texture(u_texture, v_tex) * alpha;
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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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