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

33 lines
889 B
GLSL

layout (std140) uniform FillOutlineDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_world;
};
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;
};
layout (location = 0) in vec2 a_pos;
out 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
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
}