74 lines
2.1 KiB
GLSL
74 lines
2.1 KiB
GLSL
in vec2 v_pos_a;
|
|
in vec2 v_pos_b;
|
|
in vec4 v_lighting;
|
|
|
|
layout (std140) uniform FillExtrusionDrawableTilePropsUBO {
|
|
highp vec4 u_pattern_from;
|
|
highp vec4 u_pattern_to;
|
|
};
|
|
layout (std140) uniform FillExtrusionInterpolateUBO {
|
|
highp float u_base_t;
|
|
highp float u_height_t;
|
|
highp float u_color_t;
|
|
highp float u_pattern_from_t;
|
|
highp float u_pattern_to_t;
|
|
highp float u_pad_interp1, u_pad_interp2, u_pad_interp3;
|
|
};
|
|
layout (std140) uniform FillExtrusionDrawableUBO {
|
|
highp mat4 u_matrix;
|
|
highp vec4 u_scale;
|
|
highp vec2 u_texsize;
|
|
highp vec2 u_pixel_coord_upper;
|
|
highp vec2 u_pixel_coord_lower;
|
|
highp float u_height_factor;
|
|
highp float u_pad_drawable;
|
|
};
|
|
layout (std140) uniform FillExtrusionDrawablePropsUBO {
|
|
highp vec4 u_color;
|
|
highp vec3 u_lightcolor;
|
|
highp float u_pad1;
|
|
highp vec3 u_lightpos;
|
|
highp float u_base;
|
|
highp float u_height;
|
|
highp float u_lightintensity;
|
|
highp float u_vertical_gradient;
|
|
highp float u_opacity;
|
|
highp float u_fade;
|
|
highp float u_pad_props2, u_pad_props3, u_pad_props4;
|
|
};
|
|
|
|
uniform sampler2D u_image;
|
|
|
|
#pragma mapbox: define lowp float base
|
|
#pragma mapbox: define lowp float height
|
|
#pragma mapbox: define mediump vec4 pattern_from
|
|
#pragma mapbox: define mediump vec4 pattern_to
|
|
|
|
void main() {
|
|
#pragma mapbox: initialize lowp float base
|
|
#pragma mapbox: initialize lowp float height
|
|
#pragma mapbox: initialize mediump vec4 pattern_from
|
|
#pragma mapbox: initialize mediump vec4 pattern_to
|
|
|
|
vec2 pattern_tl_a = pattern_from.xy;
|
|
vec2 pattern_br_a = pattern_from.zw;
|
|
vec2 pattern_tl_b = pattern_to.xy;
|
|
vec2 pattern_br_b = pattern_to.zw;
|
|
|
|
vec2 imagecoord = mod(v_pos_a, 1.0);
|
|
vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
|
|
vec4 color1 = texture(u_image, pos);
|
|
|
|
vec2 imagecoord_b = mod(v_pos_b, 1.0);
|
|
vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
|
|
vec4 color2 = texture(u_image, pos2);
|
|
|
|
vec4 mixedColor = mix(color1, color2, u_fade);
|
|
|
|
fragColor = mixedColor * v_lighting;
|
|
|
|
#ifdef OVERDRAW_INSPECTOR
|
|
fragColor = vec4(1.0);
|
|
#endif
|
|
}
|