44 lines
1.2 KiB
GLSL
44 lines
1.2 KiB
GLSL
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uniform vec2 u_texsize;
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uniform sampler2D u_image;
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uniform float u_fade;
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in vec2 v_pos_a;
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in vec2 v_pos_b;
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in vec2 v_pos;
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#pragma mapbox: define lowp float opacity
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#pragma mapbox: define lowp vec4 pattern_from
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#pragma mapbox: define lowp vec4 pattern_to
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void main() {
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#pragma mapbox: initialize lowp float opacity
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#pragma mapbox: initialize mediump vec4 pattern_from
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#pragma mapbox: initialize mediump vec4 pattern_to
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vec2 pattern_tl_a = pattern_from.xy;
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vec2 pattern_br_a = pattern_from.zw;
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vec2 pattern_tl_b = pattern_to.xy;
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vec2 pattern_br_b = pattern_to.zw;
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vec2 imagecoord = mod(v_pos_a, 1.0);
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vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
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vec4 color1 = texture(u_image, pos);
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vec2 imagecoord_b = mod(v_pos_b, 1.0);
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vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
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vec4 color2 = texture(u_image, pos2);
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// find distance to outline for alpha interpolation
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float dist = length(v_pos - gl_FragCoord.xy);
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float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
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fragColor = mix(color1, color2, u_fade) * alpha * opacity;
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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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