Files
MapLibreParticleLab/shaders/drawable.fill_outline.fragment.glsl
2023-08-31 15:36:19 +02:00

41 lines
1022 B
GLSL

layout (std140) uniform FillDrawableUBO {
highp mat4 u_matrix;
highp vec4 u_scale;
highp vec2 u_world;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp vec2 u_texsize;
highp float u_fade;
highp float u_color_t;
highp float u_opacity_t;
highp float u_outline_color_t;
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp vec2 u_color;
highp vec2 u_opacity;
highp vec2 u_outline_color_pad;
highp vec4 u_outline_color;
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
in 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
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
fragColor = outline_color * (alpha * opacity);
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}