57 lines
1.5 KiB
GLSL
57 lines
1.5 KiB
GLSL
layout (std140) uniform FillDrawableUBO {
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highp mat4 u_matrix;
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highp vec4 u_scale;
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highp vec2 u_world;
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highp vec2 u_pixel_coord_upper;
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highp vec2 u_pixel_coord_lower;
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highp vec2 u_texsize;
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highp float u_fade;
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highp float u_color_t;
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highp float u_opacity_t;
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highp float u_outline_color_t;
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highp float u_pattern_from_t;
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highp float u_pattern_to_t;
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highp vec2 u_color;
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highp vec2 u_opacity;
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highp vec2 u_outline_color_pad;
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highp vec4 u_outline_color;
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highp vec4 u_pattern_from;
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highp vec4 u_pattern_to;
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};
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uniform sampler2D u_image;
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in vec2 v_pos_a;
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in vec2 v_pos_b;
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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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fragColor = mix(color1, color2, u_fade) * 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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