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

57 lines
1.5 KiB
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;
};
uniform sampler2D u_image;
in vec2 v_pos_a;
in vec2 v_pos_b;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
void main() {
#pragma mapbox: initialize lowp float opacity
#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);
fragColor = mix(color1, color2, u_fade) * opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}