Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: Alex Cristici <alex.cristici@gmail.com> Co-authored-by: mwilsnd <mwilsnd@gmail.com> Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com> Co-authored-by: Bart Louwers <bart@emeel.net> Co-authored-by: Alex Cristici <alex@skoon.energy> Co-authored-by: Bart Louwers <bart.louwers@gmail.com> Co-authored-by: Wei Chen <alanchenboy@gmail.com> Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com> Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
66 lines
1.8 KiB
GLSL
66 lines
1.8 KiB
GLSL
layout (std140) uniform FillOutlinePatternDrawableUBO {
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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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};
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layout (std140) uniform FillOutlinePatternEvaluatedPropsUBO {
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highp float u_opacity;
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highp float u_fade;
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highp float padding_props1;
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highp float padding_props2;
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};
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layout (std140) uniform FillOutlinePatternInterpolateUBO {
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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 float u_opacity_t;
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highp float pad1;
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};
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layout (std140) uniform FillOutlinePatternTilePropsUBO {
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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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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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