Files
MapLibreParticleLab/shaders/drawable.fill_outline_pattern.fragment.glsl
Alex Cristici d22362ab22 Global UBO (#2292)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-04-24 17:14:18 +03:00

68 lines
1.9 KiB
GLSL

layout (std140) uniform FillOutlinePatternDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_pixel_coord_upper;
highp vec2 u_pixel_coord_lower;
highp vec2 u_texsize;
highp float u_tile_ratio;
highp float drawable_pad1;
};
layout (std140) uniform FillOutlinePatternTilePropsUBO {
highp vec4 u_pattern_from;
highp vec4 u_pattern_to;
};
layout (std140) uniform FillOutlinePatternInterpolateUBO {
highp float u_pattern_from_t;
highp float u_pattern_to_t;
highp float u_opacity_t;
highp float interp_pad1;
};
layout (std140) uniform FillEvaluatedPropsUBO {
highp vec4 u_color;
highp vec4 u_outline_color;
highp float u_opacity;
highp float u_fade;
highp float u_from_scale;
highp float u_to_scale;
};
uniform sampler2D u_image;
in vec2 v_pos_a;
in vec2 v_pos_b;
in vec2 v_pos;
#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);
// find distance to outline for alpha interpolation
float dist = length(v_pos - gl_FragCoord.xy);
float alpha = 1.0 - smoothstep(0.0, 1.0, dist);
fragColor = mix(color1, color2, u_fade) * alpha * opacity;
#ifdef OVERDRAW_INSPECTOR
fragColor = vec4(1.0);
#endif
}