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MapLibreParticleLab/shaders/drawable.fill_outline.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

33 lines
838 B
GLSL

layout (std140) uniform FillOutlineInterpolateUBO {
highp float u_outline_color_t;
highp float u_opacity_t;
highp float interp_pad1;
highp float interp_pad2;
};
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;
};
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
}