36 lines
931 B
GLSL
36 lines
931 B
GLSL
layout (std140) uniform LineBasicUBO {
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highp mat4 u_matrix;
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highp vec2 u_units_to_pixels;
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mediump float u_ratio;
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lowp float u_device_pixel_ratio;
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};
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layout (std140) uniform LineBasicPropertiesUBO {
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highp vec4 u_color;
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lowp float u_opacity;
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mediump float u_width;
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highp vec2 pad1;
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};
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in float v_width;
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in vec2 v_normal;
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in float v_gamma_scale;
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void main() {
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// Calculate the distance of the pixel from the line in pixels.
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float dist = length(v_normal) * v_width;
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// Calculate the antialiasing fade factor. This is either when fading in
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// the line in case of an offset line (v_width2.t) or when fading out
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// (v_width2.s)
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float blur2 = (1.0 / u_device_pixel_ratio) * v_gamma_scale;
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float alpha = clamp(min(dist + blur2, v_width - dist) / blur2, 0.0, 1.0);
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fragColor = u_color * (alpha * u_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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