Files
MapLibreParticleLab/shaders/fill_outline.vertex.glsl
Alex Cristici a650df219d Clean legacy code (#3469)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-05-15 22:53:09 +03:00

45 lines
1.2 KiB
GLSL

layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float u_map_zoom;
lowp float global_pad1;
};
layout (std140) uniform FillOutlineDrawableUBO {
highp mat4 u_matrix;
// Interpolations
highp float u_outline_color_t;
highp float u_opacity_t;
lowp float drawable_pad1;
lowp float drawable_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;
};
layout (location = 0) in vec2 a_pos;
out 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
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world_size;
}