Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
63 lines
1.7 KiB
GLSL
63 lines
1.7 KiB
GLSL
layout (std140) uniform LineGradientUBO {
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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 pad0;
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};
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layout (std140) uniform LineGradientPropertiesUBO {
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lowp float u_blur;
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lowp float u_opacity;
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mediump float u_gapwidth;
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lowp float u_offset;
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mediump float u_width;
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highp float pad1;
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highp vec2 pad2;
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};
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layout (std140) uniform LineGradientInterpolationUBO {
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lowp float u_blur_t;
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lowp float u_opacity_t;
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lowp float u_gapwidth_t;
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lowp float u_offset_t;
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lowp float u_width_t;
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highp float pad3;
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highp vec2 pad4;
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};
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uniform sampler2D u_image;
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in vec2 v_width2;
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in vec2 v_normal;
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in float v_gamma_scale;
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in highp float v_lineprogress;
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#pragma mapbox: define lowp float blur
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#pragma mapbox: define lowp float opacity
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void main() {
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#pragma mapbox: initialize lowp float blur
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#pragma mapbox: initialize lowp float opacity
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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_width2.s;
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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 = (blur + 1.0 / DEVICE_PIXEL_RATIO) * v_gamma_scale;
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float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
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// For gradient lines, v_lineprogress is the ratio along the entire line,
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// scaled to [0, 2^15), and the gradient ramp is stored in a texture.
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vec4 color = texture(u_image, vec2(v_lineprogress, 0.5));
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fragColor = color * (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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